Using ModelsUnderRay Collision detection

Ok first things first. I know you guys who have been reading
my other post is going to get confused after reading this post so
let me make myself clear. First yes I was previously trying to
Havok, but I could not get my car to work with it. So This is why I
am now asking stuff about ModelsUnderRay collision detection.
Second, I found this tutorial at
http://www.fbe.unsw.edu.au/learning/director/,
and all things seem to go pretty good with using the max File the
tutorial uses. Meaning I have not tried this on my car as of yet.
In addition, considering that things seem to work with the
tutorial, I now came up with a new question. Basically, if I am
correct, I think by using the code below, this is not going to work
with my car when the car is going up a hill. I conclude this by
knowing that the tutorial just uses a character, meaning it is not
like a using something like a car that has a chassis and 4 wheels.
So my question is this... How can I get the chassis to follow the
angle of the hill if I am using a behaviour that looks something
like this...
on collisionDetect me
-- create a list to store collision data created by
modelsUnderRay
-- cast ray to left
collisionList =
p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
-pCharacter.transform.yAxis,#detailed)
-- if models picked up by ray, then activate checkForCollion
-- handler and send the collisionList as a parameter
if (collisionList.count) then
me.checkForCollision(collisionList[1])
-- cast ray to right
collisionList =
p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
pCharacter.transform.yAxis,#detailed)
-- if models picked up by ray, then check for collision
if (collisionList.count) then
me.checkForCollision(collisionList[1])
-- cast ray forward
collisionList =
p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
pCharacter.transform.xAxis,#detailed)
-- if models picked up by ray, then check for collision
if (collisionList.count) then
me.checkForCollision(collisionList[1])
-- cast ray backward
collisionList =
p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
-pCharacter.transform.xAxis,#detailed)
-- if models picked up by ray, then check for collision
if (collisionList.count) then
me.checkForCollision(collisionList[1])
end
on checkForCollision me, collisData
-- grab the #distance value from the CollisionList
dist = collisData.distance
-- check if distance is less than width of bounding box
if (dist < pCharBoundingBox.resource.width ) then
-- get distance of penetration
diff = pCharBoundingBox.resource.width - dist
-- calculate vector perpendicular to the wall's surface to
move the character
-- using the #isectNormal property
tVector = collisData.isectNormal * diff
-- move the character in order to resolve the collision
pCharacter.translate(tVector,#world)
end if
end
on keyDown
-- check to see which key has been pressed
-- and set the property relating to that key to TRUE
if keypressed(123) then pLeftArrow = TRUE -- 123 = left
arrow key
if keypressed(124) then pRightArrow = TRUE -- 124 = right
arrow key
if keypressed(125) then pDownArrow = TRUE -- 125 = down
arrow key
if keypressed(126) then pUpArrow = TRUE -- 125 = up arrow
key
-- if 'r' key pressed, return character to starting position
if keypressed("r") then resetCharacter
-- if 'c' key is pressed, then switch camera
if keypressed("c") then changeCamera
end
on keyUp
-- when the arrow keys are released, set the properties to
FALSE
pLeftArrow = FALSE
pRightArrow = FALSE
pUpArrow = FALSE
pDownArrow = FALSE
end
on exitFrame
characterMove
end
on characterMove
-- if the right arrow is pressed,
-- rotate the character 5 degrees about the z-axis
if pRightArrow then pCharacter.rotate(0,0,-5)
--if the right arrow is pressed,
-- rotate character -5 degrees about the z-axis
if pLeftArrow then pCharacter.rotate(0,0,5)
-- if the up arrow is pressed,
-- move the character 5 pixels along the y-axis
if pUpArrow then pCharacter.translate(0,5,0)
-- if the down arrow is pressed,
-- move the character -5 pixels along the y-axis
if pDownArrow then pCharacter.translate(0,-5,0)
-- move along terrain
-- create reference for terrain (ground)
terrain = p3Dmember.model("Terrain")
-- store character's position
charPos = pCharacter.worldPosition
charPos.y = charPos.y - 20
-- cast a ray down
collisData =
p3Dmember.modelsUnderRay(charPos,vector(0,0,-1),#detailed)
-- if model is picked up on ray.
if collisData.count then
-- store total no of models detected by the ray
totalCount = collisData.count
repeat with modelNo = 1 to totalCount
-- check if over the terrain model
if (collisData[modelNo].model = terrain) then
terrainPos = collisData[modelNo].isectPosition
-- find out the distance the character should move up or
down
diff = (terrainPos.z - pCharacter.worldPosition.z)+45
-- move the character
pCharacter.translate(0,0,diff,#world)
end if
end repeat
end if
end

