Clash Detection UI#

This section documents the Clash Query Management and Clash Detection Results windows.

To initiate a clash detection, you must first create a clash detection query using the Clash Query Management window. You can define as many queries as necessary.

Note

Clash detection only works with meshes, not shapes.

Clash Query Management Window#

This windows allows you to manage your clash detection queries.

Clash Detection Management Window

Below you can find all actions you can perform on your queries:

Create new Query#

Create a new clash query by clicking the Create New Query button. The new query will be created with a default name of “New Query ###”.

Manage existing query#

Referece #

Action

Description

1

Rename

Double-click the Query Name to Rename the query.

2

Duplicate

Click the Duplicate button to duplicate the selected clash queries.

3

Delete

Click the Delete… button to delete the selected clash queries.

4

Comment

Double-click the empty space in the Comment column to enter your own comment to further clarify a query’s purpose.

Export/Import queries#

Referece #

Action

Description

5

Export

Click the Export Queries… button to export selected queries to a JSON file.

6

Import

Click the Import Queries… button to import queries from a JSON file.

Query Timestamps#

Referece #

Description

7

The First Created column shows the timestamp when was the query first created.

8

The Last Modified column shows the timestamp when was the query last modified.

Many commands can also be accessed through the context menu.

Keyboard shortcuts#

There are some useful keyboard shortcuts for the Clash Detection Query Management Window:

Keyboard Shortcut

Description

CTRL+A

Select all queries.

ESCAPE

Deselect all queries and remove the clash visualization overlay from the main viewport.

DELETE

Delete selected queries.

In the right side pane, you can see various options that help you to customize the clash detection query to your needs:

Limit the clash detection processing scope by defining search sets.

  • If both Searchset A and Searchset B are empty -> process full scene.

  • If only the Searchset A list contains items -> limit processing only to Searchset A items.

  • If Searchset A and Searchset B lists contain items -> process Searchset A against Searchset B.

Option

Description

Dynamic

Tells the clash detection engine to run dynamic clash detection inspecting time sampled animations.

Start Time on Timeline

Start Time on Timeline in seconds. Works only when dynamic clash detection is enabled.
0 = timeline start time (auto-detected).

End Time on Timeline

End Time on Timeline in seconds. Works only when dynamic clash detection is enabled.
0 = timeline end time (auto-detected).

Purge Permanent Overlaps

Tells the system to discard pairs of dynamic objects that always overlap over the tested time interval. Works only when dynamic clash detection is enabled.

Tolerance

Tolerance distance for overlap queries. Use zero for hard clashes, non-zero for soft (clearance) clashes.

Static Time on Timeline

Time on Timeline in seconds for executing static clash detection. The value is clamped into timeline range if necessary. Taken into account only when performing static clash detection!

Report Duplicate Meshes Only

Instructs the clash detection engine to only report meshes that completely overlap with other identical meshes. Dynamic detection is not supported, only static clashes at current time on the timeline are. This option is exclusive - no other clashes are reported when this option is enabled!

Option

Description

Pose Epsilon

Epsilon value used when comparing mesh poses. This is used when detecting ‘duplicate meshes’, i.e. meshes with the same vertex/triangle data in the same place.

Area Epsilon

Epsilon value used to cull small triangles or slivers. Triangles whose area is lower than this value are ignored. Use 0 to keep all triangles.

Bounds Epsilon

Epsilon value used to enlarge mesh bounds a bit. This ensures that flat bounds or bounds that are just touching are properly processed.

Tight Bounds

Use tight bounds for meshes.

Coplanar

Detect collisions between coplanar triangles.

Any hit

If any hit is checked, the clash engine stops after locating the first pair of overlapping triangles; otherwise, it goes on to detect all overlaps. Can provide better performance if only a quick overview of what’s clashing is wanted.

Quantized

Quantized or not. Quantized trees use less memory but usually give slower performance.

Tris per leaf

Number of triangles per leaf. Tweak this for a memory vs. performance trade-off.

Purge Permanent Static Overlaps

Tells the system to discard pairs of static objects that always overlap over the tested time interval. Works only when dynamic clash detection is enabled.

Use USDRT

When enabled, provides faster initial stage traversal for full-scene queries only.

