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by miel » Wed Jun 14, 2006 1:24 pm
renders a configurable amount of rgb cubes (or any other model) and applies basic physics to it (mass > gravity, collisions, bounce, rotation).
It works with GeomBox but that's easily replacable by a Geom*enterpyODEShapeHere kinda thing.
See for yourself:
- Code: Select all
import direct.directbase.DirectStart from pandac.PandaModules import * from direct.interval.IntervalGlobal import * from direct.gui.DirectGui import * from direct.showbase.DirectObject import *
import sys, os, random, time from math import *
import direct.ode as ode
# fall test as demonstrated in O So Many Tech Demo's
# Figure out what directory this program is in. MYDIR=os.path.abspath(sys.path[0]) MYDIR=Filename.fromOsSpecific(MYDIR).getFullpath()
class ODEDemo(DirectObject): def __init__(self): #variables self.bodies = [] self.solids = [] self.scale = .5 #constants self.world = ode.World() self.world.setGravity((0, 0, -9.81)) self.world.setERP(0.8) self.world.setCFM(1E-2) self.space = ode.Space(type=1) self.contactgroup = ode.JointGroup()
self.floor = ode.GeomPlane(self.space, (0, 0, 1), 0) self.geomFloor = loader.loadModel("misc/plane") self.geomFloor.reparentTo(render) self.geomFloor.setPos(0,0,0) self.geomFloor.setHpr(0, -90, 0) self.geomFloor.setScale(100) self.state = 0 self.counter = 0 self.lasttime = time.time() # and... GO! self.title = OnscreenText(text="Panda3D: PyODE integration", style=1, fg=(1,1,1,1), pos=(0.8,-0.95), scale = .07) self.wExp = self.genLabelText("[ 1 ] : w key - BOOOM!", 0) self.sExp = self.genLabelText("[ 2 ] : s key - magnetism!", 1) self.drawBodies() self.accept("w", self.explo) self.accept("s", self.pull) taskMgr.add(self.simulate, 'runSim')
def genLabelText(self, text, i): return OnscreenText(text = text, pos = (-1.3, .95-.05*i), fg=(1,1,1,1), align = TextNode.ALeft, scale = .05)
def scalp (self, vec, scal): vec[0] *= scal vec[1] *= scal vec[2] *= scal
def length (self, vec): return sqrt (vec[0]**2 + vec[1]**2 + vec[2]**2)
def drawBodies(self): randomizedMass = random.randint(500, 5000) body = ode.Body(self.world) M = ode.Mass() M.setBox(randomizedMass, self.scale / 3, self.scale / 3, self.scale / 3) body.setMass(M) geom = ode.GeomBox(self.space, lengths=(self.scale, self.scale, self.scale)) geom.setBody(body) sphere = loader.loadModel("misc/rgbCube") sphere.reparentTo(render) body.setPosition( ( random.gauss(0,0.5),random.gauss(0,0.3), 3.0) ) theta = random.uniform(0, 2*pi) ct = cos (theta) st = sin (theta) body.setRotation([ct, 0., -st, 0., 1., 0., st, 0., ct]) self.bodies.append(body) self.solids.append(sphere) def explo(self): for b in range(len(self.bodies)): l=self.bodies[b].getPosition () d = self.length (l) a = max(0, 10000*(1.0-0.2*d*d)) l = [l[0] / 4, l[1], l[2] /4] self.scalp (l, a / self.length (l)) self.bodies[b].addForce(l) def pull(self): for b in range(len(self.bodies)): l=list (self.bodies[b].getPosition ()) self.scalp (l, -2000 / self.length (l)) self.bodies[b].addForce(l)
def near_callback(self, args, geom1, geom2): """Callback function for the collide() method. This function checks if the given geoms do collide and creates contact joints if they do. """ # Check if the objects do collide contacts = ode.collide(geom1, geom2) # Create contact joints self.world, self.contactgroup = args for c in contacts: c.setBounce(0.05) c.setMu(5000) j = ode.ContactJoint(self.world, self.contactgroup, c) j.attach(geom1.getBody(), geom2.getBody())
def simulate(self, task): dt = 1.0 / 50.0 t = dt - (time.time() - self.lasttime) if (t>0): time.sleep(t) print t self.counter +=1 if self.state == 0: if self.counter<25: self.drawBodies() if len(self.bodies)==25: self.state = 1 self.counter = 0 elif self.state == 1: if self.counter==100: for i in range(0, 2): self.explo() if self.counter == 300: for i in range(0, 3): self.pull() if self.counter == 500: self.counter = 20 for b in range(0, len(self.bodies)): body = self.bodies[b] x, y, z = body.getPosition() R =body.getRotation() rot = Mat4(R[0], R[3], R[6], 0., R[1], R[4], R[7], 0., R[2], R[5], R[8], 0., x, y, z, 1.0) self.solids[b].setMat(rot) self.solids[b].setScale(self.scale)
self.space.collide((self.world,self.contactgroup), self.near_callback) self.world.step(dt) self.contactgroup.empty() base.camera.setPos(15,35,10) base.camera.lookAt(self.solids[0]) return Task.cont demo = ODEDemo()
run()
NEXT UP : Basic Ragdoll Physics
cheers,
Miel[/quote]
Last edited by miel on Fri Jun 16, 2006 11:01 am, edited 2 times in total.
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miel
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by MikeD » Wed Jun 14, 2006 11:40 pm
Appreciate your ODE samples -- but was wondering if you could post in such as way that the indentation isn't lost. It looks like you've used used the code tags, but that they're not working -- all code is flush left.
Would really like to try out sample and see code formatted correctly.
Thanks again,
Mike
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MikeD
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by miel » Thu Jun 15, 2006 4:02 am
It's fixed. I always forget to enable BBCode...
cheers
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miel
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by MikeD » Thu Jun 15, 2006 8:36 pm
Thanks for formatting the code. Like the program!
One thing to note for others who may run it -- you have to adjust the camera in order to see the boxes; they're not in view when the program first starts.
Mike
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MikeD
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by bigfoot29 » Fri Jun 16, 2006 10:48 am
Sorry for not-testing it till now, but doesn't pyODE require quite some sort of work till it finally works? I think I remember something like that...