ok,
I have been trying to work this out for ahwile and I got
pretty close on getting this correct but there are still some
glitches. So far I did a little research in the help files to see
what the dot product does and this is how I got my calculations
going so far
--the code
on beginSprite me
I created 2 spheres and a box. Next, I then positioned them
so that the first sphere is alligned with the front end of the box
and then I aligned the second sphere to back of the box. I will not
show you the code of beginSprite because all this does is for
creating the models and there are no calculations going inside this
handler. In addition, with these 3 models, my purpose is to say
lets prtend that the box is the chasis of the car and the sphere
that is placed at the frent end of the chassis are to represemt the
2 front wheels and the othere sphere is to represent the 2 back
wheels of the car. Also, I initlalised a timer to the following
below
pTimer = (the milliseconds)
end beginSprite
... note The timere is just for purposes of simulating a
pretend upward movement for the wheels. See below which should
explain it better then I can say it in words.
--the code below is the calculations. The translations is for
saying that I am pretending that the wheels are inclining up a
hill. However, the wheels in the true game will be getting
calculated by finding the distance of collion by using the
modelsUnderRay function just like you normally would. By the way,
all models and the camera are set to y is the up vector
on exitFrame
if ((the milliseconds) - pTimer) > 1000 then -- increment
the calculations every one second
pBall1.translate(0, 0.125, 0) -- This is for saying that
this is the calculations that I am calculating the front wheels
need to move up when they incline up the hill.
pBall2.translate(0, -0.125, 0) -- Just like the front wheel
pretend calulations but for the back wheels, and use a negative
translate.
pos1 = pBall1.transform.position -- get the calculated
position for the front wheels
pos2 = pBall2.transform.position -- get the calculated
position for the back wheels
norm1 = pos1.getnormalized() -- not sure I understand this,
but in the help files, it says that when you calculate the dot
product of 2 vectors that have been normalized, you then get their
cosine
norm2 = pos2.getNormalized() -- normalize the back wheels
position
dotProduct = norm1.dot(norm2) -- calculate the dot product
of the 2 vectors
pBox.rotate(dotAngle, 0, 0) -- I took a guess and thought
that using the dotProduct will allow me to correctly rotate the
chassis but the chassis is quite not rotating correctlly
pTimer = (the milliseconds) -- update the timer so that we
can recyle the above code again
end if
end exitFrame
... Ok, now like I said previously, the chassis is rotating
almost correctlly, but if you continue to do this, and by after the
third cycle, the front end wheels start to collide with the
chassis. So in other words, the rotations look correct untill
exitFrame is called for the third time and after which then the
front wheels start to collide with the chassis.
So I am wondering if anyone could help me out to fix this and
explain what I am doing wrong?