Option

Description

Compute Max Local Depth

Enable max local depth computation. Helps with identification of contact cases between objects.

Depth Epsilon

Epsilon value used to classify hard clashes vs contact cases. Clashes whose max local depth is below the epsilon are ignored. Use a negative value to keep all clashes.

Discard Touching Contacts

Instructs the clash detection engine to not report found touching contacts. The Depth Epsilon must be set to a positive number and any values between 0 and that epsilon are considered as touching contacts.

Option

Description

Single Threaded

Run single-threaded or multi-threaded code. Mainly for testing.

Use New Task Manager

Use new task manager implementation. It manages number of spawned tasks automatically, so ‘Number of Tasks’ setting is ignored.

Number of Tasks

Number of tasks used when running multi-threaded. Generally speaking, the more the better.

Option

Description

Log info in Console

Log info & perf results to console.

Overlap Code

Use alternative triangle-triangle overlap code.

Note

Remember to click the Save Properties button to save your changes! By default, changes are automatically saved upon query selection change. This can be disabled in settings by unchecking Save Edited Query on Selection Change.

Toggle "Save Query on Selection Change" option

Clash Detection Results Window#

This window displays results for each selected clash query.

Clash Detection Results Window

First, choose a clash query to work with from the Selected Clash Query dropdown list. You can edit clash queries in the Clash Query Management window, described in the previous section. Click the Query Management button to open the Clash Query Management window.

Review descriptions of each results list column.

Column

Description

#

Clash number.

If background color of the number turns red, it indicates, that the clash is no longer present in the stage.

Present

Indicates, if the clash is present in the stage or not. Note that we never delete even resolved clashes. If you are no longer interested in a clash, simply delete it yourself.

Type

Type of clash. A Duplicate, Hard or Soft.

Min distance

Minimal distance between clashing objects. 0=Hard clash, otherwise soft clash.

Tolerance

Tolerance which was set at the time when clash detection was run. For hard clashes, the tolerance is always zero. For soft clashes it is non-zero.

Contact Depth

[EXPERIMENTAL] Estimated local contact depth. It is always positive value.

Depth Epsilon

Contact Depth Epsilon value which was set at the time when clash detection was run. Epsilon value is used to classify hard clashes vs contact cases.

Max Overlaps

Maximum number of overlapping triangles.

Clash Start

Starting timestamp of the clash.

Clash End

Ending timestamp of the clash.

Records

Total number of clashing frames.

Object A

Name of the clashing object A.

Object B

Name of the clashing object B.

State

Management flag: Current state of the clash. (New, Approved, Resolved, Closed, Invalid).

Priority

Management flag: Priority of the clash from 0 to 5.

Person in Charge

Management flag: Name of a person this clash is assigned to.

First Detected

Shows timestamp when was the clash first detected.

Last Modified

Shows timestamp when was the clash last modified.

Comment

An optional comment for each clash.

Click the Run Clash Detection button to initiate the clash detection process on the currently open stage, using the parameters from the selected clash query in the Selected Clash Query dropdown list. Once clicked, the button transforms into a progress bar. If needed, you can click the progress bar or press the Escape key to cancel the process. When the process is complete, the results view will display all detected clashes.

Note

Different colors on the progress bar now represent various stages of clash detection:

  • Green indicates the conversion of curve animations to time samples.

  • Orange signifies the clash detection engine’s activity.

  • Blue denotes the result-fetching process.

To delete selected clashes, click the Delete Selected button.

Keyboard shortcuts#

Here are some useful shortcuts for the Clash Detection Results Window:

Keyboard Shortcut

Description

CTRL+A

Select all clashes.

ESCAPE

Deselect the currently selected clashes and remove the clash visualization overlay from the main viewport.

DELETE

Delete selected clashes. This functionality only works when the window is focused.

Export#

To save the results report as an HTML or JSON file, select Export. Once clicked, the following options display:

Option

Description

Export only filtered items

If ticked, only visible clashes will get exported. If not, all clashes that belong to the to selected clash query will get exported.

Export clash screenshots

If ticked, clash images for each clash will get captured and saved to the target location <target-file-name>_images subfolder.

Export button options.

Refresh#

The Refresh button will fully refresh the clash results list, deselect all currently selected clashes, and remove clash visualization overlay from the main viewport.