[ODE] Trimesh problems
Geoff Carlton
gcarlton at iinet.net.au
Mon Jan 9 18:58:11 MST 2006
I've done many changes, but the main two were that collision normals are
set to the triangle normals, and also I merge duplicate contact points
(and interpolate any normal to an average value) before I step the
world. Until I did that, I found ODE generally worked, but spheres and
other objects had wierd snags and effects, depending on the underlying
triangles representing a surface.
However, that doesn't sound like what you describe, so you may be better
off trying to tweak the parameters first. In an earlier email you
mentioned these:
dWorldSetContactMaxCorrectingVel and dWorldSetContactSurfaceLayer
They are extremely useful for eliminating bounce.
Cheers,
Geoff
Anders Olofsson wrote:
>That doesn't sound right. Why would I want to push it towards some edge?.
>Me hacking code in ODE is like monkey do brainsurgery. Funny but none will
>survive. Well, I'll try.. Did you allways use the triangles normal instead
>of normal pointing towards some edge?. I don't immediately see how this
>applies to jumpy spheres on large triangles though. Did you modify
>something more in the trimesh/sphere code?.
>
>Downloading source.
>
>Thanks!,
>
>--Anders Olofsson
>
>At 00:51 2006-01-10, you wrote:
>
>
>>The standard Trimesh code has some problems - for example, colliding
>>objects with a completely flat trimesh will end up with many non-vertical
>>contact normals. This occurs because the flat triangles try to push the
>>sphere "away" towards an edge, sometimes with almost horizontal
>>normals. Its unworkable in its current form, and I can't see how anybody
>>uses it without hacking away into the code in ODE (as I did).
>>
>>Thanks,
>>Geoff
>>
>>
>
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