[ODE] ode and sound effects

DjArcas djarcas at hotmail.com
Tue Jan 13 23:32:37 MST 2004


I would suggest you actually get the impulse magnitude. (That's the system I
used in MotoGP and Burnout2)

IIRC, that's the relative speed of the two bodies multiplied by their mass.

Adam

----- Original Message ----- 
From: "Jon Watte" <hplus-ode at mindcontrol.org>
To: "Luca Romagnoli" <lucak at qubica.net>; <ode at q12.org>
Sent: Tuesday, January 13, 2004 2:17 PM
Subject: RE: [ODE] ode and sound effects


>
>
> Just get the relative speed of the two bodies colliding.
>
> Something like this:
>
> Vec3 velA, velB;
> dBodyID bodyA = dGeomGetBody( bodyA );
> dBodyID bodyB = dGeomGetBody( bodyB );
> dBodyGetLienarVel( bodyA, velA );
> dBodyGetLinearVel( bodyB, velB );
> velA -= velB;
> float relativeSpeed = sqrtf( velA.LengthSquared() );
>
>
> Cheers,
>
> / h+
>
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Luca
> Romagnoli
> Sent: Tuesday, January 13, 2004 8:33 AM
> To: ode at q12.org
> Subject: [ODE] ode and sound effects
>
>
> Hi Super Boies,
> i'm using this fantastic library to develop a realistic simulation so i
want
> to play sound when two or more bodies collide.
> to do that i need the speed of a contact point inside the nearCallback
> function of a specific rigid body.
> Have someone this function and can you share it with us?
> thank you very much
>
>
>
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
>


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