[ODE] Restricting a body to 2D
Jon Watte
hplus-ode at mindcontrol.org
Fri Dec 10 09:32:35 MST 2004
An AMotor only restricts ROTATION, not movement.
He needs the newly submitted L-motor. Google the archives
for that patch (just a week or two old) and try it out.
There's also a Plane2D joint which you could look for.
Cheers,
/ h+
-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
Patrick McColgan
Sent: Friday, December 10, 2004 1:20 AM
To: ODE
Subject: Re: [ODE] Restricting a body to 2D
You want to be using the AMotor, its covered in the documentation and
appears in one sample program.
For your needs EulerMode might do, so ODE will do the hard work. Then
set Hi and Lo stops on the axis as required, search the lists for more
stuff. I've found there to be issues with AMotors generally but as of
this week have got them working the way I want them.
Good luck.
daniel åkerud wrote:
>
> i have a 3d world, with 3d objects colliding in plenty of 3d-ways -
> all thanks to ODE.
>
> however,
> i have a problem where i want one object to be restricted in a 2d
> plane. if a collision between this
> object and another unrestricted 3d object occurs, the result should:
>
> * NOT move the object in Y direction (Y is up for me)
> * NOT give the object velocity in Y vector, only X and Z
> * NOT make the object pitch and roll - only yaw
> * NOT give the object a torque for Y and Z axis
>
> i have seen that even if I directly zero out the forces and torques
> that are inappropriate, ODE has still moved my bodies some before i
> get control, just
> to make the bodies go out of collision (i think that is the reason).
> this is correct right? anyway, that is why i have "duplicates" above.
>
> so, can anyone give me some hints how to do this?
> this is NOT a 2D application, and there will be many objects
> restricted to 2D, but in different places so to speak. therefore, i
> don't know if the Plane2D joint can help me out (as it restricts Z=0,
> and he recommends using it for ODE 0.039 in the readme).
>
> thanks,
> apanjocko
>
>
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>
>
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