SetWorldPose unreasonable?
For example, there is an obstacle positioned at pos. The collision element of the obstacle is solid(nothing could be put inside it). Now I use SetWorldPose function to set another smaller object exactly at that pos. The final result is that the smaller object remains inside the obstacle but this should not happen in the physical world!
How should I solve this problem?
Is there any function that could tell whether a position is occupied so that I could set the smaller object placed at another position?
Or is there any function that could auto-detect the collision and automatically modify the position so that they do not collide?
Asked by winston on 2016-11-09 20:43:22 UTC
Comments
I wasn't able to reproduce this, I inserted a box and a sphere, paused, scaled down the sphere and changed its pose so it's inside the box. The moment I hit play, the sphere moves out of the box. Are your models static? Are you using custom meshes for collisions? Which physics engine are you using?
Asked by chapulina on 2016-11-10 12:13:39 UTC
The models are NOT static. I am using custom meshes for collisions. I am using ODE physics engine. The most important thing is I use SetWorldPose function to continuously set the pose of the object inside another object.
Asked by winston on 2016-11-11 22:12:34 UTC