hi
you have 2 possibilities with btHingeConstraint
joint->setLimit(desiredAngle,desiredAngle,0.0, 1.0,0.0);
or
velocity = (desiredAngle - currentAngle)/timeStep;
joint->enableAngularMotor(true,velocity,10000000);
be careful with solverInfo.m_numIteration, solverInfo.m_erp and timeStep
Search found 10 matches
- Fri May 22, 2009 10:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: simulation of robot Arm
- Replies: 2
- Views: 3199
- Tue May 19, 2009 12:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: energy spent for joint motor, difficulty 2.73 --> 2.74
- Replies: 5
- Views: 4997
Re: energy spent for joint motor, difficulty 2.73 --> 2.74
I need it as quality criterion for evolutionary algorithm
yes you are right, I am going to use "the sum of impulse" instead of "the sum of impulse^2"
so my problem is still there : how to get efficiently after each step the sum of [hingeJoint 6th row].appliedImpulse ?
tks
yes you are right, I am going to use "the sum of impulse" instead of "the sum of impulse^2"
so my problem is still there : how to get efficiently after each step the sum of [hingeJoint 6th row].appliedImpulse ?
tks
- Mon May 18, 2009 11:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: energy spent for joint motor, difficulty 2.73 --> 2.74
- Replies: 5
- Views: 4997
Re: energy spent for joint motor, difficulty 2.73 --> 2.74
yes, I agree with you but here I consider 1/ timeStep^2 as a constant
- Mon May 18, 2009 10:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: energy spent for joint motor, difficulty 2.73 --> 2.74
- Replies: 5
- Views: 4997
Re: energy spent for joint motor, difficulty 2.73 --> 2.74
I find what value I had to sum / save to get total energy applied to hinge joints : btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyIterations(...) { float totalEnergy = 0; for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++) { .... ///solve all joint constraint...
- Sun May 17, 2009 5:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: energy spent for joint motor, difficulty 2.73 --> 2.74
- Replies: 5
- Views: 4997
energy spent for joint motor, difficulty 2.73 --> 2.74
Hi, I would like to know how to get the total energy applied by motors to each hinge joint of my simulation, I can get it like that in bullet 2.73 : // before the Step : for (int = 0; i < nb_joint; i++) { joint[i]->motorImpulseInThatStep = 0; } // modification of btHingeConstraint::solveConstraintOb...
- Mon May 11, 2009 9:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: robot simulation parameter : num_iteration & timeStep
- Replies: 3
- Views: 2557
Re: robot simulation parameter : num_iteration & timeStep
thank you to have answered, I have : core2 duo T5xxx, windows vista, bullet 2.74, release -O2, collision disabled between linked bodies and the log I get : Profiling: Root (total running time: 1251.426 ms) --- 0 -- internalSingleStepSimulation (0.08 %) :: 1.#IO ms / frame (1 calls) Unaccounted: (99....
- Sat May 09, 2009 8:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: robot simulation parameter : num_iteration & timeStep
- Replies: 3
- Views: 2557
robot simulation parameter : num_iteration & timeStep
Hello, I made a very simple simulation of a robot (a dog) with 14 hinge joints, each body is a cube, except the foots that are spheres (for the collision with the floor), the floor is a cube I found that to get joints' error smaller ( < 0.001 radian) I had to set timeStep = 0.001 , and the solver.nu...
- Tue Feb 17, 2009 6:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Forces in a rigid body
- Replies: 2
- Views: 2026
Re: Forces in a rigid body
you could add in btRigidBody.h :
class btRigidBody {
...
btVector3 getTotalForce()
{
return m_totalForce;
}
btVector3 getTotalTorque()
{
return m_totalTorque;
}
}
class btRigidBody {
...
btVector3 getTotalForce()
{
return m_totalForce;
}
btVector3 getTotalTorque()
{
return m_totalTorque;
}
}
- Tue Feb 17, 2009 6:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: understanding btPoint2PointConstraint and JacobianEntry
- Replies: 0
- Views: 1248
understanding btPoint2PointConstraint and JacobianEntry
Hello, I'm still trying to understand how joints are corrected in Bullet and in physic simulation in general in btJacobianEntry(...) there is a number m_Adiag calculated as follow : with btVector3 currentAxis = (1,0,0), then (0,1,0) and then (0,0,1) btVector3 A_ContactPos = A_jointPosWorld - A_cente...
- Fri Feb 13, 2009 4:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: understand constraint : why error is projected onto each axe
- Replies: 0
- Views: 1245
understand constraint : why error is projected onto each axe
hello, I have to understand the calculus used for solving constraints in Bullet, for a student project my first question is : in btPoint2PointConstraint::solveConstraintObsolete (btPoint2PointConstraint is the easier to start with) you find that code : for (int i=0;i<3;i++) { /* blah blah blah */ bt...