Anybody having the same problem?
DP
Anybody having the same problem?
DP
I have TriMesh problems too… and it’s very annoying ( you really can’t do a game engine with that ).
I’m dropping a sphere on a trimesh terrain, and the sphere react normally, until it falls through the ground.
I’m using the newest Odejava CVS version, and the latest binaries.
I’ve that also, but it gets better, if you test more often for collisions I think. It happens more often when things are moving fast, right?
Yeah we really should have something like a GeomTerrain, which automatically is able to correct that.
Maybe its about time Odejava changed its policy about ODE modules, e.g. the GeomTerrain module and incoorporate it in the build…
DP
What would be the difference between GeomTrimesh and GeomTerrain ??
I solved my problem by smoothing the 3D model ( not good for performances… ), but it isn’t a good solution.
If you have a GeomTerrain, you know that no elements can be beneath it, so ode can always correct that. As an example I’ve never seen anything get stuck in a GeomSphere. (Ok I haven’t tested it)
Oh I see.
And you say in ODE there is a GeomTerrain ? And not in OdeJava ?
No - it’s the other way round there is no such GeomTerrain in ODE, so we can’t have a GeomTerrain either.
I believe ODE does have a GeomTerrain, but its a contributed module.
Ode.dCreateTerrain is the ODE method.
DP
Yep I also heard about that, but I think it doesn’t also work for the ODE guys. Maybe we’ll just have to wait some time
[quote]Ode.dCreateTerrain is the ODE method.
[/quote]
There is no such function.
There is no such function…
[/quote]
…In Odejava
Any one solve any of this yet?
I think there won’t be any fix for ODEJava.
But we at Joode are trying to recode these things right.
@t_larkworthy : will your arbitrary polygon detection collision handle the terrains cases well ?
Yeah I am hoping for that. By partially defining the Gauss representation for an object then the potential anti-podal(opposite) featurse can be limited to only some directions, thus only in some directions can a penetration be measured. It should be trivial to implement a plane like that, but because the system I am working on is only for convex polyhedra, creating a terrain from it is not staightforward. (but obviously there is still a break things up into convex peices algorithm that could be done in the future)
So we need to have an algorithm for dividing concave polyhedras to convex ones… That won’t be a piece of cake…
Its failry easy doing a poor one, just keep cutting the polyhedra until every part is convex. I am hoping the effeciency of the ConvexConvex collision algorithm will of make up for it.