[ODE] Re : Triangle Mesh Creation Time.

Patrick Enoch Hendrix_ at gmx.net
Tue Jun 12 06:48:55 MST 2007


Did I miss something? Why not create one trimesh?


On 12.06.2007, at 14:37, Frédéric Brachfogel wrote:

> Hello,
>
>
> Implementing dynamic trimesh  collision is a simple solution to the  
> problem of long data structure creation time ;)
>
> Concerning the contact points, I found a simili answer in the  
> documentation, but I have to be sure. Here is the sentence :
> "
> The convention is that if body 1 is moved along the normal vector  
> by a distance depth (or equivalently
>
> if body 2 is moved the same distance in the opposite direction)  
> then the contact depth will be reduced to
>
> zero. This means that the normal vector points ”in” to body 1.
>
> "
>
> Is that true that with the contact point array filled by the user  
> function, ODE perform the dynamic physic changes on the body ? It  
> really seems to be the case, but I have to be sure too.
>
> Moreover, in the case of a point patch (contact along surfaces), do  
> the Depth be devided by the number of points in the patch ?
>
>
> F.Brachfogel
>
> --------------------------------------
> Chronophage Games
> 3-5 rue Lashermes
> 43000 Le Puy en Velay
> FRANCE
>
>
> > Date: Tue, 12 Jun 2007 08:13:07 +0200
> > From: jsinecky at tiscali.cz
> > To: fred3d2 at hotmail.com
> > CC: ode at ode.org
> > Subject: Re: [ODE] Triangle Mesh Creation Time.
> >
> > Hi,
> >
> > Frédéric Brachfogel wrote:
> > > Anyone for this no ? Is my question clear ?
> > >
> > > Thank you,
> > >
> > >
> > > F.Brachfogel
> > >
> > > --------------------------------------
> > > Chronophage Games
> > > 3-5 rue Lashermes
> > > 43000 Le Puy en Velay
> > > FRANCE
> > >
> > >
> > >  
> ---------------------------------------------------------------------- 
> --
> > > From: fred3d2 at hotmail.com
> > > To: fred3d2 at hotmail.com
> > > Subject: RE: [ODE] Triangle Mesh Creation Time.
> > > Date: Sat, 9 Jun 2007 14:11:31 +0000
> > >
> > >
> > >
> > > Thank you for reply.
> > >
> > > A simple solution for me is to use custom collision class (?).
> > >
> > This is not clear to me .... do you think implementing dynamic  
> trimesh
> > collision on your own is a simple solution?
> > >
> > >
> > > I have a question about this :
> > >
> > > The user collision function fills a contact data array.
> > > How will the engine (ODE) perform the pose changes on the
> > > geom to simulate the contact so that there is no
> > > inter-penetrations ? In other terms, how must I fill the
> > > contact data ? In the case of patch ?
> > >
> > This is covered in ODE documentation, try to search it for
> > "dContactGeom". Or even better, read it through before going on with
> > some serious ODE development.
> > >
> > >
> > > F.Brachfogel
> > >
> > > --------------------------------------
> > > Chronophage Games
> > > 3-5 rue Lashermes
> > > 43000 Le Puy en Velay
> > > FRANCE
>
>
> http://www.windowslive.fr/hotmail/default.asp Windows Live Hotmail
> _______________________________________________
> ODE mailing list
> ODE at ode.org
> http://ode.org/mailman/listinfo/ode




More information about the ODE mailing list