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	<id>tag:old.nabble.com,2006:forum-14241</id>
	<title>Nabble - ODE</title>
	<updated>2009-12-09T08:49:49Z</updated>
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	<subtitle type="html">&lt;a href=&quot;http://ode.org/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ODE&lt;/a&gt;&amp;nbsp;ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual reality environments and virtual creatures. It is currently used in many computer games, 3D authoring tools and simulation tools.</subtitle>
	
<entry>
	<id>tag:old.nabble.com,2006:post-26713520</id>
	<title>Re: Re: Steering using ERP - any better way?</title>
	<published>2009-12-09T08:49:49Z</published>
	<updated>2009-12-09T08:49:49Z</updated>
	<author>
		<name>Jon Watte (ODE)-2</name>
	</author>
	<content type="html">I think setting the target of the tie rods is not a bad way to go.
&lt;br&gt;&lt;br&gt;However, on a game controller, you can switch between full-left and
&lt;br&gt;full-right basically instantly. On a real car, such movement would
&lt;br&gt;take a significant fraction of a second (even if you use proportional
&lt;br&gt;input on the game controller).
&lt;br&gt;&lt;br&gt;Sincerely,
&lt;br&gt;&lt;br&gt;jw
&lt;br&gt;&lt;br&gt;--
&lt;br&gt;Americans might object: there is no way we would sacrifice our living
&lt;br&gt;standards for the benefit of people in the rest of the world.
&lt;br&gt;Nevertheless, whether we get there willingly or not, we shall soon
&lt;br&gt;have lower consumption rates, because our present rates are
&lt;br&gt;unsustainable.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;On Wed, Dec 9, 2009 at 8:07 AM, Nicolas Maire &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26713520&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tenseiken@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Thanks Daniel, now I understand it a lot better. I will try to
&lt;br&gt;&amp;gt; implement it this way.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --
&lt;br&gt;&amp;gt;
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&lt;br&gt;&amp;gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26712805</id>
	<title>Re: Steering using ERP - any better way?</title>
	<published>2009-12-09T08:07:49Z</published>
	<updated>2009-12-09T08:07:49Z</updated>
	<author>
		<name>Tenseiken</name>
	</author>
	<content type="html">Thanks Daniel, now I understand it a lot better. I will try to
&lt;br&gt;implement it this way.
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26712121</id>
	<title>Re: Steering using ERP - any better way?</title>
	<published>2009-12-09T07:30:18Z</published>
	<updated>2009-12-09T07:30:18Z</updated>
	<author>
		<name>Bruce Veazie</name>
	</author>
	<content type="html">I use a hinge2 joint for the front wheels (the &amp;quot;steered&amp;quot; wheels). and use 
&lt;br&gt;the following code, where steerAngle[i] is the desired steering angle 
&lt;br&gt;(which, I suppose, would be equivalent to your steering wheel position). 
&lt;br&gt;Depending on your timing parameters, setting the allowance on the high and 
&lt;br&gt;low stops and the restoration force, you can vary the response to the 
&lt;br&gt;steering.
&lt;br&gt;&lt;br&gt;dReal curAngle = steerAngle[i] - dJointGetHinge2Angle1(wheelHinge[i]);
&lt;br&gt;curAngle *= 10.0; // quasi-error term
&lt;br&gt;dJointSetHinge2Param (wheelHinge[i],dParamVel,curAngle);
&lt;br&gt;dJointSetHinge2Param (wheelHinge[i],dParamFMax,10.0);
&lt;br&gt;dJointSetHinge2Param (wheelHinge[i],dParamLoStop,steerAngle[i]-0.001);
&lt;br&gt;dJointSetHinge2Param (wheelHinge[i],dParamHiStop,steerAngle[i]+0.001);
&lt;br&gt;dJointSetHinge2Param (wheelHinge[i],dParamFudgeFactor,0.1);
&lt;br&gt;&lt;br&gt;Bruce
&lt;br&gt;&lt;br&gt;----- Original Message ----- 
&lt;br&gt;From: &amp;quot;Szabolcs Deak&amp;quot; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26712121&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;deak@...&lt;/a&gt;&amp;gt;
&lt;br&gt;To: &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26712121&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt;&amp;gt;
&lt;br&gt;Sent: Wednesday, December 09, 2009 6:14 AM
&lt;br&gt;Subject: [ode-users] Steering using ERP - any better way?
&lt;br&gt;&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi List,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Please bear with me, this is more of a methodological than a programming 
&lt;br&gt;&amp;gt; question.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I have a homegrown rally sim (to be announced in a few months) using ODE 
&lt;br&gt;&amp;gt; for
&lt;br&gt;&amp;gt; suspension. The fidelity I aim for and the parameters I set are probably 
&lt;br&gt;&amp;gt; over
&lt;br&gt;&amp;gt; the top for most ODE-base applications (geometrically accurate suspension,
&lt;br&gt;&amp;gt; timesteps 1 msec and under), but I only model one car, so I can get away 
&lt;br&gt;&amp;gt; with
&lt;br&gt;&amp;gt; throwing quite a lot of computing power at it, and it seems to work OK.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; That said, I try to spare as many bodies as possible, and use specialized
&lt;br&gt;&amp;gt; constraints, such as a distance constraint for wishbone arms. I use a 
&lt;br&gt;&amp;gt; distance
&lt;br&gt;&amp;gt; constraint for the tie rods as well.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Now we come to the problem of steering. At the beginning of the simulation
&lt;br&gt;&amp;gt; loop for the next frame, I read the actual steering position from the game
&lt;br&gt;&amp;gt; controller (wheel). Obviously, my current steering position and the input 
&lt;br&gt;&amp;gt; I
&lt;br&gt;&amp;gt; just read will be out of sync, so I need to update my steering in the 
&lt;br&gt;&amp;gt; game.
&lt;br&gt;&amp;gt; This is the point where you have to realize that you either have (some)
&lt;br&gt;&amp;gt; inherent lag for the steering (and other similarly controlled settings), 
&lt;br&gt;&amp;gt; or
&lt;br&gt;&amp;gt; you break physical plausibility by setting body positions/orientations 
&lt;br&gt;&amp;gt; directly.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; What I do in this case is so simple as to seem stupid: I move the inner 
&lt;br&gt;&amp;gt; anchor
&lt;br&gt;&amp;gt; points of the &amp;quot;tie rods&amp;quot; to the positions determined by the current input,
&lt;br&gt;&amp;gt; thereby introducing an error in the length of the respective distance
&lt;br&gt;&amp;gt; constraints, and then let the error reduction fix the length by moving the
&lt;br&gt;&amp;gt; wheels to match their steered position. This actually works, and I can 
&lt;br&gt;&amp;gt; control
&lt;br&gt;&amp;gt; the process by setting a special ERP for the distance constraints 
&lt;br&gt;&amp;gt; representing
&lt;br&gt;&amp;gt; the tie rods.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; So my question is: can anybody think of a better way to do this, in terms 
&lt;br&gt;&amp;gt; of
&lt;br&gt;&amp;gt; accuracy? I believe if I used a separate body for steering rack, 
&lt;br&gt;&amp;gt; constraining
&lt;br&gt;&amp;gt; its &amp;quot;position&amp;quot; would basically result in the same type of forces being
&lt;br&gt;&amp;gt; generated with one more body and a joint in the equation.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Best Regards,
&lt;br&gt;&amp;gt; Szabolcs
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; You received this message because you are subscribed to the Google Groups 
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&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; 
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<entry>
	<id>tag:old.nabble.com,2006:post-26710558</id>
	<title>Re: Race game physics</title>
	<published>2009-12-09T05:53:53Z</published>
	<updated>2009-12-09T05:53:53Z</updated>
	<author>
		<name>Daniel K. O.-2</name>
	</author>
	<content type="html">Nicolas Maire escreveu:
&lt;br&gt;&amp;gt; @Daniel : Yes, I realize that ODE does not really allows what I want
&lt;br&gt;&amp;gt; to do, but I would really like to use it for my whole game physics,
&lt;br&gt;&amp;gt; and properly if possible.
&lt;br&gt;&lt;br&gt;Sure, it'll probably be a learning experience for you. I'm just saying, 
&lt;br&gt;don't be surprised if ODE doesn't turn to be too helpful for this task.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; @Jon : I was thinking about this system of thrust in function of the
&lt;br&gt;&amp;gt; distance to the ground, but I'm sorry I do not understand what you
&lt;br&gt;&amp;gt; mean by &amp;quot;casting a ray&amp;quot; ? Is it possible to get the vehicle distance
&lt;br&gt;&amp;gt; to the ground with this system ?
&lt;br&gt;&lt;br&gt;Casting a ray means you create a ray geom pointing &amp;quot;down&amp;quot; at the ship's 
&lt;br&gt;bottom, and perform a collision detection test to know how far from the 
&lt;br&gt;ground you are. The problem with this is (for F-Zero X, at least) is 
&lt;br&gt;when you leave a tube or a pipe you might be even upside down. That's 
&lt;br&gt;why I used a sphere; the collision test will return the closest 
&lt;br&gt;triangle, and I will use its normal to align it to the surface. It's of 
&lt;br&gt;course trivial to compute the distance between this triangle and the ship.
&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Daniel K. O.
&lt;br&gt;&amp;quot;The only way to succeed is to build success yourself&amp;quot;
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26710088</id>
	<title>Re: Steering using ERP - any better way?</title>
	<published>2009-12-09T05:23:35Z</published>
	<updated>2009-12-09T05:23:35Z</updated>
	<author>
		<name>Daniel K. O.-2</name>
	</author>
	<content type="html">Szabolcs Deak escreveu:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; What I do in this case is so simple as to seem stupid: I move the inner anchor 
&lt;br&gt;&amp;gt; points of the &amp;quot;tie rods&amp;quot; to the positions determined by the current input, 
&lt;br&gt;&amp;gt; thereby introducing an error in the length of the respective distance 
&lt;br&gt;&amp;gt; constraints, and then let the error reduction fix the length by moving the 
&lt;br&gt;&amp;gt; wheels to match their steered position. This actually works, and I can control 
&lt;br&gt;&amp;gt; the process by setting a special ERP for the distance constraints representing 
&lt;br&gt;&amp;gt; the tie rods.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; So my question is: can anybody think of a better way to do this, in terms of 
&lt;br&gt;&amp;gt; accuracy? I believe if I used a separate body for steering rack, constraining 
&lt;br&gt;&amp;gt; its &amp;quot;position&amp;quot; would basically result in the same type of forces being 
&lt;br&gt;&amp;gt; generated with one more body and a joint in the equation.
&lt;/div&gt;&lt;br&gt;I'm not sure how you steering apparatus is built, but can't you set the 
&lt;br&gt;target velocity of your distance constraints? That would be 
&lt;br&gt;middle-ground between setting the position and just using forces.
&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Daniel K. O.
&lt;br&gt;&amp;quot;The only way to succeed is to build success yourself&amp;quot;
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26708588</id>
	<title>Steering using ERP - any better way?</title>
	<published>2009-12-09T03:12:20Z</published>
	<updated>2009-12-09T03:12:20Z</updated>
	<author>
		<name>Szabolcs Deak</name>
	</author>
	<content type="html">Hi List,
&lt;br&gt;&lt;br&gt;Please bear with me, this is more of a methodological than a programming question.
&lt;br&gt;&lt;br&gt;I have a homegrown rally sim (to be announced in a few months) using ODE for 
&lt;br&gt;suspension. The fidelity I aim for and the parameters I set are probably over 
&lt;br&gt;the top for most ODE-base applications (geometrically accurate suspension, 
&lt;br&gt;timesteps 1 msec and under), but I only model one car, so I can get away with 
&lt;br&gt;throwing quite a lot of computing power at it, and it seems to work OK.
&lt;br&gt;&lt;br&gt;That said, I try to spare as many bodies as possible, and use specialized 
&lt;br&gt;constraints, such as a distance constraint for wishbone arms. I use a distance 
&lt;br&gt;constraint for the tie rods as well.
&lt;br&gt;&lt;br&gt;Now we come to the problem of steering. At the beginning of the simulation 
&lt;br&gt;loop for the next frame, I read the actual steering position from the game 
&lt;br&gt;controller (wheel). Obviously, my current steering position and the input I 
&lt;br&gt;just read will be out of sync, so I need to update my steering in the game. 
&lt;br&gt;This is the point where you have to realize that you either have (some) 
&lt;br&gt;inherent lag for the steering (and other similarly controlled settings), or 
&lt;br&gt;you break physical plausibility by setting body positions/orientations directly.
&lt;br&gt;&lt;br&gt;What I do in this case is so simple as to seem stupid: I move the inner anchor 
&lt;br&gt;points of the &amp;quot;tie rods&amp;quot; to the positions determined by the current input, 
&lt;br&gt;thereby introducing an error in the length of the respective distance 
&lt;br&gt;constraints, and then let the error reduction fix the length by moving the 
&lt;br&gt;wheels to match their steered position. This actually works, and I can control 
&lt;br&gt;the process by setting a special ERP for the distance constraints representing 
&lt;br&gt;the tie rods.
&lt;br&gt;&lt;br&gt;So my question is: can anybody think of a better way to do this, in terms of 
&lt;br&gt;accuracy? I believe if I used a separate body for steering rack, constraining 
&lt;br&gt;its &amp;quot;position&amp;quot; would basically result in the same type of forces being 
&lt;br&gt;generated with one more body and a joint in the equation.
&lt;br&gt;&lt;br&gt;Best Regards,
&lt;br&gt;Szabolcs
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26706280</id>
	<title>Re: Race game physics</title>
	<published>2009-12-08T23:40:47Z</published>
	<updated>2009-12-08T23:40:47Z</updated>
	<author>
		<name>Tenseiken</name>
	</author>
	<content type="html">Thank you for your answers :-)
&lt;br&gt;@Daniel : Yes, I realize that ODE does not really allows what I want
&lt;br&gt;to do, but I would really like to use it for my whole game physics,
&lt;br&gt;and properly if possible.
&lt;br&gt;@Jon : I was thinking about this system of thrust in function of the
&lt;br&gt;distance to the ground, but I'm sorry I do not understand what you
