Compound objects on Terrain object - Jittering
Posted: Wed Aug 21, 2013 8:22 am
Hi
Been a while, but I'm getting back in to using this wonderful simulation engine in some XNA hobby work. I've constructed a terrain object and placed it in to the simulation. I'm using re-purposed moon radar images (1024x1024) as the heightmap. I'm trying to be accurate in physics simulation with gravity as well (moon gravity of 1.6xx etc).
I have an oddity that I hope can be explained to me. I'm scaling the terrain quite large to match the moon scale (where 1 unit = 1 metre). So, scaling for say Copernicus Crater (approximately 93Km wide) means a (I believe) a scaling factor of approximately (100000/1024). I.e. The the total scaling needed in metres divide by the width of the height map (I've gone for 100km as the height map extends beyond the edge of the crater).
The simulation objects I'm placing on the terrain are compound. Two long box forms on top of each other with three cylinders (wheels) either side of the lower rectangle. These cylinders have RevoluteJoint attaching them to the lower box. I can spin up the RevolueJoint cylinders via the Motor property to control movement.
Now, at these scaling factors, the object hops (jitters) around on the terrain. When I go for a smaller scale, it settles. Is this a math precision issue in simulation? I've messed about with frictions etc to see if that is the issue, but I think not. Appreciate any guidance. I'm wondering if the solution is going to be breaking the terrain up in to smaller areas (1/4's, 1/8's of the heightmap) - Although does this hit simulation performance?
Been a while, but I'm getting back in to using this wonderful simulation engine in some XNA hobby work. I've constructed a terrain object and placed it in to the simulation. I'm using re-purposed moon radar images (1024x1024) as the heightmap. I'm trying to be accurate in physics simulation with gravity as well (moon gravity of 1.6xx etc).
I have an oddity that I hope can be explained to me. I'm scaling the terrain quite large to match the moon scale (where 1 unit = 1 metre). So, scaling for say Copernicus Crater (approximately 93Km wide) means a (I believe) a scaling factor of approximately (100000/1024). I.e. The the total scaling needed in metres divide by the width of the height map (I've gone for 100km as the height map extends beyond the edge of the crater).
The simulation objects I'm placing on the terrain are compound. Two long box forms on top of each other with three cylinders (wheels) either side of the lower rectangle. These cylinders have RevoluteJoint attaching them to the lower box. I can spin up the RevolueJoint cylinders via the Motor property to control movement.
Now, at these scaling factors, the object hops (jitters) around on the terrain. When I go for a smaller scale, it settles. Is this a math precision issue in simulation? I've messed about with frictions etc to see if that is the issue, but I think not. Appreciate any guidance. I'm wondering if the solution is going to be breaking the terrain up in to smaller areas (1/4's, 1/8's of the heightmap) - Although does this hit simulation performance?