[ODE] Falling Through the ground (that old problem again)
Wesley Smith
wesley.hoke at gmail.com
Thu Sep 21 09:37:09 MST 2006
Figured out what the problem is. I modified test_collision to reflect
the exactly my own ODE setup and it still work. However there was
still one discrepency. When creating the mass of spheres, I had this:
dMassSetSphere(&(x->mass), 5., x->sphere_radius);
dMassAdjust(&(x->mass), 1.0);
After commenting out dMassAdjust, everything worked just fine.
wes
On 9/19/06, Wesley Smith <wesley.hoke at gmail.com> wrote:
> I have a very simple test case of dropping a sphere on a plane just to
> make sure the environment is setup. When I drop the sphere, it
> bounces appropriately and eventually comes to a near standstill.
> However, it never gets completely still and eventually falls through
> the plane. This is what my contact joint params look like:
>
> for (i=0; i < MAX_CONTACTS; i++) {
> contact[i].surface.mode = dContactBounce | dContactSoftCFM;
> contact[i].surface.mu = dInfinity;
> contact[i].surface.bounce = 0.8;
> contact[i].surface.bounce_vel = 0.5;
> contact[i].surface.soft_cfm = 0.01;
> }
>
> This happens with both normal time stepping and quick stepping. I've
> also intentially set bounce_vel quite high to test if it's working.
> It seems that this is where my simulation is failing. When I look at
> the velocity of the ball at each timestep, the value converges to (0,
> 0, -0.08) which is way below the threshold. The threshold should take
> effect since I've enabled the dContactBounce flag.
>
> Now, I believe that ODE should set surface.bounce to be 0 when the
> velocity of the sphere has a linear_vel magnitude below 0.5 with the
> way I have things setup. Does ODE not then set the linear_vel to be
> (0, 0, 0) on the next time step since there was no bounce? Do I have
> to take car of this myself? I think this is my problem, but I'm not
> sure if it's my responsiblity or ODE's to take care of this. What I'm
> seeing is a contant (0, 0, -0.08) such that the object eventually
> falls through the plane and off the screen.
>
> Any insights are appreciated.
>
> thanks,
> wes
>
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