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From: Paul K. <pki...@in...> - 2005-09-19 23:39:48
|
I got AMotor limits working in Euler Mode. To do so, I added the following definitions to the pyx file.... ParamLoStop3 = 512+0 ParamHiStop3 = 512+1 Then the following code successfully adds limits to a balljoint.... am = ode.AMotor(self.world) am.attach (body1, body2) am.setMode(ode.AMotorEuler) am.setAxis(0, 1, [1, 0, 0]) # Second parameter must be 1 am.setAxis(2, 2, [0, 0, 1]) # Second parameter must be 2 am.setParam(ode.ParamLoStop, xLo) am.setParam(ode.ParamHiStop, xHi) am.setParam(ode.ParamLoStop2, yLo) am.setParam(ode.ParamHiStop2, yHi) am.setParam(ode.ParamLoStop3, zLo) am.setParam(ode.ParamHiStop3, zHi) Converting this to UserMode resulted in the limits not working at all. I was unable to find the problem. My guess is that there is an issue with PyODE's AMotor.setNumAxes or setAngle, but I couldn't track it down. Using EulerMode rather than UserMode has 2 issues for me. 1) The joint must be creating with the bodies "unbent" (ie. No rotation), since you can't use setAngle, and 2) you can't create a limit between a body and the environment (well I couldn't work out how to do it anyway) since am.setAxis(2, 2, [0, 0, 1]) fails if the second body is the ode.environment. So if anyone works out how to get this working with EulerMode, I'd love to know how they did it. Paul -----Original Message----- From: pyo...@li... [mailto:pyo...@li...] On Behalf Of Chris Bainbridge Sent: Tuesday, 20 September 2005 2:27 AM To: pyo...@li... Subject: [Pyode-user] amotor with ball joint? Hi, Has anyone successfully got AMotors to work with universal or ball joints? According to the 2nd pyode tutorial, they won't work. But according to the ode manual, it should work, and some users of the ode mailing list have claimed to have it working. I notice that the ParamX3 definitions are missing from the pyode wrappers - is this deliberate? From my own tests, in User Mode I can't get the AMotor to do anything. In Euler mode only the 2nd axis control (ParamVel, ParamFMax2) seems to have any effect, the other axis controls don't do anything. Any ideas? Thanks, Chris ------------------------------------------------------- SF.Net email is sponsored by: Tame your development challenges with Apache's Geronimo App Server. Download it for free - -and be entered to win a 42" plasma tv or your very own Sony(tm)PSP. Click here to play: http://sourceforge.net/geronimo.php _______________________________________________ Pyode-user mailing list Pyo...@li... https://lists.sourceforge.net/lists/listinfo/pyode-user |
From: Chris B. <chr...@gm...> - 2005-09-19 16:57:13
|
Hi,=20 Has anyone successfully got AMotors to work with universal or ball joints? According to the 2nd pyode tutorial, they won't work. But according to the ode manual, it should work, and some users of the ode mailing list have claimed to have it working. I notice that the ParamX3 definitions are missing from the pyode wrappers - is this deliberate? From my own tests, in User Mode I can't get the AMotor to do anything. In Euler mode only the 2nd axis control (ParamVel, ParamFMax2) seems to have any effect, the other axis controls don't do anything. Any ideas? Thanks, Chris |
From: Paul K. <pki...@in...> - 2005-08-04 23:06:23
|
Thanks Matthias > ode.__builtins__.True = 1 > ode.__builtins__.False = 0 Defining ode.__builtins__.True and ode.__builtins__.False worked! Thanks. However....the simulation stops/crashes when there is a collision. My recompiled version 0.35 doesn't have this problem. To clarify, version 1.0 and 1.1 of PyODE do NOT crash on a standard Phython22 or 23 environment when there is a collision detected. However it does crash on the non-standard python22 implementation that the 3d app uses. A recompiled PyODE0.35 works fine under the non-standard 3d app python environment. The crash is happening in call to contactgroup.empty() after a collision has been detected. It even happens with the code from tutorial3 (when I run that python script in my 3d app). Given the code for contactgroup.empty() and for destroying joint is identical between PyODE 0.35 and 1.1, I'm at a loss to explain it! The only area I can see that is significantly different is the joint.attach() method. > You have to link against the static ODE lib. If you're using the ODE > binaries then you have make sure to use one of the zip files that don't > have the "-dll-" in their name. Of course - you are right - I downloaded the DLL version by mistake. > I'm not sure if I understand what you mean here.... has it something to > do with mixing up the single and double version of ODE? I've since fixed this problem. It was due to having ode.pyd calling the ode.dll rather than linking in the ode library. > When did you attach the joints? > It seems to work over here: Thanks. I got around the problem by simply not having bodies attached to the geom. Paul -----Original Message----- From: pyo...