Collision detection and contact generation for triangle mesh geometries #172
Unanswered
SumantBagri
asked this question in
Q&A
Replies: 0 comments
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Hi,
Context:
I am trying to leverage the GPU acceleration for collision detection provided by PhysX for robotic manipulator motion planning tasks. In a specific test, I am trying to load a particular arm link with a triangle mesh geometry as a kinematic actor (create
RigidDynamic
and setPxRigidBodyFlag::eKINEMATIC
flag).Then I will create an
RigidDynamic
environment object with a triangle mesh geometry as well and perform a collision by moving the arm link usingsetKinematicTarget()
(triangle mesh <> triangle mesh collision)I have been able to perform the same test using primitive objects:
physx_primitive_test_nv_render.mp4
Background:
I am trying to do the same for mesh geometries and evaluate the performance gains from the acceleration. During my research, I came across this post: https://forums.developer.nvidia.com/t/physx-3-3-1-loading-obj-and-creating-a-dynamic-actor/34122/2. From what I understand, in PhysX 3.3.1, mesh geometries attached to dynamic actors participates in scene queries (such as
PxScene::overlap()
) but does not participate in contact generation (i.e it is not possible to get contact information fromsceneDesc.simulationEventCallback
for such geometries).Questions
Beta Was this translation helpful? Give feedback.
All reactions