[ODE] Trimesh and sphere collision

Wong Kong Yew kong_yew at phoenix-gamestudios.com
Mon Aug 23 12:06:10 MST 2004


make sure your units are 1 unit = 1 meter. I have the same problem when my
units are 50 units = 1 meter, when you have big units the velocity will be
very big and ODE somehow are unable contraints the object from falling
through.

----- Original Message -----
From: "João Rangel" <jpgr at mega.ist.utl.pt>
To: <ode at q12.org>
Sent: Sunday, August 22, 2004 5:59 PM
Subject: Re: [ODE] Trimesh and sphere collision


> Hi,
>
> Sorry, but I already removed #define MERGECONTACTS and the result was the
> same... :(
>
> I read some threads in the ODE forum where people solve the problem this
> way, but does not work with me. I am still thinking that it may be some
kind
> of bug that depends of some particular mesh configuration....
>
> Thanks for your help anyway,
> Joao Rangel
>
>
>
> ----- Original Message -----
> From: "Hannes Norda" <norda at customred.com>
> To: "João Rangel" <jpgr at mega.ist.utl.pt>
> Cc: <ode at q12.org>
> Sent: Sunday, August 22, 2004 7:47 AM
> Subject: Re: [ODE] Trimesh and sphere collision
>
>
> > Hi!
> > In collision_trimesh_sphere.cpp there is a #define MERGECONTACTS. Remove
> > that define and you'll get more contact points.
> >
> > /Hannes Norda
> >
> > João Rangel wrote:
> >
> > > Hi,
> > >
> > > Thanks for your replay, but i am affraid that these solutions does not
> > > solve my problem. In my implementation I have a dCollision
> > > array[8]. And when a sphere collides with the triMesh it returns
> > > only one collision point from dCollide.
> > >
> > > I tried to replace the sphere geom with a box geom. The same code,
> > > only with this little difference, and it works.
> > >
> > > With sphere wheels, it returns 1collision point. With box wheels, it
> > > return 8 points. I am forced to conclude that the ode trimesh-sphere
> > > collision detection does not work, but I already saw it working in Jon
> > > Watte's demo (by the way, nice demo). It must be some parameter or
> > > option that changes the dCollide beahavior, but I have no idea what it
> > > might be. I am using ode in debug mode, with single precision and
> trimesh.
> > >
> > > Any sugestions?
> > >
> > > Joao Rangel
> > >
> > >
> >
>------------------------------------------------------------------------
> > >
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> > >
> >
> >
>
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