@li... [mailto:pyo...@li...] On Behalf Of Matthias Baas Sent: Thursday, 4 August 2005 11:38 PM To: pyo...@li... Subject: Re: [Pyode-user] Compiling PyODE Paul Kinnane wrote: > 1) Initially I was using version 0.35 - which was running fine in the > python environment I'm using (which is part of a 3d app - which has a > Python22 interface). However I needed Trimeshes, so moved to version > 1.1, which does not work in the python environment, due to the > environment not defining True and False. Is there a way I can define > True and False before calling the ode methods? I tried setting ode.True > = 1 in my python app, however that didn't work. Please try the following: ode.__builtins__.True = 1 ode.__builtins__.False = 0 > 2) The obvious solution to 1) is to recompile PyODE, changing the > True/Falses to 1/0's. However, when I recompile, it is compiling within > including the ODE library (ie. It is requiring the ODE.DLL be present in > the python\lib\site-packages directory. You have to link against the static ODE lib. If you're using the ODE binaries then you have make sure to use one of the zip files that don't have the "-dll-" in their name. If you're compiling it yourself you have to make sure to compile a static library and link against this one instead of the import library for the dll. > Also, the resulting pyd doesn't > work correctly. For example, recompiling PyODE0.35 results in my Y > cords being given as a result of body.getPosition. I'm not sure if I understand what you mean here.... has it something to do with mixing up the single and double version of ODE? > 3) I have some static objects in my scene. To keep them in place, I am > attaching those objects to ode.environment with a FixedJoint. The > objects are rotated (prior to the SetFixed call), however after a call > to world.step, body.setRotation returns an identity matrix (so the are > "un-rotating"). When did you attach the joints? It seems to work over here: from ode import * w = World() b = Body(w) # Set some rotation other than the identity... b.setRotation([0,-1,0, 1,0,0, 0,0,1]) print b.getRotation() # Attach the body to the environment... j = FixedJoint(w) j.attach(b, None) j.setFixed() # Do some simulation steps... for i in range(100): w.step(0.04) # See if the orientation has changed... print b.getRotation() For me, this program prints the same orientation twice. Cheers, - Matthias - ------------------------------------------------------- SF.Net email is Sponsored by the Better Software Conference & EXPO September 19-22, 2005 * San Francisco, CA * Development Lifecycle Practices Agile & Plan-Driven Development * Managing Projects & Teams * Testing & QA Security * Process Improvement & Measurement * http://www.sqe.com/bsce5sf _______________________________________________ Pyode-user mailing list Pyo...@li... https://lists.sourceforge.net/lists/listinfo/pyode-user |
From: Chris B. <chr...@gm...> - 2005-08-04 17:54:02
|
On 04/08/05, Matthias Baas <ba...@ir...> wrote: > > Similarly should geomobject __dealloc__ do 'del self.body'? >=20 > Doesn't Python do that itself? Hm, but on the other hand, it's declared > using "cdef", so you'r probably right and we should manually delete it > in __dealloc__... > Then it would be the same for self.space in the Geoms and for self.world > in the Body and the Joints. No need - I'm clearing _geom_c2py_lut and I no longer have Body objects leaking, it was just the lut->geom->body reference that kept them alive. |
From: Matthias B. <ba...@ir...> - 2005-08-04 14:27:38
|
