[ODE] trilist strategy

slipch slipch <slipch at gsc-game.kiev.ua>
Wed Dec 11 11:42:01 2002


Hello Russ,

Wednesday, December 11, 2002, 2:27:11 AM, you wrote:


RS> erwin, i've a question about the way in which trilist collision is used.

RS> geom-to-trilist collision does not make any distinctions between the
RS> inside and outside of an object, correct? so if a geom penetrates a
RS> trilist object so far that it no longer intersects with the surface,
RS> there will be no more contact points generated. if the trilist is the
RS> floor of your environment, you run the risk of dropping straight through
RS> it!

RS> how can a user work around this limitation? is it a real limitation in
RS> practice?


I think solving this problem needs to store some additional dynamic information
in a geometry object.

It seems I solve this problem in my project.
My AABBs depends on velocity and I use user data pointer in dxGeom to store some data.

But such tri-cpllider needs allocating additional memory for any geom.

Konstantin Slipchenko