[ODE] Mass and trimesh collisions

Megan Fox shalinor at gmail.com
Mon Jan 24 12:02:33 MST 2005


How many contacts are you generating with the trimesh?

(assuming your floors and walls are trimesh - if they're normal geoms,
then I have absolutely no idea why you'd be seeing that, apologies)

-Megan Fox

On Mon, 24 Jan 2005 17:38:18 +0000, Patrick McColgan
<patrick at torcinteractive.com> wrote:
> Hello
> 
> I've been working with ODE to implement a character controller, it has
> progressed well however I had been using a cyclinder with a total mass
> of 5 units and when I changed the total mass to a more realistic 80 I
> found that the avatar (moving at around 2.5 units per second) started to
> move through walls and when falling would fall through floors.
> 
> The collisions do register, they do apply a force in the right direction
> which slows the avatar but as I have been stepping through the program
> it appears that it just isn't scaling the force enough despite
> apparently using the mass and inverse mass in calculations.  Using the
> joint feedback function I get a force of about 528 units twice and I
> think I need a force of around 12, 000.
> 
> Has anyone else experienced this, or is this a known issue?  I had a
> look in the archive but there is very little on it, more seems to be on
> mass ratios problem between two bodies.  Is there a limiting parameter
> with regards to mass in collisions?
> 
> Setting the ERP to one helped on walls but not floors and the program is
> stepped at about 1/60 hz although I did try it at 1/100 but it made no
> difference.
> 
> Thanks
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