[ODE] Handling collision for multiple surface/material typed geometries in nearcallback

Mohsin Hasan mohsin.hasan at trivor.com
Mon Jan 31 19:00:01 MST 2005


Thanks for the suggestion. I'll try both the cases. How do commercial
packages handle these situations though? Any ideas?

Regards,
Mohsin

-----Original Message-----
From: Jon Watte [mailto:hplus-ode at mindcontrol.org] 
Sent: Friday, January 28, 2005 9:42 PM
To: Mohsin Hasan; ODE at q12.org
Subject: RE: [ODE] Handling collision for multiple surface/material
typedgeometries in nearcallback


You need to store material properties for material combinations, because 
there's no good way of deriving, say, friction from the parameters of two 
separate materials. If you want to try, you should set the parameters to 
the average of the two materials, but it's not very good.

So, you need to store material properties in a matrix; if you have ten 
materials, this matrix will contain 10x10 (==100) different material 
combination properties.

Cheers,

			/ h+


-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
Mohsin Hasan
Sent: Friday, January 28, 2005 5:17 AM
To: ODE at q12.org
Subject: [ODE] Handling collision for multiple surface/material
typedgeometries in nearcallback


All,

Let's say I have multiple geometries in a scene grouped by surface/material
type. Some of them are hard and some are soft, some bounce etc. What's the
best way of setting the contactList parameters for each geometry type in the
nearCallback. E.g. if there are 3 boxes falling on each other and all of
these have different properties like one is soft, one is hard and one has a
lot of bounce. When their AABBs intersect I will get the near callback for
any two boxes. How should I identify what parameters to set for the
contactList structure before calling dCollide?

Thanks,
Mohsin

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