&lt;br&gt;mean by &amp;quot;casting a ray&amp;quot; ? Is it possible to get the vehicle distance
&lt;br&gt;to the ground with this system ?
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<entry>
	<id>tag:old.nabble.com,2006:post-26704839</id>
	<title>Re: Race game physics</title>
	<published>2009-12-08T19:56:00Z</published>
	<updated>2009-12-08T19:56:00Z</updated>
	<author>
		<name>Jon Watte (ODE)-2</name>
	</author>
	<content type="html">Generally, you will want to create hovering behavior by casting a ray
&lt;br&gt;(or more rays) and applying a counter-thrust based on how close to the
&lt;br&gt;surface you are, and what your velocity already is. If you're already
&lt;br&gt;moving away from the surface, no need to apply more force; if you're
&lt;br&gt;moving towards the surface and you're &amp;quot;too close,&amp;quot; then add a force
&lt;br&gt;proportional to, for example, the square of the distance error times
&lt;br&gt;the current velocity towards the surface, plus some constant.
&lt;br&gt;&lt;br&gt;Sincerely,
&lt;br&gt;&lt;br&gt;jw
&lt;br&gt;&lt;br&gt;--
&lt;br&gt;Americans might object: there is no way we would sacrifice our living
&lt;br&gt;standards for the benefit of people in the rest of the world.
&lt;br&gt;Nevertheless, whether we get there willingly or not, we shall soon
&lt;br&gt;have lower consumption rates, because our present rates are
&lt;br&gt;unsustainable.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;On Tue, Dec 8, 2009 at 2:47 PM, Daniel K. O. &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26704839&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;danielko.listas@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Nicolas Maire escreveu:
&lt;br&gt;&amp;gt;&amp;gt; I'm relatively new to ODE, and I just managed to get it to work with
&lt;br&gt;&amp;gt;&amp;gt; trimeshes. Now, I would like to use it in a race game, but in the F-
&lt;br&gt;&amp;gt;&amp;gt; Zero style, so not with cars, but with little space ships. So I
&lt;br&gt;&amp;gt;&amp;gt; wondered if it was possible to have my space ships affected by
&lt;br&gt;&amp;gt;&amp;gt; gravity, but also &amp;quot;floating&amp;quot; from some distance over the ground (like
&lt;br&gt;&amp;gt;&amp;gt; in F-Zero) ? I see how to achieve this with a constant height, but the
&lt;br&gt;&amp;gt;&amp;gt; problem is that my ground is not a constant plane.
&lt;br&gt;&amp;gt;&amp;gt; If anyone has an idea, some help would be very appreciated :-)
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I did this once (a F-Zero X clone, with ships exported from the N64 game
&lt;br&gt;&amp;gt; and all).
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I had two spheres attached to each ship; one to detect when &amp;quot;close
&lt;br&gt;&amp;gt; enough&amp;quot; so the ship would be attracted to the nearest surface (using its
&lt;br&gt;&amp;gt; normal to align the ship), and one to detect when &amp;quot;too close&amp;quot;, to stop
&lt;br&gt;&amp;gt; attracting the ship.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; At first I was using ODE for physics, but it only got in the way when I
&lt;br&gt;&amp;gt; had to tweak the parameters to make it playable. In the end I just used
&lt;br&gt;&amp;gt; ODE for collision detection.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; And it makes sense, as ODE is meant for rigid body with stiff
&lt;br&gt;&amp;gt; constraints, not exactly what you would expect from ships traveling at
&lt;br&gt;&amp;gt; more than 1000 KPH floating less than one meter above the ground, where
&lt;br&gt;&amp;gt; aerodynamics dominate over any other phenomenon.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --
&lt;br&gt;&amp;gt; Daniel K. O.
&lt;br&gt;&amp;gt; &amp;quot;The only way to succeed is to build success yourself&amp;quot;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --
&lt;br&gt;&amp;gt;
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&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26702804</id>
	<title>&quot;Freezing&quot; bodies</title>
	<published>2009-12-08T15:34:12Z</published>
	<updated>2009-12-08T15:34:12Z</updated>
	<author>
		<name>DavidGF-2</name>
	</author>
	<content type="html">Hello!
&lt;br&gt;&lt;br&gt;I'm optimizing my game for the PSP and I've realized that is quite
&lt;br&gt;stupid to simulate lot of vehicles when you are only driving one. So I
&lt;br&gt;have modified the code so when I use one vehicle the rest of vehicles
&lt;br&gt;are disabled, this means no step occurs with them.
&lt;br&gt;But this approach gives me problems: first is that when the current
&lt;br&gt;vehicle collides the other one this vehicle can result in a undesired
&lt;br&gt;position (for example falling in the air) but as it is disabled it
&lt;br&gt;doesn't fall.
&lt;br&gt;&lt;br&gt;I'm thinking in having to models, one with the wheels and all the
&lt;br&gt;stuff and other more simple and exchange them to accelerate the
&lt;br&gt;process.
&lt;br&gt;&lt;br&gt;Is there any method of doing this faster and without all the coding?
&lt;br&gt;&lt;br&gt;Thanks in advance
&lt;br&gt;&lt;br&gt;David
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26702218</id>
	<title>Re: Race game physics</title>
	<published>2009-12-08T14:47:39Z</published>
	<updated>2009-12-08T14:47:39Z</updated>
	<author>
		<name>Daniel K. O.-2</name>
	</author>
	<content type="html">Nicolas Maire escreveu:
&lt;br&gt;&amp;gt; I'm relatively new to ODE, and I just managed to get it to work with
&lt;br&gt;&amp;gt; trimeshes. Now, I would like to use it in a race game, but in the F-
&lt;br&gt;&amp;gt; Zero style, so not with cars, but with little space ships. So I
&lt;br&gt;&amp;gt; wondered if it was possible to have my space ships affected by
&lt;br&gt;&amp;gt; gravity, but also &amp;quot;floating&amp;quot; from some distance over the ground (like
&lt;br&gt;&amp;gt; in F-Zero) ? I see how to achieve this with a constant height, but the
&lt;br&gt;&amp;gt; problem is that my ground is not a constant plane.
&lt;br&gt;&amp;gt; If anyone has an idea, some help would be very appreciated :-)
&lt;br&gt;&lt;br&gt;I did this once (a F-Zero X clone, with ships exported from the N64 game 
&lt;br&gt;and all).
&lt;br&gt;&lt;br&gt;I had two spheres attached to each ship; one to detect when &amp;quot;close 
&lt;br&gt;enough&amp;quot; so the ship would be attracted to the nearest surface (using its 
&lt;br&gt;normal to align the ship), and one to detect when &amp;quot;too close&amp;quot;, to stop 
&lt;br&gt;attracting the ship.
&lt;br&gt;&lt;br&gt;At first I was using ODE for physics, but it only got in the way when I 
&lt;br&gt;had to tweak the parameters to make it playable. In the end I just used 
&lt;br&gt;ODE for collision detection.
&lt;br&gt;&lt;br&gt;And it makes sense, as ODE is meant for rigid body with stiff 
&lt;br&gt;constraints, not exactly what you would expect from ships traveling at 
&lt;br&gt;more than 1000 KPH floating less than one meter above the ground, where 
&lt;br&gt;aerodynamics dominate over any other phenomenon.
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Daniel K. O.
&lt;br&gt;&amp;quot;The only way to succeed is to build success yourself&amp;quot;
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26699263</id>
	<title>Re: Race game physics</title>
	<published>2009-12-08T11:24:22Z</published>
	<updated>2009-12-08T11:24:22Z</updated>
	<author>
		<name>Gabriel Silva Moreira</name>
	</author>
	<content type="html">don't contact with ground?
&lt;br&gt;&lt;br&gt;this is &amp;quot;air-plane system&amp;quot;?
&lt;br&gt;&lt;br&gt;&lt;br&gt;On 8 dez, 17:13, Nicolas Maire &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26699263&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tensei...@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hello,
&lt;br&gt;&amp;gt; I'm relatively new to ODE, and I just managed to get it to work with
&lt;br&gt;&amp;gt; trimeshes. Now, I would like to use it in a race game, but in the F-
&lt;br&gt;&amp;gt; Zero style, so not with cars, but with little space ships. So I
&lt;br&gt;&amp;gt; wondered if it was possible to have my space ships affected by
&lt;br&gt;&amp;gt; gravity, but also &amp;quot;floating&amp;quot; from some distance over the ground (like
&lt;br&gt;&amp;gt; in F-Zero) ? I see how to achieve this with a constant height, but the
&lt;br&gt;&amp;gt; problem is that my ground is not a constant plane.
&lt;br&gt;&amp;gt; If anyone has an idea, some help would be very appreciated :-)
&lt;br&gt;&amp;gt; Thanks in advance, and sorry for my poor English
&lt;/div&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26699134</id>
	<title>Race game physics</title>
	<published>2009-12-08T11:13:13Z</published>
	<updated>2009-12-08T11:13:13Z</updated>
	<author>
		<name>Tenseiken</name>
	</author>
	<content type="html">Hello,
&lt;br&gt;I'm relatively new to ODE, and I just managed to get it to work with
&lt;br&gt;trimeshes. Now, I would like to use it in a race game, but in the F-
&lt;br&gt;Zero style, so not with cars, but with little space ships. So I
&lt;br&gt;wondered if it was possible to have my space ships affected by
&lt;br&gt;gravity, but also &amp;quot;floating&amp;quot; from some distance over the ground (like
&lt;br&gt;in F-Zero) ? I see how to achieve this with a constant height, but the
&lt;br&gt;problem is that my ground is not a constant plane.
&lt;br&gt;If anyone has an idea, some help would be very appreciated :-)
&lt;br&gt;Thanks in advance, and sorry for my poor English
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26696229</id>
	<title>Re: Re: what happens to geoms on dBodyDestroy?</title>
	<published>2009-12-08T08:06:56Z</published>
	<updated>2009-12-08T08:06:56Z</updated>
	<author>
		<name>Bruce Veazie</name>
	</author>
	<content type="html">Note that the &amp;quot;latest&amp;quot; user guide on the site is for v0.5.
&lt;br&gt;&lt;br&gt;You can find the functions referenced in the ODE manual:
&lt;br&gt;&lt;a href=&quot;http://opende.sourceforge.net/wiki/index.php/Manual_%28Rigid_Body_Functions%29&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://opende.sourceforge.net/wiki/index.php/Manual_%28Rigid_Body_Functions%29&lt;/a&gt;&lt;br&gt;&lt;br&gt;or download a PDF of the manual for v0.10:
&lt;br&gt;&lt;a href=&quot;http://groups.google.com/group/ode-users/files&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://groups.google.com/group/ode-users/files&lt;/a&gt;&lt;br&gt;&lt;br&gt;Bruce
&lt;br&gt;&lt;br&gt;----- Original Message ----- 
&lt;br&gt;From: &amp;quot;christian&amp;quot; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26696229&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ch.sc@...&lt;/a&gt;&amp;gt;
&lt;br&gt;To: &amp;quot;ode-users&amp;quot; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26696229&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt;&amp;gt;
&lt;br&gt;Sent: Tuesday, December 08, 2009 8:24 AM
&lt;br&gt;Subject: [ode-users] Re: what happens to geoms on dBodyDestroy?
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; thx, now I found them too. I was always looking at the latest user
&lt;br&gt;&amp;gt; guide, which doesn't contain them.
&lt;br&gt;&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26693848</id>
	<title>Re: what happens to geoms on dBodyDestroy?</title>
	<published>2009-12-08T05:24:40Z</published>
	<updated>2009-12-08T05:24:40Z</updated>
	<author>
		<name>christian-168</name>
	</author>
	<content type="html">thx, now I found them too. I was always looking at the latest user
&lt;br&gt;guide, which doesn't contain them.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;On 7 Dez., 19:28, Klaus Backert &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26693848&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Klaus.Back...@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On 7 Dec 2009, at 17:05, christian wrote:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; thx Klaus, but i wanted to know about bodys. Or shall I use an extra
&lt;br&gt;&amp;gt; &amp;gt; space for every body? Doesn't this have influence on the performance?
&lt;br&gt;&amp;gt; &amp;gt; Right now I'm saving both the body and the geom and delete both. it
&lt;br&gt;&amp;gt; &amp;gt; would be nice to have a function that return the geoms of a body, so I
&lt;br&gt;&amp;gt; &amp;gt; don't need to have 2 variables for (in my case) almost the same. Just
&lt;br&gt;&amp;gt; &amp;gt; like dGeomGetBody, but the other way round.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Greetings
&lt;br&gt;&amp;gt; &amp;gt; Christian
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; On 7 Dez., 16:21, Klaus Backert &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26693848&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Klaus.Back...@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Hi, Christian,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; On 7 Dec 2009, at 15:26, christian wrote:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; Hi, what happens to the geoms attached to a Body, when the body is
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; destroied? As far as i can see in my simulation, they stay in the
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; space. Is there a function to remove these geoms from their space,  
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; or
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; at least, to get the geoms attached to this body, or do i need to
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; store them seperately?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;  From the ODE manual:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; void dSpaceDestroy (dSpaceID);
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; This destroys a space. It functions exactly like dGeomDestroy except
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; that it takes a dSpaceID argument. When a space is destroyed, if its
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; cleanup mode is 1 (the default) then all the geoms in that space are
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; automatically destroyed as well.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; void dSpaceSetCleanup (dSpaceID space, int mode);
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; int dSpaceGetCleanup (dSpaceID space);
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Set and get the clean-up mode of the space. If the clean-up mode is  
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; 1,
