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COLLADA physics

COLLADA physics. : : Gabor Nagy SCEA R&D. Design contributors. Gabor Nagy (working group chair) - SCEA Stan Melax, John Ratcliff – NovodeX Vangelis Kokkevis, Lilli Thompson – SCEA Erwin Coumans, Richard Forster – SCEE Ronald Beirouti, Alexandre Jean-Claude, Dr. Jeff Smith – Softimage

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COLLADA physics

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  1. COLLADA physics ::Gabor Nagy SCEA R&D

  2. Design contributors • Gabor Nagy (working group chair) - SCEA • Stan Melax, John Ratcliff – NovodeX • Vangelis Kokkevis, Lilli Thompson – SCEA • Erwin Coumans, Richard Forster – SCEE • Ronald Beirouti, Alexandre Jean-Claude, Dr. Jeff Smith – Softimage • Dr. Steven Collins - Havok

  3. Goals Export / import of: • Physics materials • Rigid-bodies • Compound shapes with geometries • Physical properties • Controllers • Physics environments with global settings • Force-fields • Articulated objects with advanced joints • Generic constraints • Soft-bodies • Fluids

  4. What we have so far • Physics materials • Rigid-bodies • Compound shapes with geometries • Physical properties • Controllers • Physics environments with global settings • Force-fields (in progress)

  5. <physics_material> • Contains physics properties such as friction • Defined at the same level as <shader>, so <material> can contain it • Directly referenced via id/url

  6. <rigidbody> • Composed of shapes • Simple or compound shapes for collision detection • Reusable, instantiated by <controller> • Will be the basis of articulated objects as well

  7. <shape> • May be complex, hierarchical (nested shapes and transforms: translate + rotate only) • Physical properties (mass, density, inertia etc.) • Contains definition or instance of <geometry> • May override <physics_material> for whole geometry • Mass, inertia etc. and geometry definition can be incomplete, meaning “compute it from child <shape>s”.

  8. Geometric primitives and <convex_mesh> • Added for physics and collision detection • For consistency, description conforms to COLLADA <geometry> but: • rendering support is not required (mesh etc. are much better suited for that. You don't need to add “render capsule” etc. code to your renderer, unless you want to.)

  9. <controller> • New <dynamics> type • References <rigidbody> element and • Targets a <node> in the <scene> • Later on: target <geometry> for soft-body and fluid simulation

  10. <physics_environment> • Basically a physics scene • Global settings • Instantiates dynamics controllers to list objects that can interact

  11. Demo Softimage XSI -> NovodeX Rocket Thank you Contacts: • collada@collada.org • ajclaude@softimage.com • smelax@ageia.com

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