Paul Kinnane wrote: > 1) Download ODE source. If you are using MSVC, open the ODE > workspace, and in the Project Settings for ODE, change “Use run-time > library” to Multithreaded (from Multithreaded DLL). Also with MSVC, > copy the appropriate config from the the _configs directory into the > include\ode directory (and rename that file to config.h). Compile. Or alternatively, download one of the the ODE binaries. That's what's used in the official PyODE Windows binaries. :) > 4) Because for some reason Python .py file will not run from a DOS > cmd line on my system, I also changed the “cmd = “ line in setup.py to: > cmd = "\"\Program Files\Python22\python\" > ..\pyrex-0.9.3\pyrexc.py -o ode.c -I. -Isrc src/ode.pyx" The Python installer doesn't modify the PATH variable, so you have to do that yourself (I recommend to add both paths, the Python root and the Scripts directory). Then the above shouldn't be necessary anymore. You might also want to add the .py suffix to the PATHEXT environment variable so that you can invoke Python scripts without the .py extension. - Matthias - |
From: Matthias B. <ba...@ir...> - 2005-08-04 14:07:22
|
Paul Kinnane wrote: > 1) Initially I was using version 0.35 – which was running fine in the > python environment I’m using (which is part of a 3d app – which has a > Python22 interface). However I needed Trimeshes, so moved to version > 1.1, which does not work in the python environment, due to the > environment not defining True and False. Is there a way I can define > True and False before calling the ode methods? I tried setting ode.True > = 1 in my python app, however that didn’t work. Please try the following: ode.__builtins__.True = 1 ode.__builtins__.False = 0 > 2) The obvious solution to 1) is to recompile PyODE, changing the > True/Falses to 1/0’s. However, when I recompile, it is compiling within > including the ODE library (ie. It is requiring the ODE.DLL be present in > the python\lib\site-packages directory. You have to link against the static ODE lib. If you're using the ODE binaries then you have make sure to use one of the zip files that don't have the "-dll-" in their name. If you're compiling it yourself you have to make sure to compile a static library and link against this one instead of the import library for the dll. > Also, the resulting pyd doesn’t > work correctly. For example, recompiling PyODE0.35 results in my Y > cords being given as a result of body.getPosition. I'm not sure if I understand what you mean here.... has it something to do with mixing up the single and double version of ODE? > 3) I have some static objects in my scene. To keep them in place, I am > attaching those objects to ode.environment with a FixedJoint. The > objects are rotated (prior to the SetFixed call), however after a call > to world.step, body.setRotation returns an identity matrix (so the are > “un-rotating”). When did you attach the joints? It seems to work over here: from ode import * w = World() b = Body(w) # Set some rotation other than the identity... b.setRotation([0,-1,0, 1,0,0, 0,0,1]) print b.getRotation() # Attach the body to the environment... j = FixedJoint(w) j.attach(b, None) j.setFixed() # Do some simulation steps... for i in range(100): w.step(0.04) # See if the orientation has changed... print b.getRotation() For me, this program prints the same orientation twice. Cheers, - Matthias - |
From: Matthias B. <ba...@ir...> - 2005-08-04 13:28:48
|
Chris Bainbridge wrote: > Hi, the following code appears to leak Body and dict objects. Memprof > [...] > I've looked at the pyode code. It appears that nothing is ever removed > from the global dictionary _geom_c2py_lut. Should this be done in geom > __dealloc__ ? The _geom_c2py_lut is a dictionary that serves as a lookup table to convert the geom pointer received from ODE into the appropriate Python geom object (which has to be done during collisions). So when a geom is created it adds itself to the dictionary and indeed, it is never removed from there. The geom cannot remove itself in __dealloc__() because as long as there's a reference in the dictionary it is not destroyed and __dealloc__() is never called. The solution would be weak references but at the time I wrote the stuff Pyrex didn't support this. I contacted the author, but I believe the current version of Pyrex still doesn't support it (I haven't checked explicitly but at least I never noticed anything in the changelogs). As you said in your other mail, the workaround is to clear the dictionary manually when you're creating a new simulation scene. > Similarly should geomobject __dealloc__ do 'del self.body'? Doesn't Python do that itself? Hm, but on the other hand, it's declared using "cdef", so you'r probably right and we should manually delete it in __dealloc__... Then it would be the same for self.space in the Geoms and for self.world in the Body and the Joints. - Matthias - |
