Hi,
I noticed that if you hit a box against the stairs/steps in the bsp collision demo, the box random acts like it has been given an extra push of force and flies off with a very fast speed. This obviously doesnt simulate what would really happen.
Does anyone know the reason for this? If so how is it solvable? I have studied the code for it, but cannot figure out why this occurs.
Thanks in advance.
reference application
-
sinbad
- OGRE Retired Team Member

- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 67
It's because Q3A only provides planes for collision, and is really only designed for single-point collision. To do it properly we'd have to construct more complex collision proxies from the intersection of planes, which we haven't done in this case - it's just an example which is convincing enough in most cases.
-
muppet
- Halfling
- Posts: 66
- Joined: Thu Jan 13, 2005 2:38 pm
- Location: UK
-
muppet
- Halfling
- Posts: 66
- Joined: Thu Jan 13, 2005 2:38 pm
- Location: UK
-
sinbad
- OGRE Retired Team Member

- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 67
It's the inaccuracy - the collision is probably detected at a penetration depth deeper than would notmally happen if you had more accurate collision so it thinks the response force should be higher than it actually is.
You might be able to improve this by increasing the number of contact points on the boxes, see the ODE docs for details.
You might be able to improve this by increasing the number of contact points on the boxes, see the ODE docs for details.