> zeroPoint is the point through which passes the axis of rotation of a
> rigid body. It is used to calculate the linear velocity of the contact
> point on the surface of the body, not rotating around its center of
> inertia (se3). For example, to set facets set zeroPoint, and sets the
> angular velocity of rotation. Then all facets rotate around the axis
> passing through this point, the direction of the axis defined by
> direction of the vector of angular velocity.
>
>   
Thank you for the explanations. This is more or less what I guessed 
already. I understand this zero_point is completly linked with both 
facets and kinematic engine.
One problem is it breaks interaction laws for somebody who is not using 
your kinematic approach.

Do we need to handle this in sphere-sphere interactions? Perhaps there 
could be a different interaction geometry for sphere-facet?
It would also help removing the specific variables "facetContactFace" 
out of the basic interaction geometry class. I don't think this in an 
excessive splitting of code. ;)

For kinematic engines for spheres :
Why not defining the se3 kinematics of the sphere (perhaps even facets), 
in local coordinates, based on the global center of rotation (something 
like se3->velocity = zero_point->velocity + 
(position-zero_point)*rotVel; se3->rotation = globalrotation).
In that case, all the rest would be a lot simpler (no need to check 
isDynamic, no need to handle special cases in constitutive laws, 
velocity and rotationVel can be used everywhere in the code without the 
risk of using wrong values, etc).

Bruno
>
>   


-- 
 
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Chareyre Bruno
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Grenoble INP
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Tél : 33 4 56 52 86 21
Fax : 33 4 76 82 70 43
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