[ODE] Trimesh Collisions in ODE
erincatto at sbcglobal.net
Thu Feb 17 22:18:33 MST 2005
ODE uses OPCODE which generates an AABB tree. I think this should be fast
enough for you project.
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On Behalf Of Philip
Sent: Thursday, February 17, 2005 1:18 PM
To: ode at q12.org
Subject: [ODE] Trimesh Collisions in ODE
I am using ODE as a dynamics solution in a game our
class is making. I had originally intended to use a
3rd-party collision engine, but that is just not
Instead I thought I could be a little more clever
about generating contacts using ODE's trimesh
My existing code breaks down a trimesh into a series
of hierarchical bounding boxes, each containing a
segment of the trimesh, similar to a 3-level octree.
This allows me to quickly find which segments of two
models may be intersecting.
Onto the questions:
- Does ODE's trimesh collision do this already (using
BSP cuts or similar)?
- Could I achieve the same hierarchical approach using
spaces within spaces within spaces, or dould this be
Any help would be appreciated.
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