[ODE] why wheel as sphere ?
Bob Dowland
Bob.Dowland at blue52.co.uk
Wed Oct 13 14:32:54 MST 2004
> (Well, maybe that was the general hint in your message Bob but just
> asking for clarity on the matter :) )
No worries - that was exactly what I was saying. If you want to explore this, and don't know how to derive an inertia tensor n stuff.. get a book on engineering maths look in the table at the back for the inertia tensors of various shells and solids - if there is no table - get another book and repeat while(table not found) ;), then..
> If anyone has done some good testing on this it would be interseting to hear about the results.
You could have some fun spending a couple of days (making your own results) - by experimenting with different mass distributions or combinations of distributions where each represents a component of your wheel, eg a solid cylinder (axle bearing) surrounded by the shell of a torus (tire), something for the break assembly, etc.. whatever you like.
:)
Bob.
> -----Original Message-----
> From: Hannes Norda [mailto:norda at customred.com]
> Sent: 13 October 2004 11:58
> To: Bob Dowland
> Cc: Michael Rauh; Nicola Lugato; ode at q12.org
> Subject: Re: [ODE] why wheel as sphere ?
>
>
> I haven't got much experience programming vehicles in ODE,
> but how about
> using a sphere-geom and then setting a cylinder-mass on the body?
>
> (Well, maybe that was the general hint in your message Bob but just
> asking for clarity on the matter :) )
>
> Wouldn't that behave better than a sphere-mass?
>
> If anyone has done some good testing on this it would be
> interseting to
> hear about the results.
>
> Cheers
>
> /Hannes
>
>
>
> Bob Dowland wrote:
> >>Just try driving around on a TriMesh with cylinders. If you
> get happy
> >
> >
> > Ay there's the rub...
> >
> >
> >>>why not cylinders, that is the right shape?
> >
> >
> > cyl<>trimesh: cylinder rims against tri edges - lots of
> hard edgy contacts to snag on.
> >
> > But true "inner-wheel-nature" is not in the shell used for
> contact detection, it's mostly about mass distribution. ie.
> the values you put in the inertia matrix. This is where most
> of the obvious dynamics props like tendency to remain
> vertical while spinning etc.. come from.
> >
> > So when people claim they are using spheres for wheels,
> this may just be short-hand for we are using a spherical
> contact sensor/probe, others use rays of course which again
> aren't very wheel shaped - the devil is in the (mass) distribution.
> >
> > :)
> >
> > Bob.
> >
> >
> >
> >>-----Original Message-----
> >>From: Michael Rauh [mailto:michael.rauh at gmail.com]
> >>Sent: 12 October 2004 08:48
> >>To: Nicola Lugato
> >>Cc: ode at q12.org
> >>Subject: Re: [ODE] why wheel as sphere ?
> >>
> >>
> >>Just try driving around on a TriMesh with cylinders. If you
> get happy
> >>with the behaviour, you can of course use them :-)
> >>
> >>Greets
> >>Michael
> >>
> >>
> >>On Mon, 11 Oct 2004 20:18:11 +0200, Nicola Lugato
> >><nicola.lugato at gmail.com> wrote:
> >>
> >>>Hi! I'm new to this list :)
> >>>I'm trying ODE and it seems a great library!
> >>>I've a question: why car simulation always uses sphere as
> wheel? why
> >>>not cylinders, that is the right shape?
> >>>Are there other cases where it is better to use a geom that is
> >>>different from the real shape ?
> >>>
> >>>Thanks!
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