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      Tempobj1.transform.position = vector(25,25,0)
      Tempobj1.shaderlist = tempshader1   -- assign the shader to the model
      Tempobjres2 = Scene.newmodelresource("sphereRES2", #sphere)  --create sphere modelresource
      Tempobjres2.radius = 10     --set sphere modelresrource radius to 20
      Tempobjres2.resolution = 17   --set the sphere modelresource resolution to 17
      Tempobj2 = scene.newmodel("green02", tempobjres2)   --create a model from the sphere modelresource
      Tempshader2 = scene.newshader("sphereshd2", #standard)   --create a new standard shader
      Tempshader2.diffuse = rgb(100,200,50)   --set the diffuse color (in this case, a light green)
      Tempshader2.texture = void   --set the texture of the shader to void
      Tempobj2.transform.position = vector(-25,-25,0)
      Tempobj2.shaderlist = tempshader2   -- assign the shader to the model
      --the following lines will add collision detection for all three on-screen 3D objects
      Tempobj.addModifier(#collision)
      Tempobj.collision.enabled=true
      Tempobj1.addModifier(#collision)
      Tempobj1.collision.enabled=true
      Tempobj2.addModifier(#collision)
      Tempobj2.collision.enabled=true
      Tempobj.collision.resolve=true
      Tempobj1.collision.resolve=true
      Tempobj2.collision.resolve=true
      --the following lines will tell Director what to do with a specific object when it collides with another
      Tempobj.collision.setCollisionCallBack(#beepsound, me)
      Tempobj1.collision.setCollisionCallBack(#hitgreen01, me)
      Tempobj2.collision.setCollisionCallBack(#hitgreen02, me)
      pCharacter = Scene.model("yellow")
      -- we must define pCharacter after we use the resetWorld() command
      -- otherwise this variable object will be deleted
      createCollisionDetect
      pTransformgreen01Flag = false
      pTransformgreen02Flag = false
    end
    on createCollisionDetect
      Global Scene
      -- add collision modifier to the character
      pCharacter.addmodifier(#collision)
      -- set bounding geometry for collision detection to bounding box of model
      pCharacter.collision.mode = #mesh
      -- resolve collision for character
      pCharacter.collision.resolve = TRUE
    end
    on keyDown
      Global Scene
      case(chartonum(the keypressed)) of
        30: --up arrow
          scene.model("yellow").translate(0,5,0)
        31: --down arrow
          scene.model("yellow").translate(0,-5,0)
        28: --left arrow
          scene.model("yellow").translate(-5,0,0)
        29: --right arrow
          scene.model("yellow").translate(5,0,0)
      end case
    end
    --when "yellow" (player character) hits another object, this will happen:
    on beepsound me, colData
      beep --plays sound
    end
    --when "green01" is hit by another object, this will happen:
    on hitgreen01 me, colData
      Global Scene
      pTransformgreen01Flag=true
    end
    --when "green02" is hit by another object, this will happen:
    on hitgreen02 me, colData
      Global Scene
      pTransformgreen02Flag=true 
    end
    on enterFrame me
      Global Scene
      if pTransformgreen01Flag then
        --the following lines will generate new random x and y co-ordinates for green01
        randomx=random(-110,110)
        green01x=randomx
        randomy=random(-90,90)
        green01y=randomy
        Scene = member("Scene")
        Scene.model("green01").transform.position = vector(green01x,green01y,0)
        pTransformgreen01Flag = false
      end if
      if pTransformgreen02Flag then
        --the following lines will generate new random x and y co-ordinates for green02
        randomx=random(-110,110)
        green02x=randomx
        randomy=random(-90,90)
        green02y=randomy
        Scene = member("Scene")
        Scene.model("green02").transform.position = vector(green02x,green02y,0)
        pTransformgreen02Flag = false
      end if
    end
    =====
    I imagine the part that's causing the issue is the "on enterFrame me" part at the end, but can't see any reason why it wouldn't just perform the desired action ONCE every time...?
    This is really confusing the hell out of me and is pretty much the final hurdle before I can call my game "finished" so any and all assistance would be GREATLY appreciated!

    You can get yourself a used copy of my book http://www.amazon.com/Director-Shockwave-Studio-Developers-Guide/dp/0072132655/ for $0.82 + shipping.  Chapter 14 contains 33 pages which deal specifically with the vagaries of the collision modifier.
    You can download just the chapter on Collision Detection from http://nonlinear.openspark.com/book/Collisions.zip.  This includes the demo movies and the unedited draft of the text for the chapter.
    Perhaps you will find this useful.

  • URGENT: Collision Detection In Tiled Map

    HELP!!!!! I am creating a tile map of size 32*32. And the character image size is also 32*32. Now i am stuck in making collision with the walls. I have tried my own method but to no avail. Has anyone tried to doing collision detection? Need a simple logic method to detect the collision...
    (Using keyevent to control the character moving around)
    Pls I really appreciate your help!!!!!!!
    Thanks.....

    I assume you have some way of knowing that you need to display a wall tile on the map, so before you move a particular direction check to see if the square you will move to is an acceptable move (no wall, door, mountain, water etc). If it is unacceptable play a little sound or display a message, otherwise do the move.

