[ODE] Max Angular Velocity
Geoff Carlton
gcarlton at iinet.net.au
Wed Sep 29 18:02:53 MST 2004
I get the same problem, at least with explosions. To fix it, have my
own AddForceAtPos(), which applies the force and torque as per ode
except with two hacks:
1.) I scale down the torque by a constant amount.
2.) I cap the effective distance from object to force point when
applying the torque. The distance is capped to the object's bounding
radius.
This allows an explosion effect that has a very large effect distance,
without that causing a huge torque on the effected objects. In general
it seems to make some sense because in an explosion effect I'd imagine
there is a force gradient, and that is what causes the torque.
I'm curious to see if anybody else has a better solution for this sort
of pressure gradient effect (one that isn't a complete hack, that is).
Geoff
Paul Carrington wrote:
>Is there a way to set a maximum angular velocity for a body?
>
>Relevance: When applying a 'ForceAt' the farthest point from centre of mass, the
>body spins way too fast
>
>Note: Applying a 'ForceAt' closer to the bodies 'centre of mass' results in the
>desired reaction (based on the force and the bodies mass)... so reducing the initial
>force is not a solution
>
>thx in advance
>Paul Carrington
>Vulcan Software Ltd.
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