[ODE] Implementing a pick. worked in 0.39 but not in 0.5
Hampus Soderstrom
hampus at sxp.se
Thu Feb 17 01:21:55 MST 2005
Thanks Geoff,
Normalizing did the job.
cheers
/Hampa
2005-02-15 kl. 11.25 skrev Geoff Carlton:
> This is a bit of a stab in the dark (so to speak), but perhaps the ray
> code now assumes the direction is normalised? Try normalising the
> (end-start) direction vector before passing it into RaySet(..).
>
> Geoff
>
>
> Hampus Soderstrom wrote:
>
>> Hi,
>>
>> Could it be some problem with ray and spheres colliding?
>>
>> When I changed all my bodies to boxes and cylinders it workes just
>> fine.
>>
>> cheers
>>
>> Hampa
>> SXP
>>
>> 2005-02-14 kl. 18.05 skrev Hampus Soderstrom:
>>
>>> Hi,
>>>
>>> I have the following code in response to a mouse click:
>>>
>>> It worked in 0.39 but now that I have upgraded to 0.5 my ray
>>> collides with alot of bodies.
>>>
>>> If I draw out the ray it has the correct length and direction.
>>>
>>> This is my picking code:
>>>
>>> //print out what body user clicked on
>>> static void pick(float start[3], float end[3]){
>>>
>>> dGeomID g = NULL;
>>> dContactGeom contact;
>>>
>>> dGeomRaySet(ray, start[0], start[1], start[2],
>>> end[0]-start[0], end[1]-start[1], end[2]-start[2]);
>>> dGeomRaySetLength(ray, 100);
>>>
>>> for(int i = 0; i < NUM_BODYS; i++){
>>>
>>> g = box[i];
>>> if (int numc = dCollide (ray,g, 0,&contact,
>>> sizeof(dContact))) {
>>> printf("collision with %s\n",
>>> get_body_name(i));
>>> dGeomRaySetLength(ray, 0);
>>> return;
>>> }
>>> }
>>> }
>>>
>>> cheers
>>> /Hampa
>>> SXP
>>>
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>>>
>>
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>
>
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