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segt

ODE Problems

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EDIT: SOLVED THIS PROBLEM, LOOK TO 4th POST NOW. Hi, My implementation of ODE works with moving bodies/geoms around. At the moment I have a box dropping towards a plane that I created as a trimesh. When the box reaches the plane, ODE correctly generates a contact point. I then handle this by using dJointCreateContact, inserting the contact into my world's contactgroup. At this point everything was working, but the box would pass right through the plane. I found some source of an ODE implementation and saw the use of dJointAttach to then attach the contact joint to each body. After using this, when I call the worldstep (or worldquickstep), ODE crashes. My box has a body and geom where as the tri mesh is just the geom. Edit: I just tried it with an actual plane instead of a tri-mesh with the same result, WorldStep still crashes. [Edited by - segt on August 8, 2005 8:35:13 PM]

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Okay, I made a really really elementary mistake :(. I wasn't initializing the bodyid of the trimesh to 0. Fixed my crash, but now the box is still dropping straight through the trimesh instead of colliding.

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Alright, got some collision going. I had to increase the max number of contact points for it to work.

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I'm not sure if I should even bother posting anymore about this since I seem to figure out what I'm doing wrong after a little while :)

Anyhow, I need some input on the surface parameters for objects to generate realistic collision reactions. I'm still working with the box and trimesh plane for now. After a contact is identified, I pass the surface struct and the objects to a post collision function. There, I would theoretically take the surface parameters from each object and combine them somehow (I've seen people average the numbers or run them through a small algorithm) and then send the resulting surface info back and create a contact joint.

It seems however, that no matter what I set the surface info to be, the collision reaction is the same. For instance, setting the friction coefficient to infinity and the bounce to 0 should cause the box to pretty much stop dead on the surface. Instead, the box bounces a bit and slides a ways to one side before falling off the surface.

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