[ODE] Trimesh Collisions in ODE

Erin Catto 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.

Erin

-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On Behalf Of Philip
Mayes
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
panning out.

Instead I thought I could be a little more clever
about generating contacts using ODE's trimesh
collider.

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
prohibitively slow?

Any help would be appreciated.

Philip Mayes

Find local movie times and trailers on Yahoo! Movies.
http://au.movies.yahoo.com
_______________________________________________
ODE mailing list
ODE at q12.org
http://q12.org/mailman/listinfo/ode




More information about the ODE mailing list