Jump to content
  • Advertisement
Sign in to follow this  
ttb

Linking rigid body state and the scene graph

This topic is 5045 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello all, Lately I have been thinking of the best way to link a rigid body state and the scene graph. I don't know the best way to resolve the conflict of who owns the position, rotation of the rigid body. I think that the rigid body should own it's state. And then update it's position in the scene graph after each simulation loop. But the problem is that the coordinate system node in the scene graph is local to that particular rigid body, and not the world. Where as the rigid bodies state is in world coordinates. How have you solved this problem? Am I missing something obvious?? Thanks

Share this post


Link to post
Share on other sites
Advertisement
What engine are you going with? It really depends on the engine. For instance, in my engine and a few other engines out there, rigid body motion is done through controllers. controllers are attached to nodes in the scene graph and then updated every frame(or as often as they are needed). In my system, all rotations, translations, and scales are all stored as local coordinates.

Share this post


Link to post
Share on other sites
Okay, so when you are performing collision detection for rigidbody X you have to walk the scene graph for each rigid body Y to calculate it's world coordinates? Isn't that too expensive?

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!