[ODE] Number of Contacts
DjArcas
djarcas at hotmail.com
Wed Jun 11 16:11:01 2003
const int N = 2;
dContact contact[N];
//Attached objects can't collide
b1 = dGeomGetBody(o1);
b2 = dGeomGetBody(o2);
if (b1 && b2 && dAreConnected (b1,b2))
{
return;
}
if (!o1) return;
if (!o2) return;
lNumCollisions = dCollide (o1,o2,N,&contact[0].geom,sizeof(dContact));
I've just tracked down an odd error here - if I have N at 1 contact, then
objects bounce off eachother faster than they hit. If I increase it to 2 (or
10), all works happily.
Am I right in thinking that more contacts = 'better' physics, but slower?
What's the ideal number to use?
Adam