Forcing body to position/orientation

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Re: Forcing body to position/orientation

Postby PJani » Fri Sep 21, 2012 5:52 pm

yeah i am using only custom joints from that dll! I started working on my own hinge and limit ball socket joint! Only thing that could cause jitter is because of compounds or real mass of body parts. :roll:
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Re: Forcing body to position/orientation

Postby PJani » Sat Sep 22, 2012 9:25 am

Ok i did some tests in testbed(w/o the ragdoll).

I have two joints(both are regular joints from customjoints.dll) and two box bodies(plain boxes)...

first joint(hinge) is connected to "world"(null parent) and to first box body. Second joint(ball and socket) connects first box and second box. Now when i hit second body with heavy object both bodies start to gain angular speed/energy(I will need to confirm if they are gaining energy but i think they do because they gain speed, at least, that is how i see it). Now the second problem here is with losing "integrity" - both bodies are no longer positioned to their initial position and are trying to fall apart.
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Re: Forcing body to position/orientation

Postby JoeJ » Sat Sep 22, 2012 11:56 am

There is something different i see now in my testbed: I can drag a body 'inside' the floor.
This works no matter if i use force or joint driven methods to interact with bodies.
Sometimes the body floats slowly outside, sometimes it stays inside the floor box.
It's similar to what i know from havoc, but newton never had that problem.
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Re: Forcing body to position/orientation

Postby PJani » Sat Sep 22, 2012 12:08 pm

JoeJ wrote:There is something different i see now in my testbed: I can drag a body 'inside' the floor.
This works no matter if i use force or joint driven methods to interact with bodies.
Sometimes the body floats slowly outside, sometimes it stays inside the floor box.
It's similar to what i know from havoc, but newton never had that problem.


Yep, same thing is happening in my testbed and my project.
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Re: Forcing body to position/orientation

Postby Julio Jerez » Sat Sep 22, 2012 12:45 pm

JoeJ wrote:There is something different i see now in my testbed: I can drag a body 'inside' the floor.
This works no matter if i use force or joint driven methods to interact with bodies.
Sometimes the body floats slowly outside, sometimes it stays inside the floor box.
It's similar to what i know from havoc, but newton never had that problem.


this should neve happens. a body should no pass a collision plane not matter how strong you pull it against that plane. also the joint hould not jiter either.
Is this happing in the lastest core 300?
how are you guys running these test? is this some that I can test?

pJani is the ragdoll implementation something that I can test? I am a litle lost.
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Re: Forcing body to position/orientation

Postby PJani » Sat Sep 22, 2012 1:28 pm

Yep its latest 300 pulled from repo.

Yep you could reproduce this glitch, my rag doll are plain box bodies with limited hinges and limited ball and socket.

Hmm for some reason when i tried to serialize(NewtonSerializeToFile) my ragdoll scene i get zero size file 0_0
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Re: Forcing body to position/orientation

Postby PJani » Sat Sep 22, 2012 1:42 pm

O and another thing, just for info!

If i have created body with null collision and later set collision to box or something else i need to do this or else will the same thing happen as it did here: viewtopic.php?f=9&t=7217&start=30 :
Code: Select all

      //hjax
      dFloat current_matrix[16];
      NewtonBodyGetMatrix(m_body->getNewtonBody(), current_matrix);
      NewtonBodySetMatrix(m_body->getNewtonBody(), current_matrix);
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Re: Forcing body to position/orientation

Postby JoeJ » Sun Sep 23, 2012 5:14 am

Julio Jerez wrote:how are you guys running these test? is this some that I can test?


I'm pretty sure it is replicable inside your demo sandbox (i mean the collissin bug).
I tried to look myself, but i cant't get opencl.lib and can not build it.
I tried Intel OpenCL SDK, but it does not install, saying i nedd to disable User Account Control, but i don't know how to do that :(
Is it this sdk you are using?

Have you tried to drag a body into floor inside your sandbox?
If CCD off, but it does not look like a tunneling problem.

