[Bf-committers] collisions detection without gameengine

Tom M letterrip at gmail.com
Wed Apr 18 18:12:07 CEST 2012


You might just look at using the bullet stuff that is completely external
to blender.

I think erwin has a few code demos in the source somewhere.  Also that
allows you to use bullets opencl implementation etc.

LetterRip

On Wed, Apr 18, 2012 at 9:03 AM, P2sta <p2sta at atlas.cz> wrote:

> Thank you guys!
>
> I checked the BulletDev and as Sergej said, there is nothing for
> collisions right now and it is something really different from what I
> think I need atm.
>
> What I need is to check for collisions between objects without runing
> the game engine.
> I make a python script for detecting collisions between boxed-looking
> bounding boxes, but it work slow and only it is accurate only for simple
> objects.
> Now I need is to make a check between really complex objects. I did
> tried it to detect it in the game engine and it works really great, it's
> fast and accurate. But I need to start the game engine, which is not
> needed.
>
> I would like to have a possibility to edit the binarier somehow, so I
> can do collisions detection without starting the game engine. I though
> it will be easy, just take few lines from the game engine and put them
> somewhere else. But I'm looking at the files for more then two weeks now
> and I can't find anythnig useful. I'm really new into C/C++ it may be my
> problem.
>
> Have a nice day,
> Zbynek
>
>
> Dne 18.4.2012 17:54, Sergej Reich napsal(a):
> > There is pretty much no API for collision detection in the BulletDev
> > branch.
> > The only thing you can do is setting up rigid body simulations.
> >
> > Adding it would be possible of course, but I don't think it would be
> > useful right now except for a couple of fringe cases.
> >
> > If it's needed for the diploma we could add some collision detection
> > functionality in a separate branch.
> > It won't be completely straightforward though and would probably require
> > a couple of hacks to work.
> > I could look into it over the weekend when I get some free time if you
> > want.
> >
> > Keep also in mind that the game engine and the rigid body simulation in
> > the BulletDev branch are two completely separate systems, so reusing
> > each others data won't be easy.
> >
> > Regards, Sergej.
> >
> > Am Mittwoch, den 18.04.2012, 13:09 +0200 schrieb Lukas Tönne:
> >> Hi,
> >>
> >> You might be interested in the Bullet Integration branch by Joshua
> >> Leung (aligorith) [1]
> >> This implements Bullet physics, including all common collision shapes,
> >> in the main Blender scene, without the need to use the game engine. I
> >> don't know how complete the python API is though, better ask Joshua
> >> himself about this.
> >>
> >> Cheers
> >>
> >> Lukas
> >>
> >>
> >> [1]
> >>
> https://gitorious.org/~aligorith/blenderprojects/aligoriths-blender/commits/BulletDev
> >>
> >>
> >> On Wed, Apr 18, 2012 at 11:59 AM, P2sta<p2sta at atlas.cz>  wrote:
> >>> Hello,
> >>>
> >>> I'm working on my diploma work and I'm in need of detecting collision
> in
> >>> blender without starting the game engine.
> >>>
> >>>   I set a game logic to check for collisions, but I need to start the
> >>> game engine to make the actual detection, which is unneeded.
> >>>   My teacher said to me I can edit the source code to make acces to the
> >>> bullet physics directly without the game engine (I need just the
> >>> collosions) so
> >>>   I get the binaries, but I'm pretty lost in where to start and what do
> >>> I need to edit. I did searched through most of the bullet physics
> files,
> >>> but didin't find anything yet. I'm new to c/c++ but I can learn fast.
> >>>
> >>> I would like to keep it the way that I set the game logic and just call
> >>> lets say bpy.ops.scene.detect_collisions() and I will get a list of
> >>> colliding objects, if that's even possible.
> >>>
> >>> So, I would like to ask if you have some ideas that could help me.
> >>>
> >>>
> >>>   Thank you in advance for any help!
> >>>   Zbynek Hlava
> >>>
> >>> P.S. sorry for any grammer mistakes, English is not my nativ language
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