[ODE] some quick notes on 0.6...
Martijn Buijs
buijs512 at planet.nl
Sat Jun 24 04:49:40 MST 2006
** Didn't show up on list, removed attachment. **
Geoff Carlton wrote:
> John Miles wrote:
>>> As for the heightfield collider, I agree it should be in the
>>> trunk instead of a
>>> patch. I personally don't have the expertise to integrate it.
>>> Someone will have
>>> to contribute some time to do it. It's an open source project;
>>> that's how things
>>> work.
>>>
>> I'd be glad to integrate it as-is, but there have been some objections, and
>> I don't think they're entirely invalid (just that they reflect priorities
>> that I disagree with). It *would* be nice if you could specify an arbitrary
>> orthogonal basis at initialization time. And while I don't think callbacks
>> are the right answer for user-owned terrain -- it's not unreasonable for a
>> complex primitive to maintain its own copy of the data, the way OPCODE does
>> for instance -- I do agree that allowing local modifications to the
>> collider's copy of the terrain is necessary for a lot of applications. A
>> subarea-replacement scheme might be the best way to do that.
>>
>> I'll spend some time looking at it, and see if there's some room to address
>> the shortcomings that have been pointed out. No guarantees, but if I can
>> get the terrain colliders into a state where everyone agrees they're worthy
>> of inclusion in the trunk, I think the library would benefit from the
>> effort.
>>
>> -- john
>>
>>
> If you have time to look at it that would be great. A nice solution
> would be to get a single dTerrain with a setting enum (Y_UP, Z_UP), or
> as you said above with an "up vector". That lends itself well to future
> expansion.
>
> In case you are curious, I keep harping on about callbacks because I've
> needed it last time I used ODE terrain, in prototyping a large world
> where the heightfield was compressed to use a byte per vertex (with an
> additional float height per "section"). In terms of cost it boiled down
> to a function call, lookup and a few multiplications per "hit", which is
> more costly but not outrageously so. There has also been talk of a
> different interpolation scheme, which could either be put in as another
> mode again or just left up to any user mechanism. A callback even
> allows fun things like implicit terrains and sphere worlds (I think), it
> depends on whether any collision code relies on a global "up"
> direction. Anyway, as long as there is a single terrain type, this
> extension is fairly trivial to put in next time somebody needs it.
>
> Geoff
Hi,
I have some heightfield code (see attachment or http://home.planet.nl/~buijs512/ode/ ) that may be
useful. It supports both a callback AND copy/reference data mechanism, but only does Y-up terrains.
It is not final but I think its a good foundation to go from.
If someone could review and commit it I'd be very grateful. And hopefully it gets things going. :)
Martijn
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