Re: [ODE] I´m totally unhappy with ODE ... Please Help me
arturapps
arturapps at gmail.com
Fri Dec 15 18:08:43 MST 2006
when I do collision detection , I hope to get colision points as a result of
the last movements .( the IA did the movements) .
In fact I'm not using the colision points yet. I'm monitoring the return of
dCollide inside the near callback.
Most of my problems are: I can see the colision , but dCollide returns 0.
sometimes I see the colision but callback is not triggered.
By now I really must know if is it correct to use only colision detection
from ODE engine , without using physics .
Pierre-Laurent CHAMBERT wrote:
>
> Hi Artur!
>
> Maybe the problems simply comes from the main loop order :
> you do collision detecion, and then draw the scene without handling
> collision points. So this way it's possible that some objects are
> colliding, and drawn like that.
>
> what you should do is :
>
> collision detecion
> handle it (with IA as far as I understand)
> and then draw the scene.
>
> (or just swap collision detection and rendering in your current loop).
> I think this should remove your troubles.
>
> Pilo
>
> arturapps a écrit :
>> 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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