From: Chris M. <ch...@mc...> - 2005-08-04 08:52:45
|
On Thu, Aug 04, 2005 at 04:19:02PM +0930, Paul Kinnane wrote: > OK, some notes for Windows users wanting to recompile PyODE. You will > need a C compiler installed on your system. Heheheh. :) Chris. ------------------- ch...@mc... http://mccormick.cx |
From: Paul K. <pki...@in...> - 2005-08-04 06:49:33
|
OK, some notes for Windows users wanting to recompile PyODE. You will need a C compiler installed on your system. I use VC6. 1) Download ODE source. If you are using MSVC, open the ODE workspace, and in the Project Settings for ODE, change "Use run-time library" to Multithreaded (from Multithreaded DLL). Also with MSVC, copy the appropriate config from the the _configs directory into the include\ode directory (and rename that file to config.h). Compile. 2) Install Pyrex (I'm using version 0.9.3). I installed it under the same main directory as ODE and PyODE. 3) Unzip the PyODE into a directory. Edit the setup.py file in that directory and point ODE_BASE to you ODE directory (ie."..\ODE-0.5") 4) Because for some reason Python .py file will not run from a DOS cmd line on my system, I also changed the "cmd = " line in setup.py to: cmd = "\"\Program Files\Python22\python\" ..\pyrex-0.9.3\pyrexc.py -o ode.c -I. -Isrc src/ode.pyx" 5) Now go to DOS, and get to the PyODE directory. Type: "\program files\python22\python" setup.py install Interestingly, the recompiled pyd (PyODE1.1 and 1.0) crashes after about 30 collisions on my system (under a non-standard python installation). It works fine running on Python22 or Python23. So there is some bug tripping up my non-standard python install that is getting through the standard version. The recompiled 0.35 works fine on my non-standard python install. So I've ported across the trimesh code from 1.1 into 0.35. |
From: Chris B. <chr...@gm...> - 2005-08-03 18:17:41
|
On 01/08/05, Chris Bainbridge <chr...@gm...> wrote: > I've looked at the pyode code. It appears that nothing is ever removed > from the global dictionary _geom_c2py_lut. Should this be done in geom > __dealloc__ ? The reference from _geom_c2py_lut to the Geom objects keeps them alive, even with garbage collection. I solved this by doing 'ode._geom_c2py_lut.clear()' at the end of each simulation. There should probably be a re-init function in the ode module itself. |
From: Paul K. <pki...@in...> - 2005-08-03 09:45:37
|
Hi I've been using PyODE and run up against some issues. 1) Initially I was using version 0.35 - which was running fine in the python environment I'm using (which is part of a 3d app - which has a Python22 interface). However I needed Trimeshes, so moved to version 1.1, which does not work in the python environment, due to the environment not defining True and False. Is there a way I can define True and False before calling the ode methods? I tried setting ode.True = 1 in my python app, however that didn't work. 2) The obvious solution to 1) is to recompile PyODE, changing the True/Falses to 1/0's. However, when I recompile, it is compiling within including the ODE library (ie. It is requiring the ODE.DLL be present in the python\lib\site-packages directory. Also, the resulting pyd doesn't work correctly. For example, recompiling PyODE0.35 results in my Y cords being given as a result of body.getPosition. And recompiling 1.1 results in collision detection failing. So, can anyone give me a hint as to how to recompile PyODE to include the ODE.LIB in the pyd (ie. So it doesn't need to call ODE.DLL). 3) I have some static objects in my scene. To keep them in place, I am attaching those objects to ode.environment with a FixedJoint. The objects are rotated (prior to the SetFixed call), however after a call to world.step, body.setRotation returns an identity matrix (so the are "un-rotating"). Thanks for any help you may be able to give. |
From: Chris B. <chr...@gm...> - 2005-08-01 08:34:53
|
