Zoltán Döme wrote:
> This would enable game developers to use the physics subsystem for
> managing AI/user controlled "standing" characters, by disabling ODE to
> change the orientation of a body, so the programmer can manage the
> rotations of the body. (Thus we could have a body react correctly to
> collision/gravity, and also have it stand upright at all times, like
> an FPS character).

I'd be reluctant to try to force the behaviour of
ODE objects like this. There could be all sorts of
undesirable side effects.

It would be better to come up with a set of constraints
expressing the condition you want to maintain, and
let ODE work the way it naturally wants to.

Not sure offhand how you would do it exactly, but you
might be able to do something with AMotor joints to
apply a torque tending to restore the object to an
upright orientation.

--
Greg


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