ode4j is a Java port of ODE.
ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual reality environments and virtual creatures.
The latest released version of ode4j is 0.5.3, but the master branch may contain fixes and improvements. Release 0.5.0 contains all changes up to ODE 0.16.3.
Resources
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ode4j contains numerous custom features that are not present in ODE (see also Wiki).
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The ODE forum is useful for questions around physics and general API usage:
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There is a new Discord channel around ode4j/Java.
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The ode4j forum is for problems and functionality specific to ode4j/Java.
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There is also the old website, including some screenshots.
There is also a GWT compatible fork of ode4j.
The following artifact contains the complete physics engine (examples etc. are not included):
<dependency>
<groupId>org.ode4j</groupId>
<artifactId>core</artifactId>
<version>0.5.3</version>
</dependency>
2024-04-28: Release 0.5.3:
- Bug fix for possible INTERNAL ERROR in DLCP/FastSolver + some minor improvements
2023-10-07: Release 0.5.2:
- Bug fix for DVector3.cross() + some minor improvements
2023-09-17: Release 0.5.1:
- Bug fix for demos running on Apple Silicon/Retina
2023-05-27: Release 0.5.0. Full update to ODE 0.16.3 + Java 8 as baseline:
- Port of all changes up to ODE 0.16.3
- Java 8 required
- LWJGL 3.x for demos
- Tested Android compatibility with API level 24 (Android 7 / Nougat)
- CI for Java 8 + 9
- Improved API (mostly in
math
package) - Cleanup (e.g. full JUnit 4 style test, fixed most lint warnings up to Java 17)
- Bug fixes
- BREAKING CHANGE:
DSpace.getGeoms()
now returnsDGeom
instead ofDxGeom
.
2023-03-31: Release 0.4.1 & 0.4.2. Mostly a bugfix release + some API helper methods:
- Fix OSGI bundle info to require Java 1.7 instead of 7.0
- New helper methods: `
DBody
:addLinearVelocity()
DVector3
:reAdd()
,eqToRadians()
,eqToDegrees()
(convert angles in a DVector3,eq
prefix means that the object is set equal to the result)DQuaternion
:ZERO
,IDENTITY
,isEq()
,length()
,lengthSquared()
,toEuler()
,fromEuler()
,toEulerDegrees()
,fromEulerDegrees()
,eqInverse()
,reInverse()
.
- 0.4.2 fixes some small regressions with 0.4.1
2019-01-03: Release 0.4.0. This release contains most of the changes that happened between ODE 0.13.1 and ODE 0.16.0, plus some original features:
- Java 9 / modularization (generated jar files are Java 7) (io7m)
- Implemented/migrated multi-threading for the stepper (Pjotr)
- SAP-Space optimization: Avoid collision detection for immobile bodies (Pjotr)
- New BVH tree for better scalability with 10'000 bodies or more, ported from the Turbulenz Engine (Pjotr)
- Fixed javadoc to compile without warnings
2018-03-26: Snapshot release 0.4.0
- Java 9 / modularization (generated jar files are Java 7) (io7m)
2017-11-16: Snapshot release 0.4.0
- Java 7 and updated dependencies
- Implemented/migrated multi-threading for the stepper (Pjotr)
- SAP-Space optimization: Avoid collision detection for immobile bodies (Pjotr)
- New BVH tree for better scalability with 10'000 bodies or more, ported from the Turbulenz Engine (Pjotr)
2017-10-06: Release of ode4j 0.3.1
- Numerous bugfixes and improvement, see CHANGELOG
- This is the last release built with Java 6.
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The "core" package contains the main library code. The public API is in:
org.ode4j.math
org.ode4j.ode
org.ode4j.ode.ragdoll
All other packages are "internal" and should normally not be used.
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The "demo" package contains demo application for various simulation problems. The package contains the "drawstuff" library which is handy for visualizing simple physics simulation but should not be used for real applications (it is slow and clunky). Please use proper library such as lwjgl for your own games or simulations.
-
The "core-cpp" and "demo-cpp" packages are legacy packages and should be ignored.
