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change in the velocity of objects after a collision

Hi i want to simulate a inelastic collision between a ball and table in gazebo11, the problem is when i disable the gravity in the model.sdf of the ball the velocity of the ball changes in different heights which can't happen in a valid model the sdf models are : <collision name="collision">

    <pose>0 0 0 0 -0 0</pose>
    <geometry>
      <sphere>
        <radius>0.02</radius>
      </sphere>
    </geometry>
    <surface>
      <friction>
        <ode>
          <mu>1</mu>
          <mu2>1</mu2>
          <fdir1>0 0 0</fdir1>
          <slip1>0</slip1>
          <slip2>0</slip2>
        </ode>
        <torsional>
          <coefficient>0</coefficient>
          <patch_radius>0</patch_radius>
          <surface_radius>0</surface_radius>
          <use_patch_radius>0</use_patch_radius>
          <ode>
            <slip>0</slip>
          </ode>
        </torsional>
      </friction>
      <bounce>
        <restitution_coefficient>1.0</restitution_coefficient>
        <threshold>0.1</threshold>
      </bounce>
      <contact>
        <collide_without_contact>0</collide_without_contact>
        <collide_without_contact_bitmask>1</collide_without_contact_bitmask>
        <collide_bitmask>1</collide_bitmask>
        <ode>
          <soft_cfm>0.0</soft_cfm>
          <soft_erp>1.0</soft_erp>
          <kp>1e+14</kp>
          <kd>0.0</kd>
          <max_vel>1e+6</max_vel>
          <min_depth>0</min_depth>
        </ode>

      </contact>
    </surface>
  </collision>

and for the table : <collision name="collision"> <laser_retro>0</laser_retro> <max_contacts>10</max_contacts> <pose>0 0 0 0 -0 0</pose> <geometry> <box> <size>2.74 1.525 0.02</size> </box> </geometry>

    <surface>
      <friction>
        <ode>
          <mu>1</mu>
          <mu2>1</mu2>
          <fdir1>0 0 0</fdir1>
          <slip1>0</slip1>
          <slip2>0</slip2>
        </ode>
        <torsional>
          <coefficient>0</coefficient>
          <patch_radius>0</patch_radius>
          <surface_radius>0</surface_radius>
          <use_patch_radius>0</use_patch_radius>
          <ode>
            <slip>0</slip>
          </ode>
        </torsional>
      </friction>

      <bounce>
        <restitution_coefficient>1.0</restitution_coefficient>
        <threshold>0.01</threshold>
      </bounce>
      <contact>
        <collide_without_contact>0</collide_without_contact>
        <collide_without_contact_bitmask>1</collide_without_contact_bitmask>
        <collide_bitmask>1</collide_bitmask>
        <ode>
          <soft_cfm>0.0</soft_cfm>
          <soft_erp>1.0</soft_erp>
          <kp>10e+13</kp>
          <kd>0.0</kd>
          <max_vel>1e+6</max_vel>
          <min_depth>0</min_depth>
        </ode>
        <!-- <bullet>
          <split_impulse>1</split_impulse>
          <split_impulse_penetration_threshold>-0.01</split_impulse_penetration_threshold>
          <soft_cfm>0</soft_cfm>
          <soft_erp>0.2</soft_erp>
          <kp>1e+13</kp>
          <kd>1</kd>
        </bullet> -->
      </contact>
    </surface>
  </collision>