Search found 34 matches
- Thu Aug 25, 2011 1:42 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: V-REP Robot Simulator: newest demo video
- Replies: 1
- Views: 8268
V-REP Robot Simulator: newest demo video
Hi, V-REP, the Virtual Robot Experimentation Platform, is a 3D robot simulator, with integrated development environment, based on a distributed control architecture. Its default physics engine is Bullet, but ODE is also supported (for a same simulation, the user can switch from one to the other phys...
- Mon Mar 14, 2011 11:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision margin and scaling
- Replies: 0
- Views: 3518
Collision margin and scaling
Hello, Since quite some time I am using Bullet by scaling dimensions up by a factor 10 (or more) for better stability (I work in smaller dimensions). Of course I accordingly scale up all other values too in a correct fashion. That works fine. However I am not scaling up collision margins (by default...
- Wed Dec 08, 2010 10:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Contact force vector
- Replies: 0
- Views: 2408
Contact force vector
Hello, I am trying to obtain the force vector of a contact. In a previous post (http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=2568&hilit=contact+info), Erwin suggested to use following: m_appliedImpulse*m_normalWorldOnB/deltaTime This works fine, but doesn't really represent the...
- Wed Oct 13, 2010 10:15 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: V-REP is now supporting Bullet and ODE
- Replies: 0
- Views: 6095
V-REP is now supporting Bullet and ODE
Hello, The Virtual Robot Experimentation Platform (V-REP) was released a few months ago with Bullet as its dynamics module (V-REP is a hybrid simulator with several calculation modules, see below). Since a few days, V-REP is now also supporting the Open Dynamics Engine, and the user can switch from ...
- Fri Mar 19, 2010 10:42 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Non elastic rope II
- Replies: 4
- Views: 10007
Re: Non elastic rope II
Maybe try to increase the mass of the small rope elements?
- Wed Mar 17, 2010 1:30 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Virtual Robot Experimentation Platform, V-REP
- Replies: 0
- Views: 5701
Virtual Robot Experimentation Platform, V-REP
Hello, I just finished my first release of the Virtual Robot Experimentation Platform (V-REP). It is a general-type robot simulator. It allows you to edit and simulate whole robotic systems, or sub-systems (sensors, mechanisms). It offers a multitude of functionalities that can be easily integrated ...
- Tue Feb 16, 2010 2:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btConeShapeZ and collision margin
- Replies: 1
- Views: 2300
Re: btConeShapeZ and collision margin
Well, I just noticed why the setMargin didn't have an effect: I wrap all collision shapes in a compound shape in order to freely adjust the inertia position/orientation relative to the shape, and I was setting the margin of the compound shape. Setting the margin of the btConeShapeZ to zero works fin...
- Fri Feb 12, 2010 9:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btConeShapeZ and collision margin
- Replies: 1
- Views: 2300
btConeShapeZ and collision margin
Hello, I am not sure if this is intended or something that was overlooked but I noticed following about collision margins (version 2.76 R1971: btBoxShape-btBoxShape: 0 cm btCylinderShapeZ-btBoxShape: 0 cm btSphereShape-btBoxShape: 0 cm btConeShapeZ-btBoxShape: 4 cm btCylinderShapeZ-btCylinderShapeZ:...
- Fri Feb 05, 2010 10:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: since Bullet V2.76, various FRAME_OFFSET defines..
- Replies: 4
- Views: 3440
Re: since Bullet V2.76, various FRAME_OFFSET defines..
I tested the btSliderConstraint in r1971, everything seems alright. >>can you explain what adjustments you need to make exactly? Actually I added a few lines in btSequentialImpulseConstraintSolver so that I can extract applied impulses for the btGeneric6DofConstraint (which then allows me to use the...
- Fri Feb 05, 2010 1:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: since Bullet V2.76, various FRAME_OFFSET defines..
- Replies: 4
- Views: 3440
Re: since Bullet V2.76, various FRAME_OFFSET defines..
Hello Erwin, The btSliderConstraint's strange behaviour is resolved in the latest release (v2.76, r1963). About the btGeneric6DoFConstraint: I am using that constraint also as a force/torque sensor, and I noticed that the 6 constraint equations have changed from previous release (v2.75): before, the...
- Fri Feb 05, 2010 12:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of btSliderConstraint in Bullet 2.76
- Replies: 6
- Views: 5260
Re: Strange behaviour of btSliderConstraint in Bullet 2.76
Hello Erwin,
Yes, I just dowloaded the latest source (2.76, r1963) and the problem is fixed, thanks a lot!
Yes, I just dowloaded the latest source (2.76, r1963) and the problem is fixed, thanks a lot!
- Thu Feb 04, 2010 8:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: since Bullet V2.76, various FRAME_OFFSET defines..
- Replies: 4
- Views: 3440
since Bullet V2.76, various FRAME_OFFSET defines..
Hello, Since Bullet version 2.76, most constraints have a new define added, e.g.: #define USE_OFFSET_FOR_CONSTANT_FRAME true // btSliderConstraint #define D6_USE_FRAME_OFFSET true // btGeneric6DofConstraint #define HINGE_USE_FRAME_OFFSET true // btHingeConstraint I noticed strange behaviours of btSl...
- Thu Feb 04, 2010 8:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of btSliderConstraint in Bullet 2.76
- Replies: 6
- Views: 5260
Re: Strange behaviour of btSliderConstraint in Bullet 2.76
Hello Roman, Actually I realized that since version 2.76, there is a define as following for btSliderConstraint: #define USE_OFFSET_FOR_CONSTANT_FRAME true if I set it to false, then all seems ok. Same with btGeneric6DofConstraint, in version 2.76 it behaves strangely. There is also a similar define...
- Wed Feb 03, 2010 9:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of btSliderConstraint in Bullet 2.76
- Replies: 6
- Views: 5260
Re: Strange behaviour of btSliderConstraint in Bullet 2.76
Thanks roman, Yes, the 2.75 version I used was released on the 17th of September 2009. Here my code for the slider: btSliderConstraint* slider; btTransform jtrA; jtrA.setOrigin(btVector3(jtrRelToBodyA.X(0),jtrRelToBodyA.X(1),jtrRelToBodyA.X(2))); jtrA.setRotation(btQuaternion(jtrRelToBodyA.Q(1),jtrR...
- Wed Feb 03, 2010 4:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of btSliderConstraint in Bullet 2.76
- Replies: 6
- Views: 5260
Strange behaviour of btSliderConstraint in Bullet 2.76
Hello,
I am not sure if this was meant, but since Bullet 2.76, the btSliderConstraint moves along the NEGATIVE x-axis (was the POSITIVE x-axis in Bullet 2.75). I corrected for that by adjusting the frames that I feed to Bullet, but I am now wondering if this change was meant or accidental?
I am not sure if this was meant, but since Bullet 2.76, the btSliderConstraint moves along the NEGATIVE x-axis (was the POSITIVE x-axis in Bullet 2.75). I corrected for that by adjusting the frames that I feed to Bullet, but I am now wondering if this change was meant or accidental?