ODE
The Nature of ODE Objects
ODE describes objects inside itís engine using 2 ëclassesí, geometry, and body. Geometry defines the collision surface of an object. Body defines the physical body that is subject to forces, with a mass and centre of gravity. A geometry is bound to a body, so when forces are applied to the body, the geometry moves, and when the geometry collides, the body reacts.
A Typical Simulation
A typical simulation will proceed like this:
- Create a dynamics world.
- Create bodies in the dynamics world.
- Set the state (position etc) of all bodies.
- Create joints in the dynamics world.
- Attach the joints to the bodies.
- Set the parameters of all joints.
- Create a collision world and collision geometry objects, as necessary.
- Create a joint group to hold the contact joints.
- Loop:
- Apply forces to the bodies as necessary.
- Adjust the joint parameters as necessary.
- Call collision detection.
- Create a contact joint for every collision point, and put it in the contact joint group.
- Take a simulation step.
- Remove all joints in the contact joint group.
- Destroy the dynamics and collision worlds.

