[ODE] ode and sound effects

gl gl at ntlworld.com
Thu Jan 15 15:16:12 MST 2004

```Also, the example was just to illustrate the point, right.  An object could
be moving _very_ slowly, but spinning rapidly, so it's true that the angular
velociy would be quite relevant for the sound.
--
gl

----- Original Message -----
From: "Konstantin Voloshin" <volk6 at mail.ru>
To: <ode-bounces at q12.org>; "Luca Romagnoli" <lucak at qubica.net>;
<ode at q12.org>
Sent: Thursday, January 15, 2004 10:55 AM
Subject: Re: [ODE] ode and sound effects

> Why not? Only spheres cannot collide if they have only angular velocity
> (because they are central-symmetrical), other geoms can.
>
> You can sum dBodyGetPointVel for 2 bodies at the point of contact
> instead of dBodyGetLinearVel, this will take into account both linear
> and angular velocities of either body.
>
>
> ----- Original Message -----
> From: "DjArcas" <djarcas at hotmail.com>
> To: "Luca Romagnoli" <lucak at qubica.net>; <ode at q12.org>
> Sent: Thursday, January 15, 2004 1:25 PM
> Subject: Re: [ODE] ode and sound effects
>
>
> A body can't have angular vel but no linear vel and then collide with
> something static - it's not moving!
>
> ----- Original Message -----
> From: "Luca Romagnoli" <lucak at qubica.net>
> To: "DjArcas" <djarcas at hotmail.com>; <ode at q12.org>
> Sent: Thursday, January 15, 2004 10:15 AM
> Subject: Re: [ODE] ode and sound effects
>
>
> > for example if the body has only angular vel and no linear vel.(it means
> it
> > is rotating) and collide with a static body, using only linear vel the
> > result will be a null sound, so i wish to consider the angular vel.
> > this is an extreme example but in a very realistic simulation these
> > difference should be considered.
>
>
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>

```