Search found 21 matches

by ratatouille
Wed Sep 30, 2015 7:30 am
Forum: General Bullet Physics Support and Feedback
Topic: simple hack for spring damper in btMultiBody
Replies: 3
Views: 4388

Re: simple hack for spring damper in btMultiBody

Hi Basroil,

Thanks for your reply. Could you elaborate a bit on the cases under which it might be unstable?

Cheers
by ratatouille
Tue Sep 29, 2015 4:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: simple hack for spring damper in btMultiBody
Replies: 3
Views: 4388

simple hack for spring damper in btMultiBody

I'm experimenting a bit with the multibody and Featherstone solver. Because it is not (afaik) possible yet to apply the btGeneric6DofSpring2Constraint to links, I was wondering if I could emulate spring dampers by simply applying the relevant torque at each timestep. The torque would be proportional...
by ratatouille
Wed Mar 18, 2015 10:16 am
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: [paper] Simulation Tools for Model-Based Robotics
Replies: 0
Views: 37732

[paper] Simulation Tools for Model-Based Robotics

Hi, I came across this recent paper, which might be interesting for the Bullet community. http://homes.cs.washington.edu/~todorov/papers/ErezICRA15.pdf Simulation Tools for Model-Based Robotics: Comparison of Bullet, Havok, MuJoCo, ODE and PhysX Tom Erez, Yuval Tassa and Emanuel Todorov Abstract— Th...
by ratatouille
Thu Mar 12, 2015 11:54 am
Forum: General Bullet Physics Support and Feedback
Topic: WASDDemoApplication
Replies: 0
Views: 3551

WASDDemoApplication

Hi, I thought this might be helpful for some. Derive from WASDDemoApplication instead of PlatformDemoApplication and WASD keys/arrow keys will allow you to fly through a scene. WASDDemoApplication.h: #ifndef WASD_DEMO_APPLICATION #define WASD_DEMO_APPLICATION #ifdef _WINDOWS #include "Win32Demo...
by ratatouille
Mon Mar 02, 2015 2:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trouble with kinematic character and terrain shape
Replies: 3
Views: 4577

Re: Trouble with kinematic character and terrain shape

If width = height = 11, shouldn't your data array contain 11x11 = 121 elements instead of 11?
by ratatouille
Mon Mar 02, 2015 1:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: btGeneric6DofSpring2Constraint blows up for kinematic rotate
Replies: 8
Views: 9953

Re: btGeneric6DofSpring2Constraint blows up for kinematic ro

Hi Erwin,

Thanks for taking the time to look into this. The mass of the kinematic object was set to zero, so that wasn't the source of the problem. The code I posted solved the problem for me.
by ratatouille
Tue Feb 24, 2015 6:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: btGeneric6DofSpring2Constraint blows up for kinematic rotate
Replies: 8
Views: 9953

Re: btGeneric6DofSpring2Constraint blows up for kinematic ro

Looks like the following sequence of code for performing the kinematic update (just before the call to btDynamicsWorld.stepSimulation()) works: m_dynamicsWorld->removeRigidBody(rb); btTransform tr; rb->getMotionState()->getWorldTransform(tr); tr.setRotation(btQuaternion(btVector3(0.f, 0.f, 1.f), btS...
by ratatouille
Tue Feb 24, 2015 3:11 am
Forum: General Bullet Physics Support and Feedback
Topic: btGeneric6DofSpring2Constraint blows up for kinematic rotate
Replies: 8
Views: 9953

Re: btGeneric6DofSpring2Constraint blows up for kinematic ro

forgot to mention, also played with CFM and ERP, had only a very minor effect on when exactly the instabilities occurred. Also tried calling btGeneric6DofSpring2Constraint->calculateTransforms() after each kinematic move step, no success.
by ratatouille
Tue Feb 24, 2015 3:04 am
Forum: General Bullet Physics Support and Feedback
Topic: btGeneric6DofSpring2Constraint blows up for kinematic rotate
Replies: 8
Views: 9953

btGeneric6DofSpring2Constraint blows up for kinematic rotate

hey, There seems to be an issue with btGeneric6DofSpring2Constraint in combination with rotating one of the bodies to which it is attached. Everything goes well until a certain point, where the non-kinematic sphere starts twitching and then experiences a violent jump. So it seems as if the constrain...
by ratatouille
Tue Feb 24, 2015 2:54 am
Forum: General Bullet Physics Support and Feedback
Topic: btGeneric6DofSpringConstraint high damping
Replies: 6
Views: 6816

Re: btGeneric6DofSpringConstraint high damping

You can also look into btGeneric6DofSpring2Constraint (notice the 2), it uses a completely different implementation of the physics.
by ratatouille
Tue Jan 13, 2015 10:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: world scaling reprise: mass scales with geometry?
Replies: 3
Views: 4846

Re: world scaling reprise: mass scales with geometry?

thanks for your detailed reply. Unfortunately, the pendulum does not scale right with the given factors: it is much too sluggish. // physical parameters // N.B. [N] = [kg·m/s^2] const float pendulum_length = 5E-3; // [m] const float mass = 1E-3f; // [kg] const float spring_constant = 75E-3; // [N·m/...
by ratatouille
Fri Jan 09, 2015 11:22 am
Forum: General Bullet Physics Support and Feedback
Topic: world scaling reprise: mass scales with geometry?
Replies: 3
Views: 4846

world scaling reprise: mass scales with geometry?

Hello all, Some time ago, I implemented a simple damped pendulum simulation to check the physical accuracy of Bullet. The thread is here: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=10184 After making the adjustments mentioned in the thread, accuracy was very good with MKS uni...
by ratatouille
Fri Jan 09, 2015 10:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Units
Replies: 5
Views: 12728

Re: Bullet Units

Please see this thread for my simulation of a damped pendulum: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=10184 Accuracy was very good in the end, with MKS units. However, world scaling is not yet working (e.g. simulating a very tiny pendulum), am about to launch another thre...
by ratatouille
Thu Dec 04, 2014 11:44 am
Forum: General Bullet Physics Support and Feedback
Topic: Physical realism of damped pendulum
Replies: 15
Views: 21740

Re: Physical realism of damped pendulum

Could angular inertia be the culprit? In the Python case, the pendulum is ideal, with a point mass. In Bullet, the mass is distributed over a rigid body of nonzero size (i.e. the swinging body of the pendulum). For a long enough pendulum and a low enough mass (L = 10 m, m = .1 kg) the results overla...
by ratatouille
Mon Nov 17, 2014 10:23 am
Forum: General Bullet Physics Support and Feedback
Topic: Physical realism of damped pendulum
Replies: 15
Views: 21740

Re: Physical realism of damped pendulum

Sorry, forgot to mention. Basroil, thanks for your suggestions. D6_LIMIT_ERROR_THRESHOLD_FOR_ROTATION makes no apparent difference. I also recompiled everything with double precision floats. Again no evident change.