[ODE] dGeomTriMeshSetCallback / dGeomTriMeshSetArrayCallback
Colin Bonstead
colin at cyan.com
Mon Jun 14 08:14:25 MST 2004
I was just looking at the code for those callbacks in the
CCylinder-Trimesh collider recently. In that case, a bounding box (I
can't remember if it was axis or object aligned) is collided with the
trimesh. Then, each of those triangles are tested against the actual
CCylinder. So, what's coming through the callback is a *potentially*
colliding set of triangles. What exactly are you trying to use the
callbacks to do?
-----Original Message-----
From: Julien LOLLIVIER <julien.lollivier at quiris.com>
Sent: Mon, 14 Jun 2004 12:45:37 +0200
To: <ode at q12.org>
Subject: Re: [ODE] dGeomTriMeshSetCallback /
dGeomTriMeshSetArrayCallback
Update after a few investigations:
I've added dGeomTriMeshSetCallback support for spheres (see attached
patch), and now the problem is the same for dGeomTriMeshSetCallback and
dGeomTriMeshSetArrayCallback:
Collider.GetTouchedPrimitives() is reporting triangles that are not
**really** touching my Geom. (see picture in my last post)
Am I using TriMesh wrong ? Is it normal ?
PS: I'm using very last ODE snapshot.
More information about the ODE
mailing list