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Hi Erwin,
Do you already have code for this? It's still on my to-do list to get Featherstone
to work with Bullet.
Cheers,
Vangelis
Original comment by vkokke...@gmail.com
on 4 Mar 2009 at 11:43
[deleted comment]
Hi Vangelis,
Good to hear from you again. No progress on this really.
It would be great if you can contribute something. I'm happy to help merging
any code
you have. Do you consider making it available under the Zlib license?
Thanks!
Erwin
Original comment by erwin.coumans
on 5 Mar 2009 at 4:39
Hi Erwin,
I hope to find some time to do this soon. No problems with the Zlib license.
I'll
let you know how it goes.
Cheers,
Vangelis
Original comment by vkokke...@gmail.com
on 5 Mar 2009 at 4:07
If you lack time, perhaps you could try to get a Google Summer of Code project
for
integrating your Featherstone implementation into Bullet?
Although someone would need to take the time to mentor the student.
Original comment by erwin.coumans
on 22 Mar 2009 at 5:42
Someone else who has/had interest in Featherstone:
http://bit.ly/aEjeLm
Original comment by erwin.coumans
on 17 May 2010 at 5:51
[deleted comment]
Original comment by erwin.coumans
on 27 Sep 2012 at 3:32
Here is a zlib licensed Featherstone implementation, thanks to Roy Featherstone
for the link: https://bitbucket.org/rbdl/rbdl / http://rbdl.bitbucket.org by
Martin Felis
Original comment by erwin.coumans
on 28 Sep 2012 at 5:18
If there is any help needed I would love to help out.
The RBDL also contains an implementation of the contact force computation
described in the paper by Vangelis Kokkevis
http://research.scea.com/research/pdfs/VangelisK_GDC2004.pdf .
Original comment by martin.f...@gmail.com
on 5 Oct 2012 at 4:03
Hi Martin, that sounds great.
Vangelis was my previous colleague and he posted on comment #4, but I guess his
work at Google is keeping him too busy. I wonder what he is doing during his
"20% time" there.
Anyhow, I hope to find time for your library soon.
Original comment by erwin.coumans
on 5 Oct 2012 at 4:19
Martin, glad to hear that some of the work from the paper found its way to
opensource code. I've been meaning to do that for a really long time!
Original comment by vkokke...@gmail.com
on 5 Oct 2012 at 4:19
@Vangelis: yeah I've been wanting to implement your method it since I found the
GDC paper somewhere around 2009 and am now quite satisfied with the library. So
thanks for writing it up!
@Erwin: I wrote the code for my research and stuck very close to Featherstones
book (which I think is great). Please do not hesitate to contact me if you have
questions.
Original comment by martin.f...@gmail.com
on 5 Oct 2012 at 9:21
Martin, your library is under a permissive license ,but it depends on Eigen
library which is not under a permissive license. That is a showstopper, so we
need to write a replacement math library and add it to Bullet linear algebra
math classes.
What math properties do you use from Eigen ?
Original comment by erwin.coumans
on 7 Oct 2012 at 9:07
I took care to have only few dependencies on the math library. So replacing
Eigen should be feasible.
A replacement for Eigen already exists that can make RBDL work completely Eigen
free. To do so compile RBDL using SimpleMath by setting RBDL_USE_SIMPLE_MATH to
"ON". I wrote SimpleMath as a fast compiling substitute to Eigen and it
contains everything to make it work but it does not match Eigen's performance.
You can use SimpleMath for whatever you want. If required I can also publish it
formally under the zlib license.
The most advanced features I use from Eigen are the matrix decompositions (QR
and LU) to solve linear systems (e.g. contact forces for Vangelis' method but
also in ForwardDynamicsLagrangian). In the SimpleMath library I have a LU
solver which should work.
Apart from that I use the Eigen's block syntax when accessing parts of 6-D
elements. They are of the form matrix.block<nrows, ncols>(row_index,
col_index). But this is mostly done in SpatialAlgebraOperators.h and can be
replaced with something else.
Btw. Eigen recently changed their license to MPL. Maybe this makes it usable in
bullet?
Original comment by martin.f...@gmail.com
on 7 Oct 2012 at 11:02
Thanks for your fast reply.
MPL is still not acceptable, unfortunately some of the Eigen developers still
can't accept the BSD style license so it is a showstopper for that library.
It is good to know that the SimpleMath provides an unoptimized alternative. It
should be doable to reimplement the functionality and improve the performance
compared to the Eigen version.