- Please use
DWorld.quickStep(...)
instead ofDWorld.step()
. The latter is slower and appears to be less stable. - Consider disabling geometries that do not move. For an example, refer to
DemoCrash
. The demo disables boxes that have not moved for a few steps. If a whole "island" of bodies is disabled, it is automatically excluded from simulation (bodies are automatically re-enabled when necessary), see also ODE wiki. - Set
OdeConfig.dDEBUG = true
for debugging and= false
for best performance. - When compiling with JDK 9 or later,
mvn
will automatically use theon-jdk-9-plus
profile and create modules. - In case of GC problems (e.g. on Android):
There may be excessive garbage collection due to frequent allocation of
DContact
objects. To avoid this, these objects can be nullified and reused. SeePerfCards.nearCallback()
for an example.
While ode4j is a pretty literal port from ODE, there are some considerable differences (besides one being Java and the other being C++). Some differences concern the API, others are mostly internal.
- ode4j ist mostly similar to ODE when compiling ODE with
./configure --enable-double-precision --with-trimesh=gimpact --enable-libccd
. That means:- ode4j uses
double
precision throughout - ode4j supports only
GIMPACT
trimeshes,OPCODE
is not supported - ode4j always uses
libccd
for collisions
- ode4j uses
- ode4j has multithreading support (ODE's "island" solver), however, ode4j does not support ODE's cooperative solver.
- ode4j has no special memory management (ODE has a "memory arena" concept).
ode4j contains some custom features that are not present in ODE (see also Wiki):
DRagdoll
&DConstrainedBallJoint
, seeDemoRagdoll
andDemoJointConstrainedBall
.DTrimeshHeightfield
with support for holes. SeeDemoTrimeshHeightfield
.- Improved SAP space (
SapSpace2
) implementation that allows labelling bodies as "immobile", seeSpacePerformanceTest
. - BVH space based on a bounding volume hierarchy index,
see
SpacePerformanceTest
. - Java multi-threading support,
see
DemoMultithreading
.
ode4j's API is very similar to ODE's API, so most tutorials / demos should be easily translatable. However, there are some notable differences:
-
Almost all objects in ode4j are created via the
OdeHelper
class. -
Math functions are located in
ode4j.math
andOdeMath
. ode4j has different versions for some math objects, e.g.DVector3
andDVector3C
where the trailingC
indicates an immutable or Const version of the object. -
Class names in ode4j start with
D
instead ofd
in ODE.d...ID
classes have been removed, used...
instead, e.g.dBodyID
becomesDBody
. -
ODE uses almost exclusively static methods. ode4j uses instead methods on objects where possible and methods have been renamed accordingly and their signature changed. Some examples:
dGeomSetRotation(geom, ...)
becomesgeom.setRotation(...)
dJointSetHingeAxis(hingeJoint, ...)
becomeshingeJoint.setAxis(...)
Many ODE methods have a
skip
parameter, this has been removed in ode4j. -
dCollide
becomesOdeHelper.collide()
and takes as argument aDContactGeomBuffer
. This can be created via:DContactBuffer contacts = new DContactBuffer(MAX_CONTACTS); OdeHelper.collide (o1, o2, MAX_CONTACTS, contacts.getGeomBuffer());
-
Many classes have a "DESTRUCTOR" that replicates some C++ features, however this can usually be ignored.
- ode4j's DLCP uses
ROWPTRS = false
- SAP-Space uses different merge-sort instead of radix-sort
- ...
ode4j versions and corresponding ODE versions:
- ode4j 0.5.0 contains all changes up to ODE 0.16.3.
- ode4j 0.4.0 contains most changes between 0.13.1 and 0.16.0.
- ode4j 0.3.1 is a port of ODE 0.13.1.
- ode4j 0.2.4 up to 0.2.9 are ports of ODE 0.12.1
ode4j: Copyright (c) 2009-2023 Tilmann Zäschke <ode4j(AT)gmx.de>. All rights reserved.
Like the original ODE, ode4j is licensed under LGPL v2.1 and BSD 3-clause. Choose whichever license suits your needs.
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ODE/OpenDE: Copyright (c) 2001,2002 Russell L. Smith All rights reserved.
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GIMPACT (part of ODE/OpenDE): Copyright of GIMPACT (c) 2006 Francisco Leon. C.C. 80087371. email: projectileman(AT)yahoo.com
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LIBCCD: Copyright (c) 2010 Daniel Fiser <danfis(AT)danfis.cz>; 3-clause BSD License
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Turbulenz Engine: Copyright (c) 2009-2014 Turbulenz Limited; MIT License
Tilmann Zaeschke ode4j (AT) gmx.de
Please let me know if I missed anyone!