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  [Odejava] Third Party Collision library  (Read 1027 times)
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Offline darkprophet

Senior Member




Go Go Gadget Arms


« Posted 2004-12-12 17:01:25 »

Hi all,
In the Ode docs, it says that the ODE has two systems, the Physics Simulation System, and the Collision system.

It also says that you dont have to use their collision system, all you have to do is give:

Normal of contact
Position of Contact
Depth of Contact

to the simulation to work. Since ODE doesn't handle TriangleAccurate collision detection on dynamic bodies. I was thinking of integrating jME's own collision system with ODE's simulation system.

Has anyone had any experience with this? I would greatly appreciate it...

DP

Friends don't let friends make MMORPGs.

Blog | Volatile-Engine
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #1 - Posted 2004-12-12 22:19:34 »

I believe Justin (of j3d.org) got Odejava working with a custom collision library, or at least looked into it.

Will.

Offline Mithrandir

Senior Member




Cut from being on the bleeding edge too long


« Reply #2 - Posted 2004-12-15 15:58:33 »

I've looked into it, but couldn't get it working currently. There's a number of requirements for this to work that are incorrectly implemented in the core of odejava right now.

The biggest issue is that the native API calls are the wrong way around. The odejava bindings to the native calls have the native calls going from Java to the native code. However, they need to be the other way around so that the native code can call Java code.

I have intentions of looking into this, but I've been exceedingly busy for the last couple of weeks getting ready and then participating in the I/ITSEC conference. Now that things have cleared up, I will be heading back into the odejava work to get a few other bits cleaned up (common logging etc) to get ready for Xj3D M10 release within the month.  I doubt I'll be able to solve the custom collision detection code within that timespan though.

The site for 3D Graphics information http://www.j3d.org/
Aviatrix3D JOGL Scenegraph http://aviatrix3d.j3d.org/
Programming is essentially a markup language surrounding mathematical formulae and thus, should not be patentable.
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Offline darkprophet

Senior Member




Go Go Gadget Arms


« Reply #3 - Posted 2004-12-16 15:23:00 »

I am seriously considering this as an option to combine ODE and jME even furthur and stop data redundancy. E.g. I initialise a Terrain in jME. It has its own set of vertices. Now i have to copy the data over to ODE so it can do collision. And with large indoor maps, its not going to be pretty Smiley

Thats why im doing it. Its also possible to get trimesh-trimesh collision detection too.

If you could keep me posted on your progress Mithrandir, I would appreciate it. Also if you need any help with the matter (to do the labourious tasks Tongue) then im right here  Smiley

DP

Friends don't let friends make MMORPGs.

Blog | Volatile-Engine
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