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@Aadjou Aadjou commented Oct 30, 2017

Feature Overview

  • This feature is to create low-poly collision meshes intended for the use with physics engines
  • Using box colliders or spherical colliders is very limited and does not work for more complex 3d models
  • Instead of using the original mesh for collision, this feature proposes to use very simple meshes just for the collision (invisible for the user) for better results and better physics performance (instead of using the original mesh)

Design

  • The process creates a mesh of the bounding box of the object
  • Then the mesh is subdivided and shrinkwrapped around the original mesh, this creates a simplified mesh that also should not have concave parts (better for collision detection)
  • There will be additional settings to determine how many subdivisions the original

screen shot 2017-10-29 at 10 45 26

How to use

  • Test it with testing web-server setup in configs
var storageId = '/535e624259ee6b0200000484/170511-1605-ti05qg/archilogic_2017-05-11_16-05-27_vNIa8r.gz.data3d.buffer' io3d.modify.collisionObject(storageId) .then(io3d.utils.processing.whenDone) .then(io3d.storage.getUrlFromStorageId) .then(console.log) 

Notes

  • Test after services PR has been merged to master
  • Merge after API has been released to production in the backend
  • Services
@Aadjou Aadjou self-assigned this Oct 30, 2017
@Aadjou Aadjou requested review from AVGP and m-ke October 30, 2017 15:16
@Aadjou Aadjou merged commit 89a49ba into master Oct 31, 2017
@Aadjou Aadjou deleted the collision-object-modifier branch October 31, 2017 15:45
@Aadjou Aadjou restored the collision-object-modifier branch October 31, 2017 16:43
@Aadjou Aadjou deleted the collision-object-modifier branch November 13, 2017 14:46
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