  • 2D Pixel Collision detection on XML tiled map

    Hello,
    I'm designing a game where the player can move through a city composed of 2D image tiles. Right now we have successfully got the pixel collision detection to work on a large single image consisting of an invisible mask image and a visible image that shows a cluster of buildings and objects. The mask overlays the visible buildings and blocks / allows movement based on the color of the mask. Black is a collision, white is open space, etc.
    But this technique won't work for the game, since there will be many cities and vastly larger than this little testbed. I cannot create multiple huge cities into one file - the file would be several megs large, and I'm looking at dozens of cities.
    My idea is to create tiled maps, which will save the coordinates for the various building/object tiles in an XML file. However, I do not know how to make the collision detection work with such a tiled map. Moreover, I don't know if constructing a mosaic city using XML coordinates is the best way to go - I'm open for suggestions. My goal is to simply be able to assemble a city from individual tiles of buildings and masks, and drive/walk my character through the city with pixel collision detection, without using the current setup of a single image and a single mask.
    Any advice/suggestions offered will be GREATLY appreciated! This is our first Java project, but hopefully we can make this work.
    Thank you so much!
    Message was edited by:
    Gateway2007 - clarifying that this is a collision detection based on pixels, not planes or other method.

    Sound like this might be too late of a suggestion, but have you looked at Slick at all?
    http://slick.cokeandcode.com/static.php?page=features
    It might help with the tiling and collision aspects.

  • KeyPressed / collision detection

    I have a tile based platformer I am making and am having some trouble with the collision detection. I have it so that the game detects a collision before it actually occurs so that it wont happen in the game. However, it only appears to works right if i tap the arrow key into the wall, and if i hold the arrow key down i fly right through the tile until i let go (if i let go inside a block the hero gets stuck because it detects a collision anywhere i try to move after that). At this time i had the new coordinate to detect collision based on which direction i was moving gotten from keyPressed. Since this didnt work (assumed it was because the game loop and keyPressed dont take turns performing their actions) I made the new coordinate collision be detected from a method called in the main game loop and the result was that if I held down the key and flew into a wall, it doesnt stop exactly at the right spot (but I cant go through an entire row of tiles) but when I go the opposite direction from the collision (open space should work fine) it works fine until a point where in mid air it acts like a collision occured.
    I have tried very hard to find the error in my code concerning the collision detection and need to make sure these problems arent a result of limitations of keyPressed or something, but rather just the code i've written

    ok well I now have it set up so that before the hero moves it checks to see if the move is valid from each pixel starting at the hero to the length the hero moves in 1 directional press (using a rectangle that is the size of the hero, then has width 1 pixel larger etc until reaches the length of a move). The collision detection method returns true if there is a collision at any point, false otherwise. I tried to put the method in both the keyPressed method (for each case of a directional key pressed) as well as in the main game loop (not both at the same time) and neither worked perfectly and both worked about the same. Now the problem is that as long as the hero approaches the tile from a far away distance it works perfectly (a tile is 40 pixels in width and hero is 30), it appears that if the hero approaches from around 40 pixels out it will work but anything less and it will go through the tile as far from the 40 pixel mark it started (ie if hero starts at 37 pixels from tile and moves, it will go through the tile 3 pixels) then it can only travel back to the position it started even if there is no collision detected. Again, it appears that the hero must be about 40 pixels out (not sure if this is coincidence or it is exactly the length of the tile for a reason). Really can't figure this out, dont think there is a problem with the code i have written but probably i'm approaching the solution wrong

  • Better way of collision detection?

    right now I'm experiencing problems with using the same speed
    in reverse for collision detection (such as +=5 being countered by
    -= 5). While this works most of the time, if the velocity of the
    moving object changes, or on occasion, is out of sync with the map,
    the moving object gets stuck like glue to the "wall".
    Is there some other method of stopping the velocity when
    colliding, without freezing the object in place?

    I changed the = manspeed to = manspeed +1 and now the avatar
    is now "moonwalking"???
    for (i=1;i<49;i++){
    the_wall = this["brick_mc"+i];
    if(Key.isDown(Key.LEFT) &&
    avatar_mc.body_mc.hitTest(the_wall)){
    avatar_mc._x += manspeed +1;
    if(Key.isDown(Key.RIGHT) &&
    avatar_mc.body_mc.hitTest(the_wall)){
    avatar_mc._x -= manspeed +1;
    if(Key.isDown(Key.DOWN) &&
    avatar_mc.body_mc.hitTest(the_wall)){
    avatar_mc._y -= manspeed +1;
    if(Key.isDown(Key.UP) &&
    avatar_mc.body_mc.hitTest(the_wall)){
    avatar_mc._y += manspeed +1;
    }

  • [as1, as2] Complex Collision Detection, part 2

    Hello.
    I´d like to know, if there´s another way, not being the gskinner´s class, to
    do a complex collision detection, one that can check for collision between,
    two irregular shapes, without using too much of the processor.
    Thank you.

