Search found 648 matches

by fferri
04 Aug 2020, 21:50
Forum: General questions
Topic: Converting Negative Angles into Positive Orientation
Replies: 3
Views: 12

Re: Converting Negative Angles into Positive Orientation

Something like this: function sysCall_sensing() local orientation=sim.getObjectOrientation(objectHandle,-1) local newAngle=orientation[3] local increment=newAngle-angle while math.abs(increment)>math.pi*1.5 do increment=increment*(1-2*math.pi/math.abs(increment)) end angle=angle+increment print(angl...
by fferri
04 Aug 2020, 21:42
Forum: General questions
Topic: Using simxCallScriptFunction in B0 Remote API
Replies: 2
Views: 10

Re: Using simxCallScriptFunction in B0 Remote API

Are you sure when you call the function in the threaded script, the threaded script is initialized (i.e. it has started, but it has not terminated yet)?
by fferri
04 Aug 2020, 12:48
Forum: General questions
Topic: Converting Negative Angles into Positive Orientation
Replies: 3
Views: 12

Re: Converting Negative Angles into Positive Orientation

The range of orientation is always 360 degrees.

You have to keep track of it by yourself in your controller if e.g. you want to be able to turn 540 degrees.

One way to achieve this is to eliminate any ~360 degrees discontinuities when continuously reading the angle.
by fferri
04 Aug 2020, 09:32
Forum: General questions
Topic: Navigation 2 crashing with ROS2 Foxy
Replies: 1
Views: 8

Re: Navigation 2 crashing with ROS2 Foxy

Navigation might be crashing because you don't correctly fill the message fields.

It is not a CoppeliaSim issue per se. You need to figure out what message causes the problem and fix it.
by fferri
03 Aug 2020, 09:25
Forum: General questions
Topic: Construction models?
Replies: 1
Views: 21

Re: Construction models?



You mean this video?

You can find the model in models/vehicles/
by fferri
03 Aug 2020, 09:11
Forum: General questions
Topic: Deformable Terrain in CoppeliaSim? (Vortex Engine)
Replies: 3
Views: 111

Re: Deformable Terrain in CoppeliaSim? (Vortex Engine)

If you can subdivide your terrain in patches, and can approximate every patch with a simple object (cuboid, sphere) which is dynamically enabled... You can move dynamically enabled objects by directly applying forces/torques, or by attaching them to joints and moving the joint. This approach would w...
by fferri
30 Jul 2020, 19:57
Forum: General questions
Topic: The problem with large numbers
Replies: 3
Views: 36

Re: The problem with large numbers

Found this:

https://forum.coppeliarobotics.com/view ... 3623#p3623
coppelia wrote:You can modify this distance in the file system/usrset.txt. Refer to variable dynamicActivityRange.
by fferri
30 Jul 2020, 11:22
Forum: General questions
Topic: The problem with large numbers
Replies: 3
Views: 36

Re: The problem with large numbers

There is a region beyond which dynamic objects are disabled. You can also verify this by letting some object (vehicle) fall off the floor. Once it reaches z < 1000m it will stop moving.

I guess this is for performance reasons.


I can't recall if and where you can change this setting.
by fferri
28 Jul 2020, 15:58
Forum: General questions
Topic: small robot simulation
Replies: 2
Views: 55

Re: small robot simulation

Did you try to use internal scaling to compensate for that?