Collision response filtering
Posted: Mon Dec 11, 2017 4:25 pm
Hello,
I am making an application where the user control a sphere, moving it freely in a confined space with a 3D haptic device (a kind of joystick) using a generic 6dof constraint. In the space there a number of boxes the user can pick up with the sphere (using additional 6dof constraints) and move about. However, as a first step, I would like the other boxes to remain static visavi the picked up box. Any other motion is ok, like gravity, affecting all boxes.
I have tried with collision filtering, but obviously then there is no collision response at all. I would still like collision response but only one-way, that is my picked up box should be constrained from moving into the other boxes in the environment, but the boxes should otherwise be free to move. I have tried setting mass to 0 when in contact and then back to some non-zero mass after release but some energy is still added. Is there a proper way to handle this scenario?
I am making an application where the user control a sphere, moving it freely in a confined space with a 3D haptic device (a kind of joystick) using a generic 6dof constraint. In the space there a number of boxes the user can pick up with the sphere (using additional 6dof constraints) and move about. However, as a first step, I would like the other boxes to remain static visavi the picked up box. Any other motion is ok, like gravity, affecting all boxes.
I have tried with collision filtering, but obviously then there is no collision response at all. I would still like collision response but only one-way, that is my picked up box should be constrained from moving into the other boxes in the environment, but the boxes should otherwise be free to move. I have tried setting mass to 0 when in contact and then back to some non-zero mass after release but some energy is still added. Is there a proper way to handle this scenario?