[ODE] Tri-collider page on wiki
Tony Peguero
Tony.Peguero at xtra.co.nz
Wed Jun 26 19:21:02 2002
Yeah, I'm hanging out for movable trilists as well. Calculating the inertia
tensor separately doesn't scare me too much :)
-----Original Message-----
From: ode-admin@q12.org [mailto:ode-admin@q12.org]On Behalf Of David
McClurg
Sent: Thursday, 27 June 2002 11:48 a.m.
To: ode@q12.org
Subject: RE: [ODE] Tri-collider page on wiki
Thanks Norman. This is very helpful.
Under "Limitations of the Triangle Collider" I see--
# Current tri-collider code might not yet support moving tri-meshes (the
transformation matrix for the tri-mesh must be identity, see mailing list)
# Once moving tri-meshes are supported, you still need external library to
compute arbitrary inertia tensor for moveable tri-meshes
>>> I searched the mailing list archive and didn't find anything about this.
<<<
What I'm interested in is a tri-list that responds to dGeomSetPosition() and
dGeomSetRotation(). My tri-list geom is linked to a scene graph and I'd
like to follow the scene graph node as it moves/rotates.
I don't need inertia or a body yet. Just teleporting through space would be
fine. Moving platforms you can jump between in a game is an example where
you don't need inertia badly.
Of course, I can do this myself by transforming the vertex list but I was
surprised to find that tri-list geoms didn't respond to dGeomSetPosition().
This approach also requires two vertex lists so errors don't build up!!
-----Original Message-----
From: nlin@nlin.net [mailto:nlin@nlin.net]
Sent: Wednesday, 26 June 2002 12:40 AM
To: Erwin de Vries
Cc: ode@q12.org
Subject: [ODE] Tri-collider page on wiki
I've put up a brief wiki page explaining how I got the tri-collider
to compile and link, along with the problems I had (float/double
issues). Feel free to correct/expand on this.
http://q12.org/cgi-bin/wiki.pl?TriangleCollider
-Norman
_______________________________________________
ODE mailing list
ODE@q12.org
http://q12.org/mailman/listinfo/ode