    You mean the bitmap data hittest method took too much processor power?
    Without knowing all your details it is hard to tailor an exact system and how it should work. So here is somewhat of how I would do it.
    I am assuming that you are trying to check if many things are hitting many other things and that the shapes, while irregular, are not wildly divergent from their bounding box. (In otherwords that they are neat shapes that are at least close to their bounding box, perhaps filling some 70% or so.) And I'm also assuming that they are not complex paths, e.g., not a doughnut/torus.
    Be sure to use a double loop that only tests the correct number of pairs. So if there are n items you will need n*(n-1)/2 trials. NOT n*(n-1). Very important here. Of course even this approach is a bit inefficient, and you could try the RDC algorithm (http://lab.polygonal.de/articles/recursive-dimensional-clustering/) But for smallish numbers of items the first approach is probably suitable.
    Use the basic bounding box hittest on all the pairs. For the pairs where there is a hit at that level put them in an array for further processing. This test is fairly quick and there is no point using a more expensive test on each pair. (As to the above RDC, I haven't read the whole thing closely for awhile, so this step might already be part of that algorithm)
    Take that array and use one of the other methods like the bitmap hittest or some version of the same algorithm of gskinners.
    Did you do all three of these things together or just #3? I don't know exactly how much speed you need, but some combination of these things should work fairly well.
    I'm still not really clear on why you don't want to use gskinner's class. Have you tried it and does it provide enough speed? Did you try kglad's method? Did it provide enough speed? I don't think either of those people would mind you trying out their algorithms to learn from -- just to see what is possible. (Sorry if I'm misrepresenting you there kglad! I plan to go back and find that bit of code just to see what clever tricks you are up to. )
    If you can't get enough speed with those algorithms, then how are you sure that is where the problem lies? Maybe there is something else that is sucking cycles? Just a thought.
    The other choice is to simplify some of your shapes to circles or other regular shapes.

  • Trying to get collision detection working with havok

    Hi - I'm having some trouble using collision detection within
    director using a w3d file with havok applied to it. I've been using
    the registerinterest function but I get a "value out of range"
    error.
    This is my code (there is a cone and box on a plane imported
    from 3d max - named Cone01 and Box01 these are both movable rigid
    bodies).
    on beginSprite me
    box1=member("3d").model("Box01")
    cone1=member("3d").model("Cone01")
    w = member ( 1 )
    hk = member( 2 )
    hk.initialize( w, 0.1, 1 )
    hk.registerInterest (box1, cone1, 10, 0, #collision, me)
    end
    on collision me, details
    sound(2).play(member("hihats"))
    end
    on enterFrame me
    end
    I've also tried this and had no luck:
    on beginSprite me
    rb1 = sprite(1).pHavok.rigidBody("Box01")
    rb2 = sprite(1).pHavok.rigidBody("Cone01")
    w = member ( 1 )
    hk = member( 2 )
    hk.initialize( w, 0.1, 1 )
    hk.registerInterest (rb1, rb2, 10, 0, #collision, me)
    end
    Any help would be great.
    Thanks

    quote:
    Originally posted by:
    josiewales
    Hi - I'm having some trouble using collision detection within
    director using a w3d file with havok applied to it.
    Just study this example:
    http://necromanthus.com/Games/ShockWave/tutorials/FPS_Havok.html
    cheers

  • Collision detection with rectangles

    Hi, I'm making a racing game from the top view. My track is made up of many gif files, each connecting to each other. My cars are also gif files, and the player's car doesn't move, it can only rotate by displaying gif files of the car in different angles. Only the track moves to create the effect of the car moving. I am having trouble with the collision detection when the car hits the side of the road and when it hits other cars. I've looked at the discussion by JTeen but my car are rectangles, not circles. Could someone please help me with the following:
    1. What is the best system to define the boundary of the road in the gif files.
    2. Should I use the 4 verties of the player's car to detect the collisions and change the co-ordinates whenever I rotate the car.
    3. My tracks are never actually curved, they are made up of multiple straight lines to create a turn. Should I use the slope of these lines and then create an equation for the lines for the detection?

