[ODE] contact points
doof205 at gmail.com
Thu Apr 12 09:20:33 MST 2007
Yes that's correct and in my case it works fine in the situation where the
normal points in to the box that is in the air. What i found to cause a
problem was when the normal pointed toward the box on the floor it was
effectively adding contact points to the box on the floor which had no
effect as it couldn't move.
The obvious solution is to add contact points to BOTH geoms with an inverted
normal on one, this seems to have fixed my problem although they're still
acting somewhat erratically. Is this how it should be done, contacts on both
David, good to hear some enthusiasm for it. I'm still not happy with the
collision behaviour and i dare say the code is quite inefficient but i'll
see where I can get with it. I'm going to test it with different convex
objects and see how it behaves then i'll post the results.
On 4/12/07, David Walters <hidden.asbestos at googlemail.com> wrote:
> > I hope that makes sense. Any help would be greatly appreciated...I
> wonder if
> > i'll finish this before Erwin finishes the bullet integration...my work
> > be obsolete otherwise.
> Don't forget that (as far as I'm aware) the initial plan for Bullet
> integration will not initially include interoperability with the
> existing collision code -- now I'm not saying Bullet won't be
> brilliant for all occasions - but there may be many reasons why people
> won't want to migrate to it. In fact I'm not sure it currently
> supports the plane primitive - so that makes a lot of the demos still
> quite dependent on what's already there ...
> What I'm trying to say is Good Luck! and whatever improvements you
> make, regardless if they're perfect, please consider submitting a
> patch because someone else could carry on the work even if you feel
> your contribution is 'obsolete' - it's not.
> David Walters
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