I guess its a usefull piece of code - however, a short way of how to install pyODE would be nice.
Maybe someone can add that?
(Well as said. sorry for the incompetent question. *g*)
Regards, Bigfoot29
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bigfoot29
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by miel » Fri Jun 16, 2006 11:10 am
Hey all,
The camera stuff is working now. I updated the code (again) .
It requires some tricky stuff like the matrix calculations and the scaling. Plus, it only works for cube shaped object right now (although I did also test it with teapots and GeomSpheres and that worked just as well.
Currently i'm looking at ways to get the vertex data out of an egg file into pyODE's TriMeshData.
for the PyODE install instructions:
requirements:
# Python 2.4 installation
# pyODE
# Panda3D
-> install pyODE to your python path.
-> In a browser go to X:\PYTHONPATH\lib\site-packages
-> copy the file pyode.pyd and the directory xode to: X:\PANDAPATH\direct\src
-> in your scripts import direct.ode as ode
-> all done!
I tested it with 75 objects and it worked like a charm.
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miel
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by ynjh_jo » Fri Jul 14, 2006 12:56 am
( post erased due to irrelevant workaround )
Last edited by ynjh_jo on Sun Jan 07, 2007 1:30 am, edited 9 times in total.
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ynjh_jo
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by ynjh_jo » Sat Jul 15, 2006 3:18 am
( post erased due to irrelevant workaround )
Last edited by ynjh_jo on Sun Jan 07, 2007 1:31 am, edited 9 times in total.
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ynjh_jo
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by ynjh_jo » Mon Jul 17, 2006 12:03 am
( post erased due to irrelevant workaround )
Last edited by ynjh_jo on Sun Jan 07, 2007 1:35 am, edited 11 times in total.
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ynjh_jo
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by ynjh_jo » Tue Jul 18, 2006 8:28 am
( post erased due to irrelevant workaround )
Last edited by ynjh_jo on Sun Jan 07, 2007 1:37 am, edited 1 time in total.
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ynjh_jo
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by ynjh_jo » Sat Jan 06, 2007 2:41 am
My bad, seems I've done a foolish workaround of something that apparently doesn't have to be done. I'll fix it and post it tonight.
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ynjh_jo
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by ynjh_jo » Sun Jan 07, 2007 1:48 am
It's possible to pass a multi-part object. You just need to pass a nodepath or a geomnode, and then vertices & faces of ALL geometry under this node will be stored to the list. We can use findAllMatches() to find all geomnode under a node. This works well for the teapot, which consists of 4 parts : body, handle, spout, and lid, with total 1350 vertices and 2256 faces. This approach helps much when we need to keep the separated parts updated, added, moved around, transformed in anyway without any need to keep them as a single mesh, or name them.
There isn't any built-in method for that.
1. The format of vertex index in Panda is not the format that ODE wants. It must be sequence of 3-sequences tuple (3 vertices build 1 triangle). So, we have to split them, give them partitions every 3 vertices.
2. This is more critical. Since a node we pass to ODE may consists of several geomNode, which each one may has it's own transformation, then we must preserve the transformation, or else the shape wouldn't be correct. So, we must bring each vertex under the given node into the parent's coordinate system, that's the simplest way.
The center of gravity is the objects's origin. You can set it since modeling phase and make sure to export the transformation (I believe most exporters do this as default).
This is the example :
[get the latest update on the following post]
Problems:
- poor collision between custom shape geometries, too much interpenetration
Last edited by ynjh_jo on Tue Jan 30, 2007 5:09 am, edited 4 times in total.
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ynjh_jo
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by ynjh_jo » Sun Jan 07, 2007 9:48 am
No, the face orientation is correct, since it's based on the visible geometry of the objects used here, isn't it ?
Yes, that was my first suspect too at the first time I saw it long time ago.
If you doubt it, try to set everything transparent : "render.setAlphaScale(.  ", and see how the balls and cubes get trapped inside the custom objects, if you flip the face. And the visualizer would never show up, too.
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ynjh_jo
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by ynjh_jo » Thu Jan 11, 2007 1:50 pm
Update :
- I use the quickStep for more stability, but less accuracy
- I built a container to avoid the objects from going to infinity
- I built contacts visualizer, to show the contact points and the normal at each point
Now the contacts are visible, so it must be easier to figure out what is exactly going on and decide what should we do next. I also add the bounce to each contact IF the colliding objects are trimeshes.
Oh, just an info :
ODE latest release on September 8, 2006 supports trimesh-plane collision
http://sourceforge.net/project/shownotes.php?group_id=24884&release_id=444534
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ynjh_jo
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by ynjh_jo » Sun Jan 14, 2007 3:35 pm
Update (no performance improvement) :
added 2 scenes, just for fun :
- a tower built of boxes, I've built a stable tower shape so that it can support itself against ODE's calculation inaccuracy. Try to break down the tower, just using a few explosions. The forces (pull & explode) aren't applied to the tower.
- a very simple spiral chain reaction. Try to hit the first piece by launching any of primitive objects over the red ramp.
[EDIT]
Enhanced the setTriMesh() a little, to accommodate the probability of :
- a geomnode consists of several geoms
- a vertex data shared by several geoms
Those are unusual for collision geometries, but it'd be better if the transfer method is more bullet-proof. Now, it's even possible to send the entire visible triangles of the standing panda model (panda.egg), where 6 geoms share only 3 vertex datas.
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ynjh_jo
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by ThomasEgi » Thu Jan 25, 2007 10:17 am
i just checked out the examples and they are working just great =)
pyode seems ways faster than the pandas internal collision detection (from what i can see) and features full physic simulation.
how about "integrating" it into panda to make usage easier?
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ThomasEgi
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by ynjh_jo » Thu Jan 25, 2007 5:57 pm
Just a guide for doing ode simulation :
[1] create a body. Any types of simulation calculations is performed on a body, including position & orientation changes, and applied forces.
[2] create a geom. Geom is the shape on which the collision detection is performed. Dynamic objects have bodies, while static objects do not. Geom may be one of the basic ode primitives (box, sphere, cappedCylinder, etc.) or GeomTriMesh (polygonal custom shape, which is defined by passing vertices list and vertices index into ode).
[3] at runtime :
a. make the needed changes : change position, rotation, apply forces, etc.
b. run the simulation timestep
c. synchronize all visible geometries associated with the bodies
ThomasEgi wrote:how about "integrating" it into panda to make usage easier?
It sounds like a question for the devs.
If it's for me, then I have a question for you : how easy do you want it to be ?
Alright, I've simplified it for more, but it's just a quick & dirty one. I simply splitted the only one class into 2 classes : World and ODEsim. Class ODEsim consists of methods directly used for doing simulation (sim setting, collision detection & response, vertices passing, etc).
[EDIT]
enhanced setTriMesh :
- custom object's transformation is set before calling setTriMesh, so in setTriMesh, everything is correctly transformed. Thus, it's more "integrated" ??.
- more efficiency. No more space for unnecessary duplicated vertex data sent to ODE, compare the print out for yourself
[EDIT 3/18/07]
brought it to object oriented version
Here it is :
- Code: Select all
from pandac.PandaModules import * import direct.directbase.DirectStart from direct.gui.DirectGui import OnscreenText from direct.showbase.DirectObject import DirectObject from direct.interval.IntervalGlobal import * from direct.task import Task import sys, random from math import degrees, sin, cos, pi from direct.showbase import PythonUtil as PU import ode as ode
def genLabelText(text, i): return OnscreenText(text = text, pos = (-1.3, .95-.05*i), fg=(1,1,1,1), align = TextNode.ALeft, scale = .05, mayChange=1)
class ODEobject: ''' the base class of ODE boxes, spheres, and TriMeshes used here '''
def storeProps(self, realObj, density, friction, noColl_ID=None): self.realObj=realObj self.density=density self.geom.friction=friction # randomize geom's collision ID, if not supplied if noColl_ID==None: if realObj: noColl_ID=id(realObj) else: noColl_ID=random.random()*random.random()*1000 self.geom.noColl=noColl_ID
def destroy(self): if hasattr(self,'body'): del self.body self.geom.getSpace().remove(self.geom) del self.geom if hasattr(self,'visualizer'): self.visualizer.removeNode() self.realObj.removeNode()
def getOBB(self,collObj): ''' get the Oriented Bounding Box ''' # save object's parent and transformation parent=collObj.getParent() trans=collObj.getTransform() # ODE need everything in world's coordinate space, # so bring the object directly under render, but keep the transformation collObj.wrtReparentTo(render) # get the tight bounds before any rotation collObj.setHpr(0,0,0) bounds=collObj.getTightBounds() # bring object to it's parent and restore it's transformation collObj.reparentTo(parent) collObj.setTransform(trans) # (max - min) bounds box=bounds[1]-bounds[0] return [box[0],box[1],box[2]]
class ODEbox(ODEobject): ''' An easy setup for creating ode.GeomBox (based on the tight bounding box), and it's body.
If you have a geometry you'd like to use to define GeomBox size precisely, pass it as "collObj", or otherwise the "realObj" will be used to define GeomBox size.
You can also set the object's mass density and friction coefficient (mu), set density=0 to set the object as a static object, or setting it larger than 0 will automatically set the object as a dynamic one.
"noColl_ID" is an arbitrary number, use it when you need to build a larger collision structure from several geoms, which might overlap each other. Geoms with the same "noColl_ID" will NOT be tested for collision. In such case, don't pass your "realObj" to every geoms, or else your "realObj" transformation will be updated based on your every geoms. Pass it only when creating the main geom. ''' def __init__(self, world, space, realObj=None, collObj=None, density=0, friction=0, noColl_ID=None): if realObj==None: obj=collObj else: obj=realObj if collObj==None: collObj=realObj
boundingBox=self.getOBB(collObj)
self.geom = ode.GeomBox(space, lengths=boundingBox) if density: # create body if the object is dynamic, otherwise don't self.body = ode.Body(world) M = ode.Mass() M.setBox(density, *boundingBox) self.body.setMass(M) self.geom.setBody(self.body) # synchronize ODE geom's transformation according to the real object's self.geom.setPosition(obj.getPos(render)) self.geom.setQuaternion(obj.getQuat(render)) # store object's properties self.storeProps(realObj, density, friction, noColl_ID)
class ODEsphere(ODEobject): ''' An easy setup for creating ode.GeomSphere (based on the tight bounding box), and it's body.
If you have a geometry you'd like to use to define GeomSphere size precisely, pass it as "collObj", or otherwise the "realObj" will be used to define GeomSphere size.
You can also set the object's mass density and friction coefficient (mu), set density=0 to set the object as a static object, or setting it larger than 0 will automatically set the object as a dynamic one.
"noColl_ID" is an arbitrary number, use it when you need to build a larger collision structure from several geoms, which might overlap each other. Geoms with the same "noColl_ID" will NOT be tested for collision. In such case, don't pass your "realObj" to every geoms, or else your "realObj" transformation will be updated based on your every geoms. Pass it only when creating the main geom. ''' def __init__(self, world, space, realObj=None, collObj=None, density=0, friction=0, noColl_ID=None): if realObj==None: obj=collObj else: obj=realObj if collObj==None: collObj=realObj
boundingBox=self.getOBB(collObj) radius=.5*max(*boundingBox)
self.geom = ode.GeomSphere(space, radius) if density: # create body if the object is dynamic, otherwise don't self.body = ode.Body(world) M = ode.Mass() M.setSphere(density, radius) self.body.setMass(M) self.geom.setBody(self.body) # synchronize ODE geom's transformation according to the real object's self.geom.setPosition(obj.getPos(render)) self.geom.setQuaternion(obj.getQuat(render)) # store object's properties self.storeProps(realObj, density, friction, noColl_ID)
class ODEtrimesh(ODEobject): ''' An easy setup for creating ode.GeomTriMesh and it's body.
Pass any nodepath as "collObj", all geometries' polygons under that node will be sent to ODE, including the current transformation (position, rotation, scale), except shear. If not given, your "realObj" will be used.
You can also set the object's mass density and friction coefficient (mu), set density=0 to set the object as a static object, or setting it larger than 0 will automatically set the object as a dynamic one. ''' def __init__(self, world, space, realObj, collObj=None, density=0, friction=0, showCollObj=0, noColl_ID=None): if collObj==None: collObj=realObj # find any geomnode under the given node geomList=collObj.findAllMatches('**/+GeomNode').asList() if not geomList: geomList.append(collObj)
# get the node's scale to preserve it meshScale=collObj.getScale(render) collNumVtx=0 collnumface=0 # dictionary to keep the overall vertex data length before appending the new data vDataStart={} # list for the vertices collVertices=[] # list for the vertices index collFaces=[]
# append all vertex data into a complete list for collGeom in geomList: for gIdx in range(collGeom.node().getNumGeoms()): currentGeom=collGeom.node().getGeom(gIdx) collVtxData=currentGeom.getVertexData() numVtx=collVtxData.getNumRows() # append the current vertex data, IF it hasn't been added to the list, # otherwise, don't add it again, to avoid duplicated vertex data, # which may be shared by several geoms if not vDataStart.has_key(collVtxData): # store the number of the collected vertices so far, # to mark the index start for the next vertex data vDataStart[collVtxData]=collNumVtx # create vertex reader collvtxreader=GeomVertexReader(collVtxData) # set the start position for reading the vertices, # begin reading at column 0, which is the vertex position collvtxreader.setColumn(0) # begin reading at vertex 0 collvtxreader.setRow(0) for i in range(numVtx): # respect each geomNode's transformation which may be exist vtx=collObj.getRelativePoint(collGeom,collvtxreader.getData3f()) # synchronize TriMesh to the current scale of the collision mesh vtx1=vtx[0]*meshScale[0] vtx2=vtx[1]*meshScale[1] vtx3=vtx[2]*meshScale[2] collVertices.append((vtx1,vtx2,vtx3)) # add the current collected vertices count collNumVtx+=numVtx
# storing the vertices index for collGeom in geomList: for gIdx in range(collGeom.node().getNumGeoms()): geom=collGeom.node().getGeom(gIdx) collVtxData=geom.getVertexData() vDataBegin=vDataStart[collVtxData] for prim in range(geom.getNumPrimitives()): # store the vertices index for each triangle collFaceData=geom.getPrimitive(prim).decompose() # get the triangle counts numface=collFaceData.getNumFaces() # get the start index of current primitive at geom's vertex data s = collFaceData.getPrimitiveStart(prim) for i in range(numface): # refer to the vertex data length list created earlier vtx1=vDataBegin+collFaceData.getVertex(s+i*3) vtx2=vDataBegin+collFaceData.getVertex(s+i*3+1) vtx3=vDataBegin+collFaceData.getVertex(s+i*3+2) collFaces.append((vtx1,vtx2,vtx3)) collnumface+=numface
meshdata=ode.TriMeshData() # create TriMesh data meshdata.build(collVertices,collFaces) # and pass it to ODE self.geom = ode.GeomTriMesh(meshdata,space)
# create body if the object is dynamic, otherwise don't if density: M2 = ode.Mass() M2.setBox(density, 1,1,1) self.body = ode.Body(world) self.body.setMass(M2) self.body.setGravityMode(1) self.geom.setBody(self.body) # store object's properties self.storeProps(realObj, density, friction, noColl_ID)
print '###############################' print collObj collObj.analyze() print '--- sent to ODE ---' print 'Vertices : ',collNumVtx print 'Faces : ',collnumface print '###############################\n'
# originally only to debug the transfer method self.visualize(collnumface)
# synchronize TriMesh to the current transformation (position & rotation) of the collision mesh self.geom.setPosition(collObj.getPos(render)) self.geom.setQuaternion(collObj.getQuat(render))
# hide the collision geometry, if it's not the visible object if not showCollObj and collObj!=realObj: collObj.hide()
def visualize(self,collnumface): ''' this method creates the actual geometry succesfully sent to ODE, originally only to debug the transfer method '''
#(step.1) create GeomVertexData and add vertex information format=GeomVertexFormat.getV3() vdata=GeomVertexData('vertices', format, Geom.UHStatic) vertexWriter=GeomVertexWriter(vdata, 'vertex') tris=GeomTriangles(Geom.UHStatic)
for i in range(collnumface): vtx1,vtx2,vtx3=self.geom.getTriangle(i) vertexWriter.addData3f(*vtx1) vertexWriter.addData3f(*vtx2) vertexWriter.addData3f(*vtx3) #(step.2) make primitives and assign vertices to them tris.addConsecutiveVertices(i*3,3) #indicates that we have finished adding vertices for the triangle tris.closePrimitive()
#(step.3) make a Geom object to hold the primitives collmeshGeom=Geom(vdata) collmeshGeom.addPrimitive(tris) #(step.4) now put geom in a GeomNode collmeshGN=GeomNode('') collmeshGN.addGeom(collmeshGeom)
self.visualizer = self.realObj.attachNewNode(collmeshGN) self.visualizer.setRenderModeWireframe(1) self.visualizer.setColor(1,1,1,1) scale=self.realObj.getScale() self.visualizer.setScale(1./scale[0],1./scale[1],1./scale[2]) self.visualizer.setLightOff() # put the axis at object's origin (represents it's center of gravity) axis = loader.loadModelCopy('zup-axis') axis.reparentTo(self.visualizer) axis.setScale(.25)
class ODEsim: ''' this class consists of methods associated with ODE simulation setting & loop '''
def initODE(self): self.ode_WORLD = ode.World() self.ode_WORLD.setGravity((0, 0, -9.81)) self.ode_WORLD.setCFM(0) # self.ode_WORLD.setContactMaxCorrectingVel(1) # self.ode_WORLD.setERP(0.8) # self.ode_WORLD.setContactSurfaceLayer(.001) self.ode_SPACE = ode.Space(type=1) self.floor = ode.GeomPlane(self.ode_SPACE, (0, 0, 1),0) self.ode_CONTACTgroup = ode.JointGroup() self.ODEdt = 1.0 / 40.0
def scalp (self, vec, scal): vec[0] *= scal vec[1] *= scal vec[2] *= scal
def near_callback(self, args, geom1, geom2): '''Callback function for the collide() method.