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; then the contained geoms will be destroyed when the space is
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; destroyed. If the clean-up mode is 0 this does not happen. The  
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; default
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; clean-up mode for new spaces is 1.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Klaus
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Again from the ODE manual:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; dGeomID dBodyGetFirstGeom(dBodyID b);
&lt;br&gt;&amp;gt; dGeomID dBodyGetNextGeom(dGeomID g);
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Give access to all geoms associated with a body. Use  
&lt;br&gt;&amp;gt; dBodyGetFirstGeom() to retrieve the first geom,then call  
&lt;br&gt;&amp;gt; dBodyGetNextGeom() with the previous geom as argument, to retrieve the  
&lt;br&gt;&amp;gt; next.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Klaus
&lt;/div&gt;&lt;br&gt;--
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26684363</id>
	<title>Re: Re: Collision problem with trimesh</title>
	<published>2009-12-07T13:20:38Z</published>
	<updated>2009-12-07T13:20:38Z</updated>
	<author>
		<name>Jon Watte (ODE)-2</name>
	</author>
	<content type="html">You should build ODE from source into your project, so you get full
&lt;br&gt;debug symbols. Specifically, you generally can add most of the .c
&lt;br&gt;files from the ODE source folder straight into a project, set the
&lt;br&gt;include paths to point at the ODE headers, and use autoconf or cmake
&lt;br&gt;or whatever just to generate an ODE config file.
&lt;br&gt;I would recommend memset()-ing the entire Contacts array to 0 before
&lt;br&gt;you call dCollide(), too.
&lt;br&gt;&lt;br&gt;Sincerely,
&lt;br&gt;&lt;br&gt;jw
&lt;br&gt;&lt;br&gt;&lt;br&gt;--
&lt;br&gt;Americans might object: there is no way we would sacrifice our living
&lt;br&gt;standards for the benefit of people in the rest of the world.
&lt;br&gt;Nevertheless, whether we get there willingly or not, we shall soon
&lt;br&gt;have lower consumption rates, because our present rates are
&lt;br&gt;unsustainable.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;On Sun, Dec 6, 2009 at 2:07 PM, Daniel K. O. &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26684363&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;danielko.listas@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Regis escreveu:
&lt;br&gt;&amp;gt;&amp;gt; Ans. to &amp;quot;second&amp;quot; : It is a bit hard to answer this question because I
&lt;br&gt;&amp;gt;&amp;gt; am using ODE in a homebrew PSP game =&amp;gt; a bit hard to debug.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Does the crash happen when you build the same code to run on a PC?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Isn't it possible to attach a debugger, or at least get a core dump when
&lt;br&gt;&amp;gt; you run it on the PSP?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --
&lt;br&gt;&amp;gt; Daniel K. O.
&lt;br&gt;&amp;gt; &amp;quot;The only way to succeed is to build success yourself&amp;quot;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --
&lt;br&gt;&amp;gt;
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&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26681777</id>
	<title>Re: Re: what happens to geoms on dBodyDestroy?</title>
	<published>2009-12-07T10:28:25Z</published>
	<updated>2009-12-07T10:28:25Z</updated>
	<author>
		<name>Klaus Backert</name>
	</author>
	<content type="html">&lt;br&gt;On 7 Dec 2009, at 17:05, christian wrote:
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; thx Klaus, but i wanted to know about bodys. Or shall I use an extra
&lt;br&gt;&amp;gt; space for every body? Doesn't this have influence on the performance?
&lt;br&gt;&amp;gt; Right now I'm saving both the body and the geom and delete both. it
&lt;br&gt;&amp;gt; would be nice to have a function that return the geoms of a body, so I
&lt;br&gt;&amp;gt; don't need to have 2 variables for (in my case) almost the same. Just
&lt;br&gt;&amp;gt; like dGeomGetBody, but the other way round.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Greetings
&lt;br&gt;&amp;gt; Christian
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; On 7 Dez., 16:21, Klaus Backert &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26681777&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Klaus.Back...@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt; Hi, Christian,
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; On 7 Dec 2009, at 15:26, christian wrote:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Hi, what happens to the geoms attached to a Body, when the body is
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; destroied? As far as i can see in my simulation, they stay in the
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; space. Is there a function to remove these geoms from their space, &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; or
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; at least, to get the geoms attached to this body, or do i need to
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; store them seperately?
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp;From the ODE manual:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; void dSpaceDestroy (dSpaceID);
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; This destroys a space. It functions exactly like dGeomDestroy except
&lt;br&gt;&amp;gt;&amp;gt; that it takes a dSpaceID argument. When a space is destroyed, if its
&lt;br&gt;&amp;gt;&amp;gt; cleanup mode is 1 (the default) then all the geoms in that space are
&lt;br&gt;&amp;gt;&amp;gt; automatically destroyed as well.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; void dSpaceSetCleanup (dSpaceID space, int mode);
&lt;br&gt;&amp;gt;&amp;gt; int dSpaceGetCleanup (dSpaceID space);
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Set and get the clean-up mode of the space. If the clean-up mode is &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt; 1,
&lt;br&gt;&amp;gt;&amp;gt; then the contained geoms will be destroyed when the space is
&lt;br&gt;&amp;gt;&amp;gt; destroyed. If the clean-up mode is 0 this does not happen. The &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt; default
&lt;br&gt;&amp;gt;&amp;gt; clean-up mode for new spaces is 1.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Klaus
&lt;/div&gt;&lt;br&gt;Again from the ODE manual:
&lt;br&gt;&lt;br&gt;dGeomID dBodyGetFirstGeom(dBodyID b);
&lt;br&gt;dGeomID dBodyGetNextGeom(dGeomID g);
&lt;br&gt;&lt;br&gt;Give access to all geoms associated with a body. Use &amp;nbsp;
&lt;br&gt;dBodyGetFirstGeom() to retrieve the first geom,then call &amp;nbsp;
&lt;br&gt;dBodyGetNextGeom() with the previous geom as argument, to retrieve the &amp;nbsp;
&lt;br&gt;next.
&lt;br&gt;&lt;br&gt;Klaus
&lt;br&gt;&lt;br&gt;--
&lt;br&gt;&lt;br&gt;You received this message because you are subscribed to the Google Groups &amp;quot;ode-users&amp;quot; group.
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<entry>
	<id>tag:old.nabble.com,2006:post-26681722</id>
	<title>Re: Re: what happens to geoms on dBodyDestroy?</title>
	<published>2009-12-07T10:25:37Z</published>
	<updated>2009-12-07T10:25:37Z</updated>
	<author>
		<name>Bruce Veazie</name>
	</author>
	<content type="html">How about dBodyGetFirstGeom(dBodyID b)?
&lt;br&gt;&lt;br&gt;----- Original Message ----- 
&lt;br&gt;From: &amp;quot;christian&amp;quot; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26681722&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ch.sc@...&lt;/a&gt;&amp;gt;
&lt;br&gt;To: &amp;quot;ode-users&amp;quot; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26681722&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt;&amp;gt;
&lt;br&gt;Sent: Monday, December 07, 2009 11:05 AM
&lt;br&gt;Subject: [ode-users] Re: what happens to geoms on dBodyDestroy?
&lt;br&gt;&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; thx Klaus, but i wanted to know about bodys. Or shall I use an extra
&lt;br&gt;&amp;gt; space for every body? Doesn't this have influence on the performance?
&lt;br&gt;&amp;gt; Right now I'm saving both the body and the geom and delete both. it
&lt;br&gt;&amp;gt; would be nice to have a function that return the geoms of a body, so I
&lt;br&gt;&amp;gt; don't need to have 2 variables for (in my case) almost the same. Just
&lt;br&gt;&amp;gt; like dGeomGetBody, but the other way round.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Greetings
&lt;br&gt;&amp;gt; Christian
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; On 7 Dez., 16:21, Klaus Backert &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26681722&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Klaus.Back...@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt; Hi, Christian,
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; On 7 Dec 2009, at 15:26, christian wrote:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Hi, what happens to the geoms attached to a Body, when the body is
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; destroied? As far as i can see in my simulation, they stay in the
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; space. Is there a function to remove these geoms from their space, or
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; at least, to get the geoms attached to this body, or do i need to
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; store them seperately?
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; From the ODE manual:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; void dSpaceDestroy (dSpaceID);
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; This destroys a space. It functions exactly like dGeomDestroy except
&lt;br&gt;&amp;gt;&amp;gt; that it takes a dSpaceID argument. When a space is destroyed, if its
&lt;br&gt;&amp;gt;&amp;gt; cleanup mode is 1 (the default) then all the geoms in that space are
&lt;br&gt;&amp;gt;&amp;gt; automatically destroyed as well.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; void dSpaceSetCleanup (dSpaceID space, int mode);
&lt;br&gt;&amp;gt;&amp;gt; int dSpaceGetCleanup (dSpaceID space);
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Set and get the clean-up mode of the space. If the clean-up mode is 1,
&lt;br&gt;&amp;gt;&amp;gt; then the contained geoms will be destroyed when the space is
&lt;br&gt;&amp;gt;&amp;gt; destroyed. If the clean-up mode is 0 this does not happen. The default
&lt;br&gt;&amp;gt;&amp;gt; clean-up mode for new spaces is 1.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Klaus
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --
&lt;br&gt;&amp;gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26679464</id>
	<title>Re: what happens to geoms on dBodyDestroy?</title>
	<published>2009-12-07T08:05:21Z</published>
	<updated>2009-12-07T08:05:21Z</updated>
	<author>
		<name>christian-168</name>
	</author>
	<content type="html">thx Klaus, but i wanted to know about bodys. Or shall I use an extra
&lt;br&gt;space for every body? Doesn't this have influence on the performance?
&lt;br&gt;Right now I'm saving both the body and the geom and delete both. it
&lt;br&gt;would be nice to have a function that return the geoms of a body, so I
&lt;br&gt;don't need to have 2 variables for (in my case) almost the same. Just
&lt;br&gt;like dGeomGetBody, but the other way round.
&lt;br&gt;&lt;br&gt;Greetings
&lt;br&gt;Christian
&lt;br&gt;&lt;br&gt;&lt;br&gt;On 7 Dez., 16:21, Klaus Backert &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26679464&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Klaus.Back...@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi, Christian,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; On 7 Dec 2009, at 15:26, christian wrote:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Hi, what happens to the geoms attached to a Body, when the body is
&lt;br&gt;&amp;gt; &amp;gt; destroied? As far as i can see in my simulation, they stay in the
&lt;br&gt;&amp;gt; &amp;gt; space. Is there a function to remove these geoms from their space, or
&lt;br&gt;&amp;gt; &amp;gt; at least, to get the geoms attached to this body, or do i need to
&lt;br&gt;&amp;gt; &amp;gt; store them seperately?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;  From the ODE manual:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; void dSpaceDestroy (dSpaceID);
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; This destroys a space. It functions exactly like dGeomDestroy except  
&lt;br&gt;&amp;gt; that it takes a dSpaceID argument. When a space is destroyed, if its  
&lt;br&gt;&amp;gt; cleanup mode is 1 (the default) then all the geoms in that space are  
&lt;br&gt;&amp;gt; automatically destroyed as well.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; void dSpaceSetCleanup (dSpaceID space, int mode);
&lt;br&gt;&amp;gt; int dSpaceGetCleanup (dSpaceID space);
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Set and get the clean-up mode of the space. If the clean-up mode is 1,  
&lt;br&gt;&amp;gt; then the contained geoms will be destroyed when the space is  
&lt;br&gt;&amp;gt; destroyed. If the clean-up mode is 0 this does not happen. The default  
&lt;br&gt;&amp;gt; clean-up mode for new spaces is 1.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Klaus
&lt;/div&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26679491</id>
	<title>Error while linking to ODE library</title>
	<published>2009-12-07T08:03:51Z</published>
	<updated>2009-12-07T08:03:51Z</updated>
	<author>
		<name>Rizzen Yazston</name>
	</author>
	<content type="html">Hi all,&lt;br&gt;&lt;br&gt;I busy building PVLE on Opensuse 11.2 64bit on a Intel 4 core CPU.&lt;br&gt;&lt;br&gt;When linking PVLE with various libraries I get this error, that I have no idea what it means. Primary writer of PVLE also has no idea what the cause may be.&lt;br&gt;
&lt;br&gt;Linking CXX shared library ../Lib/libPVLE.so&lt;br&gt;/usr/lib64/gcc/x86_64-suse-linux/4.4/../../../../x86_64-suse-linux/bin/ld: /usr/local/lib/libode.a(box.o): relocation R_X86_64_32 against `a local symbol&amp;#39; can not be used when making a shared object; recompile with -fPIC&lt;br&gt;
/usr/local/lib/libode.a: could not read symbols: Bad value&lt;br&gt;&lt;br&gt;commands I used to build ODE:&lt;br&gt;./configure --enable-shared&lt;br&gt;make&lt;br&gt;sudo make install&lt;br&gt;&lt;br&gt;&lt;br&gt;Rizzen&lt;br&gt;

