Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (683)
Games in Android Showcase (196)
games submitted by our members
Games in WIP (750)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  [odejava] collision of two connected bodies  (Read 1134 times)
0 Members and 1 Guest are viewing this topic.
Offline sanchofx1

Senior Newbie

Java games rock!

« Posted 2004-10-20 08:20:00 »

I guess I'v got a newbie question. I currently performing some very basic tests with javaode. (I'm planning to use it in my masther thesis project.) I have created a world with a plane and two bodies connected with a hinge joint.
Everything works really nice, so far, but I don't get collision detection for the two connected bodies working. I'm doing collision like in the javaode demo:

inside the "step" function it looks like this:

       // Read & modify contact information

       // Add all contacts to contact jointGroup

private void iterateContacts(){
       int contactCount = collision.getContactCount();
       Contact cList = contacts;
       for(int i=0; i< contactCount;i++){
           cList.setIndex(i);            cList.setMode(org.odejava.ode.Ode.dContactBounce | org.odejava.ode.Ode.dContactApprox1);

The bodies will collide with the plane, properly, but not with each other. Both bodies are simple boxes and reside in the same Space.

Could anyone tell we if there i need to take special actions  to enable collision of connected bodies? Or is there something wrong with my setup? (If I remove the joint both bodies will collide propperly.)

I already tried to call collision2(boxID1,boxID2) in the "step" method, but this makes the jvm crash.

Offline William Denniss

JGO Coder

Projects: 2

Fire at will

« Reply #1 - Posted 2004-10-20 08:35:25 »

this is a limitation of Odejava and there is an old thread on it.

It is possible to re-enable this by recompiling the native code with a slight modification.  Obviously a better solution would be to have this as a configurable option.


Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

orrenravid (166 views)
2016-07-16 03:57:23

theagentd (236 views)
2016-07-11 14:28:54

Hydroque (319 views)
2016-07-06 05:56:57

Hydroque (471 views)
2016-07-03 08:52:54

GrandCastle (353 views)
2016-07-01 09:13:47

GrandCastle (345 views)
2016-07-01 09:09:45

CopyableCougar4 (400 views)
2016-06-25 16:56:52

Hydroque (378 views)
2016-06-22 02:17:53

SwampChicken (348 views)
2016-06-20 13:22:57

SwampChicken (290 views)
2016-06-20 13:22:49
Making a Dynamic Plugin System
by Hydroque
2016-06-25 00:13:25

Java Data structures
by BinaryMonkL
2016-06-13 21:22:09

Java Data structures
by BinaryMonkL
2016-06-13 21:20:42

FPS Camera Tutorial
by Hydroque
2016-05-22 05:40:58

Website offering 3D Models specifically for games for free
by vusman
2016-05-18 17:23:09

Website offering 3D Models specifically for games for free
by vusman
2016-05-09 08:50:56

Website offering 3D Models specifically for games for free
by vusman
2016-05-06 11:10:21

Website offering 3D Models specifically for games for free
by vusman
2016-04-29 12:56:17 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!