[ODE] Collision feedback for effects (was: Force of impact question)

Jaroslav Sinecky jsinecky at tiscali.cz
Wed Nov 30 11:21:20 MST 2005


The fact is I was also thinking about this problem, ie. generating some
sound and visual effects based on collisions of ode bodies and it doesn't
seem so easy to me. With only two spheres colliding we have probably the
most simple case (at least there is always just one contact point) but in
general case, like boxes or cylinders colliding with trimesh, there are
plenty of contact joints generated on various places and changing each
frame. You need to somehow wisely collect the contacts, ask for their force
feedback (which needs some more CPU cycles also) and integrate over various
frames to get some reasonable information for playing correct sound.
And if you want to spawn particles for example when your body slides over
trimesh, you also need to determine the correct place from which to spawn.
Which gets even more complicated considering that geoms usualy don't
correspond exactly to object models (like a box for car body) and you
probably don't want particles being spawned from where there is no visible
object.
Some has worked on this problem in his project and cares to comment?

Jaroslav


> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf
> Of J. Perkins
> Sent: Wednesday, November 30, 2005 4:24 PM
> To: Ron Barry
> Cc: ODE list
> Subject: Re: [ODE] Force of impact question.
>
>
> On 11/29/05, Ron Barry <Ron.Barry at sun.com> wrote:
> > I'm going to need to extract the force at which a pair of objects
> > has impacted -
>
> Search the documentation for "joint feedback".
>
> Jason
>
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