koirat
09-03-2008 23:26:17
I have got heightmap but this heightmap is a plain (floor) made out of small triangles. I'm dropping small object onto it. Depends on height i'm dropping it from, for some values this small object pass through the floor. Is it bacouse newton is checking collision by step, not by all the way from one position to another ?? How can i avoid such a situations. I would like to avoid changing of scene elements size if possible. Floor collision is created with TreeCollisionSceneParser and element with Box type collision.
scanmaster_k
10-03-2008 09:05:26
yourBody->setContinuousCollisionMode(1)
koirat
10-03-2008 17:06:38
yourBody->setContinuousCollisionMode(1)
Thanks. Is it going to significantly slow down ??
Sometimes it works but if i make collision box bigger body hits the floor there is some rotation involved but still pass through it
nullsquared
10-03-2008 21:32:30
yourBody->setContinuousCollisionMode(1)
Thanks. Is it going to significantly slow down ??
Not necessarily.
Sometimes it works but if i make collision box bigger body hits the floor there is some rotation involved but still pass through it 
How small is your object? No physics engine can calculate such an object if it's, like, 2cm or something.
koirat
11-03-2008 08:22:15
It's a collision Box of size (3.3; 0.7; 1.6) as I mentioned before body two times smaller is colliding properly
I found that my MomentOfInertia.CalcBoxSolid size was different than size of collision box. (after making it the same, body do not pass florr) But still i think that it shouldn't pass with that difference
nullsquared
12-03-2008 15:04:27
It's a collision Box of size (3.3; 0.7; 1.6) as I mentioned before body two times smaller is colliding properly 
I found that my MomentOfInertia.CalcBoxSolid size was different than size of collision box. (after making it the same, body do not pass florr) But still i think that it shouldn't pass with that difference 
The intertia tensor can influence EVERYTHING. Trust me. Always keep it right. You have NO idea what kind of oddities can occur from incorrect inertia

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