[ODE] Sphere-trimesh collision detection does not work

Jon Watte hplus-ode at mindcontrol.org
Mon Mar 7 17:59:45 MST 2005


It works fine. For code examples, try the carworld demo 
(http://www.mindcontrol.org/~hplus/carworld/)

You might be winding the triangles the wrong way, or passing 
the number of triangles where you want to pass the number of 
indices when building the mesh. Or using indices out of range, 
or one of a zillion other bugs we've all each run into.

Cheers,

			/ h+


-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Pawel
S
Sent: Monday, March 07, 2005 5:31 PM
To: ode at q12.org
Subject: [ODE] Sphere-trimesh collision detection does not work


I have a fixed and bodyless trimesh 101x101 squares/units large (Hoping
to implement larger terrain later). A vehicle made out of a box and four
spheres driving on the trimesh uses spheres for wheels as collision
geoms. The geoms sometimes penetrate the trimesh leaving the body geom (a
box) resting on the trimesh.
What is the matter? What is the state of the trimesh-primitive collision
detection code. Can I use other geoms that do work? If the code is ready,
then what are the best practices for implementation? I appreciate any
help.

Pawel

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