[ODE] Contacts/constraints?
nlin@nlin.net
nlin at nlin.net
Wed Nov 7 05:50:01 MST 2001
Russ Smith wrote:
> * contacts may be implemented with non-constraint methods
What do you mean by this? Manually adding externally computed penalty forces
or impulses to the model?
While we're on this topic, two theoretical questions...
- ODE doesn't use any impulses, right? So collisions and interpenetrations,
which are violations of the transiently created contact joints, are
satisfied (within tolerance) by the constraint force solver, which forces
the system configuration from an illegal configuration to a (nearly) legal
one on the constraint mainfold? Therefore, is it correct that the
specification and enforcing of non-penetration constraints (i.e. contact
joints) essentially embodies the empirical laws of collision (reversal
of relative velocity along the contact normal) which need to be explicitly
coded in an impulse based simulator? What I am really asking is, how does
all the proper rigid body motion get imparted to the body after collision?
Is there some magic in the contact joint, or is it inherent in the constraint
based method that satisfaction of non-penetration constraints automatically
imparts the correct post-collision momenta to the system state?
- As far as I understand it constraints can be classified as holonomic or
non-holonomic. Does ODE support both kinds of constraints?
Thanks,
-Norman Lin
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