Hi, the following code appears to leak Body and dict objects. Memprof is available from 'svn co http://svn.navi.cx/misc/trunk/python/memprof' (if anyone has a better way of profiling python memory usage let me know!). import ode import memprof sampler =3D memprof.Sampler() sampler.run() for i in range(1000): w =3D ode.World() body =3D ode.Body(w) # creating geom leads to 'dict' object leaks (_geom_c2py_lut ?) geom =3D ode.GeomCCylinder() # setBody leads to 'Body' object leaks geom.setBody(body) # no 'Body' leak if we set it back to None #geom.setBody(None) sampler.run() I've looked at the pyode code. It appears that nothing is ever removed from the global dictionary _geom_c2py_lut. Should this be done in geom __dealloc__ ? Similarly should geomobject __dealloc__ do 'del self.body'? Maybe it's not necessary and geoms are being removed, it would appear that they aren't from the profile, and yet what else other than the geom.body reference could be keeping Body objects alive? Thanks, Chris |
From: Matthias B. <ba...@ir...> - 2005-07-20 11:06:57
|
Benjamin Bruheim wrote: > Are there any plans to include the plane2d ODE joint into this library? > > It can be found here: http://www.math.uni-bielefeld.de/~pserocka/ODE-Plane2D/ So far, PyODE only wraps the objects from the official ODE release as this makes it easier to maintain the package. Personally, I don't have any plans to add the stuff from the contrib directory or other third-party extensions. But of course, if someone wants to give the one or other extension a try I see no reason why not to add it to PyODE (it's an Open Source package, after all). Please just make sure that the extension can be disabled in the setup script (and that it's actually disabled by default). - Matthias - |
From: Benjamin B. <gr...@gm...> - 2005-07-17 21:14:03
|
Hi, Are there any plans to include the plane2d ODE joint into this library? It can be found here: http://www.math.uni-bielefeld.de/~pserocka/ODE-Plane2= D/ |
From: Matthias B. <ba...@ir...> - 2005-07-15 09:16:43
|
Timothy Stranex wrote: > I've added the sourceforge.net release, updated the website and > submitted the release to Freshmeat. Is there anything else that needs to > be done? Except that people download and test the release, I think there's nothing more to be done... ;) - Matthias - |
From: Timothy S. <tim...@gm...> - 2005-07-08 15:27:09
|
Hello, I've added the sourceforge.net release, updated the website and submitted the release to Freshmeat. Is there anything else that needs to be done? --=20 Timothy Stranex |
From: Timothy S. <tim...@gm...> - 2005-07-02 17:21:39
|
On Tue, 2005-06-28 at 14:30 +0200, Matthias Baas wrote: > Do you remember any modifications that are not documented in the > ChangeLog? I had a look through the commits list archive and the only modification that wasn't ChangeLoged was the non-trimesh setup support from last year. I've added it now. I guess that means we're ready for the release? I'll create the new source archives. Can you do the Windows ones? --=20 Timothy Stranex <ti...@st...> |
From: Matthias B. <ba...@ir...> - 2005-06-28 12:30:44
|
Timothy Stranex wrote: > A new release would be good idea. I think the only thing that remains to > be done is updating the ChangeLog. I have tried to always update the ChangeLog when I was modifying something, but it may well be that I've forgotten something. Do you remember any modifications that are not documented in the ChangeLog? - Matthias - |
From: Timothy S. <ti...@st...> - 2005-06-27 10:12:11
|
On Fri, 2005-06-24 at 18:45 +0200, Matthias Baas wrote: > But on the other hand, I wouldn't mind doing a new release, say v1.1.0, > as there has already been a handful of changes and there is Python 2.4 > now. Or is there still anything left to do with the current version? (as > far as I can tell everything that has been mentioned in this list was > fixed, wasn't it?) Timothy? A new release would be good idea. I think the only thing that remains to be done is updating the ChangeLog. -- Timothy Stranex <ti...@st...> |
From: Matthias B. <ba...@ir...> - 2005-06-24 16:54:45
|
Chris McCormick wrote: > I am wondering if anyone has thought about packaging pyode for Debian? I'm mainly using Windows (and occasionally SuSE Linux), so I'm afraid I won't be the one creating a Debian package.... - Matthias - |
From: Matthias B. <ba...@ir...> - 2005-06-24 16:45:07
|
