You can compile ODE without trimesh collision code, because it depends on a large set of routines
that increase compile time, executable size and may not compile without problems on all platforms.
If you want to do *anything* with trimesh, you'll need to define dTRIMESH_ENABLED in your
ode/src/config.h (it is explained there in the comments). This will include ray-trimesh,
capsule-trimesh collision routines.
If capsule collisions work for you, but not rays, check your nearCallback function. Also, verify
that the ray geom is set up properly.
Naturally, make sure you have the latest ODE version/revision. An older version of the GIMPACT
trimesh collider had a bug with ray collisions, the default trimesh collider (OPCODE) has always
been stable though.
/Remdul
> I´d like to implement a raycaster to improve the collision detection
> between a game character and the game´s word.
>
> Game´s word is a triangle mesh and the game character uses a capsule
> and a ray to detect collision. The ray is shot at the direction in
> wich the character moves in order to avoid tunneling problem.
>
> Well, I could read on this link: http://opende.sourceforge.net/wiki/index.php/Manual_(Collision_Detection)
> that ODE is not able to detect Ray vs Trimesh collision if
> dTRIMESH_ENABLED flag is not activated.
>
> In fact , Ray vs trimesh is not been detected in my game.
>
> I´d like to know if the information on the web link above is correct.
> If yes , how to change the dTRIMESH_ENABLED flag and what the
> implications and drawbacks of doing it.
>
> Thanks !
No, the callback is the same. Can you post your dRay geom code?
/Martijn