Strange Run Time Crash

Wavesonics
Posts: 71
Joined: Thu May 22, 2008 8:03 pm

Strange Run Time Crash

Post by Wavesonics »

I am applying a force to a rigid body and am getting the following run time crash some time later:

Assertion (m_Adiag > btScalar(0.0)) failed in "btJacobianEntry.h", function "",
line 53

Any idea why this would be happening?
Dirk Gregorius
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Joined: Sun Jul 03, 2005 4:06 pm
Location: Kirkland, WA

Re: Strange Run Time Crash

Post by Dirk Gregorius »

Usually this happens when two linked bodies (either contact or joint) have infinite mass.
Wavesonics
Posts: 71
Joined: Thu May 22, 2008 8:03 pm

Re: Strange Run Time Crash

Post by Wavesonics »

Oh strange. Well I do have 1 body which has a mass of 0 and it is connected to a dynamic body with a mass of 10, is that ok?
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John McCutchan
Posts: 133
Joined: Wed Jul 27, 2005 1:05 pm
Location: Berkeley, CA

Re: Strange Run Time Crash

Post by John McCutchan »

Bodies should either have an infinite mass or a mass > 0.0

Thanks,
John

(edit)

NOTE: In Bullet to specify that a body should have an infinite mass you set it's mass to 0.0
sparkprime
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Joined: Fri May 30, 2008 2:51 am
Location: Ossining, New York

Re: Strange Run Time Crash

Post by sparkprime »

I thought static objects should have a mass of 0?

Even internally, an "inverse mass" of 0 means a static object.

I've not seen infinite mass used / mentioned anywhere.
Wavesonics
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Joined: Thu May 22, 2008 8:03 pm

Re: Strange Run Time Crash

Post by Wavesonics »

Ya I thought that same thing, I'm using a mass of 0 for all my non-dynamic objects.

How do I set it to be infinite?
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John McCutchan
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Location: Berkeley, CA

Re: Strange Run Time Crash

Post by John McCutchan »

Sorry for the confusion. I wasn't specifically referring to the Bullet API. It is valid to set the mass of a rigid body in Bullet to 0.0. This will cause Bullet to treat the rigid body as static.

Thanks,
John
Wavesonics
Posts: 71
Joined: Thu May 22, 2008 8:03 pm

Re: Strange Run Time Crash

Post by Wavesonics »

Oh ok, got ya.

But do you have any idea what could be causing this problem?

I do have a dynamic object attached to a static (mass = 0) object, but that should be ok shouldn't it?