Most accurate mesh <-> mesh collision
Posted: Fri Feb 10, 2017 5:08 pm
Hi,
I want to find out if two arbitrary triangle meshes collide.
I don't need it to be fast, as I'm not going to run it in real-time, but as a batch simulation, but I want it to be accurate.
I was using btGImpactMeshShape, which works correctly for most meshes, but for some of them it does not detect collisions (although debug drawing them I can see they are clearly colliding).
Are there any knobs in gImpact to make it accurate at the cost of the speed?
Alternatively, can I make btBvhTriangleMeshShape detect collisions with other btBvhTriangleMeshShapes?
Thanks in advance,
Piotr
I want to find out if two arbitrary triangle meshes collide.
I don't need it to be fast, as I'm not going to run it in real-time, but as a batch simulation, but I want it to be accurate.
I was using btGImpactMeshShape, which works correctly for most meshes, but for some of them it does not detect collisions (although debug drawing them I can see they are clearly colliding).
Are there any knobs in gImpact to make it accurate at the cost of the speed?
Alternatively, can I make btBvhTriangleMeshShape detect collisions with other btBvhTriangleMeshShapes?
Thanks in advance,
Piotr