[ODE] rolling ball
jnilson_99 at yahoo.com
jnilson_99 at yahoo.com
Fri Jul 1 00:48:11 MST 2005
"They also say that we should use a
AMotor joint to control the velocity but in my case"
hhmm, an AMotor is supposed to be used with a joint,
like a hinge or a ballandsocket. but you're using a
ball simply running along a flat surface. that sounds
a lot like the example code in "Test_Buggy.exe".
instead of a wheel you have a ball, they're really the
same.
also have you searched the archives for the word
"ball" at: q12.org/pipermail/ode/
the easiest way to do this is to go to google and
choose their "advanced search" option and search only
in the preceding url's domain...
hope this helps,
john
--- Vianney Lecroart <acemtp at gmail.com> wrote:
> Hello guys,
>
> I have a ball rolling on a floor (a big box). I can
> control it with
> arrow keys. When I press the up key, the ball
> accelerates. I use
> dBodyAddForce() to do that. I want that the ball,
> when the guy keep
> the up key down, is rolling at a maximum velocity
> (for example 50km/h)
> but since I use a add force, the ball always
> accelerate. The problem
> is that I cannot control the velocity and I cannot
> clamp it because,
> in the ode doc, they said it s bad to setup manually
> the velocity, and
> it can generate bad behaviors. They also say that we
> should use a
> AMotor joint to control the velocity but in my case,
> I have only one
> body (the ball) and the AMotor requires 2 body.
>
> What is the best way to resolve this problem?
>
> Regards,
> Vianney Lecroart
>
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