    sure.
    btw this isn't the way of doing it, its simply a way of doing it.
    In a Sector based track, the track is represented as 2 polygons.
    An inner track edge, and an outer track edge.
    Both polygons have the same number of verticies.
    a screen shot from my track editor would probably explain it better than words... http://www.pkl.net/~rsc/4KApplet/editorGrab.png
    As the car goes around the track, you keep track of which sector it is in by doing a line intersection with either the nextSector or prevSector.
    The code will look something like this [taken from the 4KApplet]
                      //check for entry into the next sector
                      while(Line2D.linesIntersect(x,y,newX,newY,
                            trackX[RIGHT][newNext], trackY[RIGHT][newNext],
                            trackX[LEFT][newNext], trackY[LEFT][newNext]))
                         // if you do enter the next sector, this must loop, until you stop going forward in sectors
                         // if this loop wasn't here, a fast traveling car could potencially jump out of its current sector
                         if(newNext==1) lapChange--;//if the car passes the start/finish line, set the lapChange flag
                         newPrev = newNext; //newPrevious sector is now the old Next sector
                         newNext = (newNext+1)%SEGMENT_COUNT; //and the new next sector is the old next sector +1 (modded for track looping)
                         checkPrevious=false; //the car is going forward, so don't check previous sector gate line
                      if(checkPrevious)
                         //does same as above, but for previous sector
                         while(Line2D.linesIntersect(x,y,newX,newY,
                               trackX[RIGHT][newPrev], trackY[RIGHT][newPrev],
                               trackX[LEFT][newPrev], trackY[LEFT][newPrev]))
                            if(newPrev==1) lapChange++; //if the car is going backward, increment the lapCounter
                            newNext = newPrev;
                            newPrev = (newPrev + (SEGMENT_COUNT-1))%SEGMENT_COUNT;//backward looping by using mod as well :) didn't work this out until now!!
                      }Once you have determined which sector the car is in, you must then do 2 more line intersections to determine if the side of the track has been hit.
    In a Collision Map based track[n], you pre-calculate the 'inside-ness' of each pixel before hand and store it all in a [][], then, whenever you move the car, you simply look into the collisionMap [][] to see if the new point is track or wall.
    This has the advantage that you don't need to keep track of which sector the player is in (though you still have to do 1 line intersection to determine if the start/finish line has been crossed)

  • Collisions detection in 3D environments

    Hi, all.
    Has anyone worked with collisions detection in 3D environments?
    I want to create an application in LabView for detecting collisions between 3D objects. I'm working with VRML models and the 3D Picture Control, but I'm open to other posibilities, if they are possible to be integrated into Labview.
    Thanks in advance.
    Regards,
    Francisco

    You may want to check out the new digital
    prototyping tools that just released. It is called the NI SoftMotion Module for SolidWorks and works with SolidWorks 2009 Service Pack 2.1 or higher and LabVIEW 2009 or higher. These tools connect accurate
    mechanical/physics simulation capabilities in SolidWorks with
    industrial-grade motion control software in LabVIEW. There are two ways you can perform collision detection using the tools:
    1. After the your motion control application is finished running, switch the scan engine to configuration mode. (To do this, right-click on My Computer >Utilities>Scan Engine Mode.) Then, in the SolidWorks motion study Motion Manager Toolbar, right-click on the top item in the tree (which has the same name as your assembly) and select Check Interference. Then click on the parts you want to check for collisions on, and select Find Now. If collisions occured, SolidWorks will tell you the time of the collisions and the volume of overlap.
    or 
    2. You can use a distance sensor to detect collisions. In this case, LabVIEW can monitor the sensor while the motion simulation is running and take action (such as stopping the move and alerting you) if the sensor value changes.  This also enables to to detect a "near miss" where the parts came too close for comfort but didn't actually collide. To include
    proximity sensor feedback in your LabVIEW control applications, add a
    dimension to your SolidWorks assembly and connecting it to a Measurement sensor in SolidWorks with an Alert configured
    (for example, alert if the distance is less than 5 mm). Then in
    LabVIEW, right-click on the SolidWorks assembly item in the LabVIEW
    project and select Map Sensors. For an example, launch the LabVIEW Example Finder (Help>Find Examples) and try running the shipping example called "Basic SolidWorks Sensors.lvproj".
    Here's some background information...
    NI
    SoftMotion for SolidWorks enables mechanical, electrical and control
    engineers to collaborate by creating a digital prototype of the motion
    control system that integrates mechanical simulation, motion control
    software, and sensor feedback. As soon as you have a CAD drawing, you
    can begin prototyping the machine design long before you incur the
    expense of building a physical machine. The new tools enable you to do
    thinks like:
    visualize realistic machine operation
    validate and iterate on the mechanical, control and electrical aspects of your design
    estimate the cycle time performance
    check for collisions or other programming mistakes
    calculate force/torque loads for stress analysis 
    select and size motor and mechanical transmission components
    improve communication between the engineers on your team and with customers
    deploy the validated motion control application to NI CompactRIO for use on the physical machine
    The following software versions are required:
    • LabVIEW 2009 (32-bit) or later
    • LabVIEW NI SoftMotion Module Standard or Premium
    • SolidWorks 2009 Service Pack 2.1 or later and SolidWorks Motion Simulation with the Motion Simulation add-in enabled from the Tools menu
    in SolidWorks. This is included with SolidWorks Premium, Simulation
    Premium, or Simulation Professional. When you enable the Motion
    Simulation add-in from the Add-Ins dialog box in SolidWorks,
    place a checkmark in both the left and right checkboxes so you don’t
    have to reenable the add-in each time you use NI SoftMotion for
    SolidWorks.
    For more information, visit this site:
    http://www.ni.com/digitalprototyping/
    Here's a few other resources to get you started. 
    LabVIEW-SolidWorks Digital Prototyping Training (see the topic called "Motion Control Timing and Sequencing")
    Getting Started Guide for NI SoftMotion for SolidWorks
    Here are links to the evaluation versions of LabVIEW and the NI SoftMotion Module for SolidWorks:
    LabVIEW 2009
    NI SoftMotion Module (includes a 30 day evaluation license for NI SoftMotion for SolidWorks)
    Contact your local SolidWorks reseller to purchase SolidWorks, upgrade your existing SolidWorks installation to SolidWorks Premium (which includes the required SolidWorks Motion Simulation capability), or to request an evaluation version of SolidWorks:
    http://www.solidworks.com/sw/contact.htm
    For information on deploying your motion control application to the NI CompactRIO programmable automation controller (PAC) platform, see this site:
    http://www.ni.com/motion/

