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PostPosted: Mon Oct 08, 2012 7:48 pm 
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Joined: Mon Oct 28, 2013 12:18 am
Posts: 14
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


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PostPosted: Wed Oct 17, 2012 12:32 pm 
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Joined: Thu May 05, 2011 11:47 am
Posts: 69
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:
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


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PostPosted: Mon Jan 21, 2013 10:36 am 
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Joined: Tue May 01, 2012 10:42 am
Posts: 109
Thanks for a great release!!!

Can you explain a little about the speculative contacts??

Thanks!


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PostPosted: Mon Feb 25, 2013 6:40 pm 
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Joined: Mon Feb 25, 2013 6:30 pm
Posts: 1
Quote:
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?


Last edited by henron on Fri Jun 28, 2013 11:29 am, edited 3 times in total.

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PostPosted: Fri Mar 01, 2013 9:49 am 
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Joined: Wed Apr 20, 2011 12:42 pm
Posts: 13
Code:
    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:
Error   1   error C2259: 'physics::char_cbk' : cannot instantiate abstract class


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PostPosted: Sun Jul 07, 2013 4:37 am 
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Joined: Sun Jul 07, 2013 4:31 am
Posts: 2
Android is not supported, right?


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