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# FireViper

Member Since 25 Jan 2004
Offline Last Active Sep 30 2012 01:08 PM

### In Topic: Collision detection with Verlet integration

30 September 2012 - 01:08 PM

thanks for clearing everything up.
I will check out the article.

### In Topic: Collision detection with Verlet integration

29 September 2012 - 10:08 AM

thanks for the reply serumas, I have a few questions.
On the move function, is 'air' a float?
Also, what does the 'satisfy_all_objects_constraints' function do?

13 May 2012 - 11:24 AM

thanks for the reply, I swapped the rows and its working.

### In Topic: player vs player collision

20 January 2010 - 04:31 AM

thanks for the reply oliii.I know there are a lot of articles on the net about sphere-to-sphere collision, but the part that confuses me is changing vector spaces. In this article, all points (basePoint, velocity, and the 3 triangle points) are scaled by eSpace before the collisionPoint is detected. When I test against a sphere, do I have to scale the sphere's position and radius as well?

### In Topic: Smooth skinning algorithm

02 May 2008 - 02:04 AM

ok, let me clarify a few things. Each Bone has:

Parent - A pointer to its parent
length - (float) the length of the bone
Rotation/Position - (vector) The Rotation and Position
Direction - (vector) Bone's Direction
Transform - The Transformation Matrix
InverseBind - The Inverse of Transform in the reference pose
Start/End - The Start and End points of the bone

This is the code I use to move a Bone.

`void bone::Set(){    //Calculate Bone's Relative Matrix  Transform = matrix4(); //Set Transform to its Identity  Transform.SetRotation( Rotation );  //If parent exist  if(Parent!=NULL)    //Combine Relative Matrix with Parent's Matrix to form Absolute Matrix    Transform = Transform * Parent->Transform;      //Calculate Bone's orientation  vector3 tempVec = (Direction * length) * Transform;  if(Parent!=NULL)     Start = Parent->End;  else     Start = vector3();   End = Start + tempVec;   }`

The only translation I see here is the distance from Start to End, which is calculated in tempVec. Are you saying I should combine this with the Transformation Matrix?

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