[ODE] First steps and collision management.

Zanshin gzanshin at gmail.com
Fri Jan 12 11:51:02 MST 2007

Ok, I created a contact joint group and added the joints to it in the
Collision event. However this makes no sense The JointGroup is never linked
to the world or the space so how could stepping the world take them into
account? There must be something else; some way of linking a JointGroup to a
world o space.

// No need to read. Beyond this point there's just a part of the code
described in the text.

//ODE.Joints.JointGroup ContactJointGroup = new JointGroup();
//List<Contact> currentContacts;
public void Collision(ContactInfo[] ci, Geom g1, Geom g2)
            foreach (ContactInfo cInfo in ci)
                currentContacts.Add(new Contact(w, ci[1],

On 1/12/07, Justin Bailey <jgbailey at gmail.com> wrote:
> One thing it looks like you are missing is adding contact joints to
> the world when they collide, and removing them afterwards. Maybe
> s.Collide() does that already, though.
> I have experimented with Tao.Ode (which just wraps the C ODE dll) and
> have had problems in this area too. Even after adding the contact
> joints, collisions didn't seem to matter. My sphere object always
> falls through my ground object :(
> Hopefully someone can help analyze what's missing in your code and I
> can apply it to mine.
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