OgreOde and BSP Collision

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
Sanchez108
Gnoblar
Posts: 10
Joined: Thu Dec 02, 2004 9:03 pm
Location: West Chester, PA

OgreOde and BSP Collision

Post by Sanchez108 »

I'm using OgreOde and looking into doing BSP Collision. I've been following the BSP_Collision demo in Ogre, while trying to stay true to OgreOde and not revert to plain vanillla Ode. I have an idea about what to do but I thought I'd run it past the experts living on the forums :)

Can I use the Plane structure I get from the WorldFragment to create an InfinitePlaneGeometry object, then pass this to the collide() method of the geometry that is colliding with it?

Thanks all.

- Alex
Sanchez108
Gnoblar
Posts: 10
Joined: Thu Dec 02, 2004 9:03 pm
Location: West Chester, PA

Post by Sanchez108 »

Well, I tried the above method and I get the following Ode assertion error

bad o2 class number (\ogrenew|OgreOde|ode-0.5\ode\src\collision-kernel.cpp:159)

when the geometry calls dCollide, passing its own _geom as o1 and the ID of the InfinitePlaneGeometry object I passed in, obtained from the Plane, which was obtained from the WorldFragment, which was obtained from the IntersectionSceneQuery I ran on the scene.

Perhaps there's some problem with trying to use the InfinitePlaneGeometry as a regular geom in this manner, but I'm not sure why that would be. I'm not sure what to do about this, so any help would be greatly appreciated.

Thanks.

- Alex
Sanchez108
Gnoblar
Posts: 10
Joined: Thu Dec 02, 2004 9:03 pm
Location: West Chester, PA

Post by Sanchez108 »

Well, the problem has been fixed. Stupid innane mistake on my part :oops: