Search found 14 matches
- Thu Dec 11, 2008 4:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug report: Overflow in AABB (CharacterDemo.exe)
- Replies: 3
- Views: 5806
Bug report: Overflow in AABB (CharacterDemo.exe)
Hey When I was playing with ReleaseCharacterDemo.exe, the demo reported "Overflow in AABB, object removed from simulation." OS: Winxp + SP3 Evn: VisualStudio 2008 Bullet version: 2.73 sp1 The error can be reproduced by : 1. Start the ReleaseCharacterDemo.exe 2. Shoot several dynamical obje...
- Mon Nov 10, 2008 12:23 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Physics engine list, books, PhD thesis, on-line resources
- Replies: 11
- Views: 181383
Re: Physics engine list, books, PhD thesis, on-line resources
Just add some resources to this great list. :) 1 OpenHRP 3 : An integrated simulation platform for robot dynamics URL: http://www.openrtp.jp/openhrp3/en/index.html License: Eclipse Public License Brief introduction: * Dynamics: Featherstone algorithms * Collision detection: Opcode * Constraint solve...
- Wed Jul 02, 2008 9:10 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Mesh - mesh collision detection in OPCODE
- Replies: 4
- Views: 16474
Re: Mesh - mesh collision detection in OPCODE
If I understand your question correctly, for contact between, say obj1 and obj2, you want to get the collision triangles in both objects. Right? Then it is not that difficult. Here is the main procedure: // suppose you have set up the collision environment for obj1 and obj2 bool IsOK = Collider.Coll...
- Sun Dec 09, 2007 2:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Problem linking against installed bullet lib on Ubuntu
- Replies: 9
- Views: 8409
Re: Problem linking against installed bullet lib on Ubuntu
Hmmm, the only real difference I can find between your Makefile and my Makefile is that you compile the whole project with one command, and I compile the object files first and link them afterwards. No, please check your link option's position in your build rules. The following output is strange. c...
- Thu Dec 06, 2007 8:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Problem linking against installed bullet lib on Ubuntu
- Replies: 9
- Views: 8409
Re: Problem linking against installed bullet lib on Ubuntu
It seems they are not included in the project, anyone with Ubuntu / pkg-config experience can help? Thanks, Seems Ubuntu(Gutsy Gibbon), pkg-config and bullet are irrelative. I just built the ConcavePhysicsDemo without any problem. 1. Copy source for the demo to a new directory. 2. Copy the necessar...
- Mon Nov 12, 2007 4:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Robot simulation and motor control
- Replies: 0
- Views: 2537
Robot simulation and motor control
In my simulator I need to control the trajectories of the joints based on my path planning algorithms. I want to know how to do it using Bullet. Following are the necessary context and problem statement. Context: 1. My simulation model (say, a mobile robot) consists one mobile root link and other li...
- Tue Oct 09, 2007 10:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Installing on Linux
- Replies: 4
- Views: 5186
Re: Installing on Linux
I built Bullet libraries and demo examples without any problem.RaulHuertas wrote:Any ideas?
I did not read the manual but the following steps work for me.
0. Move to the Bullet root directory.
1.
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./configure
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jam
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sudo jam install
HTH
- Wed Jun 06, 2007 11:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [Bug Report] Base class does not have virtual destructor
- Replies: 0
- Views: 2511
[Bug Report] Base class does not have virtual destructor
There is really a minor bug: In btGIMPACTMeshShape.h, we have following class definition: class BT_GIMPACT_TRIMESH_DATA_HANDLE_ARRAY: public btAlignedObjectArray<BT_GIMPACT_TRIMESH_DATA_HANDLE> { public: }; However, the base template class btAlignedObjectArray's destructor is not virtual. Usually it...
- Tue Jun 05, 2007 2:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Concave trimesh contact points reduction
- Replies: 5
- Views: 7323
- Mon Jun 04, 2007 7:52 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Impulse based collision response and featherstone constraint
- Replies: 3
- Views: 7553
- Mon Jun 04, 2007 6:39 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Concave trimesh contact points reduction
- Replies: 5
- Views: 7323
You can use multiple contact manifolds for concave versus concave: The optional GIMPACT integration in Bullet uses an array of contact manifolds. See MovingConcaveDemo, and Bullet/Extras\GIMPACTBullet\btConcaveConcaveCollisionAlgorithm.cpp Erwin Thank you for the pointer, but I checked them before ...
- Mon Jun 04, 2007 5:58 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Impulse based collision response and featherstone constraint
- Replies: 3
- Views: 7553
Thank you for your reply... Using Featherstone in combination with contact resolution using 1. LCP-solver based method 2. Impulse based method Impulse bases method are equivalent to an iterative LCP method called SOR PGS (**). Erwin Thanks for point me about that, but I failed to find any related po...
- Mon Jun 04, 2007 4:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Concave trimesh contact points reduction
- Replies: 5
- Views: 7323
Concave trimesh contact points reduction
Is there any standard way to do contact points reduction for concave triangle meshes? In my simulator, the board-phrase/middle-phrase collision module can provide me the overlapped triangle pairs, and my problem is how to find the reasonable/reduced contact points for further collision response (I w...
- Mon Jun 04, 2007 4:27 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Impulse based collision response and featherstone constraint
- Replies: 3
- Views: 7553
Impulse based collision response and featherstone constraint
Hey, I am now trying to build a robot simulator and I have question about applying impulse based collision response to the featherstone ABA algorithms. Yes, I need featherstone ABA because in my simulation I need the accurate joint states, and the drifting caused by numeric error should be avoided. ...