[ODE] Trimesh vs Convex Hull
Rodrigo Hernandez
kwizatz at aeongames.com
Fri Mar 31 06:31:58 MST 2006
I have some ongoing work to that effect, you'll notice the functions for
drawing convex hulls are already in the drawstuff library.
Currently, convex-sphere and convex-plane collision work, but I have had
difficulties getting convex-convex collision working,
plus, its been a while since I even looked at the code, I've been
thinking about commiting what I have into unstable, for 2 reasons,
the first one, because I think I am on the right track but short of
time, someone may be able to lend a hand and the second,
because with all the revisions, it sometimes gets hard to bring my work
up to date with the latest version on CVS/SVN.
So, what do you guys think? should I add the code already?
Mohsin Hasan wrote:
> I’m not sure if this has been discussed earlier but wouldn’t it be
> great if ODE natively supported a ConvexHull primitive. It would give
> better collision representation of a mesh compared to simple
> primitives besides being more efficient and accurate in terms of
> detecting collision compared to Trimesh. Does anyone else also think
> that they are more important than Trimesh/Trimesh.
>
> If supporting ConvexHull is not possible for whatever reason, is it
> possible to do something similar using Trimesh? I mean if we can
> generate a convex hull of our geometry through whatever way and pass
> it as Trimesh to ODE, is Trimesh-Trimesh collisions for convex hull
> meshes accurate?
>
> Mohsin
>
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> See tech demos of our engine supporting ODE based Physics at
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