[ODE] Triangle Meshes
pseudosig at yahoo.com
Mon Sep 10 08:50:54 MST 2007
I compiled ode with both and the behavior was pretty
much the same for either. Basically my trimesh is a
topologically detailed rounded die (your usualy 6
sided die). There are regions in the mesh that have
closely located vertices. Could there be issues in
precision with closely grouped vertices so as to crash
the demo app?
--- Bram Stolk <b.stolk at gmail.com> wrote:
> Are you using gimpact or opcode?
> trimesh vs trimesh in opcode is known to collide
> trimesh vs trimesh in gimpact shows better results
> in stanford bunny vs
> stanford bunny.
> Neither of the two should crash.
> On 9/10/07, Jeremy <pseudosig at yahoo.com> wrote:
> > Are there known issues with trying to create
> > collision bodies from triangle meshes? I have
> > a simple triangle mesh body and exported it as a
> > wavefront obj file. I converted the wavefront
> > object into two arrays (vertex array and index
> > that I copy and pasted into the
> > demo_moving_trimesh.cpp. When the demo is
> > and ran, it looks and behavs exactly as I
> expected. I
> > can crash boxes, cylinders, etc into my model, and
> > they collided properly. This is all true until I
> > press the 'm' key to create the same body to crash
> > into the static models. The program hangs, and
> > some messages to the terminal (zero length
> Vector4D or
> > something to that effect).
> > Any help would be great!
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