Re: trimesh error

"Jon Watte (ODE)" <[email protected]>
Newsgroups gmane.comp.lib.ode
Message-ID <[email protected]>

Bram Stolk wrote:
> I would try GIMPACT.
> If that one has weird results also, check your trimesh for 
> inconsistencies.
> See if the triangles planar and such.
>
>   Bram
>


Bram,

Could you please provide me with an example of a non-planar triangle? :-)

However, it's still a good idea to check the data. Both for correctness 
in orientation/translation (for example, ODE uses WXYZ order for 
quaternions, if it matters), and for correctness in building (If you use 
the "simple" build functions, your triangle verts should be float x, y, 
z, q -- yes, a fourth, unused component per vertex!), winding order, etc.

That being said, I'm not sure how much testing plane vs trimesh has 
gotten. It's not the most common combination. Typically, trimeshes are 
solid and unmovable -- not just in ODE, but in most game engines. Actors 
are treated by proxies (capsules, boxes, etc).

Cheers,

          / h+
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