[ODE] dJointSetAMotorAxis
Jason Mallios
jmallios at cs.brown.edu
Thu May 5 11:41:04 MST 2005
Considering I have two bodies attached by ball joint, and I want to add an
AMotor between them in Euler mode using one body's object-space x, y, and
z axes as the AMotor axes, which two axes should I set as AMotor axis 0
and AMotor axis 2 to ensure the automatically-calculated axis equals the
third object-space axis I did not pass it.
Two things have complicated this:
- dJointGetAMotorAxis returns a zero vector for the automatically-
calculated axis in Euler mode, so there is no way to check it.
- dJointGetAMotorAngle only returns current angles in Euler mode. User
mode always returns the initial angles. Without current angles, torque
calculations become unnecessarily tricky.
Thanks,
Jason
More information about the ODE
mailing list