[ODE] Bouncy sphere/trimesh collisions
Geoff Carlton
gcarlton at iinet.net.au
Fri Oct 21 09:31:37 MST 2005
As Jon stated, the problem is the penetration. A large penetration
causes a large correcting velocity, and that makes the object bounce
up. I believe the result is something like:
final_velocity = max(correcting_velocity, surface_bounce)
So even with the surface parameters set to 0 bounce, the object will
still bounce after penetrations.
Apart from ERP, look at these parameters:
dWorldSetContactMaxCorrectingVel
dWorldSetContactSurfaceLayer
Playing with these parameters can eliminate almost all visible bounce
from the simulation.
Geoff
Jon Watte (ODE) wrote:
>
> ODE has to apply some force to make the geoms separate, because
> they're already interpenetrating at the point of collision. The
> momentum imparted by that force is retained once the objects have
> separated. I believe you can attempt to make it better by reducing
> ERP. Another approach would be to detect the interpenetration, and do
> your own position constraint resolution instead of a velocity/force
> constraint solution -- however, if you take that to the extreme, you
> get a totally separate solver from the ODE solver...
>
> Cheers,
>
> / h+
>
>
> Brad wrote:
>
>> I've got a sphere that collides with a trimesh at a fairly high
>> velocity (though not high enough to make the sphere go through the
>> trimesh or anything). I've got bounce set to 0. Sometimes when the
>> sphere collides with the trimesh (which is a fixed, bodyless
>> geometry) the sphere bounces up pretty high, and other times it works
>> right and pretty much doesn't bounce at all. Is there something I'm
>> doing wrong?
>
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