[ODE] Disabling axis of rotations on a body

Martin C. Martin martin at metahuman.org
Wed Jul 9 12:14:01 2003


Then the only thing I can suggest is hacking the aMotor so one of the
bodies can be NULL.  The existing joints are examples of how to do this. 
Basically, wherever the code needs some field of joint->node[1].body, you
check to see if joint->node[1].body is null.  If it is, then you use the
appropriate value for the world.  e.g. if it's accessing the body's R,
just use the indentity in its place.

I don't see why the aMotor needs two non-world bodies, so I think it
should work, although I haven't thought about it deeply.

- Martin

Alex Hetu wrote:
> 
> i tried a Amotor, but it fails if there's only one body attached to it.
> 
> -----Original Message-----
> From: ode-admin@q12.org [mailto:ode-admin@q12.org]On Behalf Of Martin C.
> Martin
> Sent: Wednesday, July 09, 2003 2:56 PM
> To: Alex Hetu
> Cc: ode@q12.org
> Subject: Re: [ODE] Disabling axis of rotations on a body
> 
> > I looked for joints or constraints, but joints don't really apply on
> single
> > bodies...
> 
> They do if the other body is the world, which is exactly your situation
> 
> > and i wish to find a CLEAN solution. Am I missing something?
> 
> I think the Amotor joint can do what you want.
> 
> - Martin
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