[ODE] Best means of determing the strength of a contact?
Marty Rabens
marty at rabens.com
Wed Mar 31 17:45:27 MST 2004
That's pretty much what I do, and it seems to produce good results.
I take the relative velocity of the two bodies (body2 velocity - body1
velocity), and take the dot product of that with contact normal, and use
the absolute value of the result. I filter this to only trigger sounds
above a certain threshold (so rolling contacts don't trigger a
continuous stream of low amplitude sounds).
-- Marty Rabens
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On Behalf Of
Megan
> Fox
> Sent: Wednesday, March 31, 2004 5:11 PM
> To: Ode
> Subject: [ODE] Best means of determing the strength of a contact?
>
> By that, I mean determining the force of a contact between two
objects,
> for
> the purposes of deciding what sound effect to play (or how much damage
to
> inflict, etc).
>
> For the moment, the best way seems to be to project the velocity
vector
> onto
> the contact normal and take the length of the projected vector... but
is
> there a better way? Will this way give me unstable results?
>
> Thanks,
>
> -Megan Fox
>
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