Viper87
17-06-2010 17:26:38
Hi,
Our team was designed simulation program of lorry. Unfortunately we have a problem with collision detection. Because one picture can show more than thousand words, I attached a screenshot below:
As you can see, the box does not drop into track loader. I think that it's problem with collision model. We used BoxGeometry. I have two ideas to solution this problem, but I can't apply any of them:
1.) A first think is to use another Geometry type to customize a collision surface, but I don't know what kind of geometry should I use?
2.) A second think is to cut lorry model to smaller parts and then to connect they in one model again with FixedJoints. Unfortunately we have a problem with attaching parts of the lorry to the main body (paltform with engine and wheels) from prefab vehicle class (ogreode native class). Below code causes an error:
Thanks for any, even small tip.
Our team was designed simulation program of lorry. Unfortunately we have a problem with collision detection. Because one picture can show more than thousand words, I attached a screenshot below:
As you can see, the box does not drop into track loader. I think that it's problem with collision model. We used BoxGeometry. I have two ideas to solution this problem, but I can't apply any of them:
1.) A first think is to use another Geometry type to customize a collision surface, but I don't know what kind of geometry should I use?
2.) A second think is to cut lorry model to smaller parts and then to connect they in one model again with FixedJoints. Unfortunately we have a problem with attaching parts of the lorry to the main body (paltform with engine and wheels) from prefab vehicle class (ogreode native class). Below code causes an error:
OgreOde::FixedJoint * joint = new OgreOde::FixedJoint(_world);
const OgreOde::Body const *test=_vehicle->getBody();
joint->attach(mBody[0], test); //causes a fatal error after compilation (during starting exe)
Thanks for any, even small tip.