[ODE] Collision callback pattern
Dave Lloyd
dave at chaos.org.uk
Mon Sep 1 21:35:02 2003
Nate W wrote:
>On Tue, 2 Sep 2003, Dave Lloyd wrote:
>
>
>
>>Thanks for the pointers, Nate. I like the approach you're suggesting
>>here - I was having similar thoughts but I wasn't sure how to handle the
>>mutual interaction of the two surfaces in contact.
>>
>>
>
>To be honest, I'm not really sure either. :-) Would the contact friction
>be the average of the two materials, or the lesser of the two? Would
>bouncyness be the greater of the two, or the sum? I guess the latter in
>both cases, but it's just a guess.
>
Seems like a good strategy then would be to blend the materials
empirically according to 'typical physics' (i.e., best guess) and
provide escape mechanisms for unusual material combinations. An
alternative would be to provide a rule for each pair of surface types -
admittedly more awkward to introduce new surfaces as each combination
must be considered but I suspect in many cases there won't be that many
surface types. Each surface type could of course be parameterised. This
would allow us to distinguish the effect of chunky tyres on tarmac
versus slicks on tarmac or studded tyres on ice. We may also need to
have a finer detail description of the surface than the geom - I use a
trimesh geom for each terrain patch (roughly 32m square) but might have
surface details at the triangle level. Hmm.
I also like the idea of setting rules for other effects driven by the
contacts: e.g., dust particles from rubber/sand proportional to the
linear velocity.
Cheers,
Dave