I use 2 days old code via svn.
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Re: Forcing body to position/orientation

Postby PJani » Sun Sep 23, 2012 6:52 am

JoeJ wrote:I tried Intel OpenCL SDK, but it does not install, saying i nedd to disable User Account Control, but i don't know how to do that :(


http://www.howtogeek.com/howto/windows-vista/disable-user-account-control-uac-the-easy-way-on-windows-vista/

;D

I think you don't need to build with opencl.
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Re: Forcing body to position/orientation

Postby JoeJ » Sun Sep 23, 2012 8:12 am

That helped, OpenCL ready now.
But, Intel Installer didn't find my VC Express - maybe because UAC needed to be disabled.
Maybe because of this there's another problem, the project 'physics' does not load:

The following error has occurred during XML parsing:

File: C:\dev\newton-dynamics-read-only\coreLibrary_300\projects\windows\project_vs2008\physics.vcproj
Line: 21
Column: 4
Error Message:
Custom build rules file 'C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\VCProjectDefaults\IntelOpenCL.rules' was not found or failed to load.
The file 'C:\dev\newton-dynamics-read-only\coreLibrary_300\projects\windows\project_vs2008\physics.vcproj' has failed to load.


... still can't compile Demo Sandbox.
For myself that's no problem, as i include newton sources with my own project.
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Re: Forcing body to position/orientation

Postby PJani » Sun Sep 23, 2012 8:36 am

Heh u are using express edition...i have same problems eachtime i pull from repo.

In express edition you can not install plugins!!! Yeah i installed intel opencl sdk, but i cant install opencl plugin!

Open physics.vcproj with some text editor(i use programmers notepad)...

go to line 21

and delete

Code: Select all
      <DefaultToolFile
         FileName="IntelOpenCL.rules"
      />


save and open with your vc++ 2008 EE

I hope it helps ;) I can normally compile regular build profiles, now about opencl build profiles i am not sure if they work because i havent tried.
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Re: Forcing body to position/orientation

Postby JoeJ » Sun Sep 23, 2012 8:57 am

Great, it works now, thx :)

Julio, to reproduce the collision bug:
"Using newton mesh tool" Demo
Move a litle back using w key, until box Length is 10% of screen width.
Grab, lift up, pull / smash downwards into ground.
It's not as worse as in my app, but clearly visible.

In the "Coefficients of friction" Demo there's no bug.
Tried the same there but nothing wrong with it.
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Re: Forcing body to position/orientation

Postby Julio Jerez » Sun Sep 23, 2012 10:24 am

JoeJ wrote:Great, it works now, thx :)

Julio, to reproduce the collision bug:
"Using newton mesh tool" Demo
Move a litle back using w key, until box Length is 10% of screen width.
Grab, lift up, pull / smash downwards into ground.
It's not as worse as in my app, but clearly visible.


Oh yes I just did that and I can see how it clearlly go over the floor, that is not right.
This is the kind of bug that is very hard to reproduce, because it user interface.
I will make a log to make reprducible and see whe is wrong, bu that is not right.
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Re: Forcing body to position/orientation

Postby Julio Jerez » Sun Sep 23, 2012 10:48 am

Al right I just made a log that can reproduce the bug, every time

I was trying to make p\mor eprogress inteh opencl today, but I will pospone that and fix this bug first

On teh openCL thing I was unde teh impresion that this this will wiork on all version fo Visual studio.
I need to know because if most people has Visaul studion express, and OpenCL does no work with that version than it will be a waste of time for me.

edit:
Ok I found the bug, it is because an optimization I try to make in the collision bu not I see that it is not correct I am fixing it now.
wow thanks for that report.
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Re: Forcing body to position/orientation

Postby PJani » Sun Sep 23, 2012 10:52 am

opencl should work/build fine with any vc++ using opencl library. The only thing that makes problems is plugin.

I think you should keep developing openCL version of newton.
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