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Bullet 2.81 Released: Rolling Friction, XML, iOS Neon

Posted: Mon Oct 08, 2012 7:48 pm
by bullet_team
The new Bullet 2.81 SDK is available for download: https://code.google.com/p/bullet/downloads/list
Some of the features of the new release are:
  • SIMD and Neon optimizations for iOS and Mac OSX, thanks to a contribution from Apple.
  • Rolling Friction using a constraint, thanks to Erin Catto for the idea. See Demos/RollingFrictionDemo/RollingFrictionDemo.cpp.
  • XML serialization. See Bullet/Demos/BulletXmlImportDemo for XML import and use the -dump_xml option in Bullet/Demos/SerializeDemo to convert from binary .bullet to XML. Note that the XML import is work-in-progress.
  • Gear constraint, thanks to Dimitris Papavasiliou for the idea. See Bullet/Demos/ConstraintDemo.
  • Improved continuous collision response, feeding speculative contacts to the constraint solver. See Bullet/Demos/CcdPhysicsDemo.
  • Improved premake4 build system including support for Mac OSX, Linux and iOS.
  • Refactoring of collision detection pipeline using stack allocation instead of modifying the collision object. This will allow better future multithreading optimizations.
  • New force/torque joint feedback, see btTypedConstraint::setJointFeedback
  • New work-in-progress Bullet Quickstart manual, with full LaTeX source. See Bullet/docs/BulletQuickstart.pdf
Although the focus is on the Bullet 3.x release, we will still work on fixing outstanding issues for Bullet 2.x.

Thanks everyone for the contributions and feedback!
Enjoy,
Erwin

Re: Bullet 2.81 Released: Rolling Friction, XML, iOS Neon

Posted: Wed Oct 17, 2012 12:32 pm
by mobeen
Hi Erwin,
Thanks for the latest update. Just one thing, I am trying to run my old demo of a box falling on a plane. I get the correct result in the previous releases. Now the box does no bounce much and directly comes to rest. Are there any new parameters that I need to set?

here is the relevant code to setup the rigid bodies i.e. the box and the ground plane

Code: Select all

void InitializeBullet() {
	broadphase				= new btDbvtBroadphase();
	collisionConfiguration	= new btDefaultCollisionConfiguration();
	dispatcher				= new btCollisionDispatcher(collisionConfiguration);
	solver					= new btSequentialImpulseConstraintSolver;
	dynamicsWorld			= new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);

	dynamicsWorld->setGravity(btVector3(0,-9.8f,0));

	groundShape = new btStaticPlaneShape(btVector3(0,1,0),0);
	fallShape	= new btBoxShape(btVector3(0.5f, 0.5f, 0.5f)); //btSphereShape(1);

	btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,0,0)));
	btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0,groundMotionState,groundShape,btVector3(0,0,0));
	groundRigidBody = new btRigidBody(groundRigidBodyCI);
	dynamicsWorld->addRigidBody(groundRigidBody);

	btDefaultMotionState* fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,10,0)));
	btScalar mass = 10;
	btVector3 fallInertia(0,0,0);
	
	fallShape->calculateLocalInertia(mass,fallInertia);
	btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
	box = new btRigidBody(fallRigidBodyCI);	
	dynamicsWorld->addRigidBody(box);
}
Thanks,
Mobeen

Re: Bullet 2.81 Released: Rolling Friction, XML, iOS Neon

Posted: Mon Jan 21, 2013 10:36 am
by STTrife
Thanks for a great release!!!

Can you explain a little about the speculative contacts??

Thanks!

Re: Bullet 2.81 Released: Rolling Friction, XML, iOS Neon

Posted: Mon Feb 25, 2013 6:40 pm
by henron
Although the focus is on the Bullet 3.x release, we will still work on fixing outstanding issues for Bullet 2.x.
I tried nizoral and also viviscal after reading nioxin reviews and I love it!
"Improved premake4 build system including support for Mac OSX, Linux and iOS."
I was just wondering I just ordered an iPad will this be compatible?

Re: Bullet 2.81 Released: Rolling Friction, XML, iOS Neon

Posted: Fri Mar 01, 2013 9:49 am
by jokooon

Code: Select all

    struct char_cbk: public btCollisionWorld :: ContactResultCallback
    {
	    virtual btScalar addSingleResult(btManifoldPoint &cp, const btCollisionObject *colObj0,
			int partId0, int index0, const btCollisionObject *colObj1, int partId1, int index1)
	    {
			if(colObj1==colobj_ground)
			{
				strs["dudu"]=TO_STR(BtOgre::Convert::toOgre(cp.m_localPointB));
				vecs["dudu"]=BtOgre::Convert::toOgre(cp.m_localPointB);

			}
			//strs["partId0"]=TO_STR(partId0);
			//strs["index0"]=TO_STR(index0);
			//strs["partId1"]=TO_STR(partId1);
			//strs["index1"]=TO_STR(index1);

		    return 0.0f;
	    }
    };

	char_cbk ch_cbk2;
With MSVC10 I get the error

Code: Select all

Error	1	error C2259: 'physics::char_cbk' : cannot instantiate abstract class

Re: Bullet 2.81 Released: Rolling Friction, XML, iOS Neon

Posted: Sun Jul 07, 2013 4:37 am
by cacamoto
Android is not supported, right?