It is like that other changes need to be made to the RBDL before merging it
into Bullet, but that's OK. I have not looked into RBDL details yet, but STL
and BOOST or any other external dependency are not acceptable: all Bullet code
needs to be self contained.
Original comment by erwin.coumans
on 8 Oct 2012 at 2:34
You mean STL (Standard Template Library)? I also do use it. More specifically
std::string, std::vector, std::map, std::sstream. But I guess they should be
relatively easy mapped to C strings, btAlignedObjectArray and btHashMaps.
std::sstream is mostly used for logging which could be ignored.
But there are is one major difference between RBDL and Bullet that is probably
more significant:
Models in RBDL store each type of value (Body, Joint, Transformations, spatial
velocity, spatial acceleration, spatial bias forces, ...) in separate
std::vectors. The Body class only contains its mass properties (mass, center of
mass, inertia).
In Bullet all values related to a single body are stored within btRigidBody.
How to transfer this is probably the most difficult part on integration,
especially since the nicely readable Articulated Body Algorithm (ABA) pseudo
code uses temporary variables (i.e. pA, U, d, u) that would only be required
for bodies within an articulated model.
Furthermore when using Vangelis' method (ForwardDynamicsContacts) there are a
few more variables that are only needed when using this method. In RBDL they
are stored in the ConstraintSet. Maybe a similar approach of using a additional
data structure to store method related variables would be viable for Bullet.
Original comment by martin.f...@gmail.com
on 8 Oct 2012 at 12:28
Indeed, std::vector and std::map can be replaced. Why are you using
std::string? Is that just for debugging?
One way to deal with the data is to create some special object, say a
btFeatherstoneHierarchy that contains an array of pointers to btRigidBody, and
it keeps all its own data structures internally, including the links and data
needed for the articulated body method (ABM).
Original comment by erwin.coumans
on 9 Oct 2012 at 3:57
std::strings are only used for debugging and utility purposes such as finding
the body id for a given body name and vice versa.
Yes using a additional object to store the data sounds reasonable to me. Then
the approach and code implemented in RBDL is much easier to add to Bullet.
I personally find the naming btArticulatedHierarchy better fitting. Also
calling the method ABM or ABA instead of Featherstone method/solver. I do have
great respect for him and also this particular method but he invented a great
deal of other methods and therefore find calling it Featherstone method a bit
vague. (But maybe I am too much of a mathematician here ;-D)
Original comment by martin.f...@gmail.com
on 10 Oct 2012 at 10:04
Does your library handle closed loops? If so, can you explain what approach?
Also, do you have any videos and/or graphical demos, showing your library in
action?
(I suppose we will have that once the integration is done, but I'm just curious)
Original comment by erwin.coumans
on 11 Oct 2012 at 1:24
RBDL does not yet handle closed loops. However as described in Vangelis' Paper
"Efficient Dynamic Constraints for Animating Articulated Figures" published in
Multibody System Dynamics, 1998, section 5.1 this should be possible through a
small modification. I have not yet implemented it as I had no requirement for
it.
You can find a video here:
http://www.fysx.org/2011/01/07/articulated-body-algorithm-first-video/. If you
watch carefully you can see that the system gains energy, but this is entirely
due to the simple Euler integrator I used here.
I will also send you via email a link for some research results that I will
soon present at the Motion In Games conference.
Original comment by martin.f...@gmail.com
on 11 Oct 2012 at 5:35
Thanks for your videos!
I had a look at that paper, chapter 5.1 and it looks like contact constraints,
limits and a point to point constraint (for loops) are basically all handled
the same:
1) compute the effect of a unit force (or impulse) (effectively measuring the
Jacobian)
2) solve the constraint externally using any method, such as LCP etc
3) apply the forces or impulses to the links/bodies in the hierarchy
Original comment by erwin.coumans
on 12 Oct 2012 at 12:54
Hi guys.
Intro: I've contacted Erwin recently and have been preliminarily invited to
help with the integration.
Martin: after you have built the constrained system equation of motion (either
by Kokkevis' mtd or explicitly) you seem to be solving it using SOLE methods -
does it mean you treat contact constraints as bilateral?
As far as loops closure constraints are considered - I agree that it will not
require any heavy alterations as far as the methodology itself is considered.
-
Kuba
Original comment by jakub.b....@gmail.com
on 7 Nov 2012 at 3:24
Hi Kuba,
good stuff! Let me know if you run into things that are puzzling.
yes the contacts are treated as being bilateral. For unilateral an additional
LCP problem has to be set up and solved.
