Hi,Radu,

Thanks for your advice, my project is working normally, I will use chrono 
engine in my project, I can't read the data of obj directly, I have to read 
the data from a more complex model format, such as a cube in my project, 
the cube has 12 triangular facets and 36 vertices. Each of the three 
vertices forms a triangular face, and I put these three vertices in turn 
into trimesh. 

Thanks again for your help,

-Page

在2023年12月3日星期日 UTC+8 21:23:35<Radu Serban> 写道:

> Hi Page,
>
>  
>
> The issues I was referring to are related to misuse of a connected 
> triangular mesh. What you created is a “triangle soup” with no connectivity 
> information.  That is not the best way of specifying a collision mesh. You 
> should read more carefully the description of a ChTriangleMeshConnected and 
> generate all its information. But even better is to use a mesh specified in 
> a Wavefront OBJ file and let Chrono read it and create the corresponding 
> collision object.  There are only very few situations where one would need 
> to create a trimesh programmatically. Not knowing what exactly your end 
> goal is, other issues with the code you provided could be: using a trimesh 
> when a convex hull would do (more efficient collision shape) and not 
> sharing the geometry (assuming you have multiple objects/bodies with the 
> same collision shapes.
>
>  
>
> --Radu
>
>  
>
> *From:* 'Page' via ProjectChrono <[email protected]> 
> *Sent:* Saturday, December 2, 2023 8:20 AM
> *To:* ProjectChrono <[email protected]>
> *Subject:* Re: [chrono] The collision is strange after using 
> AddTriangleMesh
>
>  
>
> Hi,Radu
>
> Thank you very much for your prompt reply. The issue you pointed out is 
> correct: I made a mistake in the direction of the normal. When I corrected 
> this issue, it seems to work properly. In this demo, I just tested using a 
> triangular mesh for collisions, and in the future, I will use complex 
> models for precise collisions
>
>  
>
> You mentioned that there are many issues with my code, can you help me 
> point them out? Thank you very much. I am very interested in this physics 
> engine
>
>  
>
> --Page
>
>  
>
> 在2023年11月30日星期四 UTC+8 16:02:20<Radu Serban> 写道:
>
> Page,
>
>  
>
> First of all, please attach code as a text file, not a Word document!
>
>  
>
> There are many issues with the code you provided and it’s not clear to me 
> why you are trying such a low-level approach when other solutions are 
> available. If you are convinced you need to create a 
> ChTriangleMeshConnected programmatically (hopefully for something other 
> than a box), please first make sure you understand well how those work and 
> how they should be created.
>
>  
>
> Having said that, one problem with your code is that you define the mesh 
> with normal pointing inwards. The order of the vertices in each triangle 
> follows the right-hand rule.
>
>  
>
> --Radu
>
>  
>
> *From:* 'Page' via ProjectChrono <[email protected]> 
> *Sent:* Wednesday, November 29, 2023 10:03 AM
> *To:* ProjectChrono <[email protected]>
> *Subject:* [chrono] The collision is strange after using AddTriangleMesh
>
>  
>
> Hi,all
>
> I write a simple demo, I built a ChBody, use AddTriangleMesh, add a cube 
> mesh, so that two cubes do collision, but the collision effect is obviously 
> wrong, I hope someone can help me, the following is the code and 
> demonstration video
>
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