[ODE] Fixed joint no good idea?

David McClurg dmcclurg at pandemicstudios.com.au
Wed Mar 26 17:24:01 2003


yes. and that means less work for ode than using a fixed joint. thanks!

-----Original Message-----
From: david@csworkbench.com [mailto:david@csworkbench.com]
Sent: Thursday, 27 March 2003 10:18 AM
To: ode@q12.org
Subject: RE: [ODE] Fixed joint no good idea?


Perhaps what you are looking for is actually a 2-step process.

1) disable body
2) detach body and geom by setting the geom's body to 0.

Then stuff will collide against the static geom as if it had infinite
mass, and the body will never have a contact joint added to it, since it
has no geom attached to it.  And you don't have to re-create the geom or
body, just set the geom back to the body and re-enable it and you're off.

Hope that helps,
David

> If I don't create any contact joints on it, then other enabled bodies
> can't interact-with/bounce-off it.  When I first learned of disabled
> bodies, I intuitively thought the body would act as if it had a fixed
> joint with the world.  Instead, I don't really see the usefulness of
> disabled bodies.  Fixed joints seem to be the way to effectively disable
> a body.
>
> -----Original Message-----
> From: Benny Kramek [mailto:benny@kramekweb.com]
> Sent: Wednesday, 26 March 2003 9:19 PM
> To: ode@q12.org
> Subject: Re: [ODE] Fixed joint no good idea?
>
>
>> There doesn't seem to be a way to permanently disable a body.  You can
>> disable it but the next contact enables it.
>
> So don't create any contact joints on it.