[ODE] Mass and trimesh collisions
Patrick McColgan
patrick at torcinteractive.com
Tue Jan 25 12:01:14 MST 2005
Thanks for the replies, no success yet though.
I increased the quickstep solver iterations from the default 20 to 1000
and it appeared to make no significant difference, I also reduced the
CFM from the already tiny default of 1e-10 to 0.0 and again saw no great
changes. As I said before setting the ERP to 1.0 prevents full
penetrations on walls but not when the body falls, the body will hit a
surface falling with a greater velocity. I don't particularily want to
have the ERP full anyway.
Megan, the level is indeed a trimesh and my maximum contacts has always
been four. When the body collides with walls it generates 2 contact
points generally and when it fall on the ground it makes 4 so I did
increase the number and check but I don't really see it as an issue just
now, perhaps in the future.
As far as I can see the simulation just can't compensate for the
momentum of the body, I'm not sure if I have any say in that at set up
but what I'm looking at now is the dependancy on mass and velocity to
generate contact forces.
Any ideas and advice are appreciated.
Gerritt Brownlee wrote:
>
> Did you try lowering the CFM? Or using more iterations per frame,
> which is different from step size. for example with quickstep:
>
> dWorldSetQuickStepNumIterations (world, 15);
> dWorldQuickStep (world,0.04);
>
> >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 >_______________________________________________
> >ODE mailing list >ODE at q12.org >http://q12.org/mailman/listinfo/ode
>
>------------------------------------------------------------------------
>
>_______________________________________________
>ODE mailing list
>ODE at q12.org
>http://q12.org/mailman/listinfo/ode
>
>
More information about the ODE
mailing list