Hi,
I noticed a strange perforce drop if objects intersects with heightmap 
terrain.
Lets take the demo_SEN_Gator example and do the following steps:
1. change  terrain model to HEIGHMAP:
```
RigidTerrain::PatchType terrain_model = RigidTerrain::PatchType::HEIGHT_MAP
```
2. add some obstacles in the sky
```
    // obstacles
    for (int i = 0; i < 100; i++) {
        float x = (((float)rand() / RAND_MAX) - 0.5f) * 100.f;
        float y = (((float)rand() / RAND_MAX) - 0.5f) * 100.f;
        auto box_body = chrono_types::make_shared<ChBodyEasyBox>(4, 4, 4, 
1000, true, true, patch_mat);
        box_body->SetPos({x, y, 6});
        box_body->SetFixed(true);
        
box_body->GetVisualShape(0)->SetTexture(GetChronoDataFile("textures/bluewhite.png"));
        box_body->GetVisualShape(0)->SetMutable(false);
        gator.GetSystem()->Add(box_body);
    }
``` 
3. run demo: the performance is not affected
4. move the obstacles near the ground
```
    // obstacles
    for (int i = 0; i < 100; i++) {
        float x = (((float)rand() / RAND_MAX) - 0.5f) * 100.f;
        float y = (((float)rand() / RAND_MAX) - 0.5f) * 100.f;
        auto box_body = chrono_types::make_shared<ChBodyEasyBox>(4, 4, 4, 
1000, true, true, patch_mat);
        box_body->SetPos({x, y, 0});
        box_body->SetFixed(true);
        
box_body->GetVisualShape(0)->SetTexture(GetChronoDataFile("textures/bluewhite.png"));
        box_body->GetVisualShape(0)->SetMutable(false);
        gator.GetSystem()->Add(box_body);
    }
```
5. run demo: huge performance drop

with BOX terrain this does not happen. The processing time increases a lot 
in ComputeCollisions() function.
Is this behavior a limit of the collision detection module or i am making 
something wrong?

Thanks,
Francesco

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