Rigid Body Dynamics
Started by Nyx, Dec 26 2008 07:33 AM
12 replies to this topic
#1
Posted 26 December 2008 - 07:33 AM
Does someone have good links explaining rigid body dynamics? The less cryptic the explanations the better.
I just implemented OBB intersection detection, and now I'm looking to understand how I can implement collision reaction *with rotation*.
I think I heard someone say you could treat each vertex of the OBB as a point particle linked to the others, but I don't know any more than this.
I just implemented OBB intersection detection, and now I'm looking to understand how I can implement collision reaction *with rotation*.
I think I heard someone say you could treat each vertex of the OBB as a point particle linked to the others, but I don't know any more than this.
#2
Posted 26 December 2008 - 07:48 AM
this idea is completely crazy, but you could use springs attached to points, perform the collisions on the points (points are easy) then the springs should activate to keep the shape together right.
#3
Posted 26 December 2008 - 08:01 AM
Well I obviously don't need/want collision detection on points. That wouldn't be reliable. I will, however, need some kind of contact determination mechanism... And for that I'm thinking of just picking the closest vertex as an easy approximation.
#5
Posted 26 December 2008 - 05:24 PM
By the way, you can actually use point-based collisions. Not only can it be unconditionally stable, but it makes it very easy to simulate soft-body objects and tearing/fracturing: http://cg.informatik...gSIGGRAPH05.pdf
"Stupid bug! You go squish now!!" - Homer Simpson
#6
Posted 26 December 2008 - 06:19 PM
Kenneth Gorking said:
There is always the classic from Baraff
Lots of equations, scary :blink:
Do you understand what is being explained in this paper?
Kenneth Gorking said:
By the way, you can actually use point-based collisions. Not only can it be unconditionally stable, but it makes it very easy to simulate soft-body objects and tearing/fracturing: http://cg.informatik...gSIGGRAPH05.pdf
Do you think this would require more implementation effort than a system based on bounding volumes?
#7
Posted 29 December 2008 - 12:47 PM
Nyx said:
Lots of equations, scary :blink:
Do you understand what is being explained in this paper?
Do you understand what is being explained in this paper?
Nyx said:
Do you think this would require more implementation effort than a system based on bounding volumes?
On the other hand, doing a point-based goal-oriented implementation should not prove difficult at all, and it has the nice side-effect of allowing soft bodies.
"Stupid bug! You go squish now!!" - Homer Simpson
#8
Posted 29 December 2008 - 07:35 PM
Kenneth Gorking said:
On the other hand, doing a point-based goal-oriented implementation should not prove difficult at all, and it has the nice side-effect of allowing soft bodies.
Well, I read the paper quickly, and unfortunately it only addresses part of the collision response, from what I could see. They don't really talk about how they implemented their collision detection (ie: how do they detect when points should stop moving to prevent inter-penetration between the point clouds).
#9
Posted 13 January 2009 - 02:41 AM
do i understand correctly:
- you are asking how momentum is transferred during elastic/inelastic collision, more precisely - how angular momentum is transferred/conserved, right?
i think that would have to do with:
1.) centers of mass of colliding objects
2.) distances from mass centre to collision points
3.) translation velocity vectors of colliding objects
4.) angular velocity vectors of colliding objects
quick copy/paste from Wiki:
Angular momentum
http://en.wikipedia....ngular_momentum
Conservation of Angular Momentum
http://www.lightandm.../ch05/ch05.html
Angular Momentum in a Collision Process
http://www.hakenberg..._resolution.htm
- you are asking how momentum is transferred during elastic/inelastic collision, more precisely - how angular momentum is transferred/conserved, right?
i think that would have to do with:
1.) centers of mass of colliding objects
2.) distances from mass centre to collision points
3.) translation velocity vectors of colliding objects
4.) angular velocity vectors of colliding objects
quick copy/paste from Wiki:
Angular momentum
http://en.wikipedia....ngular_momentum
Conservation of Angular Momentum
http://www.lightandm.../ch05/ch05.html
Angular Momentum in a Collision Process
http://www.hakenberg..._resolution.htm
#10
Posted 13 January 2009 - 08:15 PM
rouncer said:
this idea is completely crazy, but you could use springs attached to points, perform the collisions on the points (points are easy) then the springs should activate to keep the shape together right.
That will work. In fact that is how the physics was done in the first hitman game.
http://www.teknikus.dk/tj/gdc2001.htm
#11
Posted 14 January 2009 - 11:02 AM
When I was interested in physics, I read Hecker's series for the basics, and the "Nonconvex Rigid Bodies with Stacking" paper for more advanced stuff. It required a lot of thinking, but I managed to create a very acceptable simulation.
#12
Posted 14 January 2009 - 01:44 PM
#13
Posted 04 February 2009 - 07:51 PM
C++, 3D OpenGL and Game Programming video tutorials:
www.MarekKnows.com
Play my free games: Ghost Toast, Zing
www.MarekKnows.com
Play my free games: Ghost Toast, Zing
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users












