[ODE] Collisions, I dont need them sometimes..

Squint squint at squint.clara.co.uk
Sat May 3 11:09:02 2003


I have quite a large surface, which is divided into tiles, and a similar
problem, which is that I don't want to attempt to collide them together,
because although I know it will fail, it takes time.

I tried a few experiments, but in keeping with the old rule of thumb that
the fastest operation is the one you never execute, I finally ended up with
this:

Most 'things' are in Space1.
I place all of my tiles in Space2, instead, which is not a part of space1.
I call dSpaceCollide on Space1, and dSpaceCollide2 on the pair of them, but
I never call dSpaceCollide on Space2. It doesn't discard collisions between
tiles - it never attempts to find them in the first place.

> -----Original Message-----
> From: ode-admin@q12.org [mailto:ode-admin@q12.org]On Behalf Of Anders
> Olofsson
> Sent: 03 May 2003 08:24
> To: ode@q12.org
> Subject: [ODE] Collisions, I dont need them sometimes..
>
>
> I've got something like this:
>
> sphere <-Hinge2-> boxB <-Hinge-> boxA
>
> I dont want any collisions to occur between any of  those bodys.
> So I have
> this in the nearCallback():
>
> if (b1 && b2 && dAreConnected (b1,b2)) return; //Straight from
> the examples.
>
> But since the sphere isn't directly connected to boxA, there will be
> collisions in that case, right?
> Do I have to manually detect that?, or should dAreConnected(sphere, boxA)
> return true?
>
> Cheers
>
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