[ODE] Triangle Mesh Problem (Another one :P)

Flavien Brebion f.brebion at vrcontext.com
Wed Sep 10 23:00:50 MST 2003


Did you check the normals? Just an idea from the
top of my idea.

Is your inclined box very thin? If so you might be
suffering from the same problem i had recently, ie.
collision contact normals of opposite faces cancelling
each other. Although my objects got stuck.

Did you check the position before and after passing
through the box? Are collision contacts correctly
reported? If not, maybe that's the tunneling effect?

F. Brebion



-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
Julian Spillane 
Sent: mercredi 10 septembre 2003 21:47
To: ode at q12.org
Subject: [ODE] Triangle Mesh Problem (Another one :P)


Hey all,

I've been having a bit of a problem with triangle 
mesh collision. To be specific, some meshes of 
mine seem to work with it flawlessly, while 
others don't seem to be parsing the vertices and 
indices in the same way as they're being 
displayed.

For example, I created, in 3D Studio MAX an 
inclined plane from a box. Nothing too 
complicated. So, I exported it to a .3ds file, 
parsed it into my engine, converted the vertices 
into an array of dVector3's, converted the 
indices into an [n][3] array of ints, and then 
passed them all in. My object simply fell through 
the plane. So, not one to give up, I made a 
sphere. I parsed it in, yadda yadda, and my 
object seemed to interact with it flawlessly.

Now, this poses a big problem to me as I don't 
know what to fix. And yes, before anyone asks, 
I've ensured that the data I'm passing in matches 
the vertex and index data of the model. I'm just 
stumped. :/

If anyone can help, it will be greatly 
appreciated.

Best Regards,
Julian Spillane
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