[ODE] Sphere/trimesh collision question

Farshid Lashkari lashkari at worldviz.com
Wed Jan 12 10:30:09 MST 2005

I was actually using planes previously, but now my room isn't a perfect
rectangle. Thanks anyway.

Farshid Lashkari
Software Engineer
WorldViz LLC

-----Original Message-----
From: Tedd Streibel [mailto:tedd at nlgames.com] 
Sent: Tuesday, January 11, 2005 12:41 PM
To: lashkari at worldviz.com
Subject: RE: [ODE] Sphere/trimesh collision question

If you use planes instead of the trimesh they have infinite depth, so
collision is guaranteed.  The drawback is the lack of variety of things
can model with them. Walls and flat ground work fine, everything else is
so good.

-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
Farshid Lashkari
Sent: Tuesday, January 11, 2005 12:11 PM
To: ode at q12.org
Subject: [ODE] Sphere/trimesh collision question


I have a simulation which has a ball bouncing around a room. I'm only
using ODE for collision detection, not dynamics. The ball is represented
by a sphere and the room is represented by a trimesh. I use the dCollide
function with one contact point to check for collisions. When the speed
of the ball is large enough it ends up going through the walls. I looked
into this further and noticed that when over 50% of the ball is poking
through a wall no collision is detected, even though the ball is clearly
intersecting with the room. Is there anything I can do so that this is
still considered a collision?


Farshid Lashkari
Software Engineer
WorldViz LLC

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