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Post by IceNine on Apr 22, 2005 9:38:23 GMT 1
'Lo!
Seems I found a little skittering buggy, these two commands -
NDB_NewtonJointGetStiffness NDB_NewtonJointSetStiffness
Seem to be nonfunctional/busted/disabled?
Compile - both give 'cannot be understood' errors HTML help files - present, in the joints document Keywords - not present, no status syntax ( no big thing to add manually though, but the commands seem to be non-functional so that's kinda moot )
Thanks again for making physics a reality! ;-)
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Post by kjelle69 on Apr 26, 2005 16:48:14 GMT 1
Im on it !
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Post by kjelle69 on Apr 26, 2005 18:13:01 GMT 1
Are you really sure you have the latest versions ?
I tried this in the LHD sim demo which I made, and it got the joints of the tractor showel very floppy:
NDB_NewtonJointSetStiffness Joint1,0.06 NDB_NewtonJointSetStiffness Joint2,0.96
Make sure you only have one occurence of the NDB.dll and that it is in the Dark Basic Professional\Compiler\plugins-user directory
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Post by kjelle69 on Apr 26, 2005 18:33:05 GMT 1
I updated the downloadable archive with the correct Keyword file, in the earlier release the joint stiffness commands were left out somehow, however, if you were using the NDB.dll from 2005-03-something the commands were implemented already. The newest ndb.dll is now dated 2005-04-03. Use it wisely !
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Post by IceNine on Apr 28, 2005 5:16:07 GMT 1
Ok, just re-downloaded, seems to work just fine now. Maybe I'm just a bonehead and didn't have something in the right place or something? I'll just be happy it works and put it down to one-d ten-t error.
I'm not getting much result out of cranking the stiffness though, I guess I was expecting a joint friction-type thing ( requiring MUCH larger forces to initiate motion, and even that quickly damped ) in one easy command.
Thanks much for the swift bughunt and doublecheck. :-)
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Post by Kjelle69 on Apr 28, 2005 7:58:33 GMT 1
joint stiffness has nothing to do with friction... basically it decides how much "play" is allowed in the actual joint itself. with low stiffness, the joint will be more stable, but can "stretch" slightly if heavy forces are put on it. likewise a stiffened joint is more likely to become unstable, but will not allow as much "play".
think of several pieces forming a rope. with stifness set low, and you attach one end to the ceiling, and hang a heavy object on the bottom link, the individual pieces will pull apart slightly due to the weight. set the joints to very stiff, and they won't seperate as much.
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Post by IceNine on May 1, 2005 9:55:38 GMT 1
Ok, Thanks for the insight Walaber. I guess I'm going to have to manually detect/damp Omega if I want a rusted hinge joint then. ;-)
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Post by Kjelle69 on May 1, 2005 12:10:47 GMT 1
Newton has a feature for joint friction, and actually I think the code is there in the wrapper, but I'm not sure if it's properly documented, and was never fully tested... might be a project for the every-busy mr. kjelle
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Post by kjelle69 on May 1, 2005 14:14:55 GMT 1
Going through the darkest dungeons of the Wrapper source and TADAA. What did I see !? The following commands are activated but never documented. I will correct this. Please Wrapper users, try them out and report the effects and bugs, (If any) [glow=red,2,300] NDB_SetHingeFriction int Joint, float min, float max NDB_GetHingeMinFriction int Joint NDB_GetHingeMaxFriction int Joint NDB_SetSliderFriction int Joint, float min, float max NDB_GetSliderMinFriction int Joint NDB_GetSliderMaxFriction int Joint NDB_SetCorkscrewFrictions int Joint, float min1, float max1, float min2, float max2 NDB_GetCorkscrewMinAngleFriction int Joint NDB_GetCorkscrewMaxAngleFriction int Joint NDB_GetCorkscrewMinDistFriction int Joint NDB_GetCorkscrewMaxDistFriction int Joint NDB_SetUniversalFriction int Joint, float min1, float max1, float min2, float max2 NDB_GetUniversalMinFriction1 int Joint NDB_GetUniversalMaxFriction1 int Joint NDB_GetUniversalMinFriction2 int Joint NDB_GetUniversalMaxFriction2 int Joint [/glow] They are activated in the keyword.ini file and ready to use, I will document them later and tell you when the update is ready to download.
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Post by IceNine on May 2, 2005 5:07:33 GMT 1
Wow, that was fast! You're doing an awesome job dispatching inquiries and nifty stuff Kjelle, thanks much ( again! ), and keep it up!
( busily adds them to his current keywords file so they highlight properly while he's wreaking havoc on the examples.. err... testing their functionality in a known environment ) ;-)
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Post by wowposter on Nov 8, 2008 13:51:25 GMT 1
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