G33X Nexus Entertainment > Bug Reports

Angular Collision causes astroids to orbit ( 0.3.4 build 967 )

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Caenus:
Worse case scenario, give me an outline of profile and portrait views, I'll construct a 3d representation using Reimann slices and spend all day calculating your centroid of mass. 

It's not nearly as difficult as it seems.

Morgul:
Or, we could put the center of mass where it 'feels' right.

Rosencrantz:

--- Quote from: morgul on August 06, 2006, 10:37:38 am ---Or, we could put the center of mass where it 'feels' right.

--- End quote ---

A dirty method for that is to find the biggest inner bounding circle, and the smallest outer bounding circle and then pick a nice spot between the two centers of those circles.

EDIT: Replace circle with spheres. That's what I meant anyway.

Caenus:
Note:

the above method must be used on all three axes.

Rosencrantz:
Actually I just thought of a method that could be used to find the center of gravity. It's a little heavy on the calculation side but might be able to be made into some sort of blender plugin (I have no idea how those works, so I'm just hoping  ;D  ) Also this will probably only work on regular polyhedral objects I need to figure out a more general way.

For every face on the mesh determine the center of the face and the area of the face. Then, sum all up all of those areas and divide the mass by that total area (to get the mass/unit area). Then use the non-integral form of the center of mass equation with the points as the center of each face and the masses for said points as the mass/area of that face.

EDIT: This might work for non regular polyhedral objects, but I'm not sure on that(perhaps just those that aren't *too* extreme).

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