[ODE] TriMesh
Jon Watte (ODE)
hplus-ode at mindcontrol.org
Fri Aug 19 13:48:00 MST 2005
That's not true, as you can just move the collider instead. Using a
dGeomTransform on a trimesh should work just fine, for example.
Cheers,
/ h+
kurimail wrote:
>>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
>>
>
>
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
>
>
More information about the ODE
mailing list