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  • frankiezafe 20:38 on 2017-10-10 Permalink | Reply
    Tags: , , , , visualisation   

    Visualisation of contact events in the engine. Wireframe objects are the actual physical objects. The small plain spheres are placed at the position of the contact (or the average of all points), and reacts to impulse. Impulse is one of the components of the forces applied on the objects while bullet resolves the world.

    Legend:

    • impulse > 1000: red material;
    • impulse > 1: yellow material;
    • by default: cyan material;
    • scale calculation: (3 + impulse * 0.00001) caps at 15.

    To be precise, the impulse used here is the delta of the previous and current impulse.

    The video shows only one of the 2 contact events you can retrieve from engine:

    • pairs: represents the relation between 2 objects in contact (visualised here);
    • per object: it is also possible to retrieve contacts for a specific object.

    In future version, I plan to enable specific pair listening (“i want to know when this specific object touch this other specific object”).

     
  • frankiezafe 23:59 on 2017-01-13 Permalink | Reply
    Tags: , , , , visualisation   

    screenshot01132017_235526088

    screenshot01132017_235531770

    screenshot01132017_235541017

    Working on a debugging view for skeletons, a good way to learn how #ogre3d is storing skeletal data. There’s a scaling issue: the points in the face are not correctly placed, they should be at the lips borders, at the basis of the nose and closer to the eyebrows.

    The visualisation is not the same as in blender: bones are linked to their parent head, not tail. It’s simply because the information about the size of the bone is not available in ogre. The only information available for a bone are its position and orientation.

    A fix will come soon!

     
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