[ODE] I´m totally unhappy with ODE ... Please Help me
Lode Vanacken
lode.vanacken at uhasselt.be
Sat Dec 16 05:46:56 MST 2006
I just recently replaced our collision engine with ODE as a first step to
move towards physics integration. I am also using GIMPACT and I don't
have any problems at all.
For drawing, what are you drawing? Are you using the ODE geoms or you
own structure? I would
suggest to draw both, this way you can see if they are aligned or not. I
had problems with my vertex stride
and so on, I know you have tested it in an example, but to make sure and
as you are rather desperate I would
try this. Some example code for drawing to get you started:
> for(int j = 0; j < dGeomTriMeshGetTriangleCount(geomObj); j++)
> {
> dVector3 p1, p2, p3;
> dGeomTriMeshGetTriangle( geomObj, j, &p1, &p2, &p3 );
> //DrawTriangle Code
> }
Greetings,
Lode
arturapps wrote:
>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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