POV-Ray : Newsgroups : povray.general : Dropping items in a bowl (Snack Mix) : Re: Dropping items in a bowl (Snack Mix) Server Time
5 Nov 2024 13:22:47 EST (-0500)
  Re: Dropping items in a bowl (Snack Mix)  
From: Patrick Elliott
Date: 31 Mar 2003 17:34:20
Message: <MPG.18f26c8458e53b6f9897b0@news.povray.org>
In article <3e882bd6@news.povray.org>, war### [at] tagpovrayorg says...
>   Collision detection of a free object (ie freely shaped) with another free
> object is an extremely difficult problem. Using trace() won't help you
> much; it only helps if you want to place a *point* on the surface of an
> object, not if you want to place an *object* (specially if the shapd of the
> object in question is complicated).
> 
>   And collision detection alone is not enough. Even if you had a perfect
> collision detection mechanism, that won't give you what you want. The objects
> will simply collide with the other objects, and then stay in that position,
> whichever it is. Which is of course unnatural.
>   Besides collision detection you would also need a physics modelling
> mechanism to calculate how the object would fall, collide, change orientation
> etc until it ends up in a state of balance.
> 
>   An extremely complicated task.
> 
> 
I haven't looked to deep into it, but.. Does Truespace have the capacity 
to export the position and orientation of object in a scene at some 
arbitrary point in an animation? If so, then the free version 3.0 that is 
floating around could be used to allow approximations of the objects, or 
even real Truespace copies of them, to 'fall' into the destination object 
and export the final position of all the objects in the last frame of the 
animation. A tool of some sort that was designed to do such an 
approximation to generate POVRay 'frames' would be a really nice thing to 
see someone build some day if you can't use Truespace to cheat such 
frames into existence. Right now, this is one of the major inconveniences 
that exists for trying to do realistic stuff in POV.


-- 
void main () {

    call functional_code()
  else
    call crash_windows();
}


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