[ODE] collision matrix
Jaroslav Sinecky
sinecky at telefonica.net
Thu May 11 02:02:52 MST 2006
Infinite plane colliding with infinite plane ....? I think it was
already commented here, that this has no sense. Could you just make that
table cell gray or something? ;-)
Jaroslav
STenyaK (Bruno Gonzalez) wrote:
> I've updated the matrix by manually checking what functions there are in
> the code (trunk). I've also added the convex hull collision row/col, since
> it's present in the code.
> Regarding plane-plane collision, there's not dCollidePlanePlane, however
> there's some internal function that checks whether a plane collides with a
> plane. It's probably easy to code that collision, maybe someone knows how
> to? Although i doubt many people will use it.. but just for the sake of
> filling the matrix with "yes" O:-)
>
> If there are any issues with some of the collisions, could someone write
> about them? Has sphere-trimesh collision code been fixed?
>
> On Sat, 22 Apr 2006 15:05:35 +0200, Bram Stolk <bram at sara.nl> wrote:
>
>
>> Of the open intersection tests:
>>
>> - ray vs ray is indeed silly... they dont intersect due
>> to their infinite thin-ness.
>> - plane vs trimesh is a simple problem, especially when
>> done naively by iterating through triangles.
>> - cyl vs cyl is a very hard one. I'm affraid it takes
>> a mathematics Phd to do this properly. I did see a
>> paper with an algorithm for this though, floating on the net.
>> No sample code though.
>> - cyl vs capsule is probably just as hard.
>> - cyl vs ray is simple, and in fact, the code
>> is already there for solving the cyl/plane
>> case, but not exposed to the engine.
>>
>> bram
>>
>> -----Original Message-----
>> From: ode-bounces at q12.org on behalf of Jordi
>> Sent: Sat 4/22/2006 13:09
>> To: ode at q12.org
>> Subject: Re: [ODE] collision matrix
>>
>>
>>> I've added wikipedia-like templates for yes-no-partial-partial2. What's
>>> the meaning of those XX? I've left the XX, but i suggest using a full
>>> description. Please let me know which it is, and i'll add it properly to
>>> the table using a reference so that the table does not get ugly.
>>>
>>>
>> I suppose that the meaning is "no, and will not". It's not reasonable to
>> collide rays between them ( Not in rigid physics simulation)
>>
>> --
>> Jordi Polo
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