Martin
Original comment by martin.f...@gmail.com
on 8 Nov 2012 at 11:01
Martin - okay, thanks, then now I think I know your general approach in RBDL.
There is one circumstance that I found very favorable in the overall context -
I will be also attending this year's MIG, so we'll have a perfect opportunity
to talk this thing out. See you in Rennes :).
-
Kuba
Original comment by jakub.b....@gmail.com
on 8 Nov 2012 at 4:54
Haha, that's cool! Looking forward to meet you there!
Original comment by martin.f...@gmail.com
on 9 Nov 2012 at 11:50
As planned, we've had a pretty thorough conversation on this with Martin.
Unfortunately, I am quite busy these days (yeah, who isn't), but have managed
to start digging into Bullet itself in order to try to find the best
possible/most natural ways of introducing Featherstone's formalism into it.
Once this is done, I plan to verify if RBDL fits this (which it probably won't)
and then we can start discussing the details. This way we won't be biased with
RBDL internal organization but will still be able to extract its key elements
and possibly extend them as needed. Doing it the other way round would probably
mean hacking RBDL into Bullet since Martin doesn't want to modify his lib
(which is perfectly understandable).
Erwin - is there any date-deadline for this thing?
-
Kuba
Original comment by jakub.b....@gmail.com
on 6 Dec 2012 at 12:20
Sounds like a good plan!
Just wanted to clarify the comments concerning the modification of RBDL. I do
not plan to change (and maintain) the RBDL substantially to make it compatible
with Bullet.
However I am happy to help creating a heavily modified version that can be
integrated more easily into Bullet.
Cheers,
Martin
Original comment by martin.f...@gmail.com
on 6 Dec 2012 at 8:47
Before anything else, please create a sample using RBDS that updates the world
transform (add some integrator) and add simple collision detection. There
should be no need to use Bullet for this.
For example, add a hierarchy of 2 connected spheres, falling on an infinite
plane under gravity. The collision detection for that should be trivial.
Once such sample is there, it makes it much easier to integrate RBDS with
Bullet. Right now, there is too much guessing how to add collision detection
and integration to RBDS, the API is not well documented. Even trivial things
such as where is the world transform (position, quaternion) for bodies, and
gettingn the linear/angular world velocity requires digging into the RBDS
source code.
Thanks!
Erwin
Original comment by erwin.coumans
on 7 Dec 2012 at 6:27
For starters - I cannot say I have done anything worth reporting (shame), I
guess I overestimated my spare time (PhD deadline is pressing). I am still very
much interested in accomplishing this, but at the same time afraid that my
contribution will need to be postponed. On the other hand, I am considering
launching a related MSc project that could propel the work, but I am not sure I
have an enough-physics-interested student at hand ;).
Nevertheless, I have recently skimmed Martin's code and, although it seems to
be generally clear what's happening there, I have several questions about
certain details that made me doubt my full comprehension:
[1] model.S[joint_id] and model.mJoints[joint_id].mJointAxes[0]: aren't these
the same thing? (since the number of bodies = number of joints and all joints
are 1DoF)
[2] in jcalc -> v_J = model.S.at(joint_id): I find the line unclear due to what
it says and even more so as it is overwritten soon after (with what one could
expect, i.e. Sq')
[3] fixed joints? are these joints used to create compound/composite rigid
bodies? is it a working feature? isn't it wasteful (summing their inertias
would be enough)
[4] null bodies are treated as any other kind of bodies - isn't it wasteful?
[5] why all the mulidof joint ctors? they don't really seem to fit into the
current state of the lib - are they there for some prospective development?
One general note is that RBDL seems pretty austere (it was Martin's deliberate
decision to build it like that) which has its pros and cons, the main con being
that building a fully-featured simulator basing on such a bare-bone design can
turned out be a challenge. Or maybe it is the perfect opposite, what do you
guys think?
-
Kuba
Original comment by jakub.b....@gmail.com
on 1 Feb 2013 at 8:58
Hi Kuba,
I can relate to what you wrote about 'spare time' very well!
Concerning your questions:
[1] Yes, model.S[joint_id] and model.mJoints[joint_id].mJointAxes[0] are the
same thing. Initially I planned to implement multi-dof joint models using
dynamic sizes for model.S[], model.U[], and model.d[], but the implementation
was measurably slower than emulating multi-dof joints using multiple 1-dof
joints.
[2] Yes, this line can be removed. Thanks btw. I just committed the change.
