[ODE] gimpact ray collision

Francisco Leon projectileman at yahoo.com
Mon Nov 20 15:10:47 MST 2006


Are you using dCollideRayTrimesh? 
Actually it gives the collision point in the contact
result. At this moment I haven't notice anything wrong
with this function.

--- gabdab <gabdab at spamhole.com> wrote:

> 
> Hello,
> I am trying to test gimpact trimesh ray collisions
> but due to a lack of
> experience I am wondering how I should do to keep a
> character over the
> ground ( trimesh ).
> I am setting up a void fx for ray collision and
> calling it back in glut
> callback.
> I keep getting a fixed value for tmax is that
> correct (1.73761e-43) ?
> I know you usually call like :
>  x = (float)(origin[0] + (dir[0] * Tmax));
>  y = (float)(origin[1] + ( dir[1] * Tmax)) ;
>  z = (float)(origin[2] + ( dir[2] * Tmax)) ;
> 
> Or have I misunderstud the tmax ?
> 
> Thanks for any help you can give :)
> Gab-
> -- 
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>
http://www.nabble.com/gimpact-ray-collision-tf2663397.html#a7428036
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> Nabble.com.
> 
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"Technocracy Rules with Supremacy"
Visit http://gimpact.sourceforge.net


 
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