[ODE] Moving trimesh mysteriously locked at origin
Shamyl Zakariya
shamyl at zakariya.net
Mon May 14 07:31:37 MST 2007
Actually, I am using dMassSetTrimesh. I'm also using a fairly recent
ODE trunk ( from last week ).
shamyl at zakariya.net
"fodder for aggressive meta-lampoonery"
-- From a review on a mediocre episode of _The Simpsons_
On May 14, 2007, at 10:24 AM, Mikhail Zoline wrote:
> Did you check your trimesh mass inertia marix?
> If it not properly initialized you could use :
> dMassSetTrimesh(dMass *, dReal density, dGeomID g)
> MZ
>
> Shamyl Zakariya wrote:
>> I've tried to imeplement moving trimeshes per
>> demo_moving_trimesh.cpp. The only trimesh specific code in that
>> demo seems to be the call to dGeomTriMeshSetLastTransform, as
>> well as dMassSetTrimesh, and I've implemented both ( as far as I
>> can tell ) correctly.
>> The trouble is, my trimeshes immediately lock at the origin with
>> an identity rotation and that's that. They still participate in
>> collision detection as well as ray intersection, but they simply
>> won't move, even if I apply forces to them.
>> Is there anything anybody recognizes about this, such that I
>> might fix it? I'm not getting any error messages from ODE, so
>> there's no leads for me to track down.
>> For what it's worth, when treating my trimeshes as static, they
>> work correctly. They can be positioned, things collide with them
>> correctly, etc etc. It's just when a body is attached that things
>> go wonky. So I guess the real question here is, what is the best
>> way to make a bodied trimesh? What's the magic incantation that
>> makes it different than some other bodied shape like a capsule or
>> a box?
>> Thanks,
>> shamyl at zakariya.net
>> "this is, after all, one of those movies where people spend a
>> great
>> deal of time looking at things and pointing."
>> From a review of _Fantastic Voyage_
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>
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