&lt;p&gt;&lt;/p&gt;

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<entry>
	<id>tag:old.nabble.com,2006:post-26678752</id>
	<title>Re: what happens to geoms on dBodyDestroy?</title>
	<published>2009-12-07T07:21:10Z</published>
	<updated>2009-12-07T07:21:10Z</updated>
	<author>
		<name>Klaus Backert</name>
	</author>
	<content type="html">Hi, Christian,
&lt;br&gt;&lt;br&gt;On 7 Dec 2009, at 15:26, christian wrote:
&lt;br&gt;&lt;br&gt;&amp;gt; Hi, what happens to the geoms attached to a Body, when the body is
&lt;br&gt;&amp;gt; destroied? As far as i can see in my simulation, they stay in the
&lt;br&gt;&amp;gt; space. Is there a function to remove these geoms from their space, or
&lt;br&gt;&amp;gt; at least, to get the geoms attached to this body, or do i need to
&lt;br&gt;&amp;gt; store them seperately?
&lt;br&gt;&lt;br&gt;&amp;nbsp;From the ODE manual:
&lt;br&gt;&lt;br&gt;void dSpaceDestroy (dSpaceID);
&lt;br&gt;&lt;br&gt;This destroys a space. It functions exactly like dGeomDestroy except &amp;nbsp;
&lt;br&gt;that it takes a dSpaceID argument. When a space is destroyed, if its &amp;nbsp;
&lt;br&gt;cleanup mode is 1 (the default) then all the geoms in that space are &amp;nbsp;
&lt;br&gt;automatically destroyed as well.
&lt;br&gt;&lt;br&gt;void dSpaceSetCleanup (dSpaceID space, int mode);
&lt;br&gt;int dSpaceGetCleanup (dSpaceID space);
&lt;br&gt;&lt;br&gt;Set and get the clean-up mode of the space. If the clean-up mode is 1, &amp;nbsp;
&lt;br&gt;then the contained geoms will be destroyed when the space is &amp;nbsp;
&lt;br&gt;destroyed. If the clean-up mode is 0 this does not happen. The default &amp;nbsp;
&lt;br&gt;clean-up mode for new spaces is 1.
&lt;br&gt;&lt;br&gt;Klaus
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26677985</id>
	<title>what happens to geoms on dBodyDestroy?</title>
	<published>2009-12-07T06:26:46Z</published>
	<updated>2009-12-07T06:26:46Z</updated>
	<author>
		<name>christian-168</name>
	</author>
	<content type="html">Hi, what happens to the geoms attached to a Body, when the body is
&lt;br&gt;destroied? As far as i can see in my simulation, they stay in the
&lt;br&gt;space. Is there a function to remove these geoms from their space, or
&lt;br&gt;at least, to get the geoms attached to this body, or do i need to
&lt;br&gt;store them seperately?
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26669641</id>
	<title>Re: Re: Collision problem with trimesh</title>
	<published>2009-12-06T14:07:49Z</published>
	<updated>2009-12-06T14:07:49Z</updated>
	<author>
		<name>Daniel K. O.-2</name>
	</author>
	<content type="html">Regis escreveu:
&lt;br&gt;&amp;gt; Ans. to &amp;quot;second&amp;quot; : It is a bit hard to answer this question because I
&lt;br&gt;&amp;gt; am using ODE in a homebrew PSP game =&amp;gt; a bit hard to debug.
&lt;br&gt;&lt;br&gt;Does the crash happen when you build the same code to run on a PC?
&lt;br&gt;&lt;br&gt;Isn't it possible to attach a debugger, or at least get a core dump when 
&lt;br&gt;you run it on the PSP?
&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Daniel K. O.
&lt;br&gt;&amp;quot;The only way to succeed is to build success yourself&amp;quot;
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26669424</id>
	<title>Re: Collision problem with trimesh</title>
	<published>2009-12-06T13:45:06Z</published>
	<updated>2009-12-06T13:45:06Z</updated>
	<author>
		<name>Regis Martinez</name>
	</author>
	<content type="html">Hello, thanks for answer.
&lt;br&gt;&lt;br&gt;Ans. to &amp;quot;first&amp;quot; : Indeed, this is the last, I always get the freeze,
&lt;br&gt;even with surface.mode defined.
&lt;br&gt;&lt;br&gt;Ans. to &amp;quot;second&amp;quot; : It is a bit hard to answer this question because I
&lt;br&gt;am using ODE in a homebrew PSP game =&amp;gt; a bit hard to debug. Anyway, it
&lt;br&gt;seems the app crashes in the &amp;quot;dWorldStep (ODEWorld, 0.05);&amp;quot;. No crash
&lt;br&gt;with &amp;quot;dWorldQuickStep (ODEWorld, 0.05);&amp;quot; but wierd behavior ...
&lt;br&gt;&lt;br&gt;What I was wandering is if there is any obvious error in my code ?
&lt;br&gt;&lt;br&gt;--
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<entry>
	<id>tag:old.nabble.com,2006:post-26659385</id>
	<title>Re: Collision problem with trimesh</title>
	<published>2009-12-05T13:11:14Z</published>
	<updated>2009-12-05T13:11:14Z</updated>
	<author>
		<name>Bruce Veazie</name>
	</author>
	<content type="html">&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0 Transitional//EN&quot;&gt;
&lt;HTML&gt;&lt;HEAD&gt;
&lt;META http-equiv=Content-Type content=&quot;text/html; charset=iso-8859-1&quot;&gt;
&lt;META content=&quot;MSHTML 6.00.6000.16850&quot; name=GENERATOR&gt;

&lt;/HEAD&gt;
&lt;BODY text=#000000 bgColor=#ffffff&gt;
&lt;DIV&gt;&lt;FONT face=Arial size=2&gt;First: per the manual, with regard to the surface 
parameter mode:&quot; T&lt;FONT size=2&gt;his must always be set .&quot; Do you get the error if 
you set the surface.mode?&lt;/FONT&gt;&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT face=Arial size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT face=Arial size=2&gt;Second: At what line of your code does the error 
actually occur? &quot;Symptom: S&lt;FONT face=&quot;Times New Roman&quot; size=3&gt;imulation crash 
after first contact&quot; needs to be amplified a little bit.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT face=Arial size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;&lt;/BODY&gt;&lt;/HTML&gt;

&lt;p&gt;&lt;/p&gt;

&lt;p&gt;--&lt;/p&gt;

