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Collision Event Format
July 14, 2016
11:10 am
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Regarding the collision event format, there are a few events and differing formats.

1. How are start and end determined? Are there events generated in between these two events?

2. The format for character-character and pawn-character collision events seems to differ. Similarly, there are some events that do not contain a secondary collision object, just the first collision object. Is there documentation for these differences or perhaps they are bugs?

Thank you.

July 18, 2016
5:32 pm
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The collision code is in core/smartbody/SmartBody/src/sb/SBCollisionManager.cpp.

There are no start and end events, there is simply a stateless test to see if geometries are intersecting.

 

The collision handling is up to you. I've added a simple collision resolution result called singleChrCapsuleMode which assumes a fixed radius of a character that should not penetrate another's space.

 

Ari

July 19, 2016
9:42 am
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Ah, I must be misinterpreting this output then. Could you clarify what each of the elements mean in these collision events? I was using that file you referenced as the source for the information and another.

eventMsg = start mycharacter2 collision_pawn_D3 JtWristRt 0.717013 0.967287 2.343379 0.000000

[108.736309] Collision event detected: (collision) start mycharacter2 collision_pawn_D3 JtWristRt 0.717013 0.967287 2.343379 0.000000

[110.872503] Collision event detected: (collision) end mycharacter1

 

Also, what is the difference between these two event formats?

eventMsg = start mycharacter2 collision_pawn_D3 JtWristRt 0.717013 0.967287 2.343379 0.000000

[82.117812] Collision event detected: (collision) mycharacter1_BV:JtClavicleLf/collision_pawn_D4_BV

Thank you.

July 19, 2016
10:45 am
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One additional note as I'm unsure if this is expected behavior. When singleChrCapsuleMode is set to true on the CollisionManager, it does not generate events for collisions involving pawns but only events for collisions involving characters.

Thank you.

July 27, 2016
9:54 am
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I'll have to look at the code; ideally it should generate events for both collisions.

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