Hi everyone!
And thanks for reading ;-)
I was wondering. I would like to implement static friction using ODE.
With this, I mean the static friction type that is described on
wikipedia
See:
http://en.wikipedia.org/wiki/Friction#Static_friction
So a certain force that is needed to put a certain subject into
motion, but is non existent,
(and switches to dynamic friction) as soon as the object is moving.
A rolling wheel for instance, would use static friction not to slip,
since the relative velocity between the
two surfaces is still 0.
I've read the wiki and manual about slip, but I cannot see how to use
this for a generic 3D engine
solution. The wiki states that it is possible to model a car's wheel
with it, but (other then the interface
feeling rather cumbersome) I have no proper way of telling if the
bodies I'm simulating are wheels or not.
So setting a friction direction, or slip, depending on the body, is
not easy to do.
Sure I can manage with extra flags, user info, and a bunch of extra if
statements.
But I would like to find a more generic solution instead of filling
the code with "This is a wheel" and "this is a cow's bottom" kind of
structures. :-)
I believe Havok and Newton both have options for setting static
friction.
They DO have a lot of vehicle specific stuff in their API, so
apparently it's a big deal ;-)
Any ideas?
Kind regards,
Roel Binnendijk,
www.kalydo.com
P.S. Thanks Krystian Ligenza and Daniël K.O. for the Kinematic Body
patch!! That really worked like a charm and solved many problems :-)