[ODE] friction and restitution
Gary R. Van Sickle
g.r.vansickle at worldnet.att.net
Sun Oct 3 02:01:18 MST 2004
> I recently came up against the same problem - each object can
> store its own material parameters, but when two objects
> collide, you have to find some way to combine them to create
> a contact joint. I don't know if my way is physically
> accuract, but here's what I
> do: For friction I multiply the two objects' friction
> parameters (each has sort of a "roughness" parameter,
> actually, since friction parameters seems to be defined only
> when two objects touch). I also have a solidness and
> bounciness parameters per object. These I average when two
> objects collide.
>
> Tyler Streeter
This seems both physically right and wrong to me. The "right" is the
"roughness" parameter, seeing as that's a major contributor to the resulting
friction. The "wrong" is simply averaging the two to get a "physically
plausible" result:
Roughness1 Roughness2 Avg
0 (smooth) 0 0 (no friction, seems reasonable).
0 1 (rough) 0.5 (if #1 is 100% smooth, shouldn't this still
be zero friction?)
1 1 1 (if we say 1==infinte friction, maybe this
makes sense)
I wonder if simply multiplying the two roughness numbers together wouldn't
be more accuracte, to the infamous first-order. Then anything on a
completely smooth surface (==0) has no friction (==0), two surfaces with
infinite roughness (==1) have infinite friction (==1), and any in-between
combinations are in-between.
--
Gary R. Van Sickle
More information about the ODE
mailing list