[ODE] Disabling axis of rotations on a body
Alex Hetu
alexhetu at videotron.ca
Wed Jul 9 12:53:02 2003
Hm. yes i was thinking about doing that, I guess it would also require
reseting the torque too.... it's not hard obviously, and i guess that's what
i'll use for now, but it sure ain't clean. :)
Martin C.Martin suggested adding code to allow a AMotor joint to support the
static environment as body2. It's a very good idea i think. But i wish ODE
would provide a simple joint to do that though, or maybe just some
parameters that could be set on the body maybe.
Thx guys
-----Original Message-----
From: ode-admin@q12.org [mailto:ode-admin@q12.org]On Behalf Of Erwin de
Vries
Sent: Wednesday, July 09, 2003 3:18 PM
To: ode@q12.org
Subject: Re: [ODE] Disabling axis of rotations on a body
If you truly want to disable an axis of rotation you should just manually
set it after each step. For car wheels its important that they are always in
the right rotation, and i found no way other than forcing the rotation to be
correct.
Erwin
----- Original Message -----
From: "Alex Hetu" <alexhetu@videotron.ca>
To: <ode@q12.org>
Sent: Wednesday, July 23, 2003 20:47
Subject: [ODE] Disabling axis of rotations on a body
> Hi,
>
> I'd like to know if it is possible to disable certain axis of rotation on
a
> body and still move it around in the world and make it collide with other
> bodies without ever rotating around those disabled axis (ex: a tall box or
> cylinder that can only rotate on itself around the Y-axis and which can
> never fall on its sides...). Or maybe it could be possible to actually
> disable all rotations of a body?
>
> I looked for joints or constraints, but joints don't really apply on
single
> bodies... and i wish to find a CLEAN solution. Am I missing something?
>
> thx!
> Alex Hetu
>
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>
>
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