[ODE] Trimesh-Sphere inaccuracies
Marco Grubert
mgrubert at conitec.net
Thu Jul 7 12:24:48 MST 2005
Thank you for the feedback. After some more hours of stepping through the
code it indeed appears to be a problem with edge crossings and not with the
size of the triangles. However, I have been unable to determine exactly what
goes wrong in these cases since the contacts don't look all that different
from regular ones. Yet the solver generates a larger correction force which
leads the wheels to bounce up a little more. Do this with a highly
tesselated mesh and you get a very bouncy car.
Regards,
Marco
----- Original Message -----
From: <ekt at libero.it>
To: "mgrubert" <mgrubert at conitec.net>
Cc: "ode" <ode at q12.org>
Sent: Thursday, July 07, 2005 03:07
Subject: Re:[ODE] Trimesh-Sphere inaccuracies
i had the same problem in the past. someone said that
there should be no difference with small or big tris, so it
was probabily a bug. my solution has been to find a good tris
average size (wich in my case is 3-5 unit per tris, ymmv)
another problem i've found is that, at low timestep (0.01)
a rolling sphere over a trimesh 'jumps' when crosses the edge
shared by two tris. probabily related to contact generated.
timestep=0.005 solved the problem.
hth
---------- Initial Header -----------
>From : ode-bounces at q12.org
To : ode at q12.org
Cc :
Date : Wed, 6 Jul 2005 12:32:50 -0700
Subject : [ODE] Trimesh-Sphere inaccuracies
> Hello,
>
> in a car simulation I have 4 wheels (spheres) drive over a planar mesh.
> The
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