Re: trimesh error
Krystian Ligenza <[email protected]>
| Newsgroups | gmane.comp.lib.ode |
|---|---|
| Message-ID | <[email protected]> |
Hi all, thanks for your replies, I have made small summation of replies. Irrisor writes: Looks like too low contact count. Raise the maximum allowed contacts to avoid this (this applies to OPCODE and GIMPACT btw). Yes, that was a problem. I have set max_contact to 10, and it was a way to low for OPCODE and trimeshes. When I raise it to 32 simulation are looking like it should. Jon Watte (ODE) writes: 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. Im using dGeomTriMeshDataBuildSingle1(...), and verts have fourts components per vertex. BTW. is there an simple way to switch in VS between GIMPACT and OPCODE library in my project. For now I have made two solution configuration with two different ODE library builds (one with OPCODE and one with GIMPACT), added #if dTRIMESH_OPCODE when defining StridedVertex and StridedNormal. Now when I want to switch to other trimesh collisions, I switch to appropriate solution configuration and change config.h file. But is there any way to omit need of changing config.h file? 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). Im not making a game engine. Its a plugin, and part of it is physics simulation. I know that proxies are best solution, but I would also give possibility to use meshes in it. Mark Williams writes: In my experience GIMPACT trimesh collisions are far more stable than OPCODE's. I'd suggest using them instead. Bram Stolk writes: I would try GIMPACT. I have used it, and even with 10 max_collisions points result looks ok. Now I have to make decission what is better/faster: OPCODE with 32 max_collisions poitns or GIMPACT with 10 ? Someone said that GIMPACT is about 20times slower that OPCODE, so maybe stay with OPCODE and give it 64 max_collisions points-this still should be faster than GIMPACT ? Thanks for all of you, and yours help. It really improve my simulations. Krystian _______________________________________________ ODE mailing list [email protected] http://ode.org/mailman/listinfo/ode