[ODE] dSpaceCollide2 - quadspace vs hashspace bug
Hannes Norda
hannes.norda at gmail.com
Fri Dec 10 15:43:01 MST 2004
Hi!
I noticed that when using dSpaceCollide2 to collide a hashspace with a
quadspace, and the hashspace contains more objects than the quadspace,
no collision occurs.
The root of the problem seems to be that the quadspace doesn't use the
variable dxGeom *first; in dxSpace. It is always NULL.
Look at this piece of code (in dSpaceCollide2, collision_space.cpp):
// iterate through the space that has the fewest geoms, calling
// collide2 in the other space for each one.
if (s1->count < s2->count) {
for (dxGeom *g = s1->first; g; g=g->next) {
s2->collide2 (data,g,callback);
}
}
else {
for (dxGeom *g = s2->first; g; g=g->next) {
s1->collide2 (data,g,callback);
}
}
When (hashspace->count > quadspace->count) there will be no
collisions, since the for-loop is immediately ended.
Anyone else stumbled across this and solved it nicely?
Anyhow, I guess I will do some research and see if I can perhaps
modify void dxQuadTreeSpace::add(dxGeom* g) and make it work. Not
very familiar with quadspace internal structure, so we'll see what
happens.... :)
Normally this isn't an issue for me, since I store my static world in
the quadspace and my dynamic objects in the hashspace, and I've always
had more static objects up until I made a small test application
yesterday. Was mildly confused when all of a sudden no collisions
occured..
/Hannes
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