Using OgreOde just for collision management

rocho08

23-08-2011 22:07:31

Hi everyone,

I am testing OgreOde just for managing collision (physics is not required at this time in my project).

I have compiled and installed ODE + OgreOde without problems, and I am able to run OgreOde examples.

I developed a simple demo, one trimesh (ogrehead.mesh) going ahead and colliding with other one.

To move the first SceneNode, I simply translate it along the X axis on every frame to render. Everything goes well (the first scene node moves normally), until I make the

if ( mStepper->step(evt.timeSinceLastFrame) ) mWorld->synchronise();

call in frameRenderingQueue method. It works, but the first SceneNode doesn't move at all (both of two are only moved by effect of gravity, but if I set the gravity to [0,0,0] no SceneNode is moved).

I don't understand this behaviour, Am I making something wrong ?