- This topic has 3 replies, 2 voices, and was last updated 5 years ago by .
Viewing 4 posts - 1 through 4 (of 4 total)
Viewing 4 posts - 1 through 4 (of 4 total)
- You must be logged in to reply to this topic.
Home › Forum › SOFA › Using SOFA › [SOLVED] Compound collision model for rigid bodies
Hi everyone!
In my simulation I have two components: a rigid tool and a soft body. In order to decrease collision detection computation time I would like to decompose my instrument (the rigid object) into a set of primitives (capsules, cylinders, spheres). Now, the problem is that collision between primitives and triangle meshes is not implemented in common SOFA intersectors. Wandering around the framework I found an intersector, which has such capabilities: MeshDiscreteIntersection. However, I was not able to load it in my scene. Hence, I have two questions:
1) Generally speaking, is it a good idea to use compound decomposition for rigid objects?
2) Could you provide an example of how to use MeshDiscreteIntersection?
Thanks in advance,
Vlad
Hi Vlad @bobiko
I am sorry for this late reply. I prepared few weeks ago a reply, but got not published.
Did you solve your issue ?
Best,
Hugo
Hi @hugo,
Yes, I found out that MeshDiscreteIntersection, just like MeshMinProximityIntersection, are essentially parts of DiscreteIntersection and MinProximityIntersection, respectively. So I went with MinProximityIntersection. Nonetheless, capsule collision model didn’t work quiet well for me, so instead I am using line and point collision models with proximity offsets, which makes it work as a cylinder.
Regards,
Vlad
WARNING
The forum has been moved to GitHub Discussions.
Old topics and replies are kept here as an archive.