THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/12/2005 at 03:34, xxxxxxxx wrote:
Cinema 4D Version: 8.012
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
I need to know more about the details of GeColliderEngine and GeColliderCache. For instance, are the 'Do...()' methods of GeColliderEngine destructive to the GeColliderCache 'triangles' in any way?
My process loops over a stepped movement (artificial incrementation of a Pos component value in Mg, not keyframed) to determine the contact point of two object sets (these could be two basic objects, two lists of objects, two hierarchies, two lists of hierarchical objects, etc.). So, first I determine the interpenetration (DoCollide) or distance separation (DoDistance). If there is no penetration and separation, I then step the source object 'towards' the target object and check for interpenetration (DoCollide) with a check for increasing separation (DoDistance) just in case they have not contacted (preprocessing checks for overlapping bounding boxes and triangles already done). If there is penetration, I then back up the source in continuous half-steps (step /= 2 for each step) until there is no penetration.
I am getting unexpected results if the source is moved/rotated between test invocations. I do GeColliderEngine::FreePairsList() after each DoCollide(). At this point, I have no clue as to what is transpiring.