Need odejava tweaking help

Jani, any luck with my code?

I asked this before, but I never got an answer. Why does ODE want masses to be specified in such a narrow range (e.g., 0.5 to 1.5)? Isn’t this unrealistic? How am I supposed to model the interactions between a North African swallow and and an M1 tank (for instance)? If I could specify the correct masses, I would expect the bird to bounce off the tank without the tank moving (perceptively). Or am I missing something?

-Tab

[quote]Jani, any luck with my code?
[/quote]
Sorry, I got extremely busy schedule on my work and didn’t got time to check your code this weekend :frowning: I really try to check it out this weekend.

The masses are not based on any real world units like kilograms or such.

See:
http://opende.sourceforge.net/ode-latest-userguide.html#ref110
And especially:
http://hook.org/pipermail/ode/

The mailing list is full of ideas and explanations of various things that haven’t got into the ODE documentation yet.

I’ve seen mails that propose using some kind of formula (square based) for calculating masses for very big objects (truck) and small objects (human). All in all, the mass does not seem to act in linear way. Tweaking mass for a tank and lighter objects like humans should not be too big of a problem.

So basically, it’s all relative. With a possibly non-linear relationship between any 2 masses.

That’s kind of what I figured, just not what I hoped. Oh well, more tweaking.

-Tab

This thread is a little bit disturbing! ODE documentation (at least for ODE 0.039) implies that trimesh collision works, but I’m experiencing some odd things. My small trimesh falls straight through an ODE box, a sphere, and a plane, which is a little weird.

What version of ODE is incorporated into odejava? Is it one with the “old” collision code, which apparently doesn’t support TriMesh?

[quote]This thread is a little bit disturbing! ODE documentation (at least for ODE 0.039) implies that trimesh collision works, but I’m experiencing some odd things. My small trimesh falls straight through an ODE box, a sphere, and a plane, which is a little weird.
[/quote]
Stationary TriMesh is supported, not moving TriMesh objects.

Does the CarTerrain test work for you? It has a big TriMesh terrain on it, one car and several boxes + spheres on it.

ODE release 0.39 which is very little tweaked (API changes only) so it compiles nicely under Swig.

Odejava has always supported TriMesh. It does not use “old” collision code, it uses OPCODE and “new” collision code.

New ODE (straight from the ODE’s own CVS) is something that I need to test before adding it to Odejava. I try to add it as “experimental” so people can use both older ODE 0.39 and newer ODE same time with Odejava.

[quote]This thread is a little bit disturbing! ODE documentation (at least for ODE 0.039) implies that trimesh collision works, but I’m experiencing some odd things. My small trimesh falls straight through an ODE box, a sphere, and a plane, which is a little weird.
[/quote]
By the way, please do another CVS update. If you are using linux, then linux native library had too high optimization level for OPCODE (this brokes TriMesh support) for a while. William committed new version couple weeks ago.