[ODE] collion body vs geom

samuel girardin samuel.girardin at wanadoo.fr
Tue Jan 13 15:41:49 MST 2004


Thanks Konstantin,

It works for me..Now I try to understand why. I think I got it...

Samuel


----- Original Message ----- 
From: "Konstantin Voloshin" <volk6 at mail.ru>
To: <ode-bounces at q12.org>; <ode at q12.org>
Sent: Tuesday, January 13, 2004 2:19 PM
Subject: Re: [ODE] collion body vs geom


> 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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