[ODE] ODE collisions with a terrain mesh question

Erwin de Vries erwin at vo.com
Fri Feb 1 05:33:02 2002


Have a look at the trianglecollider in the contributions directory in CVS.
It works for spheres and boxes. It tries to take care of the 'bounce'
problem. It works great in our racing game.

Erwin

----- Original Message -----
From: "McEvoy, Nick" <nick.mcevoy@dsto.defence.gov.au>
To: <ode@q12.org>
Sent: Friday, February 01, 2002 04:14
Subject: [ODE] ODE collisions with a terrain mesh question


> I was wondering if ODE has the ability to determine collisions between its
> basic shapes (sphere, box, cylinder) and a given polygon (ie. a triangle)
?
>
> The reason why is that ... I have a terrain mesh ... I currently feed ODE
> the plane that the ODE body (I should say geometry) is touching ... the
> problem is that ODE plane geometries are infinite in size (and the piece
of
> terrain that the body is touching is actually a finite plane ... its a
> triangle) ... this causes my body to 'bounce' off the screen when at an
> intersection between two planes (due to ODE thinking my body is
penetrating
> the plane) ... (maybe the AABB() methods could be a solution ... but it
> doesn't look finished ???).
>
> Does anyone have any ideas or suggestions ?
>
> -- trust Russ to go on holidays right when I get stuck --  :-)
>
> Nick
> http://members.ozemail.com.au/~ndmcevoy/
> _______________________________________________
> ODE mailing list
> ODE@q12.org
> http://q12.org/mailman/listinfo/ode
>
>