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Non capped cylinder

 
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Keagan
ODE Newbie


Joined: 10 Feb 2005
Posts: 9

PostPosted: Thu Feb 10, 2005 8:26 pm    Post subject: Non capped cylinder Reply with quote
I just finished integrating the non capped cylinder into my ode build and it doesn't seem to work correctly.

I followed the instructions in the dCylinder2 folder in the contrib directory. I did not add anything from the dCylinder folder however.

The cylinder does not collide with planes/trimeshes and my application locks up when the capped ends collide with anything for a short period of time.

Since it locks up, I can't debug it nor find out where it is happening so I was curious if anyone else had similar problems...
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Keagan
ODE Newbie


Joined: 10 Feb 2005
Posts: 9

PostPosted: Mon Feb 14, 2005 4:50 pm    Post subject: Reply with quote
Here's some more info on where I am crashing.

When it generates a contact in collision_cylinder_trimesh.cpp in _ProcessLocalContacts using the SAFECONTACT, it fails on the assertion of Index < (Flags & 0x0ffff) where Index is 4 and Flags & 0x0ffff is 4.

The max number of contacts I have set up currently is 4. The error occurrs when the flat end of the cylinder hits the trimesh.

Is there something I am doing wrong or something else I am forgetting?
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tiger54
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Joined: 07 Sep 2004
Posts: 223
Location: Switzerland

PostPosted: Tue Feb 15, 2005 9:58 am    Post subject: Reply with quote
I never used "noncappedcylinders", but 4 contacts point are too less also for simple objects like sphere!
I would set it at least at 16 (32 is better).
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Keagan
ODE Newbie


Joined: 10 Feb 2005
Posts: 9

PostPosted: Tue Feb 15, 2005 2:53 pm    Post subject: Reply with quote
I don't know what I was thinking when I posted that but I meant to say the regular style cylinders that are flat capped rather than ODE's defaulted capsule style.

I'll try the contact point advice, thanks!
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Keagan
ODE Newbie


Joined: 10 Feb 2005
Posts: 9

PostPosted: Thu Feb 17, 2005 10:33 pm    Post subject: Reply with quote
Does anyone know if the flat end cylinder feature has been expanded to include cylinder to cylinder and cylinder to plane collisions yet? I am currently using the 0.5 download.

Adding more contact points fixed my error when the flat end hit the trimesh terrain too, so thanks for that information!
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cassini
ODE Newbie


Joined: 12 May 2005
Posts: 9

PostPosted: Thu May 12, 2005 12:00 pm    Post subject: Reply with quote
Hi,
I am new to ode, and I am having the same problem with flat-ended cylinders.
I read the ODE mailing list and it seems to be the consensus that flat cylinders should be implemented with a capsule and a small box inside that capsule, has anybody done that.
I had tried but there is still the problem that I cannot make skinny cylinder like tires.

Has somebody found a solution for the cylinder yet, my vehicle has two big tires in the back and the two big spheres makes it act very weird. I cannot get close to anything.
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