[ODE] 2D boxes
Geoff Carlton
gcarlton at iinet.net.au
Fri Sep 15 01:05:48 MST 2006
Sorry, scrub that. It was because the boxes were created with a very
short z-length, so it was the shortest distance.
Geoff
Geoff Carlton wrote:
> 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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