[ODE] Moving trimesh mysteriously locked at origin
mikhail.zoline at simlog.com
Mon May 14 07:24:28 MST 2007
Did you check your trimesh mass inertia marix?
If it not properly initialized you could use :
dMassSetTrimesh(dMass *, dReal density, dGeomID g)
Shamyl Zakariya wrote:
> I've tried to imeplement moving trimeshes per
> demo_moving_trimesh.cpp. The only trimesh specific code in that demo
> seems to be the call to dGeomTriMeshSetLastTransform, as well as
> dMassSetTrimesh, and I've implemented both ( as far as I can tell )
> The trouble is, my trimeshes immediately lock at the origin with an
> identity rotation and that's that. They still participate in
> collision detection as well as ray intersection, but they simply
> won't move, even if I apply forces to them.
> Is there anything anybody recognizes about this, such that I might
> fix it? I'm not getting any error messages from ODE, so there's no
> leads for me to track down.
> For what it's worth, when treating my trimeshes as static, they work
> correctly. They can be positioned, things collide with them
> correctly, etc etc. It's just when a body is attached that things go
> wonky. So I guess the real question here is, what is the best way to
> make a bodied trimesh? What's the magic incantation that makes it
> different than some other bodied shape like a capsule or a box?
> shamyl at zakariya.net
> "this is, after all, one of those movies where people spend a great
> deal of time looking at things and pointing."
> From a review of _Fantastic Voyage_
> ODE mailing list
> ODE at ode.org
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