no collision between objects #2789
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Hi, I am making a simulation in which two soft tissues are in contact to each other (for example, one tissue is over another soft tissue). I have two problems in this simulation.
and the followings in the node of each model:
Is there any component that I use incorrectly, or should I add any other component?
Best, |
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Replies: 3 comments
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I ask this question in a different way. Using TriangleCollisionModel is not enough for the collision? Should it be used together with Line and point CollisionModels? This decreases the speed of the simulation significantly. I tried to used MultiThreading to increase the speed but as is mentioned in MultiThreading documentation, the interaction with the mouse with the objects in the scene crashes the simulation. I am wondering if there is no recent resolve for this problem? |
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Hi @zbounik Start. Contact reponseYou are using here a FreeMotionAnimationLoop which is the animation loop dedicated to the resolution of Lagrange multiplier constraint resolutions. In the meantime, you are using Part 1. Collision models
yes it is if you want to use triangles as the primitives for collision detection
Actually this depends on the proximity method used. In you case, MinProximityIntersection, you should indeed have a TriangleCollisionModel and a PointCollisionModel. If it still does not collide, you should check the dimension of your object (size in space) and make sure that the data Part 2. RealismAs written above you are using a penality approach as a contact response. It results in springs which stiffness should be manually defined in the CollisionModels as follows: Part 3. Multithreadingnew pages are incoming on improving performances, see the pull-request here Hope this helps Hugo |
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Hi @hugtalbot, Thank you for your answer. Each time I read this I learn something new. |
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Hi @zbounik
Start. Contact reponse
You are using here a FreeMotionAnimationLoop which is the animation loop dedicated to the resolution of Lagrange multiplier constraint resolutions. In the meantime, you are using
response="PenalityContactForceField"
as a collision response, i.e. springs applying a penality force to (try to) prevent the collision. With penality approach, no need to go for a FreeMotionAnimationLoop. If you want your collision to generate constaints and not penality forces, you should useresponse="FrictionContactConstraint"
.Part 1. Collision models
yes it is if you want to use triangles as the primitives for …