[ODE] TriMesh
kurimail
kurimail at arrakis.es
Fri Aug 19 11:52:39 MST 2005
>From what i remember, you can't move the trimesh after the creation of the
data...
> Question 1: Does your Tri Mesh have a body associated with it, if not then
> it will never get in your loop.
> Question 2: How many contacts are being generated in the loop. Does the
> object just fall or does it interwine and fall?
>
> Thanks,
> Gopi
>
> -----Original Message-----
> From: TongKe Xue [mailto:tongke at gmail.com]
> Sent: Wednesday, August 17, 2005 2:30 PM
> To: ode at q12.org
> Subject: [ODE] TriMesh
>
>
> Hi,
>
> I have this serpentine robot I'm simulating in ODE. It's just a
> bunch of boxes connected together by hinges. I'm having some problems
> with having it stay on tri-meshes (as opposed to falling through).
>
> My nearCallbackk looks like:
>
> void nearCallback (void *data, dGeomID o1, dGeomID o2)
> {
> int i,n;
>
> dBodyID b1 = dGeomGetBody(o1);
> dBodyID b2 = dGeomGetBody(o2);
>
> if (b1 && b2 && dAreConnectedExcluding(b1, b2, dJointTypeContact))
> return;
>
> const int N = 10;
> dContact contact[N];
> n = dCollide (o1,o2,N,&contact[0].geom,sizeof(dContact));
> if (n > 0) {
> for (i=0; i<n; i++) {
> contact[i].surface.mode = dContactSoftERP | dContactSoftCFM|
> dContactApprox1;
> //contact[i].surface.mode = dContactSlip1 | dContactSlip2 |
> dContactSoftERP | dContactSoftCFM| dContactApprox1;
> contact[i].surface.mu = dInfinity;
> contact[i].surface.soft_erp = 0.2;
> contact[i].surface.soft_cfm = 0.001;
> contact[i].surface.bounce = 0.01;
> dJointID c = dJointCreateContact (G_simul_world,
> G_simul_contactgroup, contact+i);
> dJointAttach (c,b1,b2);
> }
> }
> }
>
>
> What works:
> * snake robot does NOT fall through the floor (dPlane)
> * snake robot does NOt fall through boxes (dBox)
>
> However, now that I play with tri-meshes, I have the following problem:
> * in some positions (like 0, 0, 0) if I drop the snake, it lands
> on the trimesh, takes it's contour, and everything is good.
> * however, if I move the tri-mesh around a bit, using
> dGeomSetPosition, the snake will fall right through the trimesh
>
> The entire trimesh is constructed in the same way, as follows:
>
> for(int i=0; i<width; ++i)
> for(int j=0; j<length; ++j)
> locs[i][j] = some_random_value();
> smooth(locs, window, iterations);
>
> for(int i=0; i<width; ++i)
> for(int j=0; j<length; ++j) {
> vertex[i*length+j][0]=i;
> vertex[i*length+j][1]=j;
> vertex[i*length+j][2]=locs[i][j];
> }
>
> // and then I construct triangles for the following pairs:
>
> (i, j) (i, j+1), (i+1, j)
> and
> (i+1, j) (i, j+1), (i+1, j+1)
>
> for i<width-1; j<length-1;
>
> // basically, I create a grid, and chop each square into two
> // triangles
>
> this Trimesh also displays properly in ODE
>
> things I've tried:
> * tuning the step size down to 0.001 (for time step size)
> * tuning the CFM down to 0.000001
>
> neither of which helped
>
>
>
> Any ideas what might be going on?
>
> Thanks,
> --TongKe
>
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
>
More information about the ODE
mailing list