Miles Jacobs wrote: > Thank you Matthias for adding the JointForces. Will somebody be > producing a new Windows installer? Whenever we're going to do a new release I'll do that, yes... ;o) > Or is it possible to make a Windows installer ourselves? Of course, you can create an installer yourself if you have Visual Studio on your system (MSVC6 for Python 2.3 and 7.1 for Python 2.4). You create the installer by invoking the setup script with the bdist_wininst command: setup.py bdist_wininst But on the other hand, I wouldn't mind doing a new release, say v1.1.0, as there has already been a handful of changes and there is Python 2.4 now. Or is there still anything left to do with the current version? (as far as I can tell everything that has been mentioned in this list was fixed, wasn't it?) Timothy? - Matthias - |
From: Timothy S. <ti...@st...> - 2005-06-23 17:06:49
|
On Wed, 2005-06-22 at 15:23 -0400, Peter Doege wrote: > I tried creating a list of the objects using namedChild() and then creating > and attaching them. However, I get the suspicion from looking at the parser > code that it has already done that. That is correct. The parser attaches all the objects together based on the input file. > I am also have trouble figuring out what to do with hinges. I have not been > able to figure out how to differentiate between a body and a hinge. I've > been trying to use isinstance() and hasattr() to test for various things but > it seems really, well, non-optimal. isinstance() is the way I would do it... > If someone has a code snippet that shows how to move an > object/joint from the parser to ODE I would love to see it. Here is a minimal example: doc = '''<?xml version="1.0"> <xode> <world name="myWorld"> <body name="body1"> <mass><mass_shape density="2500"> <sphere radius="0.05"/> </mass_shape></mass> </body> <body name="body2"> <mass><mass_shape density="2500"> <sphere radius="0.05"/> </mass_shape></mass> <joint name="joint1"> <link1 body="body1"/> <ball><anchor x="0" y="0" z="0"/></ball> </joint> </world> </xode>''' import xode.parser p = xode.parser.Parse() root = p.parseString(doc) world = root.namedChild("world").getODEObject() while 1: world.step(0.1) # do something I suggest you take a look at tutorial2.py in the examples/ directory of the PyODE source distribution. You can ignore the function buildObjects(); it does the same thing as buildObjectsXODE() but without using XODE. -- Timothy Stranex <ti...@st...> |
From: Peter D. <pet...@ho...> - 2005-06-22 19:23:25
|
Hello - I've been trying to use PyOde and the Xode parser. Without much success. I've followed the PyOde tutorials, and I can get a simple simulation running fairly well. Well, pygame crashes when I close the window, but the sim works just fine. I've written some XODE files and the parser reads them. I followed the parser example and dumped the object data and everything looks great. The problem is that I don't know how to actually get the simulation to use the objects that the parser has read. I tried creating a list of the objects using namedChild() and then creating and attaching them. However, I get the suspicion from looking at the parser code that it has already done that. I am also have trouble figuring out what to do with hinges. I have not been able to figure out how to differentiate between a body and a hinge. I've been trying to use isinstance() and hasattr() to test for various things but it seems really, well, non-optimal. Has anyone else run into these issues? Apologies if these are dumb questions, I do not have much experience in Python and I think that it might be showing a bit. If someone has a code snippet that shows how to move an object/joint from the parser to ODE I would love to see it. Regards, Peter Doege |
From: Chris M. <ch...@mc...> - 2005-06-22 01:35:41
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Hi! I am wondering if anyone has thought about packaging pyode for Debian? Best regards, Chris. ------------------- ch...@mc... http://mccormick.cx |
From: Miles J. <mil...@ho...> - 2005-06-21 21:53:05
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Thank you Matthias for adding the JointForces. Will somebody be producing a new Windows installer? Or is it possible to make a Windows installer ourselves? Miles. _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today - it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |