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Has anyone done anything like this?
Grim
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GrimDude wrote:
>
> Has anyone done anything like this?
Yes, but not me.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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I recently added simple collision detection to a scene. (And I do mean
simple!) However, if your requirements aren't very complex, the method that
I used was effective and fairly easy to implement. I'd be glad to describe
what I did if you're interested.
Regards,
Dave
P.S. - You may find some tips in Chris Colefax's Explode.inc file - he has
pieces of exploded objects bouncing off the floor.
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If you have a bunch of spheres, then collision detection is easy, but
costly in parsing time.
I've been trying with boxes, but it hasn't been working out as well as
I'd hoped.
There is some information here:
http://freespace.virgin.net/hugo.elias/models/m_colide.htm
I'm really suprsied Ken didn't offer up a link... he must have a virus..
Josh
GrimDude wrote:
> Has anyone done anything like this?
>
> Grim
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritone com
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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Josh English wrote:
> I'm really suprsied Ken didn't offer up a link... he must have a virus..
Space herpes...
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Been visitng MIR again have we Ken? ; )
J
Ken wrote:
> Josh English wrote:
>
> > I'm really suprsied Ken didn't offer up a link... he must have a virus..
>
> Space herpes...
>
> --
> Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritone com
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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Dave Blandston <gra### [at] earthlink net> wrote:
[snip]
> P.S. - You may find some tips in Chris Colefax's Explode.inc file - he has
> pieces of exploded objects bouncing off the floor.
Both my Object Exploder and Liquid Spray include files offer functions for
particle collisions with an arbitrary ground plane. Both files were created
for POV-Ray 3.0 originally (no macros, no file I/O, etc.), and so I used an
analytical, recursive while loop that allows each particle to bounce
multiple times before coming to rest (taking into account friction with the
ground plane).
For more generalised collision detection, Ron Parker's trace() function
(available in MegaPOV, will be in POV 3.5) should be a good start, although
a lot of POV scripting will still be required. It is something I personally
want to try my hand at, as part of a more comprehensive, generalised physics
simulation/approximation (see
http://www.geocities.com/ccolefax/projects.html)...
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"Ken" <tyl### [at] pacbell net> wrote in message
news:39B234B0.8DE94D29@pacbell.net...
> Space herpes...
>
> --
...another quip?
Grim
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> For more generalised collision detection, Ron Parker's trace() function
> (available in MegaPOV, will be in POV 3.5) should be a good start,
although
> a lot of POV scripting will still be required. It is something I
personally
> want to try my hand at, as part of a more comprehensive, generalised
physics
> simulation/approximation (see
> http://www.geocities.com/ccolefax/projects.html)...
>
You are always pulling my fat out of the fire, Chris. :) I'll start right
away.
Thanks for all of your suggestions, guys.
Grim
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GrimDude wrote:
>
> "Ken" <tyl### [at] pacbell net> wrote in message
> news:39B234B0.8DE94D29@pacbell.net...
> > Space herpes...
> >
> > --
>
> ...another quip?
From "Space Balls the Movie" a parody of Star Wars by Mel Brooks.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Ah, I knew that... :)
Grim
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Josh English <eng### [at] spiritone com> wrote:
: If you have a bunch of spheres, then collision detection is easy, but
: costly in parsing time.
You mean easy relatively speaking?-)
Yes, it's easy in the sense that you can easily write the appropriate code
with pov-script (even with pov3.1).
But the math is not so easy. You need to know some physics math (momentum
calculations and so on) to get the collisions, resulting speeds and directions,
etc accurately.
For example, it's not easy at all to make the math to simulate a pool
game (and this is in 2D).
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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On 5 Sep 2000 10:19:23 -0400, Warp <war### [at] tag povray org> wrote:
> For example, it's not easy at all to make the math to simulate a pool
>game (and this is in 2D).
It's quite easy to do the basics. Once you get into english (it
shouldn't be capitalized here, right?) and spin and masse and jumps...
then it gets tricky. I should know, I tried and gave up.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usa net
TAG e-mail : pet### [at] tag povray org
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To my knowledge, this is the only case where "English" is not capitalized.
