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  JOODE: BoxBoxCollisions  (Read 1052 times)
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Offline arne

Senior Devvie




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« Posted 2005-11-27 20:53:03 »

Ok - this seems to be a major problem, so I've just opened a new thread for that.

I've found a very strange effect. If I scale the normal with an value >1 the objects seem to behave more ok, if the value <1 the strange effect increases.

I've changed the normal this way:
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      if (normalR != null) {

         normal.m[0] = normalR.getValue(0);

         normal.m[1] = normalR.getValue(4);

         normal.m[2] = normalR.getValue(8);

      }

      else {

         MathUtils.dMULTIPLY0_331 (normal,b1.R,normalC);

      }

      normal.scale(20f);  // <- THIS  IS  MY  CHANGE

      invert_normal = !invert_normal; //SEEMS TO MAKE THE CODE WORK A BIT BETTER :-(

      if (invert_normal) {

         normal.scale(-1);

      }

      depth = -s;


Something I also found out: some boxes seem to disappear, when they collide. This is more or less independent of the scale value (at least I wasn't able to see a major difference)

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Offline t_larkworthy

Senior Devvie


Medals: 1
Projects: 1


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« Reply #1 - Posted 2005-11-28 08:25:58 »

The boxes dissapearing I think is the calculations being screwed up somewhere, and the boxes given an infinite position or something. Hmmm. Maybe there should be a fail safe somewhere to make sure that does not happen.

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Offline arne

Senior Devvie




money is the worst drug- we should not let it rule


« Reply #2 - Posted 2005-11-28 15:46:31 »

When I collide the Boxes I get loads of
vector has zero size
messages.

I don't get those, when I collide Spheres. Do you know where this message gets called?

Edit:
Ok found it: MathUtils.dNormalize4(Real)
It again has nothing directly to do with BoxBoxCollsions. As the only possibility it could get called from is:
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dxStepBody(float) - net.java.dev.joode.body.Body
   step(World, Body[], int, Joint[], int, float) - net.java.dev.joode.stepper.InternalStepIsland_x1
      dxProcessIslands(World, float, StepperFunction) - net.java.dev.joode.stepper.StepUtils
         step(float) - net.java.dev.joode.world.World
            step() - net.java.dev.joode.test.step.SphereCollisionTest
               main(String[]) - net.java.dev.joode.test.step.SphereCollisionTest
      step(World, Body[], int, Joint[], int, float) - net.java.dev.joode.stepper.InternalStepIsland
         dxProcessIslands(World, float, StepperFunction) - net.java.dev.joode.stepper.StepUtils
            step(float) - net.java.dev.joode.world.World
               step() - net.java.dev.joode.test.step.SphereCollisionTest
                  main(String[]) - net.java.dev.joode.test.step.SphereCollisionTest
   step(World, Body[], int, Joint[], int, float) - net.java.dev.joode.stepper.InternalStepIsland_x2
      dxProcessIslands(World, float, StepperFunction) - net.java.dev.joode.stepper.StepUtils
         step(float) - net.java.dev.joode.world.World
            step() - net.java.dev.joode.test.step.SphereCollisionTest

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Offline t_larkworthy

Senior Devvie


Medals: 1
Projects: 1


Google App Engine Rocks!


« Reply #3 - Posted 2005-11-28 17:31:28 »

Oh you beat me to it. Yeah. The orientation gets screwed up in the step_island method I think at the bottom. I am not really sure what this actually means. It seems like it is probably the data that is put in the contactGeoms is not quite right and its causeing crazy side effects in the LCP algorithm. Unfortunatly the LCP algoithm is not really garuanteed to be correct anyway (even in the pure academic sense, forget about bugs) so its hard extrapolating meaning.


Runesketch: an Online CCG built on Google App Engine where players draw their cards and trade. Fight, draw or trade yourself to success.
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