[ODE] Damping
gl
gl at ntlworld.com
Thu Jul 29 07:41:38 MST 2004
Would be useful to have this in the core...
--
gl
----- Original Message -----
From: "Colin Bonstead" <colin at cyan.com>
To: <ode at q12.org>
Sent: Wednesday, July 28, 2004 10:24 PM
Subject: Re: [ODE] Damping
> Here's something Jon posted a little while back. If you do a Google
> search with site:q12.org you can find answers to common questions like
> this.
>
> 1) Add damping. For each object, for each step, add counter-
> force scaled by linear velocity, and counter-torque scaled
> by angular velocity. From memory, it looks something like:
>
> /* Apply damping to the body to get it to settle properly */
> /* over time. This also simulates "air drag" or "rolling */
> /* friction" to some extent. */
> /* Change "-0.01f" to some other negative number for tuning. */
> dVector3 v;
> dBodyGetLinearVelocity( body, v );
> v[0] *= -0.01f; v[1] *= -0.01f; v[2] *= -0.01f;
> dBodyAddForcce( body, v );
> dBodyGetAngularVelocity( body, v );
> v[0] *= -0.01f; v[1] *= -0.01f; v[2] *= -0.01f;
> dBodyAddTorque( body, v );
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