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From: M@ <mat...@gm...> - 2013-05-16 13:17:26
|
Spinning this out so as to not threadjack. While starting my code on one particular machine (my advisor's) I get either: java.util.ConcurrentModificationException [java] java.util.ArrayList$Itr.checkForComodification(ArrayList.java:819) [java] java.util.ArrayList$Itr.next(ArrayList.java:791) [java] org.ode4j.ode.internal.DxSimpleSpace.cleanGeoms(DxSimpleSpace.java:63) [java] org.ode4j.ode.internal.DxSimpleSpace.collide(DxSimpleSpace.java:82) [java] com.robotsim.model.World.checkForCollisions(World.jacom.mds.simulator.MdsSimComponent or: ODE INTERNAL ERROR 1: assertion failed ODE INTERNAL ERROR 1: assertion failed java.lang.RuntimeException: #1: assertion failed -> org.ode4j.ode.internal.ErrorHdl.dDebug(ErrorHdl.java:186) org.ode4j.ode.internal.ErrorHandler.dDebug(ErrorHandler.java:89) org.ode4j.ode.internal.Common.dIASSERT(Common.java:123) org.ode4j.ode.internal.DxGeom.collideAABBs(DxGeom.java:1699) org.ode4j.ode.internal.DxSimpleSpace.collide(DxSimpleSpace.java:93) com.robotsim.model.World.checkForCollisions(World.java:197) com.robotsim.model.World.checkForCollisions(World.java:187) com.robotsim.model.LinearActuator.update(LinearActuator.java:60) com.robotsim.model.Robot.tick(Robot.java:115) com.robotsim.model.World.tick(World.java:128) com.robotsim.model.World.tick(World.java:119) com.robotsim.model.World$1.run(World.java:88) java.util.TimerThread.mainLoop(Timer.java:555) java.util.TimerThread.run(Timer.java:505) (chosen seemingly randomly). I managed to get it to stop on other machines by pausing the main loop (that calls collisionSpace.collide) whenever I need to add something to the collision space, but it's not clear why that didn't fix the problem on the one machine. It's also not clear exactly what sorts of invariants I need to maintain to keep ODE happy, I can certainly maintain them, I just need to know what they are. --M@ |
From: M@ <mat...@gm...> - 2013-01-18 18:50:39
|
Err for the time being all I use ODE4j for is collision detection... apparently I'm so deep in trying to figure this out that my english is having trouble. --M@ On Fri, Jan 18, 2013 at 2:49 PM, M@ <mat...@gm...> wrote: > Hello all I've been struggling with a message that says "ODE INTERNAL > ERROR 1: assertion failed" for a long time now and I need help getting to > the bottom of it. For the time being all I use ODE4j for is debugging. I > can reproduce it reliably, but hunting and pecking with println is proving > to be a debugging nightmare. ... please help? Is there a way to get it to > spit out useful error messages? Or a document somewhere that defines the > circumstances in which collide can be expected to work correctly? Is there > somewhere specific I could add a print that would help? > > --M@ > |
From: M@ <mat...@gm...> - 2013-01-18 18:49:30
|
Hello all I've been struggling with a message that says "ODE INTERNAL ERROR 1: assertion failed" for a long time now and I need help getting to the bottom of it. For the time being all I use ODE4j for is debugging. I can reproduce it reliably, but hunting and pecking with println is proving to be a debugging nightmare. ... please help? Is there a way to get it to spit out useful error messages? Or a document somewhere that defines the circumstances in which collide can be expected to work correctly? Is there somewhere specific I could add a print that would help? --M@ |
From: Tilmann <od...@gm...> - 2012-10-07 21:24:39
|
I just released a new version of ode4j. It contains a single bugfix for a problem with the ray-box collider, see bug #18 or http://www.ode4j.org Cheers, Tilmann |
From: Tilmann <od...@gm...> - 2012-08-22 20:51:32
|
