Search found 13 matches
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...