[ODE] contact joints / attaching them
Flavien Brebion
f.brebion at vrcontext.com
Fri Oct 10 18:39:11 MST 2003
I don't see why. The collision detection functions are completely
independant of the timestep. Notice that the time step parameter
isn't even involved in collisions.
I need this to fix the "tunneling" problem. Say that my "normal"
timestep is 0.1; say i have two objects, X and Y. X doesn't collide
with anything, but i detect a collision at time 0.04 on Y; so i need
to simulate X for 0.1 seconds and Y for 0.04 seconds, then the
remaining 0.06 seconds to synchrozine it with X.
F. Brebion
-----Original Message-----
From: Dino Patti [mailto:dino at nordmark.dk]
Sent: Friday, October 10, 2003 4:24 PM
To: Flavien Brebion
Subject: Re: [ODE] contact joints / attaching them
Well i think its impossible...
2 objects with diffrent timesteps can't correctly collide...
But why is it necessary to have one world per object?
/*Dino*/
----- Original Message -----
From: Flavien Brebion
To: ode
Sent: Friday, October 10, 2003 2:42 PM
Subject: [ODE] contact joints / attaching them
I'm trying to use one world per dynamic object ( in order to have
different timesteps
per object ); but ODE doesn't allow collisions between multiple worlds.
Why is it
so ?
Specifically, the correct way to use contact joints is, once a contact
has been
determined, to do something like this:
dJointID c = dJointCreateContact(m_odeWorld, m_odeContacts, contact
+ i);
dJointAttach(c, b1, b2);
Where b1 and b2 are the two bodies.
If i try to do that, i get an assertion, "b1 and b2 are in different
world".
So, i wonder if it would be equivalent to do this:
dJointID c1 = dJointCreateContact(m_odeWorld1, m_odeContacts1,
contact + i);
dJointAttach(c1, b1, 0);
dJointID c2 = dJointCreateContact(m_odeWorld2, m_odeContacts2,
contact + i);
dJointAttach(c2, 0, b2);
But i do not seem to get an equivalent result. This is driving me mad,
please help :)
Thanks,
F. Brebion
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