[ODE] Triangle-box collider contribution

asko asko at jetti.org
Wed Feb 25 23:18:39 MST 2004


However, one thing I might point out: you could put a break already
somewhere in line 1214 if the max contact amount is exceeded, because
there's no use testing the triangles if no more contacts can be created.

----- Original Message ----- 
From: "asko" <asko at jetti.org>
To: "Jeffrey Smith" <jeffreys at Softimage.com>; <ode at q12.org>
Sent: Wednesday, February 25, 2004 11:11 PM
Subject: Re: [ODE] Triangle-box collider contribution


> Seems you're one step ahead of me :)
>
> ----- Original Message ----- 
> From: "Jeffrey Smith" <jeffreys at Softimage.com>
> To: "ODE Mailing List (E-mail)" <ode at q12.org>
> Sent: Wednesday, February 25, 2004 10:00 PM
> Subject: RE: [ODE] Triangle-box collider contribution
>
>
> > I have fixed the problem John mentions, as well as added some of my own
> code
> > which combines potential contacts.  This results in many fewer contacts
> > being passed out of dCollideBTL, as well as reducing or eliminating the
> > asymmetry in some collisions (for example a trimesh box bouncing on a
flat
> > bbox surface).  Search for "GenerateContacts" to see what I've changed.
> (I
> > have left all the original code intact, merely ifdef'ing the appropriate
> lines
> > out).
> >
> > The file is available at:
> >              http://www.smokingrobot.com/collision_trimesh_box.cpp
> >
> > -jeff
> >
> >
> >
> > -----Original Message-----
> > From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of John
> Miles
> > Sent: February 25, 2004 1:38 PM
> > To: asko; ode at q12.org
> > Subject: RE: [ODE] Triangle-box collider contribution
> >
> >
> > Thanks!  I'm extremely interested in any improvements to this code, and
> will be happy to help test and debug any submissions.
> >
> > In this case, it looks like your code is trying to generate too many
> contact points.  When I compile it into my ODE build and run either
> test_moving_trimesh.exe or my own application, it tries to pass index
values
> to the SAFECONTACT macro that equal or exceed (Index & 0xffff) in line
916.
> This condition fails the assert in line 114 of
collision_trimesh_internal.h.
> >
> > It appears that you never check the low word of iFlags to determine the
> maximum number of contacts to generate.
> >
> > -- jm
> > -----Original Message-----
> > From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of asko
> > Sent: Wednesday, February 25, 2004 9:38 AM
> > To: ode at q12.org
> > Subject: [ODE] Triangle-box collider contribution
> >
> >
> > Hello everyone,
> >
> > I've had the honour to port a piece of code, a mesh-box collider from
the
> as of yet unreleased Serious Engine 2 to ODE. From what I've experienced
it
> seems to be slightly more stabile, so it's worth a try if you have a lot
of
> box-triangle action going on :)
> >
> > I have uploaded the files to a zip:
> > http://www.cad-creations.net/asko/TriBox/TriBox.zip
> >
> >
> > Would be nice if someone with CVS access could add it to the
contributions
> section.
> >
> > _______________________________________________
> > ODE mailing list
> > ODE at q12.org
> > http://q12.org/mailman/listinfo/ode
> >
>




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