Lizards :)

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Lizards :)

Postby 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/UinbQA4sARk

When 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?
sova
 
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Re: Lizards :)

Postby 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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Re: Lizards :)

Postby 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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