  • Optimizing collision detection

    Hi,
    in a simulation I have to check for many collisions between
    multiple
    objects. So what I am doing is put a detection on each
    relevant
    movieclip that checks a list of objects (cars). When the
    number of
    objects is growing the number of loops is growing the same
    amount but
    the loops that checks for collision are growing too. So I am
    running
    into a preformace problem.
    I was thinking about how to optimize this performance
    problem.
    * first idea was to check only clips that are in a specific
    area. But
    this also creates an overhead on checking what area the clips
    are. I
    could create overlapping clips that are used to represent
    this areas and
    check if the clips are inside these areas.
    I am not quite sure if this is a real performance
    optimization or
    creates too much overhead.
    or
    * As I am also check for distance when colliding I could
    create a
    timeout for two clips that are too far away from each other
    and skip
    checking on next frame. But I am not sure how to create the
    conditions
    without creating a new big overhead.
    What I am using now is to exclude clips from any collision
    detection
    when they are moving out the scene and won't collide anyway.
    Anyone seen nice concepts and theories on optimizing complex
    collision
    detection?
    thanks for any help - if anyone understands what I was trying
    to tell ;)

    divide your collision region into sections that have are the
    size of your smallest object. assign each object to its current
    section. each section needs to retrieve the objects within it. you
    need a look-up table or easy way to determine adjacent sections.
    assign each section an id #.
    to efficiently detect pair-wise relations (like hittests)
    between all object pairs, check for relations between all objects
    in the section with the lowest id# and adjacent section. increment
    the id# and repeat.

  • Java3D collision detection (full test source)

