[ODE] Trimesh collision problem
gl at ntlworld.com
Mon Jun 12 09:32:58 MST 2006
Right, the problem is called 'tunnelling'. I haven't done this myself, but
a common solution is to create capsules or boxes to represent the distance
travelled between steps.
----- Original Message -----
From: "Jason Perkins" <starkos at gmail.com>
To: "Richard Watton" <nomad at nantinet.co.uk>
Cc: <ode at q12.org>
Sent: Monday, June 12, 2006 5:05 PM
Subject: Re: [ODE] Trimesh collision problem
> On 6/12/06, Richard Watton <nomad at nantinet.co.uk> wrote:
>> I have a problem with sphere-trimesh collisions. If the sphere has a
>> high velocity, it will pass straight through a trimesh with no collision
>> all (dCollide returns 0). However, it will collide with a plane.
>> I've set dTRIMESH_ENABLED=1 and using single or double precision makes no
> A trimesh has no concept of "above" and "below", unlike a plane. So if
> your sphere passes completely through the mesh in one time step no
> collision will be returned. There is a heightmap contrib that can
> handle this case.
> I'd be curious to hear if anyone has come up with a workaround for
> this problem, maybe I can write it up on the wiki.
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