[ODE] cylinder collision.

Andrew Aye AndrewA at terminalreality.com
Thu Oct 20 13:52:31 MST 2005


How are you modelling your environment/set?  ie. What collision routines do
you need for your cylinder interaction to work?  Cylinder-Plane,
cylinder-box .. ?  Depending what you need, Jon's suggestion sounds good -
but if you have a simple environment I would model the cylinder itself.

As you've guessed and Jon has said - Cylinder (Flat) are not supported
natively by ODE.  Capped cylinders (capsules - CCylinder) are the only
collision type of that form, however, you will find the odd function (like
the mass call) for some cylinder support.

I've got some home-code for cylinder support if you decide to go down that
road - though I would take a look at the existing contributions to see if
they may work for you.

And as always - read the manual -)

 - Andrew Aye  

-----Original Message-----
From: Jon Watte (ODE) [mailto:hplus-ode at mindcontrol.org]
Sent: Thursday, October 20, 2005 12:29 PM
To: Ron Barry
Cc: ode at q12.org
Subject: Re: [ODE] cylinder collision.



The mass doesn't matter for collisions; it's the Geoms that matter.

There is no supported cylinder geom, although there are a few 
not-finished contributions.

I recommend reading the entire manual from cover to cover. It actually 
answers a number of the questions that you ran into when just playing 
with the tests (such as the shape of a ccylinder, and the difference 
between mass and geoms).

I would try to model a hockey puck using a flat box for the ground 
contact, and a sphere for the sideways contacts (and use a contact 
filter inside the collision callback).

Cheers,

			/ h+

Ron Barry wrote:

> For my game, it's quite important that I have hockey-puck-
> shaped objects.  Is this not supported, or have I missed
> something obvious.  (It wouldn't be the first time - it took
> me a while to realize that a capped cylinder wasn't a tube
> with flat caps.  Live and learn.)

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