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#1
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Hi,
1) The values should be in milliseconds. 2) In 2.53 the viz.intersect() command is pretty much your only option. You might be able to speed up the call by disabling collisions with objects that you are not interested in. Code:
object.disable(viz.COLLISION) Vizard 3.0 allows you to use the underlying physics engine to perform intersection tests, which will be optimized for the collision shapes defined for each model. I just did a test with a simple scene, and performing 100 intersections per frame caused the update time to be 25 ms using viz.intersect() and 2.5 ms using the physics line intersect command. |
#2
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Even though the laser line was not inside the mesh of the avatar, it was inside its bounding box. When Vizard is performing intersection tests it will first check if the line intersects with an objects bounding box. If it does, it will proceed to check if the line intersects with each triangle. |
#3
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I am getting 80ms with just my "indoor" environment, which is pretty simple. Maybe I should try to separate the walls from the ceiling and floor and add them both to vizard since I never care about intersecting with the seiling or floor.
Last edited by pbeeson; 09-11-2006 at 03:31 PM. |
#4
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Unless your floor and ceiling contain a lot of triangles, it's probably not going to make much of a difference. But if you want to try it out, you don't need to create separate models for them. Simply specify the name of the floor/ceiling mesh when disabling collisions. Example:
Code:
room.disable(viz.COLLISION,'ceiling') room.disable(viz.COLLISION,'floor') |
#5
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I noticed in version 3 that viz.phys.intersectLine() is much faster than viz.intersect(), but viz.phys.intersectLine seems to have some problems:
1) It returns intersections for non-visible objects (object whose visibility is set to off), which is different that viz.intersect() 2) It ignores the viz.disable(viz.COLLISION) command. Is there a way to get it to ignore certain objects? I can run viz.phys.intersectLine(begin,end,True) to get a list and then check object IDs, but I don't know if there is an easier way (especially considering that if you have many objects, it might be an optimzation to not check for intersections with particular objects at certain times, e.g. if you are casting rays from within an object). 3) As I said earlier, I am casting 180 "rays" from a virtual laser range finder. When I do this, viz.phys.intersectLine() is much faster than viz.intersect() (Even if I set the all flag to True), but viz.phys.intersectLine actually misses some intersections with the closest objects, while viz.intersect() does not. I'll post two picture to illustrate my point. Last edited by pbeeson; 09-12-2006 at 07:20 AM. |
#6
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I know this really doesn't help you now, but we will probably release an update within the next few days. |
#7
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