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  Problems with odejava / rays / geoms  (Read 1412 times)
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Offline Peter Hackbraten

Innocent Bystander





« Posted 2006-03-06 17:33:33 »

Hi,

i use odejava for all collisonsdetections and i use GeomRay for collisionsdetection of bullets<->Objects. When rays collide with bodygeom's its works fine, but i dont get collisions between Rays and Geoms [eg: Bullet hits Character work / bullet hits house dont work]

any idea ? thanks for help


initmyworld:

        world = new World();
        world.setGravity(0f, -9.81f,0);
        world.setStepInteractions(10);
        world.setStepSize(0.05f);

        space = new QuadTreeSpace(
              new float[]{0,0,0},
              new float[]{200,200,200},
              4
              );
       
        collision = new JavaCollision(world);
        contact =
            new Contact(
                collision.getContactIntBuffer(),
                collision.getContactFloatBuffer());


update my world:

        collision.collide(space);
        iterateContacts();
        collision.applyContacts();
        world.step();

iteratecontacts:


        for (int i = 0; i < collision.getContactCount(); i++) {
              contact.setIndex(i);
                                // Doing some things / checks...
        }
Offline irrisor

Junior Devvie





« Reply #1 - Posted 2006-03-06 17:49:35 »

Hi Peter Schnitzel - or should I say Heinz Wink

non-body geoms simply don't generate contacts with other non-body geoms - they are not even checked.
From the ode docs: "Collisions between bodies or between bodies and the static environment are handled as follows:..."
Offline Amos Wenger

Senior Devvie




Everything's possible, but not everything's fun...


« Reply #2 - Posted 2006-03-07 12:44:12 »

That's better in JOODE, where you can implement your collision handler directly.. hmm maybe in ODEJava you can do that too..

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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