[ODE] I´m totally unhappy with ODE ... Please Help me
arturapps
arturapps at gmail.com
Fri Dec 15 13:47:25 MST 2006
Hi people:
I´m working on a game that doesn´t need Real time physics but needs
Trimesh-Trimesh colision Detection .
The game is a kind of spaceship race that takes place on a quite large
enviromment composed of trimeshes.
I´m experiencing all kind of problems with my collisions : Since false
collisions , until missed collisions. Sometimes the near callback is not
triggered even if two trimeshes visually collide.
I examined ODE´s documentation and figured out that it´s possible to use
just the colision detection capabilitys of ODE. So my sojtware does not
create the "word" and any body for physics processing. The ODE´s "step"
of simulation is not called. The software just create the colision space
and associate geoms ( trimeshes ) to the game entitys .
That´s the way the game works:
Create collision space
Create Entytys and associated geoms ( trimeshes)
(Loop)
{
Call Entity´s IA // Each entity decide about its next movement and then
modify it´s position and orientation
modify entity´s geoms // based on entity´s position and orientation
call colision detection (dSpaceCollide)
Draw
}
(nearCallback)
{
call dcollide to get contact points between the colision pair
iinform the entitys associated with the colision geoms , about the colision
points
//In the next loop the Entity´s IA will do something as colision response
}
Well ... first of all , I´d like to know if is that aproach correct. IS
there any problem using just colilision detection system of ode ?
By the way : I´m using the version of ODE , that uses GIMPACT instead of
OPCODE. I downloaded this version at :
http://sourceforge.net/project/showfiles.php?group_id=176661&package_id=208772&release_id=458193
In second place : I´d like to describe some tests I made to be sure that my
trimeshes and trimesh creation process are correct:
I changed the test_moving_trimesh example that comes with the ODE-Gimpact
project, in order to create the trimeshes from my model file format ,
instead of creating the "bunnys" on the code. I didn´t changed the way it
does trimesh creation because it was the same way I do it . So I could
notice that my trimesh models work very well . they are displayed correctly
and collyde very well. So I discarded problems about vertex order or normal
orientation.
In my software I don´t call dGeomTriMeshSetLastTransform in order to update
temporal coerence for the Geoms.
I removed all calls of dGeomTriMeshSetLastTransform from the
test_moving_trimesh example and than I noticed that it does not afect
colisions , but only the quality of physics simulation.
So I don´t know what I can do next in order to understand my problem ?
Help me please !!!
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