[ODE] (Second Try) Problem with contact joints
Kris
kris at kolos.math.uni.lodz.pl
Thu Mar 17 12:22:21 MST 2005
Hi there
On Wed, 16 Mar 2005, Rodrigo Hernandez wrote:
> I am adding ODE to my engine, and I am having a problem with contact
> joints and collision, I have a trimesh geometry representing terrain and
> a sphere representing the player, I followed the code in
> test_trimesh.cpp to add the functionality to the engine, and everything
> pretty much works, however, the sphere penetrates and goes through the
> trimesh as if no collision ever happened, the near callback does find
> the collision, and creates a contact joint and then attaches it,
> everything runs as expected as far as I can tell yet the collision is
> not handled.
I guess that changing timestep in dWorldQuickStep (or whatever function
You use) to about 0.01 should to the job, otherwise try increasing
maximum number of contact points (you are passing do dCollide) to 16 or 32
>
> I replaced the trimesh on test_trimesh.cpp with my terrain data in case
> there was a problem with the trimesh data, but it works there, the only
> difference is that my scale is 100 times the one in test trimesh (I
> asume 1 meter = 100 OpenGL units), but I dont think this should be it or
> is it?
>
> Any hints on what the problem may be?
>
> Thanks.
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
>
Pozdr __DEVELOPER_TRINITY_CREEZ_H__
--
===========================================
GG: 1271378
-------------[ PROJECT TRINITY ]-----------
[ http://trinity.glt.pl ] [ Trinity ]
[ The post-nuclear cRPG ]
===========================================
More information about the ODE
mailing list