This function checks if the given geoms do collide and creates contact joints if they do. '''
# don't check for collision IF both geoms build a larger collision geom, # because they probably overlap each other noColl1=101010 noColl2=-noColl1 if hasattr(geom1, 'noColl'): noColl1=geom1.noColl if hasattr(geom2, 'noColl'): noColl2=geom2.noColl if noColl1==noColl2: return
# Check if the objects do collide contacts = ode.collide(geom1, geom2) if not len(contacts): return
# averaging the friction coefficient of the two colliding objects friction1=friction2=0 if hasattr(geom1, 'friction'): friction1=geom1.friction if hasattr(geom2, 'friction'): friction2=geom2.friction averageFrictionCoef=PU.average(friction1, friction2) # print 'AVG :',geom1, geom2, averageFrictionCoef
# looking for TriMesh-anything collision geom1_is_TriMesh=type(geom1).__name__=='GeomTriMesh' geom2_is_TriMesh=type(geom2).__name__=='GeomTriMesh' bothTriMesh=geom1_is_TriMesh and geom2_is_TriMesh if bothTriMesh: g1Vel=g2Vel=Vec3(0,0,0) g1body=geom1.getBody() if g1body: g1Vel=Vec3(*g1body.getLinearVel()) g2body=geom2.getBody() if g2body: g2Vel=Vec3(*g2body.getLinearVel())
diff=40.0/(g1Vel-g2Vel).length() diff=min(20.0,diff) bouncePerContact=diff/len(contacts) # print diff,bouncePerContact
if ( geom1_is_TriMesh or geom2_is_TriMesh ) and self.contactVis: LSpoint=LineSegs() LSpoint.setColor(1,1,0) LSpoint.setThickness(8) LSnormal=LineSegs() LSnormal.setColor(1,.5,.2) LSnormal.setThickness(2) TriMeshCollision=1 else: TriMeshCollision=0
# Create contact joints self.ode_WORLD, self.ode_CONTACTgroup = args for c in contacts: # if any TriMesh collision, collect the contact points if TriMeshCollision: pos, normal, depth, g1, g2 = c.getContactGeomParams() # create a single point, call moveTo only pos=Point3(pos[0],pos[1],pos[2]) LSpoint.moveTo(pos) # create a line LSnormal.moveTo(pos) LSnormal.drawTo(pos+Point3(normal[0],normal[1],normal[2]))
# add more bounce if both objects are TriMesh if bothTriMesh: c.setBounce(bouncePerContact) else: c.setBounce(.2) c.setMu(averageFrictionCoef) j = ode.ContactJoint(self.ode_WORLD, self.ode_CONTACTgroup, c) j.attach(geom1.getBody(), geom2.getBody())
# render TriMesh contacts if TriMeshCollision: contactVisualizer=render.attachNewNode('') contactVisualizer.attachNewNode(LSpoint.create()) contactVisualizer.attachNewNode(LSnormal.create()) contactVisualizer.setLightOff() # remove the visualized TriMesh contacts, after the given time taskMgr.doMethodLater(.01,self.removeContactVis,'removeContact',[contactVisualizer])
def removeContactVis(self,vis): vis.removeNode()
def simulate(self): # synchronize the position and rotation of the visible object to it's body for o in self.simObjects: if o.density and o.realObj!=None: body = o.body o.realObj.setPos(render,*body.getPosition()) o.realObj.setQuat(render,Quat(*body.getQuaternion()))
self.ode_SPACE.collide((self.ode_WORLD,self.ode_CONTACTgroup), self.near_callback) self.ode_WORLD.quickStep(self.ODEdt) ''' you can switch to standard world step, for more accuracy, but on most cases, it causes simulation instability ''' #self.ode_WORLD.step(self.ODEdt) self.ode_CONTACTgroup.empty()
class World(DirectObject,ODEsim): ''' ODE demo main class '''
def __init__(self): ''' self.ode_WORLD and self.ode_SPACE are ode.World and ode.Space , respectively '''
# initialize class ODEsim, to prepare ODE simulation, # create world, space, and some simulation tuning) ''' self.initODE()
base.setFrameRateMeter(1) render.setTransparency(TransparencyAttrib.MDual) self.setupLights()
# list for ODE simulation objects self.simObjects = [] # base scale for the primitive objects self.scale = .2 # TriMesh object visualizer state (on/off) self.trimeshVis=1 # TriMesh contacts visualizer state (on/off) self.contactVis=0
OnscreenText(text='Panda3D: PyODE integration',style=1, fg=(1,1,1,1),pos=(0.8,-0.95), scale = .07) genLabelText('the XYZ axis represents the center of gravity', 0) genLabelText('[ w ] : BOOOM!', 2) genLabelText('[ s ] : magnetism!', 3)
self.trimeshVisText='[ NUM + ] : toggle TRIMESH VISUALIZER ' self.contactVisText='[ NUM - ] : toggle CONTACTS VISUALIZER ' self.onOff=['OFF','ON']
self.trimeshVisLabel = genLabelText(self.trimeshVisText+'[%s]' %self.onOff[self.trimeshVis],4) self.contactVisLabel = genLabelText(self.contactVisText+'[%s]' %self.onOff[self.contactVis],5)
genLabelText('[ 0 ] : scene 0', 7) genLabelText('[ 1 ] : scene 1', 8) genLabelText('[ 2 ] : scene 2', 9)
self.keys = {'explode' : 0, 'pull': 0}
self.accept('w', self.setKey, ['explode', 1]) self.accept('w-up', self.setKey, ['explode', 0]) self.accept('s', self.setKey, ['pull', 1]) self.accept('s-up', self.setKey, ['pull', 0]) self.accept('+', self.toggleVis) self.accept('-', self.toggleContactsVis) self.accept('0', self.startScene0) self.accept('1', self.startScene1) self.accept('2', self.startScene2) self.accept('escape', sys.exit)
self.startScene1() taskMgr.add(self.gameLoop, 'runSim')
def cameraLook(self, time,lookPoint=Point3(0,0,0)): base.cam.lookAt(lookPoint)
def setKey(self, key, val): self.keys[key] = val
def setupLights(self): ambientLight = AmbientLight( 'ambientLight' ) ambientLight.setColor( Vec4(0.4, 0.4, 0.4, 1) ) self.ambientLight=render.attachNewNode( ambientLight.upcastToPandaNode() )
directionalLight = DirectionalLight( 'directionalLight1' ) directionalLight.setDirection( Vec3( 1, -.5,-1 ) ) directionalLight.setColor( Vec4( .6, .6, .6, 1 ) ) self.directionalLight=render.attachNewNode( directionalLight.upcastToPandaNode() )
render.setLight(self.ambientLight) render.setLight(self.directionalLight)
def drawCage(self): self.cage=render.attachNewNode('') size=80 height=10 scale=Vec3(size,size,5) obj = loader.loadModelCopy('misc/rgbCube') obj.reparentTo(self.cage) obj.setPos(0,0,-scale[2]*.5) obj.setScale(scale) obj.setColor(0,0,0,1) self.simObjects.append( ODEbox( world=self.ode_WORLD, space=self.ode_SPACE, realObj=obj, density=0, friction=5) )
scale=Vec3(1,size,height) for side in range(2): obj = loader.loadModelCopy('misc/rgbCube') obj.reparentTo(self.cage) obj.setPos(size*(side-.5),0,height*.5) obj.setScale(scale) obj.setTransparency(1) obj.setAlphaScale(.7) self.simObjects.append( ODEbox( world=self.ode_WORLD, space=self.ode_SPACE, realObj=obj, density=0, friction=5) )
scale=Vec3(size,1,height) for side in range(2): obj = loader.loadModelCopy('misc/rgbCube') obj.reparentTo(self.cage) obj.setPos(0,size*(side-.5),height*.5) obj.setScale(scale) obj.setTransparency(1) obj.setAlphaScale(.7) self.simObjects.append( ODEbox( world=self.ode_WORLD, space=self.ode_SPACE, realObj=obj, density=0, friction=5) )
print 'drawCage done...'
def drawBodies(self,numBodies): for i in range(numBodies): dynamic=i%2 if dynamic: scale=self.scale*1.2 else: scale=self.scale
theta = random.uniform(0, 2*pi) rX=random.gauss(0,2) rY=random.gauss(0,2) rX += 2.*rX/abs(rX) rY += 2.*rY/abs(rY) pos=Point3(rX,rY,20*dynamic) if random.randint(0,1): # sphere shape model if dynamic: model='smiley' hpr=Vec3(theta,theta,theta) else: model='jack' hpr=Vec3(180,0,0) scale*=2.5 obj = loader.loadModelCopy(model) obj.reparentTo(render) obj.setPosHprScale(pos, hpr, Vec3(scale,scale,scale)) self.simObjects.append( ODEsphere( world=self.ode_WORLD, space=self.ode_SPACE, realObj=obj, density=250*dynamic, friction=1000) ) else: # box shape model if dynamic: hpr=Vec3(theta,theta,theta) scale=Vec3(scale, scale, scale) else: hpr=Vec3(0,0,0) scale=Vec3(scale*3, scale, scale*10) obj = loader.loadModelCopy('misc/rgbCube') obj.reparentTo(render) obj.setPosHprScale(pos, hpr, scale) self.simObjects.append( ODEbox( world=self.ode_WORLD, space=self.ode_SPACE, realObj=obj, density=1200*dynamic, friction=1000) )
print 'drawBodies done...'
def drawTriMesh(self): # self.realObject5=loader.loadModelCopy('camera') # self.realObject5.reparentTo(render) # self.realObject5.setPos(-4,2,30) # self.realObject5.setScale(1.5) # self.simObjects.append( ODEtrimesh( world=self.ode_WORLD, space=self.ode_SPACE, # realObj=self.realObject5, density=40, friction=10 ) )
self.realObject6=loader.loadModelCopy('misc/objectHandles') self.realObject6.reparentTo(render) self.realObject6.setPos(4,2,20) self.realObject6.setScale(1.4) self.simObjects.append( ODEtrimesh( world=self.ode_WORLD, space=self.ode_SPACE, realObj=self.realObject6, density=30, friction=20 ) )
self.realObject7=loader.loadModelCopy('misc/Pointlight') self.realObject7.reparentTo(render) self.realObject7.setPos(-4,-1,25) self.realObject7.setScale(1.3) self.simObjects.append( ODEtrimesh( world=self.ode_WORLD, space=self.ode_SPACE, realObj=self.realObject7, density=30, friction=10 ) )
# self.realObject8=loader.loadModelCopy('misc/Dirlight') # self.realObject8.reparentTo(render) # self.realObject8.setPos(-4,-5,20) # self.realObject8.setScale(.6) # self.simObjects.append( ODEtrimesh( world=self.ode_WORLD, space=self.ode_SPACE, # realObj=self.realObject8, density=30, friction=15 ) )
# self.realObject9=loader.loadModelCopy('misc/Spotlight') # self.realObject9.reparentTo(render) # self.realObject9.setPos(4,3,25) # self.realObject9.setScale(.6) # self.simObjects.append( ODEtrimesh( world=self.ode_WORLD, space=self.ode_SPACE, # realObj=self.realObject9, density=50, friction=15 ) )
# self.realObject10=loader.loadModelCopy('panda-model') # self.realObject10.reparentTo(render) # self.realObject10.setPos(-4,-4,25) # self.realObject10.setScale(.005) # self.simObjects.append( ODEtrimesh( world=self.ode_WORLD, space=self.ode_SPACE, # realObj=self.realObject10, density=50, friction=10 ) )
# self.realObject11=loader.loadModelCopy('panda') # self.realObject11.reparentTo(render) # self.realObject11.setPos(5,-2,25) # self.realObject11.setScale(.3) # self.simObjects.append( ODEtrimesh( world=self.ode_WORLD, space=self.ode_SPACE, # realObj=self.realObject11, density=30, friction=2 ) )
def buildBoxesTower(self): size=3 height=1.2 columnScale=(.55,.55,height) floorThick=.15 floorScale=(size*1.12,size*1.12,floorThick) deviation=.28 for floor in range(9): pos=( 0,0,(height+floorThick)*(floor+1)-floorThick*.5 ) obj = loader.loadModelCopy('misc/rgbCube') obj.reparentTo(render) obj.setPos(*pos) obj.setScale(floorScale[0]-floor*deviation,floorScale[1]-floor*deviation,floorScale[2]) obj.setLightOff() obj.setPythonTag('posZ',pos[2]) # exclude object from receiving explode & pull forces obj.setTag('excluded','') self.simObjects.append( ODEbox( world=self.ode_WORLD, space=self.ode_SPACE, realObj=obj, density=75, friction=5000) )
for column in range(4): pos=( (size-floor*deviation)*((column%2)-.5), .5*(size-floor*deviation)*(column-column%2-1),(height+floorThick)*floor+height*.5 ) scale=Vec3(columnScale[0]-floor*.02,columnScale[1]-floor*.02,columnScale[2]) obj = loader.loadModelCopy('misc/rgbCube') obj.reparentTo(render) obj.setPos(*pos) obj.setScale(scale) obj.setLightOff() obj.setPythonTag('posZ',pos[2]) # exclude object from receiving explode & pull forces obj.setTag('excluded','') self.simObjects.append( ODEbox( world=self.ode_WORLD, space=self.ode_SPACE, realObj=obj, density=75, friction=5000) )
