[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>_______________________________________________
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