[ODE] jittering motion
Patrick Enoch
Hendrix_ at gmx.net
Thu Apr 28 11:36:23 MST 2005
Hi,
there is one more setting you need to play with: maximum correction
velocity.
Patrick
On 27. Apr 2005, at 16:57 Uhr, j wrote:
> Hi All,
>
> I'm having some questions about the capped Cylinders.
> As you can see in this movie www.dynamica.org/MOV/odeq.mov
> where the object with the 'antennea' is a ccylinder being
> scaled down. As its length becomes zero, the jittering motion
> becomes exessive. Notice that the box and sphere almost don't
> jitter at all. Ive tried a myriad of ERP/CFM settings and contactlayers
> but I keep having trouble with the ccylinder ( not at all with the
> sphere
> and box though ) So my guess is, Im doing something wrong
> constructing the ccylinder. Below's the code where I create the
> dGeomID, the dBodyID part is in the Object-constructor and is the
> same for box, sphere and cylinder. The floor is a body-less geom
> by the way, is that the correct way of creating a passive geometry ?
>
> thx,
>
> J
>
> <snippet>
> Cylinder::Cylinder( Object *parent, matrix3 init_mat, scalar
> init_radius, scalar init_length, scalar init_mass, scalar
> init_friction, scalar init_restitution, scalar init_drag ):
> Object( parent, init_mat, false, init_mass, init_friction,
> init_restitution , init_drag ){ DUMPCALL
>
> // create the geometry
> gid = dCreateCCylinder( Engine::space, init_radius, init_length );
> // attach the geom to the body
> dGeomSetBody( gid, bid );
>
> Vector3 v = { init_radius, init_radius, init_length };
> Size( v );
> Push();
> cylinders.push_back( this );
> }
> void Cylinder::Size( Vector3 v ){ DUMPCALL
> dGeomCCylinderSetParams( gid, v[0], v[2] );
> dMass dmass;
> dMassSetBox(&dmass,1, 2 * v[0], 2 * v[1], v[2] );
> dBodySetMass(bid,&dmass);
> }
> </snippet>_______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
More information about the ODE
mailing list