[ODE] bad normals in capsule->box collision ?
russellbartley at kromestudios.com
Mon Aug 27 01:31:17 MST 2007
The code changes I made are for a swept sphere. Where I use an ODE capsule
geom with an extra flag bit set to indicate it is representing a swept
But it doesnt call dCollideSpheres() at all.
It calculates the collision point on the leading edge of the sweep inside of
dCollideCapsuleBox() after the call to dClosestLineBoxPoints().
I haven't clarified if I can put the code up from my employers yet, but will
check with them if anyone is interested?
----- Original Message -----
From: "Remi" <papaDoc at videotron.ca>
To: "Russell Bartley" <russellbartley at kromestudios.com>; "ODE Mailing List
(E-mail)" <ode at ode.org>
Sent: Wednesday, August 22, 2007 10:13 PM
Subject: Re: [ODE] bad normals in capsule->box collision ?
> Hi Russell,
>> I've come across a rare case, where I believe the
>> dCollideCapsuleBox() function returns a bad normal in the contact
>> Stop me if it has already been flagged, or I'm barking up the wrong
>> Inside this function it works out where on the box a collision occurs,
>> and where along the capsules axis a collision would occur.
>> It then calls dCollideSpheres() passing in the location on the capsule
>> axis and the capsule radius as the first sphere, and the location on the
>> box as 1 sphere with a zero radius as the second sphere.
>> Inside of dCollideSpheres(), if the 2 centres of the spheres are
>> identical, it cant work out a normal (rightly so), and invents a normal
>> along the x axis. This is a fact of life in a sphere->sphere collision,
>> but in the context of a capsule->Box collisionis not the answer.
>> I have a solution inside of dCollideCapsuleBox() that detects this
>> problem before entering the dCollideSPheres function, and calculates the
>> correct normal, but it is a little ugly.
>> Is my logic sound, and if so, has anyone come across this problem
>> before? If so is there aa standard solution out there?
>> Also if this is true, I suspect dCollideCapsuleCapsule, and maybe even
>> dCollideCapsuleSphere could suffer from the same problem?
> I found a similar problem with the normal inverted and submitted a bug on
> the ODE SourceForge site (Bug #1757060).
> The problem was created when the capsule and the box were barely touching
> each other by the sphere part. The "penetration" distance was 0 and the
> vector from point on shell of the sphere to the point on the box was
> almost zero (1e-16 in the wrong direction) then this created a normal
> vector in the wrong direction.
> I also created a small test program that show the problem but I did not
> know how to solve it.
> Can I see our ugly code ? ;-)
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