[ODE] collision matrix
Bram Stolk
bram at sara.nl
Sat Apr 22 06:05:35 MST 2006
Of the open intersection tests:
- ray vs ray is indeed silly... they dont intersect due
to their infinite thin-ness.
- plane vs trimesh is a simple problem, especially when
done naively by iterating through triangles.
- cyl vs cyl is a very hard one. I'm affraid it takes
a mathematics Phd to do this properly. I did see a
paper with an algorithm for this though, floating on the net.
No sample code though.
- cyl vs capsule is probably just as hard.
- cyl vs ray is simple, and in fact, the code
is already there for solving the cyl/plane
case, but not exposed to the engine.
bram
-----Original Message-----
From: ode-bounces at q12.org on behalf of Jordi
Sent: Sat 4/22/2006 13:09
To: ode at q12.org
Subject: Re: [ODE] collision matrix
> I've added wikipedia-like templates for yes-no-partial-partial2. What's
> the meaning of those XX? I've left the XX, but i suggest using a full
> description. Please let me know which it is, and i'll add it properly to
> the table using a reference so that the table does not get ugly.
>
I suppose that the meaning is "no, and will not". It's not reasonable to
collide rays between them ( Not in rigid physics simulation)
--
Jordi Polo
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