[ODE] Fixed joint no good idea?
David McClurg
dmcclurg at pandemicstudios.com.au
Tue Mar 25 16:30:02 2003
It seems like a fixed joint might be useful as a way to temporarily anchor something immovable to the world.
Perhaps it would be better to un-linking the geoms from the body? But then, what happens to the body? There doesn't seem to be a way to permanently disable a body. You can disable it but the next contact enables it. I'd hate to delete and create the body everytime I want this behavior.
hmmm.
-----Original Message-----
From: Michal Bacik [mailto:michal@lonelycatgames.com]
I think it's mainly due performance reasons - but for debugging I found it
quite helpful. I didn't encounter any problems - it's just a specialized
kind of joint.
> From: ode-admin@q12.org [mailto:ode-admin@q12.org]On Behalf Of Daniel
> Marbach
>
> The ODE documentation doesn't recommend using fixed joints to attach
> bodies to each other ("Using this joint is almost never a good idea in
> practice, except when debugging. If you need two bodies glued together
> it is better to represent that as a single body.")
>
> Why? Is it just slowing down everything or are there other nasty things?