[ODE] ode and sound effects
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.
----- 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() );
> / h+
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Luca
> 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
> 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
More information about the ODE