From: Feng X. <hen...@ma...> - 2008-04-14 05:31:25
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Hi Joschka, Great idea! I was somehow blind with this great feature of ODE! I will change the code ASAP. Thanks a lot! Feng Xue 2008-04-14 Sent By: Joschka Boedecker Sent At: 2008-04-14 12:58:03 Sent To: Feng Xue CC To: simspark-devel Topic: Re: [Sserver-three-d] Fw: [sserver-commits] CVS:rcsoccersim/rcssserver3D/lib/oxygen/physicsserverspace.cpp, 1 Hi Feng, On Apr 12, 2008, at 4:38 PM, Markus Rollmann wrote: > Hi, > > Feng Xue wrote: >> Yes, the nao model has been modeled like that(some bodyparts are >> in >> some bodyparts totally). And if I use universal joint instead, it >> is probably okay. But the universal joint is not equal to two hinge >> joints and is hard to control for the joint limits according to >> current >> work. Besides, refering to Webots' implemention, they use hinge >> joint on >> all the joints too. > > I still don't see why it is necessary that two geoms are constantly > colliding by design in the nao robot model. But if that's a > requirement, > so be it. Just another question on this: if some parts of Nao are completely enclosed in others, wouldn't it be a solution just not to add colliders for these bodies? Or does ODE not allow this (don't remember now)? Cheers, Joschka |