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<entry>
	<id>tag:old.nabble.com,2006:post-26656439</id>
	<title>Collision problem with trimesh</title>
	<published>2009-12-05T07:10:45Z</published>
	<updated>2009-12-05T07:10:45Z</updated>
	<author>
		<name>Regis Martinez</name>
	</author>
	<content type="html">&lt;!DOCTYPE html PUBLIC &quot;-//W3C//DTD HTML 4.01 Transitional//EN&quot;&gt;
&lt;html&gt;
&lt;head&gt;
&lt;/head&gt;
&lt;body bgcolor=&quot;#ffffff&quot; text=&quot;#000000&quot;&gt;
Hello,&lt;br&gt;
&lt;br&gt;
I am new in here and joined the group because I have been unable to
resolve my problem. I have been googling and searching the group for
similar problems, but, cannot figure where is my mistake. So I am
kindly asking for your assistance.&lt;br&gt;
&lt;br&gt;
My physics are very simple :&lt;br&gt;
&lt;small&gt;&lt;tt&gt;&lt;br&gt;
ODEWorld = dWorldCreate (); &amp;nbsp;&lt;br&gt;
ODESpace = dHashSpaceCreate(0);&lt;br&gt;
ODEContacts = dJointGroupCreate (0);&lt;/tt&gt;&lt;/small&gt;&lt;br&gt;
&lt;br&gt;
+ gravity&lt;br&gt;
+ one trimesh rectangle (composed of 2 triangles) supposed to be the
static ground =&amp;gt; NULL body associated&lt;br&gt;
+ one box moving around, that should collide with the ground trimesh&lt;br&gt;
&lt;br&gt;
Symptoms : simulation crash after first contact&lt;br&gt;
&lt;br&gt;
Trimesh definition : &lt;br&gt;
&lt;small&gt;&lt;tt&gt;void CGroundSegment::InitMassGeometry ()&lt;br&gt;
{&lt;br&gt;
&amp;nbsp; /* Init ground segment */&lt;br&gt;
&amp;nbsp; dTriMeshDataID TriMeshGeom = dGeomTriMeshDataCreate();&lt;br&gt;
&amp;nbsp; m_Body = 0;&lt;br&gt;
&amp;nbsp; &lt;br&gt;
&amp;nbsp; /* Vertex 0 */&lt;br&gt;
&amp;nbsp; m_Vertices [0][0] = m_start.X;&lt;br&gt;
&amp;nbsp; m_Vertices [0][1] = m_start.Y;&lt;br&gt;
&amp;nbsp; m_Vertices [0][2] = -10;&lt;br&gt;
&lt;br&gt;
&amp;nbsp; /* Vertex 1 */&lt;br&gt;
&amp;nbsp; m_Vertices [1][0] = m_start.X;&lt;br&gt;
&amp;nbsp; m_Vertices [1][1] = m_start.Y;&lt;br&gt;
&amp;nbsp; m_Vertices [1][2] = 10;&lt;br&gt;
&lt;br&gt;
&amp;nbsp; /* Vertex 2 */&lt;br&gt;
&amp;nbsp; m_Vertices [2][0] = m_end.X;&lt;br&gt;
&amp;nbsp; m_Vertices [2][1] = m_end.Y;&lt;br&gt;
&amp;nbsp; m_Vertices [2][2] = 10;&lt;br&gt;
&lt;br&gt;
&amp;nbsp; /* Vertex 3 */&lt;br&gt;
&amp;nbsp; m_Vertices [3][0] = m_end.X;&lt;br&gt;
&amp;nbsp; m_Vertices [3][1] = m_end.Y;&lt;br&gt;
&amp;nbsp; m_Vertices [3][2] = -10;&lt;br&gt;
&lt;br&gt;
&amp;nbsp; /* Faces */&lt;br&gt;
&amp;nbsp; m_Indices [0] = 0;&lt;br&gt;
&amp;nbsp; m_Indices [1] = 1;&lt;br&gt;
&amp;nbsp; m_Indices [2] = 2;&lt;br&gt;
&lt;br&gt;
&amp;nbsp; m_Indices [3] = 0;&lt;br&gt;
&amp;nbsp; m_Indices [4] = 2;&lt;br&gt;
&amp;nbsp; m_Indices [5] = 3;&lt;br&gt;
&amp;nbsp; &lt;br&gt;
&amp;nbsp; /* Define TriMesh ... */&lt;br&gt;
&amp;nbsp; dGeomTriMeshDataBuildSimple (TriMeshGeom, (const dReal*) m_Vertices,
4, m_Indices, 6);&lt;br&gt;
&amp;nbsp; m_Geometry = dCreateTriMesh(ODESpace, TriMeshGeom, 0, 0, 0);&lt;br&gt;
&lt;br&gt;
&amp;nbsp; dGeomSetBody(m_Geometry, m_Body); // 0 = static object&lt;br&gt;
&amp;nbsp; dGeomSetPosition (m_Geometry, 0, 0, 0);&lt;br&gt;
&amp;nbsp; dGeomTriMeshEnableTC(m_Geometry, dTriMeshClass, 0);&lt;br&gt;
}&lt;br&gt;
&lt;br&gt;
&lt;/tt&gt;&lt;big&gt;&amp;nbsp;Box definition : &lt;br&gt;
&lt;small&gt;&lt;tt&gt;void CPlayerShip::InitMassGeometry ()&lt;br&gt;
{&lt;br&gt;
&amp;nbsp; if (m_Geometry != 0)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; dGeomDestroy (m_Geometry);&lt;br&gt;
&amp;nbsp; &lt;br&gt;
&amp;nbsp; if (m_Body != 0)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; dBodyDestroy (m_Body);&lt;br&gt;
&amp;nbsp; &lt;br&gt;
&amp;nbsp; m_Geometry = dCreateBox(ODESpace, 2, 2, 2);&lt;br&gt;
&amp;nbsp; m_Body = dBodyCreate (ODEWorld);&lt;br&gt;
&lt;br&gt;
&amp;nbsp; dMassSetBox(&amp;amp;m_Mass,1,1,1,1);&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br&gt;
&amp;nbsp; dMassAdjust(&amp;amp;m_Mass,0.2f);&lt;br&gt;
&amp;nbsp; dBodySetMass(m_Body,&amp;amp;m_Mass);&lt;br&gt;
&amp;nbsp; dGeomSetBody(m_Geometry, m_Body);&lt;br&gt;
&amp;nbsp; dBodySetPosition(m_Body,m_Position.X,m_Position.Y,0);&lt;br&gt;
}&lt;br&gt;
&lt;br&gt;
&lt;/tt&gt;&lt;big&gt;Collision detection : &lt;br&gt;
&lt;small&gt;&lt;tt&gt;void nearCallback (void *data, dGeomID o1, dGeomID o2)&lt;br&gt;
{&lt;br&gt;
&amp;nbsp; // Create an array of dContact objects to hold the contact joints&lt;br&gt;
&amp;nbsp; dContact Contacts[MAX_CONTACTS];&lt;br&gt;
&amp;nbsp; &lt;br&gt;
&amp;nbsp; dBodyID b1 = dGeomGetBody(o1);&lt;br&gt;
&amp;nbsp; dBodyID b2 = dGeomGetBody(o2);&lt;br&gt;
&amp;nbsp; &lt;br&gt;
&amp;nbsp; // No collision between ground segments&lt;br&gt;
&amp;nbsp; if ((b1 == 0) &amp;amp;&amp;amp; (b2 == 0))&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; return;&lt;br&gt;
&lt;br&gt;
&amp;nbsp; if (dAreConnected (b1, b2))&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; return;&lt;br&gt;
&amp;nbsp; &lt;br&gt;
&amp;nbsp; int NbContact = dCollide (o1, o2, MAX_CONTACTS,
&amp;amp;(Contacts[0].geom), sizeof(dContact));&lt;br&gt;
&amp;nbsp; &lt;br&gt;
&amp;nbsp; for (int i = 0; i &amp;lt; NbContact; i++)&lt;br&gt;
&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Contacts[i].surface.slip1 = 0.7;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Contacts[i].surface.slip2 = 0.7;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Contacts[i].surface.mode = 0; //dContactSoftERP | dContactSoftCFM |
dContactApprox1 | dContactSlip1 | dContactSlip2 | dContactBounce;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Contacts[i].surface.bounce = 0.4;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Contacts[i].surface.bounce_vel = 0.1;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Contacts[i].surface.mu = 2.0;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Contacts[i].surface.soft_erp = 0.97;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Contacts[i].surface.soft_cfm = 0.2;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; dJointID c = dJointCreateContact
(ODEWorld,ODEContacts,&amp;amp;(Contacts[i]));&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; dJointAttach (c, dGeomGetBody(Contacts[i].geom.g1),
dGeomGetBody(Contacts[i].geom.g2)); &lt;font color=&quot;#ff0000&quot;&gt;//If this
line is commented out, no crash, but of course also the box does not
collide ;)&lt;/font&gt;&lt;br&gt;
&amp;nbsp; }&lt;br&gt;
&lt;br&gt;
}&lt;br&gt;
&lt;/tt&gt;&lt;/small&gt;&lt;br&gt;
Does anyone have a suggestion, or encountered a similar problem ?&lt;br&gt;
&lt;br&gt;
Regis&lt;br&gt;
&lt;/big&gt;&lt;/small&gt;&lt;/big&gt;&lt;/small&gt;
&lt;/body&gt;
&lt;/html&gt;

&lt;p&gt;&lt;/p&gt;

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<entry>
	<id>tag:old.nabble.com,2006:post-26654043</id>
	<title>Re: dWorldStepFast</title>
	<published>2009-12-05T01:23:31Z</published>
	<updated>2009-12-05T01:23:31Z</updated>
	<author>
		<name>Oleh Derevenko-2</name>
	</author>
	<content type="html">Yes, I already asked that but I did not get complete answer. Now it's clear 
&lt;br&gt;for me. Thank you.
&lt;br&gt;&lt;br&gt;Oleh Derevenko
&lt;br&gt;-- Skype with underscore
&lt;br&gt;&lt;br&gt;&lt;br&gt;----- Original Message ----- 
&lt;br&gt;From: &amp;quot;Daniel K. O.&amp;quot; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26654043&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;danielko.listas@...&lt;/a&gt;&amp;gt;
&lt;br&gt;To: &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26654043&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt;&amp;gt;
&lt;br&gt;Sent: Saturday, December 05, 2009 2:39 AM
&lt;br&gt;Subject: Re: [ode-users] dWorldStepFast
&lt;br&gt;&lt;br&gt;&lt;br&gt;Oleh Derevenko escreveu:
&lt;br&gt;&amp;gt; Just occassionally had a look at the files in Groogle Group and found
&lt;br&gt;&amp;gt; there is an ODE manual (in PDF format) with quite a detailed
&lt;br&gt;&amp;gt; description for dWorldStepFast. So, could anyone tell the history of
&lt;br&gt;&amp;gt; it? How was it added? What for? By whom? Is not it needed by anyone
&lt;br&gt;&amp;gt; indeed? Why?
&lt;br&gt;&lt;br&gt;Didn't you ask that already?
&lt;br&gt;t was an attempt at creating an iterative solver.
&lt;br&gt;&lt;br&gt;Quoting from &lt;a href=&quot;http://www.ode.org/old_list_archives/2004-May/012819.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.ode.org/old_list_archives/2004-May/012819.html&lt;/a&gt;&amp;nbsp;:
&lt;br&gt;&lt;br&gt;&amp;quot;the FastStep method is a kind of wierd block-jacobi
&lt;br&gt;method, i am not sure that it would always converge to the correct
&lt;br&gt;answer.&amp;quot;
&lt;br&gt;&lt;br&gt;At least since 2004 nobody should be using stepfast anymore.
&lt;br&gt;&lt;br&gt;Another message on the same thread says:
&lt;br&gt;&lt;br&gt;&amp;quot;Theoretically, [quickstep] should be better than StepFast... As Alen
&lt;br&gt;recently pointed out, StepFast isn't &amp;quot;iterative&amp;quot; method at all, it just
&lt;br&gt;subdivides timestep and does serial solving of joints.&amp;quot;
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Daniel K. O.
&lt;br&gt;&amp;quot;The only way to succeed is to build success yourself&amp;quot;
&lt;br&gt;&lt;br&gt;--
&lt;br&gt;&lt;br&gt;You received this message because you are subscribed to the Google Groups 
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<entry>
	<id>tag:old.nabble.com,2006:post-26651947</id>
	<title>Re: dWorldStepFast</title>
	<published>2009-12-04T17:10:07Z</published>
	<updated>2009-12-04T17:10:07Z</updated>
	<author>
		<name>Daniel K. O.-2</name>
	</author>
	<content type="html">Forgot to include this link on the last message:
&lt;br&gt;&lt;br&gt;This message states that David Whittaker was the author:
&lt;br&gt;&lt;a href=&quot;http://www.ode.org/old_list_archives/2003-July/009319.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.ode.org/old_list_archives/2003-July/009319.html&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;--
&lt;br&gt;Daniel K. O.
&lt;br&gt;&amp;quot;The only way to succeed is to build success yourself&amp;quot;
&lt;br&gt;&lt;br&gt;--
&lt;br&gt;&lt;br&gt;You received this message because you are subscribed to the Google Groups &amp;quot;ode-users&amp;quot; group.
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<entry>
	<id>tag:old.nabble.com,2006:post-26651727</id>
	<title>Re: dWorldStepFast</title>
	<published>2009-12-04T16:39:27Z</published>
	<updated>2009-12-04T16:39:27Z</updated>
	<author>
		<name>Daniel K. O.-2</name>
	</author>
	<content type="html">Oleh Derevenko escreveu:
&lt;br&gt;&amp;gt; Just occassionally had a look at the files in Groogle Group and found
&lt;br&gt;&amp;gt; there is an ODE manual (in PDF format) with quite a detailed
&lt;br&gt;&amp;gt; description for dWorldStepFast. So, could anyone tell the history of
&lt;br&gt;&amp;gt; it? How was it added? What for? By whom? Is not it needed by anyone
&lt;br&gt;&amp;gt; indeed? Why?
&lt;br&gt;&lt;br&gt;Didn't you ask that already?
&lt;br&gt;t was an attempt at creating an iterative solver.
&lt;br&gt;&lt;br&gt;Quoting from &lt;a href=&quot;http://www.ode.org/old_list_archives/2004-May/012819.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.ode.org/old_list_archives/2004-May/012819.html&lt;/a&gt;&amp;nbsp;:
&lt;br&gt;&lt;br&gt;&amp;quot;the FastStep method is a kind of wierd block-jacobi
&lt;br&gt;method, i am not sure that it would always converge to the correct
&lt;br&gt;answer.&amp;quot;
&lt;br&gt;&lt;br&gt;At least since 2004 nobody should be using stepfast anymore.
&lt;br&gt;&lt;br&gt;Another message on the same thread says:
&lt;br&gt;&lt;br&gt;&amp;quot;Theoretically, [quickstep] should be better than StepFast... As Alen 
&lt;br&gt;recently pointed out, StepFast isn't &amp;quot;iterative&amp;quot; method at all, it just 
&lt;br&gt;subdivides timestep and does serial solving of joints.&amp;quot;
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Daniel K. O.
&lt;br&gt;&amp;quot;The only way to succeed is to build success yourself&amp;quot;
&lt;br&gt;&lt;br&gt;--
&lt;br&gt;&lt;br&gt;You received this message because you are subscribed to the Google Groups &amp;quot;ode-users&amp;quot; group.
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<entry>
	<id>tag:old.nabble.com,2006:post-26650134</id>
	<title>Re: How many geoms can I add to a space?</title>
	<published>2009-12-04T14:16:52Z</published>
	<updated>2009-12-04T14:16:52Z</updated>
	<author>
		<name>Brett Hemes</name>
	</author>
	<content type="html">&lt;html&gt;&lt;body style=&quot;word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space; &quot;&gt;Well I figured out just now I had a larger array out of bounds issue that I have resolved and have fixed the problem. &amp;nbsp;Sorry to bother you :)&lt;div&gt;&lt;br&gt;&lt;div&gt;&lt;br&gt;&lt;div&gt; &lt;span class=&quot;Apple-style-span&quot; style=&quot;border-collapse: separate; border-spacing: 0px 0px; color: rgb(0, 0, 0); font-family: Helvetica; font-size: 12px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; text-align: auto; -khtml-text-decorations-in-effect: none; text-indent: 0px; -apple-text-size-adjust: auto; text-transform: none; orphans: 2; white-space: normal; widows: 2; word-spacing: 0px; &quot;&gt;&lt;div&gt;--------------------------------------------------&lt;/div&gt;&lt;div&gt;Brett Hemes&lt;/div&gt;&lt;div&gt;UMN Center for Distributed Robotics&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26650134&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;hemes@...&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26650134&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;hemes001@...&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br class=&quot;khtml-block-placeholder&quot;&gt;&lt;/div&gt;&lt;div&gt;&lt;br class=&quot;khtml-block-placeholder&quot;&gt;&lt;/div&gt;&lt;br class=&quot;Apple-interchange-newline&quot;&gt;&lt;/span&gt; &lt;/div&gt;&lt;br&gt;&lt;div&gt;&lt;div&gt;On Dec 4, 2009, at 2:48 PM, Brett Hemes wrote:&lt;/div&gt;&lt;br class=&quot;Apple-interchange-newline&quot;&gt;&lt;blockquote type=&quot;cite&quot;&gt; I am having an issue building a stepfield comprised of 900 boxes of dBoxClass (constructed using dCreateBox() ) . &amp;nbsp;After I add about 480 boxes I get an error from ODE as follows:&lt;div&gt;ODE INTERNAL ERROR 2: argument not a space in dSpaceAdd()&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;I have tried to trace back the problem as far as I could and I think inside of dCreateBox() the call to dAlloc() is returning NULL. &amp;nbsp;I believe this would explain the error. &amp;nbsp;If I am correct this raises the question of how may geoms can I put in a space in general? &amp;nbsp;My space was created using a call to dHashSpaceCreate(0). &amp;nbsp;I tried dSimpleSpaceCreate(0) and it fails on the same exact call to dCreateBox().&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Thanks,&lt;/div&gt;&lt;div&gt;Brett&lt;br&gt;&lt;br&gt;&lt;div&gt; &lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: 12px; &quot;&gt;&lt;div&gt;--------------------------------------------------&lt;/div&gt;&lt;div&gt;Brett Hemes&lt;/div&gt;&lt;div&gt;UMN Center for Distributed Robotics&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26650134&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;hemes@...&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26650134&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;hemes001@...&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br class=&quot;khtml-block-placeholder&quot;&gt;&lt;/div&gt;&lt;div&gt;&lt;br class=&quot;khtml-block-placeholder&quot;&gt;&lt;/div&gt;&lt;br class=&quot;Apple-interchange-newline&quot;&gt;&lt;/span&gt; &lt;/div&gt;&lt;br&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br&gt;&lt;/div&gt;&lt;/div&gt;&lt;/body&gt;&lt;/html&gt;

