[ODE] Terrain: collision test culling
johnmcTemp at netscape.net
johnmcTemp at netscape.net
Mon Aug 9 16:10:51 MST 2004
Hi again,
Just would like to tie up some loose ends...
By the way, I just tried your static/dynamic spaces. Totally culls away the terrain colliding with itself, thank you...WOOT!! ;)
Hannes Norda <norda at customred.com> wrote:
>... As a note, I created both staticspace and
>dynamicspace in the same "rootspace". But you _shouldn't_ call
>dSpaceCollide on that rootspace.
What reaons for both static and dynamic being associated with a root space?
Is it required somehow, or benefit you?
>... Also, you cannot collide a quadspace with
>another space since dSpaceCollide2 isn't implemented for quadspaces.
I created two seperate root spaces, one for static, one for dynamic.
Here is the problem/BUG i found (excuse my text formatting):
Notes
- static world is terrain trimeshs
- dynamic world is a geom sphere with body
[static space type] [dynamic space type] [outcome of dSpaceCollide2(static, dynamic) collisions]
simplespace simplespace sphere collides correctly
simplespace quadtreespace *sphere falls through!*
quadtreespace simplespace sphere collides correctly
quadtreespace quadtreespace *sphere falls through!*
quadtreespace hashspace sphere collides correctly
Static space seems to be able to be anything.
Dynamic space can only be hash or simple, but not quadtree.
Is this suppose to happen?
Thank you so much,
john
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