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IndexProcessing DevelopmentLibraries,  Tool Development › Rigid body physics with ODEjava library
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Rigid body physics with ODEjava library (Read 9860 times)
Rigid body physics with ODEjava library
Aug 11th, 2005, 11:07pm
 
Hello all,
I've posted a post on my blog describing a way to include and use ODE (Open Dynamics Engine) library for Windows platform. ODE (and its sister project ODEjava) is an open source lib which is aimed at simulating rigid bodies. It is composed of a physics engine and a collision detection engine. Different types of joints are supported, allowing you to build complex objects (cars, ...) Different types of solver are also implemented (accuracy vs speed).
More infos here : http://v3ga.net/blog/?p=7
Re: Rigid body physics with ODEjava library
Reply #1 - Aug 12th, 2005, 3:41am
 
How pissed am I that this is Windows only.  Tongue  Looks like fun.

r
Re: Rigid body physics with ODEjava library
Reply #2 - Aug 12th, 2005, 10:46am
 
I think it's possible to have it work on mac. There are ODE mac native files available for download at http://www.odejava.org . The only problem was to find the library vecmath.jar (which contains classes like Vector3f, etc...) available for mac, as I had to install Java3D to get it (only for windows). Hmmm, putting all necessary files (natives, jars) in .zip would do the trick ?
Re: Rigid body physics with ODEjava library
Reply #3 - Aug 12th, 2005, 2:47pm
 
vecmath.jar doesn't contain anything native so it'll work on the mac as well.. i think you may even be able to distribute it (rather than making people DL the install) since java3d is now open source if i'm not mistaken.

or for mac users to get it, here's the java3d download page, and you can grab the windows version as a .zip file (rather that installer). inside that is another zip file, which contains vecmath.jar:
https://java3d.dev.java.net/binary-builds.html

so presumably, if you put vecmath.jar and the mac natives in the odejava/library/ folder you should be all set.
Re: Rigid body physics with ODEjava library
Reply #4 - Aug 17th, 2005, 8:35pm
 
Gave it a shot and got this error:

Code:

resolveUndefined(_abort) in /Applications/processing-0091/libraries/odejava/library/libodejava.jnilib
Re: Rigid body physics with ODEjava library
Reply #5 - Aug 18th, 2005, 6:14pm
 
Argh. Really don't know what this error means.
For reference, it seems that other people went into similar troubles when installing ODEjava on Mac : http://192.18.37.44/forums/index.php?topic=8487.0

Could this be a java version problem ?

-------

I've packed into a .zip all necessary files to install Odejava  (both Windows/Mac natives and jars) :
http://www.v3ga.net/processing/ODEjava/odejava.zip
All you have to do is copy all the files in odejava/library under the Processing libraries folder.
I also uploaded a simple example:
http://www.v3ga.net/processing/ODEjava/Boxes.zip
Re: Rigid body physics with ODEjava library
Reply #6 - Aug 18th, 2005, 8:21pm
 
that looks like a mismatch between the odejava .jar and the .jnilib, or perhaps the version of java that either one was built for (i.e. if somehow the jnilib is built for java 1.5 but you're running with java 1.3 or 1.4 on the mac)
Re: Rigid body physics with ODEjava library
Reply #7 - Aug 28th, 2005, 12:08am
 
This is really neat stuff. I added some
quick color to the Boxes demo. Unzip into your
Processing code area

http://www.cise.ufl.edu/~fishwick/processing/Boxes.zip

Re: Rigid body physics with ODEjava library
Reply #8 - Aug 28th, 2005, 8:20am
 
I tried it out with java 1.5 downloaded here

http://www.apple.com/support/downloads/java2se50release1.html

but I get the same error as flight404. There's an option to switch the default java version to 1.5 but I think it only works for applets in the browser.
Re: Rigid body physics with ODEjava library
Reply #9 - Oct 4th, 2005, 11:11am
 
it is possible to run 'odejava' on osx. the library supplied by 'v3ga' works fine.
the error 'resolveUndefined(_abort) in /Applications/processing-0091/libraries/odejava/library/libodejava.jnili b' results from 'odejava' not being able to find the actual native dynamic library 'libode.dylib'.
one way to get arround this problem is to copy the 'dylib' into a folder, osx looks for dynamic libraries by default.

'/usr/local/lib/'

would be one of those places. note that i don t know too much about the darwin structure, so this might not be the very best place to put it. system hygiene olé.
Re: Rigid body physics with ODEjava library
Reply #10 - Oct 4th, 2005, 11:23pm
 
if you put the dylib in the library folder with the jnilib, does that work?
Re: Rigid body physics with ODEjava library
Reply #11 - Oct 5th, 2005, 12:05pm
 
fry wrote on Oct 4th, 2005, 11:23pm:
if you put the dylib in the library folder with the jnilib, does that work

the thing is i always expected it to work like that but in the case of 'ode' it definitely does not work. again i m not a pro in the darwin world and this is where the 'dynamic libraries' live.
i would also be interested if there is a more accessible directory one could through the 'dynamic library' in. as i forgot to mention that the directory '/usr/local/lib/' is not accessbile through the finder right away. you need the terminal and privileges for that.
Re: Rigid body physics with ODEjava library
Reply #12 - Dec 7th, 2005, 4:35pm
 
Can anybody help me install ODE for the Java system.  All of the stuff I have seen is very complicated and not at all easy to follow. You guys seem to know what you are talking about and put it in plain English unlike other people who write the instructions.
I am sorry I know this forum isn't based for the Java Language but know one seems to be able to give me a straightforward installation like yours was and I was hoping you could help me with this.
Problems with the boxes sketch
Reply #13 - Sep 1st, 2006, 3:53pm
 
has anyone tried this recently with Processing
115? First, I changed the header to:

import processing.opengl.*;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;

But then when you try to run there are jogl
compatibility errors with:

opengl.glLightfv(...)   and
opengl.glMultMatrixf(m_rotTransform)

Have these JOGL methods changed? If so, is there
a good reference for fixing these to make this
demo run again?
Re: Rigid body physics with ODEjava library
Reply #14 - Sep 1st, 2006, 5:48pm
 
How to fix it depends on the actual errors.

in the glLightfv, try adding an extra parameter of 0 to the end of the call. No idea about the MultMatrix, but it might be similar. (It's an offset into an array, so data doesn't have to start from position 0)
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