[ODE] ODE and geom scales

Jon Watte hplus-ode at mindcontrol.org
Thu Dec 16 14:20:07 MST 2004


Most games turn stairs that look stair-stepped visually into 
sliding ramps for the collision geometry -- because you typically 
need 10x the density of polygons for visuals as you do for 
collision.

Another option is to use a ccylinder that hovers some distance 
over the ground using a forward-looking force and a ray cast to 
the ground at the "feet". Each step, you'd cast a ray, and add a 
force that's dependent on your current distance to ground, as well 
as your current velocity in the up/down direction.

Cheers,

			/ h+


-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
Flavien Brebion
Sent: Thursday, December 16, 2004 7:38 AM
To: ode at q12.org
Subject: [ODE] ODE and geom scales


Hey,

I'm trying to simulate a human body by using a capped cylinder. This 
works well except
for staircases vs small corridors. Let me explain:

A capped cylinder is composed of 3 parts: a cylinder, with a given 
radius and height,
and two half-spheres at the top and the bottom, with the same radius. My 
cylinder's
orientation is always set to vertical.

In order to be able to slide along the stairs of a staircase, the radius 
must be high
enough. Unfortunately this value is then too high for the character to 
pass in small
corridors or between close objects.

If i decrease the radius of the cylinder, the character can then walk 
between close
objects, but can no longer walk upstairs, because the height difference 
between two
steps is too high - it can no longer slide.

The obvious solution is to use a non-uniformly scaled ccylinder, but i 
didn't see any
function to do this in ODE. Does anybody have a solution ?

F. Brebion

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