[3] The fixed joints is a working feature since June 2012 and it does sum up
the inertia of the bodies, so there is no waste here. See
http://rbdl.bitbucket.org/d1/d76/group__model__group.html#joint_models_fixed
[4] Can you elaborate on this? I cannot find any special treatment of null
bodies except for the emulation of multi-dof joints. And here they are inserted
so that in the actual algorithm no special treatment is required.
[5] The multi-dof joint constructors are working and depending on how many
degrees of freedom you have there is a different constructor. See
http://rbdl.bitbucket.org/d1/d76/group__model__group.html#joint_models
My aim was to create a library that has little external dependencies and that
focuses on one thing: the dynamics computation. But I also tried to make it
easy to use so that could be used by fully-featured simulators. Maybe I lost
sight of the integration perspective. Nevertheless I would be interested what
could be improved.
Feel free to contact me directly if you have more questions or suggestions
concerning RBDL. If you want to have a public discussion, you can also post
questions to
http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=6&t=8011.
Cheers,
Martin
Original comment by martin.f...@gmail.com
on 1 Feb 2013 at 10:13
Okay, I will use email not litter this thread with such details.
Original comment by jakub.b....@gmail.com
on 1 Feb 2013 at 11:15
I created a small real-time demo application with some spheres and hierarchies
colliding with the ground. The source can be found at
https://bitbucket.org/MartinFelis/rbdl-demo.
A video can be found here: http://www.youtube.com/watch?v=D3ya5zdkoK4
Original comment by martin.f...@gmail.com
on 22 Feb 2013 at 6:26
The video is private, can you adjust the privacy settings?
Thanks for sharing, I look forward to try it out!
Original comment by erwin.coumans
on 22 Feb 2013 at 6:37
[deleted comment]
I added a new Featherstone multi body implementation to Bullet.
https://code.google.com/p/bullet/source/detail?r=2675
Stephen Thompson wrote the original implementation, his work is all in a one
single concise file, called btMultiBody.cpp. Thanks Stephen for this great
contribution!
The original version used Eigen math library, so I replaced that with Bullet
LinearMath, and implemented a dedicated 6x6 linear solver.
The Bullet Featherstone implementation has proper support for floating base,
integration with the Bullet constraint solver for two-way interaction with
btRigidBody and de-activation/sleeping.
See Bullet/Demos/FeatherstoneMultiBodyDemo for sample use.
Currently there are only collision/contact constraints for btMultiBody. Next on
the list will be adding a btMultiBody joint limit constraint.
The implementation is preliminary and expect the quality to improve during the
upcoming Bullet 2.x releases.
Original comment by erwin.coumans
on 1 Oct 2013 at 10:58
Then it is finally done. Good news :). I didn't know someone (Stephen Thompson)
was working on it.
I've preliminarily scanned the implementation (I can see that Featherstone's
portions are based on Mirtich's thesis) and will look into it in more detail
today. Just in case you need assistance refining this, I'm done with the PhD
(waiting for reviews) = I have more spare time and will be glad to finally
really help with this issue, e.g. with joint limits, optimization or making the
API more user-friendly. By the commits I can see you're actively working on it.
Let me know.
--
A sidenote: in the course of the last months I've created a similar fusion of a
reduced-coordinate dynamics algo with Bullet-based SI and the approach seems
pretty much the same as the one Erwin has chosen for Bullet integration. The
main difference is that I ended up using CRBA rather than ABA (tests proved
CRBA less CPU-time hungry in scenarios I was interested in). Implementing both
of these approaches under the common hood seems a reasonable perspective but I
guess finalizing the current version is more important for now.
Original comment by jakub.b....@gmail.com
on 2 Oct 2013 at 12:22
The Featherstone ABA integration is working really well now and ready for
Bullet 2.82 release. The 1-DOF joints can be extended with multi-DOF joints in
a future Bullet release. The current btMultiBody class can also be used as an
example of integrating other multi-body libraries, such as RBDL.
I just fixed an instability issue, when picking a btMultiBody: the
self-collisions between links in the same body returns the 'wrong' collision
normals that cannot be resolved (due to prismatic joint), so it would keep on
adding energy. We need some special collision detection for the
self-collisions, to avoid this, or use the btMultiBodyJointLimitConstraint.
Thanks for the help/discussion.
Original comment by erwin.coumans
on 23 Oct 2013 at 3:58
Original issue reported on code.google.com by
erwin.coumans
on 1 Mar 2008 at 7:51