Maybe you could check the ODE user groups for "falling through floor" or similar , I thing this has repeatedly been discussed. Just some hints: - Have you tried a smaller step size? E>g. 0.001? - Are your geoms created correctly (space, world, ....)? A starting point might also be to try and modify the DemoBoxstack to see whether you can reproduce the problem. Cheers, Tilmann On 22.08.2012 20:20, M@ wrote: > Hello everyone. I'm trying to get a simple bouncing ball going and > but the ball keeps falling through the floor (despite me adding a > contact with the OdeConstants.dContactBounce flag set). One thing > that may be complicating matters is that I'm not using DrawStuff > (instead I have the values passing into a jReality scene graph, which > seems to work, I see the ball falling). Overall my code is this: > > public void tick() { > checkForCollisions(null); > physicsWorld.quickStep(dt); // 1/60s > contactsGroup.empty(); > } > > public void checkForCollisions(Object cause) { > collisionSpace.collide(cause, nearCallback); // TODO: consider using > collide2 > } > > DGeom.DNearCallback nearCallback = new DGeom.DNearCallback() { > @Override > public void call(Object o, DGeom dgeom, DGeom dgeom1) { > final int contactsCount = 4; > DContactBuffer contacts = new DContactBuffer(contactsCount); > int n = OdeHelper.collide(dgeom1, dgeom, contactsCount, > contacts.getGeomBuffer()); > for (int i = 0; i < n; i++) { > DContact contact = contacts.get(i); > contact.surface.mode = OdeConstants.dContactSoftCFM | > OdeConstants.dContactBounce; > if (dgeom instanceof DSphere || dgeom1 instanceof DSphere) { > contact.surface.mu <http://contact.surface.mu> = 20; > } else { > contact.surface.mu <http://contact.surface.mu> = 0.5; > } > contact.surface.bounce = 0.7; > contact.surface.slip1 = 0.0; > contact.surface.slip2 = 0.0; > contact.surface.soft_erp = 0.8; > contact.surface.soft_cfm = 0.01; > DJoint c = OdeHelper.createContactJoint(physicsWorld, > contactsGroup, contact); > c.attach(dgeom.getBody(), dgeom1.getBody()); > } > } > }; > > Tick is called every .1s or so, which is fine for my purposes. > > Any idea what I'm doing wrong? > > --M@ > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > > > _______________________________________________ > Ode4j-users mailing list > Ode...@li... > https://lists.sourceforge.net/lists/listinfo/ode4j-users |
From: M@ <mat...@gm...> - 2012-08-22 18:20:49
|
Hello everyone. I'm trying to get a simple bouncing ball going and but the ball keeps falling through the floor (despite me adding a contact with the OdeConstants.dContactBounce flag set). One thing that may be complicating matters is that I'm not using DrawStuff (instead I have the values passing into a jReality scene graph, which seems to work, I see the ball falling). Overall my code is this: public void tick() { checkForCollisions(null); physicsWorld.quickStep(dt); // 1/60s contactsGroup.empty(); } public void checkForCollisions(Object cause) { collisionSpace.collide(cause, nearCallback); // TODO: consider using collide2 } DGeom.DNearCallback nearCallback = new DGeom.DNearCallback() { @Override public void call(Object o, DGeom dgeom, DGeom dgeom1) { final int contactsCount = 4; DContactBuffer contacts = new DContactBuffer(contactsCount); int n = OdeHelper.collide(dgeom1, dgeom, contactsCount, contacts.getGeomBuffer()); for (int i = 0; i < n; i++) { DContact contact = contacts.get(i); contact.surface.mode = OdeConstants.dContactSoftCFM | OdeConstants.dContactBounce; if (dgeom instanceof DSphere || dgeom1 instanceof DSphere) { contact.surface.mu = 20; } else { contact.surface.mu = 0.5; } contact.surface.bounce = 0.7; contact.surface.slip1 = 0.0; contact.surface.slip2 = 0.0; contact.surface.soft_erp = 0.8; contact.surface.soft_cfm = 0.01; DJoint c = OdeHelper.createContactJoint(physicsWorld, contactsGroup, contact); c.attach(dgeom.getBody(), dgeom1.getBody()); } } }; Tick is called every .1s or so, which is fine for my purposes. Any idea what I'm doing wrong? --M@ |
From: Tilmann <od...@gm...> - 2012-07-21 15:55:26
|
I just released an update of ode4j. For details please check www.ode4j.org Cheers, Tilmann |
From: Tilmann <od...@gm...> - 2012-06-02 18:38:35
