[ODE] collion body vs geom

Konstantin Voloshin volk6 at mail.ru
Tue Jan 13 16:19:38 MST 2004


Insert this
      if( contact[i].geom.g1 == sphere[0] || contact[i].geom.g2 == sphere[0] ) continue;
at the beginning of  body of 'for' in 'nearCallback'.

Your problem is likely to appear because buggy geoms are placed in a space
('geom_group'), and no space recursion is performed in 'nearCallback' (you can
tell the absence of recursion by seeing no invokations of 'dSpaceCollide' and
'dSpaceCollide2').

Without recursion, only 3 geoms may appear as parameters of nearCallback -
geom_group, ground, and ground_box.

I recommend you read that chapter again:
http://opende.sourceforge.net/ode-latest-userguide.html#ref75



----- Original Message ----- 
From: "samuel girardin" <samuel.girardin at wanadoo.fr>
To: <ode at q12.org>
Sent: Tuesday, January 13, 2004 2:40 PM
Subject: Fw: [ODE] collion body vs geom





> Hi Konstantin,
>
> If you want to test 'my prolem' try to disable collison for example
> for the front wheel in the buggy-test.cpp. I think the car must
> fall at the front, nno ? I can't manage to do that..
>
> sam
>
> ----- Original Message ----- 
> From: "Konstantin Voloshin" <volk6 at mail.ru>
> To: <ode-bounces at q12.org>; "slipch" <slipch at gsc-game.kiev.ua>
> Cc: <ODE at q12.org>
> Sent: Monday, January 12, 2004 1:45 PM
> Subject: Re: [ODE] collion body vs geom
>
>
> > Hello Samuel,
> >
> > I confirm that there's a slight unusability issue about ODE's
> GeomTransform,
> > but cannot see where is the problem from the code you supplied.
> >
> > You're facing GeomTransform problem, not hierarchical spaces problem,
are
> you?
> >
> > One thing about GeomTransform I don't remember to have seen in manual
is,
> > that if a transfromed geom is involved in collision, nearCallback gets
> GeomTransform
> > as a parameter, not the transfomed (encapsulated) geom.
> >
> > The rest is described here:
> > http://opende.sourceforge.net/ode-0.039-userguide.html#ref85
> >
> > If this doesn't help, post more data on your case, plz.
> >
> > P.S.
> >     GeomTransform problems can be solved without any problems and using
> >     SetData/GetData.
> >
> > Konstantin Voloshin
> >
> >
> > ----- Original Message ----- 
> > From: "samuel girardin" <samuel.girardin at wanadoo.fr>
> > To: "slipch" <slipch at gsc-game.kiev.ua>
> > Cc: <ODE at q12.org>
> > Sent: Saturday, January 10, 2004 2:07 PM
> > Subject: Re: [ODE] collion body vs geom
> >
> >
> > Thanks Konstantin,
> >
> > You are right, so  is there a simple solution to achieve what I'd like
to
> > do.
> >
> > Samuel.
> >
> > ----- Original Message ----- 
> > From: "slipch" <slipch at gsc-game.kiev.ua>
> > To: <ODE at q12.org>
> > Sent: Saturday, January 10, 2004 9:49 AM
> > Subject: Re: [ODE] collion body vs geom
> >
> > > This may not work if geometry transforms or hierarchical spaces
> > > (geometry groups) were used.
> > >
> > > -- 
> > > Best regards,
> > >  Konstantin Slipchenko
> > mailto:slipch at gsc-game.kiev.ua
> >
> > _______________________________________________
> > ODE mailing list
> > ODE at q12.org
> > http://q12.org/mailman/listinfo/ode
>

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