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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2006-07-27T17:24:09+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/437</id>

		<entry>
		<author><name><![CDATA[Erwin Coumans]]></name></author>
		<updated>2006-07-27T17:24:09+00:00</updated>

		<published>2006-07-27T17:24:09+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1424#p1424</id>
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		<title type="html"><![CDATA[Dynamic triangle mesh]]></title>

		
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<blockquote class="uncited"><div>ok, you proposal is from a solid defined as a mesh then convert it to a compound of convex hull objects, no? But how can I do that? A lot of times you have a object defined as a nonconvex hull mesh, so decompose it as a convex objects is not an obvious task IMHO. </div></blockquote>You can use the convex hull (this works automatically) or<br>look at the convex decomposition demo, in Bullet. This is work-in-progress, John Ratcliff has some updates in his sleeve...<br>Notice that Havok doesn't support moving triangle meshes either, but they teach game developers how to approximate using volumetric shapes. For example, a ragdoll typically is approximated by a collection of capsules, convex hulls (for each limb).<br><br>So instead of moving triangle meshes, convex hull and compounds of convex volumetric pieces is the way to go in my opinion. It moves the problem to the tools/artist. COLLADA physics import will help the connection to tools.<br><br>See <a href="http://continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=351" class="postlink">http://continuousphysics.com/Bullet/php ... .php?t=351</a><br>and<br><a href="http://codesuppository.blogspot.com/2006/04/approximate-convex-decomposition.html" class="postlink">http://codesuppository.blogspot.com/200 ... ition.html</a><br><br>Having said this, the Conservative Advancement method that Bullet uses for Continuous Collision Detection (CCD) on general convex objects, can be extended for hierarchies (non-convex meshes), as described in FAST paper by Kim Young:<br><a href="http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=440" class="postlink">http://www.continuousphysics.com/Bullet ... .php?t=440</a><br><br>Thanks,<br>Erwin<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2">Erwin Coumans</a> — Thu Jul 27, 2006 5:24 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[lepalom]]></name></author>
		<updated>2006-07-27T14:55:21+00:00</updated>

		<published>2006-07-27T14:55:21+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1423#p1423</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1423#p1423"/>
		<title type="html"><![CDATA[Dynamic triangle mesh]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1423#p1423"><![CDATA[
<blockquote class="uncited"><div>Triangle meshes are required to be static indeed. </div></blockquote>Ok.<blockquote class="uncited"><div>As an alternative, Bullet offers convex hull of meshes, and compound objects. So you can approximate the Bunny with a convex decomposition. This performs much better then a triangle mesh, and it is more robust/reliable.</div></blockquote>ok, you proposal is from a solid defined as a mesh then convert it to a compound of convex hull objects, no? But how can I do that? A lot of times you have a object defined as a nonconvex hull mesh, so decompose it as a convex objects is not an obvious task IMHO. <br><br>Regards,<br><br>Leo<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=650">lepalom</a> — Thu Jul 27, 2006 2:55 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[Erwin Coumans]]></name></author>
		<updated>2006-07-27T05:28:04+00:00</updated>

		<published>2006-07-27T05:28:04+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1421#p1421</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1421#p1421"/>
		<title type="html"><![CDATA[Dynamic triangle mesh]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1421#p1421"><![CDATA[
Triangle meshes are required to be static indeed. <br>As an alternative, Bullet offers convex hull of meshes, and compound objects. So you can approximate the Bunny with a convex decomposition. This performs much better then a triangle mesh, and it is more robust/reliable.<br><br>Compounds are recently added. It will be optimized using the OptimizedBVH datastructures soon.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2">Erwin Coumans</a> — Thu Jul 27, 2006 5:28 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[lepalom]]></name></author>
		<updated>2006-07-26T10:40:26+00:00</updated>

		<published>2006-07-26T10:40:26+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1409#p1409</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1409#p1409"/>
		<title type="html"><![CDATA[Dynamic triangle mesh]]></title>

		
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Hi,<br><br>playing more and more with bullet I have realized that the library doesn't support dynamic triangle mesh. So, I cannot define my shape to test for collision as triangular mesh, I can only define a static terrain as triangular mesh.<br><br>So, my question is if there's some plan to develop this in the way that you can have objects defined as triangular mesh? (ex. the famous UNC Rabbit)<br><br>Thank's in advance,<br><br>Leo<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=650">lepalom</a> — Wed Jul 26, 2006 10:40 am</p><hr />
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