Surprisingly, I can't find any websites about the subject. I found a
glossary of pool terms, but all the terms were in all caps. Go figure.
Josh
Peter Popov wrote:
> On 5 Sep 2000 10:19:23 -0400, Warp <war### [at] tag povray org> wrote:
>
> > For example, it's not easy at all to make the math to simulate a pool
> >game (and this is in 2D).
>
> It's quite easy to do the basics. Once you get into english (it
> shouldn't be capitalized here, right?) and spin and masse and jumps...
> then it gets tricky. I should know, I tried and gave up.
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] usa net
> TAG e-mail : pet### [at] tag povray org
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritone com
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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My dictionary says that the pool term is "often" spelled without caps, which
would lead me to believe that either is acceptable.
Kevin Jackson-Mead
http://www.mindspring.com/~jacksonmead
Josh English wrote:
> To my knowledge, this is the only case where "English" is not capitalized.
>
> Surprisingly, I can't find any websites about the subject. I found a
> glossary of pool terms, but all the terms were in all caps. Go figure.
>
> Josh
>
> Peter Popov wrote:
>
> > On 5 Sep 2000 10:19:23 -0400, Warp <war### [at] tag povray org> wrote:
> >
> > > For example, it's not easy at all to make the math to simulate a pool
> > >game (and this is in 2D).
> >
> > It's quite easy to do the basics. Once you get into english (it
> > shouldn't be capitalized here, right?) and spin and masse and jumps...
> > then it gets tricky. I should know, I tried and gave up.
> >
> > Peter Popov ICQ : 15002700
> > Personal e-mail : pet### [at] usa net
> > TAG e-mail : pet### [at] tag povray org
>
> --
> Josh English -- Lexiphanic Lethomaniac
> eng### [at] spiritone com
> The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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"Warp" <war### [at] tag povray org> wrote in message
news:39b500eb@news.povray.org...
> But the math is not so easy. You need to know some physics math
(momentum
> calculations and so on) to get the collisions, resulting speeds and
directions,
> etc accurately.
Not if you just blow up everything that hits something! :)
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GrimDude wrote:
>
> Has anyone done anything like this?
If you remember that collision detection is an exhaustive test, yes,
lots of people have done it. Collision detection in game machines are
dedicated sprites and colligion registers or are background parallel
routines in machines without collision registers.
If you are going to drop random sized and shaped things into your POV
file rotsa ruck on finding a fast was to avoid collisions.
There are plenty of strategies for it depending upon what you have in
mind.
--
The US fought Germany in WWII because Germany
declared war on the US.
-- The Iron Webmaster, 30
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The problem is easy if you limits your desires to one or more of the following:
1) Have collision avoidance, where a flock of particles each exert a
REPULSIVE FORCE on each other;
2) Have a particle STEER to find lower-collision-probability directions for
travel;
3) Have one particle be treated as a point, with no limits on the complexity,
concavity, tortuosity, etc., of the object it collides into.
I have examples of all of these on my page (which BTW might not be functional as
of this hour) at:
Matt Giwer wrote:
> GrimDude wrote:
> >
> > Has anyone done anything like this?
>
> If you remember that collision detection is an exhaustive test, yes,
> lots of people have done it. Collision detection in game machines are
> dedicated sprites and colligion registers or are background parallel
> routines in machines without collision registers.
>
> If you are going to drop random sized and shaped things into your POV
> file rotsa ruck on finding a fast was to avoid collisions.
>
> There are plenty of strategies for it depending upon what you have in
> mind.
>
> --
> The US fought Germany in WWII because Germany
> declared war on the US.
> -- The Iron Webmaster, 30
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http://members.xoom.com/gregjohn/animation.html
Yes, it is a great headache to calculate true collisions between:
1) complex object A and complex object B
2) three rigid objects ( _This_ is why a perfect billiard simulation is
difficult).
"Greg M. Johnson" wrote:
> I have examples of all of these on my page (which BTW might not be functional as
> of this hour) at:
>
> Matt Giwer wrote:
>
> > If you are going to drop random sized and shaped things into your POV
> > file rotsa ruck on finding a fast was to avoid collisions.
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