def buildChainReaction(self): radius=10 center=(-radius,16.1) height=3 objGap=.27 scale=Vec3(height*.5,.5,height) for i in range(30): rad=i*(objGap+i*i*.0002) x=cos(rad)*(radius-i*objGap) + center[0] y=sin(rad)*(radius-i*objGap) + center[1] obj = loader.loadModelCopy('misc/rgbCube') obj.reparentTo(render) obj.setPosHprScale(Point3( x, y, height*.5), Vec3(degrees(rad),0,0), scale) obj.setLightOff() # exclude object from receiving explode & pull forces obj.setTag('excluded','') self.simObjects.append( ODEbox( world=self.ode_WORLD, space=self.ode_SPACE, realObj=obj, density=30, friction=200) )
for i in range(2): height=8 pos=Point3(-2*(i-.5)*3,3.5,height*.5) scale=Vec3(25,.2,height) deg=2*(i-.5)*78 obj = loader.loadModelCopy('misc/rgbCube') obj.reparentTo(render) obj.setPosHprScale(pos,Vec3(deg,0,0),scale) obj.setColor(1,1,1,.5) obj.setLightOff() # exclude object from receiving explode & pull forces obj.setTag('excluded','') self.simObjects.append( ODEbox( world=self.ode_WORLD, space=self.ode_SPACE, realObj=obj, density=0, friction=0) )
ramp = loader.loadModelCopy('misc/rgbCube') ramp.reparentTo(render) ramp.setPosHprScale(0,12.8,.5, 0,210,90, .2,7,2.5) ramp.setLightOff() self.simObjects.append( ODEbox( world=self.ode_WORLD, space=self.ode_SPACE, realObj=ramp, density=0, friction=0) )
self.arrow = loader.loadModelCopy('misc/Dirlight') self.arrow.reparentTo(ramp) self.arrow.setH(180) self.arrow.setScale(.2) arrowBW=LerpPosInterval(self.arrow,.4,Point3(.5,1.5,0),startPos=Point3(.5,1.2,0),blendType='easeOut') arrowFW=self.arrow.posInterval(.4,Point3(.5,1.2,0)) self.arrowAnim = Sequence( Parallel(arrowBW, LerpColorInterval(self.arrow,.4,Vec4(0,0,0,0),Vec4(0,0,0,1)) ), Parallel(arrowFW, LerpColorInterval(self.arrow,.4,Vec4(0,0,0,1)) ) ) self.arrowAnim.loop()
def explo(self): for o in self.simObjects: if o.density and not o.realObj.hasTag('excluded'): l=o.body.getPosition () d=Vec3(*l).length() if not d: d=1 a = max(0, 2000*(1.0-0.2*d*d)) l = [l[0] / 10, l[1]/10, l[2]/1.5] self.scalp (l, a / d) o.body.addForce(l)
def pull(self): for o in self.simObjects: if o.density and not o.realObj.hasTag('excluded'): l=list (o.body.getPosition ()) d=Vec3(*l).length() if not d: d=1 self.scalp (l, -300 / d) o.body.addForce(l)
def gameLoop(self, task): if self.keys['explode']: self.explo() if self.keys['pull']: self.pull()
self.simulate() # check if each object is already collapsed (structurally failed), # degrade it's color if it does self.isCollapsed()
return Task.cont
def isCollapsed(self): if self.scene==1: for o in self.simObjects: if o.realObj.hasTag('excluded'): z=o.realObj.getPythonTag('posZ') if ( Vec3(*o.body.getLinearVel()).length() > z*.7 or Vec3(*o.body.getAngularVel()).length() > z*.7 ): o.realObj.setColorScale(.2,.2,.2,1) o.realObj.clearTag('excluded') elif self.scene==2: numExclusion=0 for o in self.simObjects: if o.realObj.hasTag('excluded'): numExclusion+=1 if abs(o.realObj.getP()) > 60 : o.realObj.setColorScale(.2,.2,.2,1) o.realObj.clearTag('excluded') if numExclusion==2 and self.arrowAnim: self.arrowAnim.pause() self.arrowAnim=None self.arrow.removeNode()
def toggleVis(self): self.trimeshVis=not self.trimeshVis self.trimeshVisLabel.setText(self.trimeshVisText+'[%s]' %self.onOff[self.trimeshVis]) for o in self.simObjects: if hasattr(o,'visualizer'): if self.trimeshVis: o.visualizer.show() else: o.visualizer.hide()
def toggleContactsVis(self): self.contactVis=not self.contactVis self.contactVisLabel.setText(self.contactVisText+'[%s]' %self.onOff[self.contactVis])
def sceneSetup(self,numBodies=60): if self.ode_SPACE.getNumGeoms()>1: for o in self.simObjects: o.destroy() if self.cameraInterval: self.cameraInterval.pause() self.cameraInterval=None self.simObjects = []
self.drawCage() self.drawBodies(numBodies) self.drawTriMesh() for o in self.simObjects: if not self.trimeshVis and hasattr(o,'visualizer'): o.visualizer.hide()
def startScene0(self): self.scene=0 self.sceneSetup(numBodies=60) base.mouseInterfaceNode.reset() self.cameraInterval=Parallel( LerpPosInterval(base.cam, 3, Point3(0,-20,8), startPos=Point3(0,0,90), blendType='easeOut'), LerpFunc(self.cameraLook, duration=3) ) self.cameraInterval.start()
def startScene1(self): self.scene=1 self.sceneSetup(numBodies=40) self.buildBoxesTower() base.mouseInterfaceNode.reset() self.cameraInterval=Parallel( LerpPosInterval(base.cam, 3, Point3(0,-28,10), startPos=Point3(60,20,90), blendType='easeOut'), LerpFunc(self.cameraLook, duration=3, extraArgs=[Point3(0,10,4)]) ) self.cameraInterval.start()
def startScene2(self): self.scene=2 self.sceneSetup(numBodies=40) self.buildChainReaction() base.mouseInterfaceNode.reset() self.cameraInterval=Parallel( LerpPosInterval(base.cam, 4, Point3(0,-40,30), startPos=Point3(60,20,90), blendType='easeOut'), LerpFunc(self.cameraLook, duration=4, extraArgs=[Point3(0,10,0)]) ) self.cameraInterval.start()
World() run()
Last edited by ynjh_jo on Wed Apr 11, 2007 6:28 am, edited 5 times in total.
