A place to discuss everything related to Newton Dynamics.
Moderators: Sascha Willems, walaber
by sova » Wed May 29, 2013 6:41 am
Hello!
I'm trying to make the lizards running around...
My question is how
not to give them to roll over?
http://youtu.be/UinbQA4sARkWhen I trying to use any joint newton 3.x crashes here:
dgWorldDynamicsSimpleSolver.cpp
- Code: Select all
for (dgInt32 k = 0; k < jointCount; k ++) {
const dgJointInfo* const jointInfo = &constraintArray[k];
dgInt32 index = jointInfo->m_autoPairstart;
dgInt32 count = jointInfo->m_autoPaircount;
dgInt32 m0 = jointInfo->m_m0;
dgInt32 m1 = jointInfo->m_m1;
_ASSERTE (m0 >= 0); // crashes! m0 == 0xAAAAAAAA
_ASSERTE (m0 < bodyCount);
_ASSERTE (m1 >= 0);
_ASSERTE (m1 < bodyCount);
It crashes even when I use simplest possible joint...
dVector upDirection (0, 0, 1, 1);
NewtonJoint* upVector = NewtonConstraintCreateUpVector(world, &upDirection.m_x, body);
I do something wrong?
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sova
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by JoeJ » Wed May 29, 2013 7:29 am
Looks awesome!
Maybe a bug creepted in th build in joints, that should be fixed, but beside that:
You can switch to the newer joints from the joint library.
Or - if a joint is to hard or stiff for that purpose even with tweaking - use a torque to do your own 'force up'.
For that you could search through the posts where i answered with keywords 'controlling, penumbra, orientation', bacause i've posted the math for that severall times here.
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JoeJ
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by Julio Jerez » Wed May 29, 2013 9:16 am
can you show me the code you use to create the joint?
also like Joe said can you use the joint form the joint dlibrary instead?
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Julio Jerez
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