[ODE] UNSORTED TriList collision (no trees!)

parisy@labri.fr parisy at labri.fr
Thu Jun 19 03:49:27 2003


Selon Nate W <coding@natew.com>:

>  The glue for Opcode does its contact
> generation by calling the plane-box collider, using information from a
> single triangle to create a short-lived plane object just for contact
> generation purposes.
> 
> Triangles are bounded and planes aren't, but if your own code has already
> determined that collision has happened, and you just want contact points,
> that's not a huge problem.  It works pretty well for height-mapped terrain
> in my application, anyhow.

This is very interesting. As stated in a previous mail, I already
wrote convex mesh/plane collision, so I suppose I could use this
method to perform mesh/mesh collisions.

But I have the feeling that this will work only when the triangle
used to build the temporary plane is large with respect to the
colliding object.

More precisely, taking as an example the tri-collider, what
happens when  :
- The terrain is very detailed, so that its triangles'
  sizes are similar to those of the collided objects ?
- (related) an object collide at an edge/vertex shared
  by multiple terrain triangles ?

On a related note, I am rather surprised by the lack of feedback
regarding arbitrary convex meshes support in ODE. Do you feel it
would not be of much use ?

Regards,
Olivier.

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