From: Joschka B. <jbo...@un...> - 2007-05-01 22:41:09
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Hi Amin, please excuse me for not writing for a long time :-( I have some comments below. Amin Habibi Shahri wrote: > Hi Joschka, > > I have a patch for beameffector, but I'm not sure that this method is > good enough! By beam command I will move all bodies under the agent > aspect, and I works fine. > I have attached the patch files. Please take a look at them and inform me. It is great for now! For later, a more generic solution should be found, but your code helps a lot. Thank you :-) > > >One idea would be now to model the agents in a hierarchical >structure. > >Currently, the hierarchy is only achieved through the joints, but >not > >through the SceneGraph structure. > > >I already started to make some tests with this, but I realized that > >there are some strange problems with the rendering when agents >are > >modeled as hierarchical structure. Some of the bodies seem to >be in the > >right position with their physical (ODE) bodies, but they are >rendered > >at the origin (0,0,0) :-( > Whould you please send me your code? I want to know more about your > hierarchical structure. I attached a very simple test that puts three boxes on top of each other. Initially, this should work fine since the boxes are setup "manually" without any ODE body. If you use the (commented out) import command, it will create three boxes with colliders and ODE bodies and then you'll see the strange effects that all but the last of the meshes in the hierarchy will be stuck in the origin. It would be great if you could help us with this problem. Thanks a lot again, Joschka |