JV-ODE Physics Thread 3

Blitz3D Forums/Blitz3D Userlibs/JV-ODE Physics Thread 3

So I assume something like this
	For count=1 To 4
		
		SubWGeomID$(count)=""
		
		If dSubGeomCountCollisions(WGeom(count))>0
		
			If dSubGeomCollisionGeom(WGeom(count),1) = PlaneGeom Then SubWGeomID$(count)=" - Water Plane"
			If dSubGeomCollisionGeom(WGeom(count),1) = GroundGeom  Then SubWGeomID$(count)=" - Ground Plane"
		
		End If
Next


This is showing the collision finally after widdling down the Demo Cat MS D example lol.

On another note, is there a formula for figuring out the car objects dimensions verse what is actually seen. I read somewhere a 2:1 ratio. For example I use a custom model mesh for the car's body and of course when it flips it buries itself up to the original sizing of the actual ODE object. Experminting at the moment with a hugly stripped down "demo example" to test this.

Read in the ODE manual :
 dMassSetBox (dMass *, dReal density,  dReal lx, dReal ly, dReal lz);
 dMassSetBoxTotal (dMass *, dReal total_mass,  dReal lx, dReal ly, dReal lz);


Wish they would define things like "dReal density, dReal total_mass". I again am assuming they are absolute values uses in the collision routines...?!

If you guys got a simple formula or ratio where a person can match a custom object to the actual ODE object dimensions.

On a brighter point I made of found a nice way to reset the car once it flips without the destroy and rebuild option, so far it's nicer to the end user, will post when I think it's worth you're all inspection ;)

Topknot ;)

BTW dying to show you all what it is that I've been pounding out. granted it's not the fully menu driven, goal playing style yet, but it's hella fun and looks really sharp with my custom models ;)