[ODE] 2D boxes
Geoff Carlton
gcarlton at iinet.net.au
Fri Sep 15 00:37:09 MST 2006
Hi,
Anyone got 2D boxes working properly? They have a tendancy to spin in
all axes. I've been playing around with the joint2D's correcting
(wx,wy) angular velocity code, but I noticed the crux of the issue is
the box-box contact generation.
Collide two boxes that are overlapped, and the result can come back with
a set of contacts all pointing in the +Z direction. The boxes were
sitting on the z-plane with a correct 2D orientation. This was clearly
not the shortest "out" direction, but I'm not familiar with the box-box
contact generation code so stepping through didn't illuminate the matter
much. Has somebody got expertise on the algorithm?
A bit of a hack is, if the normal is +-Z, scrub it and put in the geom
pair's (pos2-pos1) as a replacement. If I don't find a solution I can
always use that, although it would be nicer to fix the underlying issue
instead.
Thanks,
Geoff
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