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For details, seehttp://www.ode4j.org. Cheers, Tilmann |
From: Tilmann Z. <od...@gm...> - 2010-06-19 14:54:24
|
This release contains mostly updates (and an API change) for DHeightfields. For details, see www.ode4j.org. Cheers, TIlmann |
From: Fernando Z. <fzu...@gm...> - 2010-06-10 07:56:15
|
O.K, thats what I need. GIS is Geographical Information System. I viewing the demo of HeightField, because I want to create one HeightField with MDT (Digital Model Terrain) file in real coordinates. How can I add objects to the world?. I see in the code calls to the OdeHelper class (createPlane, createHeightField), but I dont find any add-to-world method to add objects. How can I access to the objects while the simulation is working?. My final objective is save all the positions and orientations of the objets during the simulation. Thanks. F.Zuriaga De: Fernando Zuriaga [mailto:fzu...@gm...] Enviado el: miércoles, 09 de junio de 2010 14:18 Para: 'ode...@li...' Asunto: Question about java working Hello, I working in a GIS project , and I want to include inside this project some 3d physics behavior. My question is: I want to execute a simulate with objects but without the 3dView. I want to save all the objects position of the simulation to reproduce in the web browser in 2d. Is this possible?, Is possible to execute one simulate without the 3d view (and save the objects positions)? Thanks in advanced. Regards: F.Zuriaga |
From: Tilmann <od...@gm...> - 2010-06-09 14:22:22
|
I suppose GIS means GeoInformationSystem? The ODE4j engine alone does not display anything neither in 2D nor in 3D. Only the demos in the SDK come with a little library for 3D display, but that should not be used outside the demos. So you can perform a 3D simulation and then do whatever you want with it, display it in 2D, 3D, or not at all. Regarding the positions, when you use ode4j, you have to give objects positions, then you calculate a time-step and as a result you get new object positions. Cheers, Tilmann On 09.06.2010 14:18, Fernando Zuriaga wrote: > > Hello, I working in a GIS project , and I want to include inside this > project some 3d physics behavior. My question is: I want to execute a > simulate with objects but without the 3dView. I want to save all the > objects position of the simulation to reproduce in the web browser in > 2d. Is this possible?, Is possible to execute one simulate without the > 3d view (and save the objects positions)? > > Thanks in advanced. > > Regards: > > F.Zuriaga > > > ------------------------------------------------------------------------------ > ThinkGeek and WIRED's GeekDad team up for the Ultimate > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > lucky parental unit. See the prize list and enter to win: > http://p.sf.net/sfu/thinkgeek-promo > > > _______________________________________________ > Ode4j-users mailing list > Ode...@li... > https://lists.sourceforge.net/lists/listinfo/ode4j-users > -- ================= The ODE-Java port www.ode4j.org ================= |
From: Fernando Z. <fzu...@gm...> - 2010-06-09 12:50:16
|
Hello, I working in a GIS project , and I want to include inside this project some 3d physics behavior. My question is: I want to execute a simulate with objects but without the 3dView. I want to save all the objects position of the simulation to reproduce in the web browser in 2d. Is this possible?, Is possible to execute one simulate without the 3d view (and save the objects positions)? Thanks in advanced. Regards: F.Zuriaga |
From: Tilmann Z. <til...@gm...> - 2009-07-06 10:58:44
|
Hi, I just released ode4j 0.11.1 beta 1 released. All the code has been ported, but there are still some open issues, see Bug Tracker. Cheers, Tilmann |
From: Tilmann Z. <til...@gm...> - 2009-07-06 10:43:42
|
I just released ode4j 0.11.1 beta 1 released. All the code has been ported, but there are still some open issues, see Bug Tracker. Cheers, Tilmann |