Not a Number (was [ODE] 2d physics, and possibly unrelated confusedness.)

DjArcas djarcas at hotmail.com
Sat May 24 11:10:02 2003


Solution:

I forgot to do

dBodySetMass(mBodyID,&mMass);



Thus my objects had a mass of zero (?)



Sounds like a missing ASSERT to me...

----- Original Message -----
From: "DjArcas" <djarcas@hotmail.com>
To: "DjA" <djarcas@hotmail.com>; <ode@q12.org>
Sent: Thursday, May 22, 2003 8:08 PM
Subject: Not a Number (was [ODE] 2d physics, and possibly unrelated
confusedness.)


> Watching the position and velocity of the objects - they all go to 'NOT A
> NUMBER' - what could be causing that? (ie is it a bug inside ODE, or am I
> doing something bad... I don't think I am tho!)
>
>
>
> ----- Original Message -----
> From: "DjA" <djarcas@hotmail.com>
> To: <ode@q12.org>
> Sent: Wednesday, May 21, 2003 10:27 AM
> Subject: Re: [ODE] 2d physics, and possibly unrelated confusedness.
>
>
> > Ah, that worked (pretty much) excellently, thank you very much.
> >
> > However, it has thrown light on another problem - not sure if it's
> related.
> > It's certainly something to do with my creation of contact points and
the
> > callback procedure, I'm sure. Essentially, if I have softCFM and
softERP,
> > then the objects can intersect by quite some margin - one object is a
> > powered 'spaceship', and if I try, it can completely enter any other
> > object - if it gets far enough in, then the physics go crazy, with
objects
> > moving at silly speeds around (and off) the screen. (My 'world' is
> > surrounded by planes at the screen edges, and objects just seem to get
> > wedged in the corners there)
> >
> > I've tried making softer, bouncier contacts, but then a plane seems to
act
> > as water - an object sinks waaaay in, then accelerates and bounces out.
If
> I
> > make much harder contacts, then it seems ok - but if a small box gently
> > lands on top of a larger box, then the big box will wobble slightly,
then
> > flick the little box off at great speeds. Also, if I try hard enough, I
> can
> > get it to go crazy and move at great speeds to get wedged in the
> corners...
> > again. :)
> >
> > All my objects have a mass of roughly 1 unit per unit cubed. My time
step
> is
> > 1/60 (As an aside - this isn't documented what it's supposd to be - I
just
> > assumed that 1.0 = 1.0 seconds), and my gravity is 98.10 (otherwise
> objects
> > just seem to soar)
> >
> > Does anyone have any ideas where I might start looking to solve these
> > issues?
> >
> > ----- Original Message -----
> > From: <psero@gmx.de>
> > To: <ode@q12.org>
> > Sent: Saturday, May 17, 2003 7:36 PM
> > Subject: [ODE] 2d physics
> >
> >
> > > Hi--
> > >
> > > to simulate 2d physics I made a 'Plane2D' joint type for ODE:
> > >
> > > http://www.mathematik.uni-bielefeld.de/~pserocka/ODE-Plane2D/
> > >
> > > For usage and installation see Plane2D.README,
> > > the code can be found in Plane2D.tar.
> > >
> > > Peter
> > >
> > > --
> > > +++ GMX - Mail, Messaging & more  http://www.gmx.net +++
> > > Bitte lächeln! Fotogalerie online mit GMX ohne eigene Homepage!
> > >
> > > _______________________________________________
> > > ODE mailing list
> > > ODE@q12.org
> > > http://q12.org/mailman/listinfo/ode
> > >
> > _______________________________________________
> > ODE mailing list
> > ODE@q12.org
> > http://q12.org/mailman/listinfo/ode
> >
>