&lt;p&gt;&lt;/p&gt;

&lt;p&gt;--&lt;/p&gt;

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<entry>
	<id>tag:old.nabble.com,2006:post-26649050</id>
	<title>How many geoms can I add to a space?</title>
	<published>2009-12-04T12:48:05Z</published>
	<updated>2009-12-04T12:48:05Z</updated>
	<author>
		<name>Brett Hemes</name>
	</author>
	<content type="html">&lt;html&gt;&lt;body style=&quot;word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space; &quot;&gt;
I am having an issue building a stepfield comprised of 900 boxes of dBoxClass (constructed using dCreateBox() ) . &amp;nbsp;After I add about 480 boxes I get an error from ODE as follows:&lt;div&gt;ODE INTERNAL ERROR 2: argument not a space in dSpaceAdd()&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;I have tried to trace back the problem as far as I could and I think inside of dCreateBox() the call to dAlloc() is returning NULL. &amp;nbsp;I believe this would explain the error. &amp;nbsp;If I am correct this raises the question of how may geoms can I put in a space in general? &amp;nbsp;My space was created using a call to dHashSpaceCreate(0). &amp;nbsp;I tried dSimpleSpaceCreate(0) and it fails on the same exact call to dCreateBox().&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;Thanks,&lt;/div&gt;&lt;div&gt;Brett&lt;br&gt;&lt;br&gt;&lt;div&gt; &lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: 12px; &quot;&gt;&lt;div&gt;--------------------------------------------------&lt;/div&gt;&lt;div&gt;Brett Hemes&lt;/div&gt;&lt;div&gt;UMN Center for Distributed Robotics&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26649050&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;hemes@...&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26649050&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;hemes001@...&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br class=&quot;khtml-block-placeholder&quot;&gt;&lt;/div&gt;&lt;div&gt;&lt;br class=&quot;khtml-block-placeholder&quot;&gt;&lt;/div&gt;&lt;br class=&quot;Apple-interchange-newline&quot;&gt;&lt;/span&gt; &lt;/div&gt;&lt;br&gt;&lt;/div&gt;&lt;/body&gt;&lt;/html&gt;

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<entry>
	<id>tag:old.nabble.com,2006:post-26648448</id>
	<title>dWorldStepFast</title>
	<published>2009-12-04T12:04:58Z</published>
	<updated>2009-12-04T12:04:58Z</updated>
	<author>
		<name>Oleh Derevenko-2</name>
	</author>
	<content type="html">&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0 Transitional//EN&quot;&gt;
&lt;HTML&gt;&lt;HEAD&gt;
&lt;META content=&quot;text/html; charset=koi8-r&quot; http-equiv=Content-Type&gt;
&lt;META name=GENERATOR content=&quot;MSHTML 8.00.6001.18852&quot;&gt;

&lt;/HEAD&gt;
&lt;BODY bgColor=#ffffff&gt;
&lt;DIV&gt;&lt;FONT size=2&gt;Hi,&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2&gt;Just occassionally had a look at the files in Groogle Group 
and found there is an ODE manual (in PDF format) with quite a detailed 
description for dWorldStepFast. So, could anyone tell the history of it? How was 
it added? What for? By whom? Is not it needed by anyone indeed? 
Why?&lt;/FONT&gt;&lt;/DIV&gt;&lt;FONT size=2&gt;
&lt;DIV&gt;&lt;BR&gt;Oleh Derevenko&lt;BR&gt;-- Skype with underscore&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26647979</id>
	<title>Re: Re: Update Doxygen Documentation</title>
	<published>2009-12-04T11:32:04Z</published>
	<updated>2009-12-04T11:32:04Z</updated>
	<author>
		<name>Jon Watte (ODE)-2</name>
	</author>
	<content type="html">The only reason to derive from the public C++ classes is if you wanted
&lt;br&gt;to change the behavior of the class. But if that's what you do, then
&lt;br&gt;you have to actually make all the implementation of ODE be virtual,
&lt;br&gt;which we clearly (?) don't want.
&lt;br&gt;&lt;br&gt;If you need to change the C++ classes to the point where you need to
&lt;br&gt;add more member data, then the right thing to do is to write your own
&lt;br&gt;wrappers around the C API. Pretending that the public C++ classes are
&lt;br&gt;derivable just creates more bad than good, IMO.
&lt;br&gt;&lt;br&gt;If you want to derive from the private implementation classes, well,
&lt;br&gt;you're braver than what's healthy :-)
&lt;br&gt;&lt;br&gt;Sincerely,
&lt;br&gt;&lt;br&gt;jw
&lt;br&gt;&lt;br&gt;&lt;br&gt;--
&lt;br&gt;Americans might object: there is no way we would sacrifice our living
&lt;br&gt;standards for the benefit of people in the rest of the world.
&lt;br&gt;Nevertheless, whether we get there willingly or not, we shall soon
&lt;br&gt;have lower consumption rates, because our present rates are
&lt;br&gt;unsustainable.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;On Fri, Dec 4, 2009 at 9:08 AM, Danny Price &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26647979&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;deepblue842@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Oh we could go with your suggestion and have an have an empty but
&lt;br&gt;&amp;gt; polymorphic interface of dWorld etc called dWorldDerivable or something in
&lt;br&gt;&amp;gt; the header. If we can't change the destructors for reasons sighted, it seems
&lt;br&gt;&amp;gt; silly creating yet more classes just to wrap these ones for that deficiency.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; On Fri, Dec 4, 2009 at 3:31 PM, Oleh Derevenko &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26647979&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Oleh.Derevenko@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Instead of having this endless discussion with me you could spend the time
&lt;br&gt;&amp;gt;&amp;gt; for making dynamic wrappers over the static base classes in odecpp.h, I
&lt;br&gt;&amp;gt;&amp;gt; would commit that all and everybody would be happy.
&lt;br&gt;&amp;gt;&amp;gt; Oleh Derevenko
&lt;br&gt;&amp;gt;&amp;gt; -- Skype with underscore
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; ----- Original Message -----
&lt;br&gt;&amp;gt;&amp;gt; From: Danny Price
&lt;br&gt;&amp;gt;&amp;gt; To: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26647979&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt;
&lt;br&gt;&amp;gt;&amp;gt; Sent: Friday, December 04, 2009 5:17 PM
&lt;br&gt;&amp;gt;&amp;gt; Subject: Re: [ode-users] Re: Update Doxygen Documentation
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; On Fri, Dec 4, 2009 at 3:09 PM, Oleh Derevenko &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26647979&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Oleh.Derevenko@...&lt;/a&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; ----- Original Message -----
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Do you read what I'm trying to tell  to you at all??? I told you
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; clearly: &amp;quot;USE YOUR DERIVED CLASS EVERYWHERE IN YOUR CODE INSTEAD OF dWorld&amp;quot;.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; That means that you SHOULD NOT HAVE any pointers to dWorld at all. In the
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; simplest implementation you can just write
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; #define dWorld MyVirtualWorld
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; after odecpp.h has been included.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Right I see what you're getting it. That would work provided, as you say,
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; there are no references or pointers of type dWorld. But why the
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; complication? Why not make dWorld polymorphic just as you did with dJoint?
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Because someone else might want to use dWorld without having virtual
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; methods in it.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; What is the penalty if dWorld is used as if, but has a virtual destructor?
&lt;br&gt;&amp;gt;&amp;gt; Surely the vtable is empty?
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Someone else might want to use dJoint without having virtual destructor
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; in it.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Virtual functions can't be inlined, for example.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; True. But function inlining is compiler and platform specific anyway.
&lt;br&gt;&amp;gt;&amp;gt; There is no guarantee that any function is inlined. This sounds like
&lt;br&gt;&amp;gt;&amp;gt; premature optimization at the cost of basic flexibility.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; And if destructor is the only virtual method it also increases size of
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; object for the sizeof(pointer) for no reason at all.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Surely this is insignificant?
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; You need the class to be dynamic - make it dymanic for yourself. But do
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; not force everyone use it the way you like it.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Polymorphic behavior is not a personal preference - it's a cornerstone of
&lt;br&gt;&amp;gt;&amp;gt; C++. Like or not, it's the natual way to extend classes and first thing a
&lt;br&gt;&amp;gt;&amp;gt; developer will try when using these classes. I would assume it to be the
&lt;br&gt;&amp;gt;&amp;gt; default.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; The world represented by the dWorld instance may never be removed from
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; the scene.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I was just looking at the Doxygen reference and strangely, some of the
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; classes (eg dJoint) do have virtual functions but none have virtual
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; destructors meaning it would be dangerous to derive from them for the same
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; reason.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Here are lines 431-433 of odecpp.h with &amp;quot;virtual&amp;quot; word highlighted to
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; be easier to spot.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; public:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;   virtual ~dJoint() // :( Destructor must be virtual to suppress
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; compiler warning &amp;quot;class XXX has virtual functions but non-virtual
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; destructor&amp;quot;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;     { if (_id) dJointDestroy (_id); }
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Hope this helps.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Then it must have been changed (for the better!) - it's not in
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; &lt;a href=&quot;http://opende.sourceforge.net/docs/odecpp_8h-source.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://opende.sourceforge.net/docs/odecpp_8h-source.html&lt;/a&gt;&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Sure, I fixed that on March 2nd, 2008. Now - God thank you - it's
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; already the December 2009.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Thanks. This is what I've been advocating. But you only fixed this one to
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; surpress a compiler warning. I don't see the benefit of crippling these
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; classes in this way. As you also pointer out, they are not used by ODE
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; internally anyway.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; --
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26646142</id>
	<title>Re: Re: Update Doxygen Documentation</title>
	<published>2009-12-04T09:34:16Z</published>
	<updated>2009-12-04T09:34:16Z</updated>
	<author>
		<name>Oleh Derevenko-2</name>
	</author>
	<content type="html">&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0 Transitional//EN&quot;&gt;
&lt;HTML&gt;&lt;HEAD&gt;
&lt;META content=&quot;text/html; charset=iso-8859-1&quot; http-equiv=Content-Type&gt;
&lt;META name=GENERATOR content=&quot;MSHTML 8.00.6001.18852&quot;&gt;

