Search found 13 matches

by vanger
Mon Mar 28, 2016 11:58 am
Forum: General Bullet Physics Support and Feedback
Topic: What are the arguments for RigidBody.applyForce ?
Replies: 4
Views: 5114

Re: What are the arguments for RigidBody.applyForce ?

what is rel_pos? relative position? the center of mass/object's origin? just leave it 0? I didn't use Bullet, but it seems obvious that rel_pos is a point where the force is applied. Likely it's coordinated in the body frame, likely with an origin in the center of mass. So applyForce with 0 rel_pos...
by vanger
Sun Mar 27, 2016 1:51 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Inequality constraints: clamping impulses
Replies: 2
Views: 10867

Re: Inequality constraints: clamping impulses

Thanks for the answer! Ahh, I see, we indeed treat pseudo impulses in a different ways: in velocity solver we compute them and then clamp impulses associated with active inequality constraints, which leads to necessity of correction of other pseudo impulses; in position solver we first clamp constra...
by vanger
Fri Mar 25, 2016 4:09 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Implementing hinge constraint
Replies: 11
Views: 38645

Re: Implementing hinge constraint

Thanks! :)

No. That would require some history of a mutual movement, not just body states. So it would be not so natural. Though, it's definitely doable, but there would the same issues both in quaternion based approach and local frames based one.
by vanger
Fri Mar 25, 2016 11:15 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Implementing hinge constraint
Replies: 11
Views: 38645

Re: Implementing hinge constraint

I figured out what the problem was. It was... an error in the basic matrix class from which everything linear algebra stuff like vectors inherited. The error was in access to a matrix element function. But it did not show because almost always I worked with whether vectors (matrices with 1 width) or...
by vanger
Fri Mar 25, 2016 11:13 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Inequality constraints: clamping impulses
Replies: 2
Views: 10867

Inequality constraints: clamping impulses

Please help me understand the correct way to treat inequality constraints in an NGS numerical scheme. Life is easy if we have only one such constraint: we just clamp the whole accumulated impulse in the velocity correction phase and just clamp every incremental impulse in the position coppection pha...
by vanger
Tue Mar 08, 2016 8:21 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Implementing hinge constraint
Replies: 11
Views: 38645

Re: Implementing hinge constraint

I have a fully working constraint model and that's what I have for the Jacobian for a hinge. That's because you use another constraints. Of course it's possible to use kind of (for the first body) a * e3A = 0, b * e3A = 0, where e3A is the unit vector rigidly connected with body A. In a body A fram...
by vanger
Tue Mar 08, 2016 6:31 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Implementing hinge constraint
Replies: 11
Views: 38645

Re: Implementing hinge constraint

Nope. Jacobians are coordinate expressions of differentials of maps from "coordinate space" to "constraint space". In simple words, if we have n constraints C_i and m coordinates x_j, ij-th matrix element J_{ij} is dC_i/dt |_{v_j = 1}, where v_j = dx_j/dt. It's written in the pre...
by vanger
Sat Mar 05, 2016 12:18 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Implementing hinge constraint
Replies: 11
Views: 38645

Re: Implementing hinge constraint

I'm stuck. Even for just one body which I want to constraint in rotation about one axis it doesn't work, though the problem seems obvious. Let V = (Vx, Vy, Vz) be a vector coordinates in a world frame, and q is a unit orientation quaternion of a body (so that if u is a column of coordinates in a bod...
by vanger
Tue Mar 01, 2016 1:02 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: contact manifold
Replies: 1
Views: 6536

Re: contact manifold

I still not implemented this but I'm pretty sure that a reasonable way is to treat this contacts in a way you treat any other constraint. I.e. you can just iteratively solve corresponding (inequality) constraints. Or (a better way) you solve them simultaneously. Look at the end of Erin's presentatio...
by vanger
Tue Mar 01, 2016 12:57 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: distance joint
Replies: 1
Views: 6736

Re: distance joint

He computed effective mass matrix (inverse of it) in the usual way. If you have a constraint C on your (generalized) coordinates you can deduce a velocity constraint by differentiation so Cdot = JV, where V is a colums of (generalized) velocities (velocities components and angular velocities in this...
by vanger
Mon Feb 29, 2016 3:16 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Implementing hinge constraint
Replies: 11
Views: 38645

Implementing hinge constraint

Hi! I'm trying to understand joints implementation based on Lagnange multipliers. Now I'm thinking about a hinge joint between two rigid bodies. Here's how I think it should be done. Please tell me if I'm missing something or if something could be done better. Let us talk about just angular movement...
by vanger
Sat Feb 27, 2016 1:58 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Correcting angular velocities in an angular constraint
Replies: 2
Views: 7055

Re: Correcting angular velocities in an angular constraint

Thanks for the answer! If I understood you correctly, no. What I want to do is to forbid some body orientations. So there would be some allowed rotations and some forbidden. In 2d a rotation can be described by knowledge where some particular vector, (1, 0) for example, goes. So 2d rotations can be ...
by vanger
Sun Feb 21, 2016 4:09 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Correcting angular velocities in an angular constraint
Replies: 2
Views: 7055

Correcting angular velocities in an angular constraint

Hello. I'm implementing a physics engine with rigid bodies with constraints using Baltman and Radeztsky's article: http://twvideo01.ubm-us.net/o1/vault/gdc04/slides/using_verlet_integration.pdf I want to speak about angle constraint between two bodies (section 8 ). The idea is as follows. We determi...