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Chipmunk Physics • View topic - Angular velocity limit not applied in cpBodyApplyImpulse

Angular velocity limit not applied in cpBodyApplyImpulse

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Angular velocity limit not applied in cpBodyApplyImpulse

Postby dnils » Sun Aug 22, 2010 9:59 am

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Re: Angular velocity limit not applied in cpBodyApplyImpulse

Postby slembcke » Mon Aug 23, 2010 8:57 am

It's not really a bug. That's the way it should work for the collision solver.

If you want to make a clamped one you could write a second function I guess. You really should be clamping the velocity as well if that's what you wanted.
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Re: Angular velocity limit not applied in cpBodyApplyImpulse

Postby dnils » Mon Aug 23, 2010 2:07 pm

Thanks for the reply!

Ah, yes, that is true, the velocity should be clamped aswell. I figured I must had misunderstood something regarding the function. Are there any dangers with doing this, perhaps with regards to numerical stability or something?
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Re: Angular velocity limit not applied in cpBodyApplyImpulse

Postby slembcke » Mon Aug 23, 2010 3:57 pm

It would probably cause problems for the solver and slow it waaaaaaaay down if you modified that header before compiling Chipmunk.

The intended purpose of the velocity clamping is to impose soft limits for things like falling speed for a platformer game. If you need hard limits you probably need to make a constraint to handle that.
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