&lt;/HEAD&gt;
&lt;BODY bgColor=#ffffff&gt;
&lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;No, use commit 1712.&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;BR&gt;&lt;FONT size=2 face=Verdana&gt;Oleh Derevenko&lt;BR&gt;-- Skype with 
underscore&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;BLOCKQUOTE style=&quot;BORDER-LEFT: #000000 2px solid; PADDING-LEFT: 5px; PADDING-RIGHT: 0px; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px&quot; dir=ltr&gt;
  &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;----- Original Message ----- &lt;/DIV&gt;
  &lt;DIV style=&quot;FONT: 10pt arial; BACKGROUND: #e4e4e4; font-color: black&quot;&gt;&lt;B&gt;From:&lt;/B&gt; 
  &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26646142&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Oleh.Derevenko@...&lt;/a&gt; &lt;/DIV&gt;
  &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;To:&lt;/B&gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26646142&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt; &lt;/DIV&gt;
  &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Sent:&lt;/B&gt; Friday, December 04, 2009 7:16 
  PM&lt;/DIV&gt;
  &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Subject:&lt;/B&gt; Re: [ode-users] Re: Update 
  Doxygen Documentation&lt;/DIV&gt;
  &lt;DIV&gt;&lt;BR&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Allright, no need to answer.&lt;/FONT&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Changed it to be inheritable, customizable, and 
  anything else able.&lt;/FONT&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Revision 1711.&lt;/FONT&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Enjoy (if you can ;) )!&lt;/FONT&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;BR&gt;&lt;FONT size=2 face=Verdana&gt;Oleh Derevenko&lt;BR&gt;-- Skype with 
  underscore&lt;/FONT&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
  &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
  &lt;BLOCKQUOTE style=&quot;BORDER-LEFT: #000000 2px solid; PADDING-LEFT: 5px; PADDING-RIGHT: 0px; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px&quot; dir=ltr&gt;
    &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;----- Original Message ----- &lt;/DIV&gt;
    &lt;DIV style=&quot;FONT: 10pt arial; BACKGROUND: #e4e4e4; font-color: black&quot;&gt;&lt;B&gt;From:&lt;/B&gt; 
    &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26646142&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Oleh.Derevenko@...&lt;/a&gt; &lt;/DIV&gt;
    &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;To:&lt;/B&gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26646142&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt; 
    &lt;/DIV&gt;
    &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Sent:&lt;/B&gt; Friday, December 04, 2009 5:46 
    PM&lt;/DIV&gt;
    &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Subject:&lt;/B&gt; Re: [ode-users] Re: Update 
    Doxygen Documentation&lt;/DIV&gt;
    &lt;DIV&gt;&lt;BR&gt;&lt;/DIV&gt;
    &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Sorry, this is a stupid suggestion. dJoint 
    has to have virtual destructor if you want to derive from its descendants. 
    The only problem is that YOU CAN'T extend&amp;nbsp;the hierarchy&amp;nbsp;of classes 
    without changing its base class as you would have to extend all the leaf 
    classes in the tree (for example, by using multiple inheritance in a quite a 
    tricly way).&lt;/FONT&gt;&lt;/DIV&gt;
    &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;So, my question is: imagine I made all the 
    classes having virtual destructor - how would you plan to extend joint 
    classes without using aggregation then? &lt;/FONT&gt;&lt;/DIV&gt;
    &lt;DIV&gt;&lt;BR&gt;&lt;FONT size=2 face=Verdana&gt;Oleh Derevenko&lt;BR&gt;-- Skype with 
    underscore&lt;/FONT&gt;&lt;/DIV&gt;
    &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
    &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
    &lt;BLOCKQUOTE style=&quot;BORDER-LEFT: #000000 2px solid; PADDING-LEFT: 5px; PADDING-RIGHT: 0px; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px&quot;&gt;
      &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;----- Original Message ----- &lt;/DIV&gt;
      &lt;DIV style=&quot;FONT: 10pt arial; BACKGROUND: #e4e4e4; font-color: black&quot;&gt;&lt;B&gt;From:&lt;/B&gt; 
      &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26646142&amp;i=4&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Oleh.Derevenko@...&lt;/a&gt; &lt;/DIV&gt;
      &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;To:&lt;/B&gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26646142&amp;i=5&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt; 
      &lt;/DIV&gt;
      &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Sent:&lt;/B&gt; Friday, December 04, 2009 5:31 
      PM&lt;/DIV&gt;
      &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Subject:&lt;/B&gt; Re: [ode-users] Re: Update 
      Doxygen Documentation&lt;/DIV&gt;
      &lt;DIV&gt;&lt;BR&gt;&lt;/DIV&gt;
      &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Instead of having this endless discussion 
      with me you could spend the time for making dynamic wrappers over the 
      static base classes in odecpp.h, I would commit that all and everybody 
      would be happy.&lt;/FONT&gt;&lt;/DIV&gt;&lt;FONT size=2&gt;
      &lt;DIV&gt;&lt;BR&gt;Oleh Derevenko&lt;BR&gt;-- Skype with underscore&lt;/DIV&gt;
      &lt;DIV&gt;&lt;FONT face=Verdana&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;&lt;/FONT&gt;&lt;/BLOCKQUOTE&gt;&lt;/BLOCKQUOTE&gt;&lt;/BLOCKQUOTE&gt;&lt;/BODY&gt;&lt;/HTML&gt;
&lt;br /&gt; &lt;div class=&quot;small&quot;&gt;&lt;br/&gt;&lt;img src=&quot;http://old.nabble.com/images/icon_attachment.gif&quot; &gt; &lt;strong&gt;smime.p7s&lt;/strong&gt; (9K) &lt;a href=&quot;http://old.nabble.com/attachment/26646142/0/smime.p7s&quot; target=&quot;_top&quot;&gt;Download Attachment&lt;/a&gt;&lt;/div&gt;</content>
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26645884</id>
	<title>Re: Re: Update Doxygen Documentation</title>
	<published>2009-12-04T09:16:17Z</published>
	<updated>2009-12-04T09:16:17Z</updated>
	<author>
		<name>Oleh Derevenko-2</name>
	</author>
	<content type="html">&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0 Transitional//EN&quot;&gt;
&lt;HTML&gt;&lt;HEAD&gt;
&lt;META content=&quot;text/html; charset=iso-8859-1&quot; http-equiv=Content-Type&gt;
&lt;META name=GENERATOR content=&quot;MSHTML 8.00.6001.18852&quot;&gt;

&lt;/HEAD&gt;
&lt;BODY bgColor=#ffffff&gt;
&lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Allright, no need to answer.&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Changed it to be inheritable, customizable, and 
anything else able.&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Revision 1711.&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Enjoy (if you can ;) )!&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;BR&gt;&lt;FONT size=2 face=Verdana&gt;Oleh Derevenko&lt;BR&gt;-- Skype with 
underscore&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;BLOCKQUOTE style=&quot;BORDER-LEFT: #000000 2px solid; PADDING-LEFT: 5px; PADDING-RIGHT: 0px; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px&quot; dir=ltr&gt;
  &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;----- Original Message ----- &lt;/DIV&gt;
  &lt;DIV style=&quot;FONT: 10pt arial; BACKGROUND: #e4e4e4; font-color: black&quot;&gt;&lt;B&gt;From:&lt;/B&gt; 
  &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26645884&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Oleh.Derevenko@...&lt;/a&gt; &lt;/DIV&gt;
  &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;To:&lt;/B&gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26645884&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt; &lt;/DIV&gt;
  &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Sent:&lt;/B&gt; Friday, December 04, 2009 5:46 
  PM&lt;/DIV&gt;
  &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Subject:&lt;/B&gt; Re: [ode-users] Re: Update 
  Doxygen Documentation&lt;/DIV&gt;
  &lt;DIV&gt;&lt;BR&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Sorry, this is a stupid suggestion. dJoint has 
  to have virtual destructor if you want to derive from its descendants. The 
  only problem is that YOU CAN'T extend&amp;nbsp;the hierarchy&amp;nbsp;of classes 
  without changing its base class as you would have to extend all the leaf 
  classes in the tree (for example, by using multiple inheritance in a quite a 
  tricly way).&lt;/FONT&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;So, my question is: imagine I made all the 
  classes having virtual destructor - how would you plan to extend joint classes 
  without using aggregation then? &lt;/FONT&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;BR&gt;&lt;FONT size=2 face=Verdana&gt;Oleh Derevenko&lt;BR&gt;-- Skype with 
  underscore&lt;/FONT&gt;&lt;/DIV&gt;
  &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
  &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
  &lt;BLOCKQUOTE style=&quot;BORDER-LEFT: #000000 2px solid; PADDING-LEFT: 5px; PADDING-RIGHT: 0px; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px&quot;&gt;
    &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;----- Original Message ----- &lt;/DIV&gt;
    &lt;DIV style=&quot;FONT: 10pt arial; BACKGROUND: #e4e4e4; font-color: black&quot;&gt;&lt;B&gt;From:&lt;/B&gt; 
    &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26645884&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Oleh.Derevenko@...&lt;/a&gt; &lt;/DIV&gt;
    &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;To:&lt;/B&gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26645884&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt; 
    &lt;/DIV&gt;
    &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Sent:&lt;/B&gt; Friday, December 04, 2009 5:31 
    PM&lt;/DIV&gt;
    &lt;DIV style=&quot;FONT: 10pt arial&quot;&gt;&lt;B&gt;Subject:&lt;/B&gt; Re: [ode-users] Re: Update 
    Doxygen Documentation&lt;/DIV&gt;
    &lt;DIV&gt;&lt;BR&gt;&lt;/DIV&gt;
    &lt;DIV&gt;&lt;FONT size=2 face=Verdana&gt;Instead of having this endless discussion 
    with me you could spend the time for making dynamic wrappers over the static 
    base classes in odecpp.h, I would commit that all and everybody would be 
    happy.&lt;/FONT&gt;&lt;/DIV&gt;&lt;FONT size=2&gt;
    &lt;DIV&gt;&lt;BR&gt;Oleh Derevenko&lt;BR&gt;-- Skype with underscore&lt;/DIV&gt;
    &lt;DIV&gt;&lt;FONT face=Verdana&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;&lt;/FONT&gt;&lt;/BLOCKQUOTE&gt;&lt;/BLOCKQUOTE&gt;&lt;/BODY&gt;&lt;/HTML&gt;
&lt;br /&gt; &lt;div class=&quot;small&quot;&gt;&lt;br/&gt;&lt;img src=&quot;http://old.nabble.com/images/icon_attachment.gif&quot; &gt; &lt;strong&gt;smime.p7s&lt;/strong&gt; (9K) &lt;a href=&quot;http://old.nabble.com/attachment/26645884/0/smime.p7s&quot; target=&quot;_top&quot;&gt;Download Attachment&lt;/a&gt;&lt;/div&gt;</content>
	<link rel="alternate" type="text/html" href="http://old.nabble.com/Update-Doxygen-Documentation-tp26630966p26645884.html" />
</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26645775</id>
	<title>Re: Re: Update Doxygen Documentation</title>
	<published>2009-12-04T09:08:02Z</published>
	<updated>2009-12-04T09:08:02Z</updated>
	<author>
		<name>danny77uk</name>
	</author>
	<content type="html">Oh we could go with your suggestion and have an have an empty but polymorphic interface of dWorld etc called dWorldDerivable or something in the header. If we can&amp;#39;t change the destructors for reasons sighted, it seems silly creating yet more classes just to wrap these ones for that deficiency.&lt;br&gt;
&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Fri, Dec 4, 2009 at 3:31 PM, Oleh Derevenko &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26645775&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Oleh.Derevenko@...&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;






