Just in case anyone’s interested I found that it was possible with certain types of collisions to get an object moving with such great angular momentum that the simutlation eventually clamped the value and turned off physics for the object. This looks like the object just freaks out and fires off screen after a couple collisions or so.
In any case, I read a little on the ODE mailing lists to see how to do linear and angular damping and they simpy suggested a very small impulse in the opposite direction of each velocity. So I ended up with this slightly lame method to apply damping wich you can call per step:
private void applyDamping() {
for (int i = 0; i < bodies.size(); i++) {
Body body = (Body) bodies.get(i);
Vector3f linVel = new Vector3f(body.getLinearVel());
linVel.negate();
linVel.scale(0.0001f);
body.addForce(linVel);
Vector3f angVel = new Vector3f(body.getAngularVel());
angVel.negate();
angVel.scale(0.000001f);
body.addRelTorque(angVel);
}
}
Those lovely numbers I’m scaling by are simply the result of trying out a bunch of different values, these seem to work fairly well for the masses I’m using.
Since I hadn’t seen too many details about this elesewhere I thought I’d post it.
Matt