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Physics engines also typically provide constraints such as point to point, hinge and 6 degree of freedom constraints which can be used to join objects together and improve the rudimentary joint rigging systems currently present. | Physics engines also typically provide constraints such as point to point, hinge and 6 degree of freedom constraints which can be used to join objects together and improve the rudimentary joint rigging systems currently present. | ||
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+ | More details will be added to this section as my research proceeds. | ||
'''Note''': The implementation will not rely on any polygonal mesh data as BRL-CAD does not store a mesh for its primitives. Instead physics objects for Bullet’s dynamics world will be created from other geometry information e.g. radius and tire width can be used to make a bounding cylinder for a tire. | '''Note''': The implementation will not rely on any polygonal mesh data as BRL-CAD does not store a mesh for its primitives. Instead physics objects for Bullet’s dynamics world will be created from other geometry information e.g. radius and tire width can be used to make a bounding cylinder for a tire. | ||
====Log==== | ====Log==== | ||
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*Oct 5th | *Oct 5th | ||
# Began writing a manifold generator based on raytracing. The rays will be shot only where broadphase collision detection finds AABBs overlaps | # Began writing a manifold generator based on raytracing. The rays will be shot only where broadphase collision detection finds AABBs overlaps | ||
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#Finished a stand alone program based on the very high level libged for getting the bounding box of arbitrarily shaped geometry. | #Finished a stand alone program based on the very high level libged for getting the bounding box of arbitrarily shaped geometry. | ||
− | ====Updated Development Time line( | + | ====Updated Development Time line(Oct 6th)==== |
− | * The | + | * Week 6 : Integrate rt and Bullet for detecting overlaps |
+ | ** Retrieve/display bounding boxes, object states. | ||
+ | ** Get the ray tracer integrated so basic spheres can collide and roll across a surface, basically rays have to be shot so that points inside overlapping regions can be added to the bullet collision points cache. | ||
+ | ** Add flags to control bounding box display and object states. Also planning to allow objects to be shot towards a scene, with a custom force and initial location. | ||
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+ | * Week 7 : Work with more objects and larger systems. The basic focus is to realize a billiard table with multi-colored balls rolling across based on the force applied with a stick. | ||
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+ | * Week 8 : Continue with fine-tuning the code and improving collision detection accuracy | ||
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+ | * Week 9 : Finish the raytrace based manifold generation code. | ||
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+ | * Week 10: Continue to improve the manifold generation. Testing will be required for static objects resting on top of each other and thus not overlapping. How will rays detect the overlap in this case ? | ||
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+ | * Week 11: Start working on documentation for the simulate command. Integrate the code for applying forces and setting initial mass which had been inserted before but removed for debugging reasons temporarily. Significant chunks of code need to be converted from libged to librt for performance reasons. | ||
− | * | + | * Week 12: Finish documentation and cleanup code. Present results of past 3 months and plan the improvements to the code. |
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====Expected Result and eventual benefits for BRL-CAD==== | ====Expected Result and eventual benefits for BRL-CAD==== |