&lt;div bgcolor=&quot;#ffffff&quot;&gt;
&lt;div&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;Instead of having this endless discussion with me 
you could spend the time for making dynamic wrappers over the static base 
classes in odecpp.h, I would commit that all and everybody would be 
happy.&lt;/font&gt;&lt;/div&gt;&lt;div class=&quot;im&quot;&gt;&lt;font size=&quot;2&quot;&gt;
&lt;div&gt;&lt;br&gt;Oleh Derevenko&lt;br&gt;-- Skype with underscore&lt;/div&gt;
&lt;div&gt; &lt;/div&gt;
&lt;div&gt;&lt;/div&gt;&lt;/font&gt; &lt;/div&gt;&lt;/div&gt;
&lt;blockquote style=&quot;border-left: 2px solid rgb(0, 0, 0); padding-left: 5px; padding-right: 0px; margin-left: 5px; margin-right: 0px;&quot;&gt;
  &lt;div style=&quot;font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;&quot;&gt;----- Original Message ----- &lt;/div&gt;&lt;div class=&quot;im&quot;&gt;

  &lt;div style=&quot;background: rgb(228, 228, 228) none repeat scroll 0% 0%; font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -moz-background-clip: border; -moz-background-origin: padding; -moz-background-inline-policy: continuous;&quot;&gt;
&lt;b&gt;From:&lt;/b&gt; 
  &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26645775&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;deepblue842@...&lt;/a&gt; &lt;/div&gt;
  &lt;div style=&quot;font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;&quot;&gt;&lt;b&gt;To:&lt;/b&gt; &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26645775&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ode-users@...&lt;/a&gt; &lt;/div&gt;

  &lt;/div&gt;&lt;div class=&quot;im&quot;&gt;&lt;div style=&quot;font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;&quot;&gt;&lt;b&gt;Sent:&lt;/b&gt; Friday, December 04, 2009 5:17 
  PM&lt;/div&gt;
  &lt;div style=&quot;font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;&quot;&gt;&lt;b&gt;Subject:&lt;/b&gt; Re: [ode-users] Re: Update 
  Doxygen Documentation&lt;/div&gt;
  &lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;
  &lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class=&quot;h5&quot;&gt;&lt;div class=&quot;gmail_quote&quot;&gt;On Fri, Dec 4, 2009 at 3:09 PM, Oleh Derevenko &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26645775&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Oleh.Derevenko@...&lt;/a&gt;&amp;gt;&lt;/span&gt; 
  wrote:&lt;br&gt;
  &lt;blockquote style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot; class=&quot;gmail_quote&quot;&gt;
    &lt;div&gt;
    &lt;div bgcolor=&quot;#ffffff&quot;&gt;&lt;font size=&quot;2&quot;&gt;
    &lt;div&gt;&lt;font face=&quot;Verdana&quot;&gt;&lt;/font&gt; &lt;/div&gt;
    &lt;div&gt;&lt;font face=&quot;Verdana&quot;&gt;&lt;/font&gt;&lt;/div&gt;&lt;/font&gt; &lt;/div&gt;
    &lt;blockquote style=&quot;border-left: 2px solid rgb(0, 0, 0); padding-left: 5px; padding-right: 0px; margin-left: 5px; margin-right: 0px;&quot;&gt;
      &lt;div style=&quot;font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; font-size-adjust: none; font-stretch: normal;&quot;&gt;----- 
      Original Message ----- &lt;/div&gt;
      &lt;div style=&quot;background: rgb(228, 228, 228) none repeat scroll 0% 0%; font-family: arial; font-style: normal; font-variant: normal; font-weight: normal; font-size: 10pt; line-height: normal; -moz-background-clip: border; -moz-background-origin: padding; -moz-background-inline-policy: continuous; font-size-adjust: none; font-stretch: normal;&quot;&gt;
&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt; &lt;/div&gt;
      &lt;div class=&quot;gmail_quote&quot;&gt;
      &lt;blockquote style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot; class=&quot;gmail_quote&quot;&gt;
        &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;Do you read what I&amp;#39;m 
        trying to tell  to you at all??? I told you clearly: &amp;quot;USE YOUR 
        DERIVED CLASS EVERYWHERE IN YOUR CODE INSTEAD OF dWorld&amp;quot;. That 
        means that you SHOULD NOT HAVE any pointers to dWorld at all. 
        In the simplest implementation you can just write&lt;/font&gt;&lt;/div&gt;
        &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt; &lt;/div&gt;
        &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font color=&quot;#0000ff&quot; face=&quot;Verdana&quot; size=&quot;2&quot;&gt;#define 
        dWorld MyVirtualWorld&lt;/font&gt;&lt;/div&gt;
        &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt; &lt;/div&gt;
        &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;after odecpp.h has been 
        included.&lt;/font&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt;
      &lt;div&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt;&lt;br&gt;Right I see what you&amp;#39;re getting 
      it. That would work provided, as you say, there are no references or 
      pointers of type dWorld. But why the complication? Why not make dWorld 
      polymorphic just as you did with dJoint?&lt;br&gt;&lt;/div&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;/div&gt;
    &lt;div&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;Because someone else might want to use dWorld 
    without having virtual methods in it. &lt;/font&gt;&lt;/div&gt;&lt;/blockquote&gt;
  &lt;div&gt;&lt;br&gt;What is the penalty if dWorld is used as if, but has a virtual 
  destructor? Surely the vtable is empty?&lt;br&gt;&lt;br&gt; &lt;/div&gt;
  &lt;blockquote style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot; class=&quot;gmail_quote&quot;&gt;
    &lt;div&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;Someone else might want to use dJoint without 
    having virtual destructor in it.&lt;/font&gt;&lt;/div&gt;
    &lt;div&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;Virtual functions can&amp;#39;t be inlined, for 
    example. &lt;/font&gt;&lt;/div&gt;&lt;/blockquote&gt;
  &lt;div&gt;&lt;br&gt;True. But function inlining is compiler and platform specific anyway. 
  There is no guarantee that any function is inlined. This sounds like premature 
  optimization at the cost of basic flexibility.&lt;br&gt;&lt;br&gt;&lt;/div&gt;
  &lt;blockquote style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot; class=&quot;gmail_quote&quot;&gt;
    &lt;div&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;And if destructor is the only virtual 
    method it also increases size of object for the sizeof(pointer) for no 
    reason at all.&lt;/font&gt;&lt;/div&gt;&lt;/blockquote&gt;
  &lt;div&gt;&lt;br&gt;Surely this is insignificant?&lt;br&gt; &lt;/div&gt;
  &lt;blockquote style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot; class=&quot;gmail_quote&quot;&gt;
    &lt;div&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;You need the class to be dynamic - make it 
    dymanic for yourself. But do not force everyone use it the way you like 
    it.&lt;/font&gt;&lt;/div&gt;&lt;/blockquote&gt;
  &lt;div&gt;&lt;br&gt;Polymorphic behavior is not a personal preference - it&amp;#39;s a 
  cornerstone of C++. Like or not, it&amp;#39;s the natual way to extend classes and 
  first thing a developer will try when using these classes. I would assume it 
  to be the default.&lt;br&gt; &lt;/div&gt;
  &lt;blockquote style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot; class=&quot;gmail_quote&quot;&gt;
    &lt;blockquote style=&quot;border-left: 2px solid rgb(0, 0, 0); padding-left: 5px; padding-right: 0px; margin-left: 5px; margin-right: 0px;&quot;&gt;
      &lt;div&gt;
      &lt;div class=&quot;gmail_quote&quot;&gt; &lt;/div&gt;
      &lt;blockquote style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot; class=&quot;gmail_quote&quot;&gt;
        &lt;div&gt;
        &lt;blockquote style=&quot;border-left: 2px solid rgb(0, 0, 0); padding-left: 5px; padding-right: 0px; margin-left: 5px; margin-right: 0px;&quot;&gt;
          &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;/div&gt;
          &lt;blockquote style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot; class=&quot;gmail_quote&quot;&gt;
            &lt;div&gt;
            &lt;blockquote style=&quot;border-left: 2px solid rgb(0, 0, 0); padding-left: 5px; padding-right: 0px; margin-left: 5px; margin-right: 0px;&quot;&gt;
              &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt; &lt;/div&gt;
              &lt;div class=&quot;gmail_quote&quot;&gt;The world represented by the dWorld 
              instance may never be removed from the scene.&lt;br&gt;&lt;br&gt;I was just 
              looking at the Doxygen reference and strangely, some of the 
              classes (eg dJoint) do have virtual functions but none have 
              virtual destructors meaning it would be dangerous to derive from 
              them for the same reason.&lt;br&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;/div&gt;
            &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;Here are lines 
            431-433 of odecpp.h with &amp;quot;virtual&amp;quot; word highlighted to be easier to 
            spot.&lt;/font&gt;&lt;/div&gt;
            &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font color=&quot;#0000ff&quot; face=&quot;Verdana&quot; size=&quot;2&quot;&gt;public:&lt;br&gt;  &lt;b&gt;&lt;font color=&quot;#ff0000&quot;&gt;virtual&lt;/font&gt;&lt;/b&gt; ~dJoint() // :( Destructor must be 
            virtual to suppress compiler warning &amp;quot;class XXX has virtual 
            functions but non-virtual destructor&amp;quot;&lt;br&gt;    { if 
            (_id) dJointDestroy (_id); }&lt;br&gt;&lt;/font&gt;&lt;/div&gt;
            &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;Hope this 
            helps.&lt;/font&gt;&lt;/div&gt;
            &lt;div&gt;
            &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt; &lt;/div&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt;
          &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt;&lt;br&gt;Then it 
          must have been changed (for the better!) - it&amp;#39;s not in &lt;a href=&quot;http://opende.sourceforge.net/docs/odecpp_8h-source.html&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://opende.sourceforge.net/docs/odecpp_8h-source.html&lt;/a&gt;&lt;br&gt;&lt;/div&gt;
&lt;/blockquote&gt;&lt;/div&gt;
        &lt;div class=&quot;gmail_quote&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;Sure, I fixed that on 
        March 2nd, &lt;b&gt;2008&lt;/b&gt;. Now - God thank you - it&amp;#39;s already the 
        December 2009.&lt;/font&gt;&lt;br&gt;&lt;/div&gt;
        &lt;div&gt;
        &lt;div&gt;&lt;/div&gt;
        &lt;div&gt;
        &lt;div class=&quot;gmail_quote&quot;&gt;
        &lt;div&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;&lt;/font&gt; &lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/blockquote&gt;
      &lt;div class=&quot;gmail_quote&quot;&gt;&lt;br&gt;Thanks. This is what I&amp;#39;ve been advocating. But 
      you only fixed this one to surpress a compiler warning. I don&amp;#39;t see the 
      benefit of crippling these classes in this way. As you also pointer out, 
      they are not used by ODE internally anyway.&lt;br&gt;&lt;/div&gt;&lt;br&gt;
      &lt;p&gt;&lt;/p&gt;&lt;/div&gt;
      &lt;div&gt;
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