    Hello!
    I have struggled with this problem for a month now, so I really need some help.
    I try to develop a game with collision detection with Java3D.
    To narrow it down I had made two test-java-files for you.
    File 1) Applet where I add all my objects (2 ColorCubes)
    File 2) A KeyListener to stear one of the cubes. The key listener also checks for collisons.
    All code is below, just compile and try.
    The idea is that the cube that I can stear should stop outside the other cube from any
    direction. But I can't detect that other cube at all.
    So if any one could try the code and give me some hints or example I would be most
    thankfull.
    Best regards
    Fredrik
    import java.applet.*;
    import java.awt.*;
    import java.awt.Frame;
    import java.awt.event.*;
    import com.sun.j3d.utils.applet.MainFrame;
    import com.sun.j3d.utils.universe.*;
    import com.sun.j3d.utils.geometry.*;
    import com.sun.j3d.utils.behaviors.keyboard.*;
    import javax.media.j3d.*;
    import javax.vecmath.*;
    import javax.swing.*;
    import java.util.*;
    public class Test extends Applet
         BranchGroup branchGroup;
         ColorCube colorCube1 = new ColorCube(0.4); //The cube that you can navigate
         ColorCube colorCube2 = new ColorCube(0.4);
         TransformGroup transformGroup1;
         public void init()
              setLayout(new BorderLayout());
              GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
              Canvas3D canvas3D = new Canvas3D(config);
              add("Center", canvas3D);
              SimpleUniverse simpleUniverse = new SimpleUniverse(canvas3D);
              branchGroup = new BranchGroup();
              //Cube1
              transformGroup1 = new TransformGroup();
              Transform3D transform3D1 = new Transform3D();
              transform3D1.set(new Vector3f(0.0f, 0.0f, -20.0f));
              transformGroup1.setTransform(transform3D1);
              transformGroup1.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
              //for setShapeBounds
              transformGroup1.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
              colorCube1.setCapability(Node.ALLOW_BOUNDS_READ);
              transformGroup1.setPickable(false);
              transformGroup1.addChild(colorCube1);
              branchGroup.addChild(transformGroup1);
              canvas3D.addKeyListener( new TestListener(transformGroup1, this) );
              //Cube2
              TransformGroup transformGroup2 = new TransformGroup();
              Transform3D transform3D2 = new Transform3D();
              transform3D2.set(new Vector3f(0.0f, 2.0f, -20.0f));
              transformGroup2.setTransform(transform3D2);
              colorCube2.setPickable(true);
              transformGroup2.addChild(colorCube2);
              branchGroup.addChild(transformGroup2);
              branchGroup.compile();
              simpleUniverse.addBranchGraph(branchGroup);
         public static void main(String[] args)
              Frame frame = new MainFrame(new Test(), 600, 400);
    }The KeyListener with Collision detection
    import java.awt.event.*;
    import javax.media.j3d.*;
    import javax.vecmath.*;
    import java.awt.Frame;
    import com.sun.j3d.utils.applet.MainFrame;
    import com.sun.j3d.utils.picking.*;
    import com.sun.j3d.utils.geometry.*;
    public class TestListener implements KeyListener
         final static float DISTANCE      = 0.1f;
         final static double TURNANGLE      = 0.1;
         float x = 0.0f;
         float y = 0.0f;
         float z = -20.0f;
         private double angle = 0.0;
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         Transform3D angleTransform3D = new Transform3D();
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         Point3d point3d;
         Vector3d vector3d;
         Transform3D transform3D;
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              test = t;
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         public void keyPressed(KeyEvent e)
              if( e.getKeyCode() == KeyEvent.VK_UP )
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                     temp.set(new Vector3f(0, DISTANCE, 0));
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                     transformGroup.setTransform( positionTransform3D );
              else if( e.getKeyCode() == KeyEvent.VK_DOWN )
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                     temp.set(new Vector3f(0, -DISTANCE, 0));
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                     transformGroup.setTransform( positionTransform3D );
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                angle = angle + TURNANGLE;
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                positionTransform3D.mul(angleTransform3D);
                transformGroup.setTransform( positionTransform3D );
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                angle = angle - TURNANGLE;
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                transformGroup.setTransform( positionTransform3D );
         public void keyReleased(KeyEvent e)
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              Point3d point = new Point3d(cordinates[3], cordinates[7], cordinates[11]);
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              for(int i = 0; i < cordinates.length; i++)
                   System.out.println(i + ":" + cordinates);
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    First of all I would like to point out, that i've never actually used the PickTool, or in fact any element of the whole picking infrastructure from Java3D. Nevertheless I have done some collision detection in Java3D and it worked just fine. Unfortunatelly it required building the whole coldet ( collision detection ) algorythm from scratch :-)
    If You want to collide only two bodies then You probably should consider creating a special Behaviour class that will react to the WakeupOnCollisionEntry and WakeupOnCollisionExit criterions. There is a good example of such a behaviour class in the Java3D demos, under TickTockCollision. However if there will be more bodies in Your scene and they will collide with each other in a random way, then You should rather consider building the whole coldet engine from scratch ( it's not very difficult, but it takes some time )
    Either way, You could try to get a second opinion on the Java3D forum. People out there should have more experience with Java3D

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