LocalInertiaTensor and LocalInertiaTensorInverse
Posted: Wed Feb 01, 2012 12:08 am
More experiments, more questions.
Setting the LocalInertiaTensor seems to have no effect on the
values needed to move the object with ApplyImpulse, ApplyAngularImpulse,
AngularVelocity, or AngularMomentum.
I think I understand why that's true with ApplyImpulse; it's simply pushing
the object and the rotation happens because the object is constrained by
a ballsocket joint, but the others are angular so I thought they'd require
different values.
Obviously I'm wrong, but I'm not sure why.
From what I can glean through searching/reading/experiments,
the LocalInertiaTensorInverse can be used to eliminate unwanted
spin by setting that plane's part of the martix to zero; and that
works as expected. But now I'm really unclear about what setting
the LocalInertiaTensor is suppose to do.
I'm using the most current development fork.
-Jeff
Setting the LocalInertiaTensor seems to have no effect on the
values needed to move the object with ApplyImpulse, ApplyAngularImpulse,
AngularVelocity, or AngularMomentum.
I think I understand why that's true with ApplyImpulse; it's simply pushing
the object and the rotation happens because the object is constrained by
a ballsocket joint, but the others are angular so I thought they'd require
different values.
Obviously I'm wrong, but I'm not sure why.
From what I can glean through searching/reading/experiments,
the LocalInertiaTensorInverse can be used to eliminate unwanted
spin by setting that plane's part of the martix to zero; and that
works as expected. But now I'm really unclear about what setting
the LocalInertiaTensor is suppose to do.
I'm using the most current development fork.
-Jeff