[ODE] First steps and collision management.
Jon Watte (ODE)
hplus-ode at mindcontrol.org
Fri Jan 12 14:11:11 MST 2007
You need to attach the contact joint to the body that's colliding, and
the body it's colliding with (or NULL, if it's colliding with static
geometry).
Cheers,
/ h+
Zanshin wrote:
> Ok, I created a contact joint group and added the joints to it in the
> Collision event. However this makes no sense The JointGroup is never
> linked to the world or the space so how could stepping the world take
> them into account? There must be something else; some way of linking a
> JointGroup to a world o space.
>
>
> //----
> // No need to read. Beyond this point there's just a part of the code
> described in the text.
>
> //ODE.Joints.JointGroup ContactJointGroup = new JointGroup();
> //List<Contact> currentContacts;
> public void Collision(ContactInfo[] ci, Geom g1, Geom g2)
> {
> foreach (ContactInfo cInfo in ci)
> {
> currentContacts.Add(new Contact(w, ci[1],
> ContactJointGroup));
> }
> }
>
> On 1/12/07, *Justin Bailey* <jgbailey at gmail.com
> <mailto:jgbailey at gmail.com>> wrote:
>
> One thing it looks like you are missing is adding contact joints to
> the world when they collide, and removing them afterwards. Maybe
> s.Collide() does that already, though.
>
> I have experimented with Tao.Ode (which just wraps the C ODE dll) and
> have had problems in this area too. Even after adding the contact
> joints, collisions didn't seem to matter. My sphere object always
> falls through my ground object :(
>
> Hopefully someone can help analyze what's missing in your code and I
> can apply it to mine.
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