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ynjh_jo
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by cqdemal » Wed Jan 31, 2007 12:47 am
I've been messing around with the code snippets in this thread and have found them very interesting. However, I am just a little n00b in Panda and ODE, so I can't really do much.
My question here is: Would it be possible to, say, apply force wherever I click? That'd need addForceAtPos, right? I haven't been successful with this at all. No matter what I do, the position of the mouse doesn't effect anything at all.
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cqdemal
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by ynjh_jo » Wed Feb 07, 2007 1:31 pm
Are you sure you added the forces on the correct bodies ? How do you keep the mesh-body link ? using list, or dictionary ? Or maybe the force is too small. You need bigger force to kick heavy mass.
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ynjh_jo
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by Liquid7800 » Fri Mar 16, 2007 8:48 am
Hello, excuse me if I am missing something in this matter, but when I try to run the topmost script above as is...(ie copy & paste) I get
global name Task not defined"). error...
however when I add:
- Code: Select all
from direct.task import Task
Then it runs the simulation...
Anyway my question is if this is needed... then why is this snippet of code left out from all the PyODE examples posted....does this mean I have something wrong with PyODE or the author left it out? Thanks
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Liquid7800
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by rdb » Fri Mar 16, 2007 10:12 am
Tasks are just functions that are executed each second.
You need to import the Task class to use these tasks.
So yes, I assume the author accidentally left it out 
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rdb
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by Liquid7800 » Fri Mar 16, 2007 10:41 am
I appreciate the informed reply...I went and read the manual about tasks after I tried this code, so you really did clarify it for me even more...thanks!
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Liquid7800
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by Manux » Tue Aug 19, 2008 1:25 pm
Hum...
I get this crash error, when I try to run your codes:
- Code: Select all
ODE INTERNAL ERROR 2: colliders array not initialized in dCollide() Abort (core dumped)
Here's the full log of the second(OO) code: - Code: Select all
DirectStart: Starting the game. Warning: DirectNotify: category 'Interval' already exists Known pipe types: glxGraphicsPipe (all display modules loaded.) :audio(error): LoadLibrary() failed, will use NullAudioManager :audio(error): No error. :util(warning): Adjusting global clock's real time by 0.779431 seconds. drawCage done... drawBodies done... ############################### render/objectHandles.egg 29 total nodes (including 0 instances); 0 LODNodes. 1 transforms; 0% of nodes have some render attribute. 3 Geoms, with 3 GeomVertexDatas and 1 GeomVertexFormats, appear on 3 GeomNodes. 75 vertices, 0 normals, 0 colors, 0 texture coordinates. GeomVertexData arrays occupy 1K memory. GeomPrimitive arrays occupy 1K memory. 144 triangles: 0 of these are on 0 tristrips. 144 of these are independent triangles. 0 textures, estimated minimum 0K texture memory required. --- sent to ODE --- Vertices : 75 Faces : 144 ###############################
############################### render/Pointlight.egg 3 total nodes (including 0 instances); 0 LODNodes. 2 transforms; 0% of nodes have some render attribute. 1 Geoms, with 1 GeomVertexDatas and 1 GeomVertexFormats, appear on 1 GeomNodes. 134 vertices, 134 normals, 0 colors, 134 texture coordinates. GeomVertexData arrays occupy 5K memory. GeomPrimitive arrays occupy 1K memory. 96 triangles: 96 of these are on 40 tristrips (2.4 average tris per strip). 0 of these are independent triangles. 1 textures, estimated minimum 3K texture memory required. --- sent to ODE --- Vertices : 134 Faces : 96 ###############################
:util(warning): Adjusting global clock's real time by -0.59529 seconds.
ODE INTERNAL ERROR 2: colliders array not initialized in dCollide() Abort (core dumped)
I wonder if this has to do with this code,which I highly doubt, or with my ODE compilation?
I remember compiling only with float precision...
Calling the ode.collide(geom1,geom2) seems to raise this error.
I've seen in google groups that, in C, calling dInitODE() seems to get this working.
I haven't found such a method in pyODE, maybe it calls it by default?
---
Manux
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Manux
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by astelix » Thu Jan 15, 2009 6:35 am
I got issues too:
- Code: Select all
python: /build/buildd/ode-0.9.dfsg/GIMPACT/src/gim_trimesh.cpp:183: void gim_trimesh_locks_work_data(GIM_TRIMESH*): Assertion `res==0' failed. Aborted
it's a pity, 'cos this snippet sounds very 
My Rig: P3D 1.7.0@WinXP & Kubuntu 10.04- Athlon 64 5200 X2 ~ Radeon 3200HD (integrated)
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astelix
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by ynjh_jo » Fri Jan 16, 2009 12:38 pm
The error seems inside ODE or perhaps due to the way it's wrapped.
Have you tried ODE forum ?
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ynjh_jo
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by astelix » Fri Jan 16, 2009 6:49 pm
nope so far but could be possible I got ODE a little messed up since, even if looks working, the official panda sample don't runs perfectly cos the falling ragdoll puppet don't bounce over the box but penetrate into and some warnings were raised from console. Hope soon to dig into further.
My Rig: P3D 1.7.0@WinXP & Kubuntu 10.04- Athlon 64 5200 X2 ~ Radeon 3200HD (integrated)
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astelix
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