[ODE] sphere-mesh and box-mesh crash
Patrick Enoch
Hendrix_ at gmx.net
Thu Jul 7 12:02:57 MST 2005
Hello all,
I have found out why the collider crashed. It was part of my own code
which somehow wrote exactly into
the colliders' triangle-list at offset 12.
Still it remains unknown, why the container is full of triangles,
while the contact status returns "no collision".
Regards,
Patrick
PS: this is an other movie done by uwe: A spoon grabs some teapots
from a bowl of teapots
http://www.schikschnus.de/tease/Cereals_01_small.mp4
Isnt ODE beautiful?
On 25. Jun 2005, at 13:18 Uhr, Patrick Enoch wrote:
> Hello all,
>
> I just discovered that the collider for sphere-mesh and box-mesh
> does not check the contact status.
> in mesh-mesh this is done. you need to insert the following 4 lines
> before getting the actual results:
>
> ------------- snip ---------
>
> + if (!Collider.GetContactStatus())
> + {
> + return 0;
> + }
>
> // get results
> int TriCount = Collider.GetNbTouchedPrimitives();
> const int* Triangles = (const int*)Collider.GetTouchedPrimitives
> ();
>
> ------------- snip ---------
>
>
> Patrick
>
>
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
>
>
More information about the ODE
mailing list