[ODE] Maximum Contact Point Generation
Flavien Brebion
f.brebion at vrcontext.com
Wed Nov 3 09:57:04 MST 2004
On the top of my head, i can think of a simple explanation. The list
of contact points returned by ODE are not sorted in any way. If you
specify a max of 6, the 6 points returned are maybe ones that are
not penetrating a lot: you probably missed the points that would have
influenced the simulation the most.
F. Brebion
-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Donny
Viszneki
Sent: Wednesday, November 03, 2004 2:25 AM
To: ode at q12.org
Subject: [ODE] Maximum Contact Point Generation
I had taken a number I knew would be much higher than possible to
achieve in my simple environment (which I discussed in an earlier email
"Help with LCP internal error.")
The number was 32. I noticed that I never get more than 4 contact
points, though I knew that technically 6 is a more reasonable maximum
value.
Changing 32 to 6 seems to have changed my simulation dramatically.
Note: if you read my last email, I should point out that I changed my
cubes' sizes to 3.0 from 1.0.
Now my cubes will sometimes fly around like crazy when using 6 as a
maximum contact point generation. Using 32 it seems to be more
realistic (though with a bit of jittering, and of course, the
vanishing.)
This started to get me thinking - even though 32 and 6 are still both
above the number of contact points I'm generating, it's strange that it
has such a dramatic effect on my simulation.
Can anyone help flesh out this quirk for me? Perhaps altering these
values could help solve my vanishing problems?
Again, I'm working on a deadline, so please let me know ASAP if you
have any help for me!
Thanks in advance.
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