| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161 |
- /*************************************************************************
- * *
- * Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. *
- * All rights reserved. Email: [email protected] Web: www.q12.org *
- * *
- * This library is free software; you can redistribute it and/or *
- * modify it under the terms of EITHER: *
- * (1) The GNU Lesser General Public License as published by the Free *
- * Software Foundation; either version 2.1 of the License, or (at *
- * your option) any later version. The text of the GNU Lesser *
- * General Public License is included with this library in the *
- * file LICENSE.TXT. *
- * (2) The BSD-style license that is included with this library in *
- * the file LICENSE-BSD.TXT. *
- * *
- * This library is distributed in the hope that it will be useful, *
- * but WITHOUT ANY WARRANTY; without even the implied warranty of *
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
- * LICENSE.TXT and LICENSE-BSD.TXT for more details. *
- * *
- *************************************************************************/
- // object, body, and world structs.
- #ifndef _ODE_OBJECT_H_
- #define _ODE_OBJECT_H_
- #include <ode/common.h>
- #include <ode/memory.h>
- #include <ode/mass.h>
- #include "array.h"
- // some body flags
- enum {
- dxBodyFlagFiniteRotation = 1, // use finite rotations
- dxBodyFlagFiniteRotationAxis = 2, // use finite rotations only along axis
- dxBodyDisabled = 4, // body is disabled
- dxBodyNoGravity = 8, // body is not influenced by gravity
- dxBodyAutoDisable = 16, // enable auto-disable on body
- dxBodyLinearDamping = 32, // using linear damping
- dxBodyAngularDamping = 64, // using angular damping
- dxBodyMaxAngularSpeed = 128, // using maximum angular speed
- };
- // base class that does correct object allocation / deallocation
- struct dBase {
- void *operator new (size_t size) { return dAlloc (size); }
- void *operator new (size_t size, void *p) { return p; }
- void operator delete (void *ptr, size_t size) { dFree (ptr,size); }
- void *operator new[] (size_t size) { return dAlloc (size); }
- void operator delete[] (void *ptr, size_t size) { dFree (ptr,size); }
- };
- // base class for bodies and joints
- struct dObject : public dBase {
- dxWorld *world; // world this object is in
- dObject *next; // next object of this type in list
- dObject **tome; // pointer to previous object's next ptr
- int tag; // used by dynamics algorithms
- void *userdata; // user settable data
- dObject(dxWorld *w);
- virtual ~dObject() { }
- };
- // auto disable parameters
- struct dxAutoDisable {
- dReal idle_time; // time the body needs to be idle to auto-disable it
- int idle_steps; // steps the body needs to be idle to auto-disable it
- dReal linear_average_threshold; // linear (squared) average velocity threshold
- dReal angular_average_threshold; // angular (squared) average velocity threshold
- unsigned int average_samples; // size of the average_lvel and average_avel buffers
- };
- // damping parameters
- struct dxDampingParameters {
- dReal linear_scale; // multiply the linear velocity by (1 - scale)
- dReal angular_scale; // multiply the angular velocity by (1 - scale)
- dReal linear_threshold; // linear (squared) average speed threshold
- dReal angular_threshold; // angular (squared) average speed threshold
- };
- // quick-step parameters
- struct dxQuickStepParameters {
- int num_iterations; // number of SOR iterations to perform
- dReal w; // the SOR over-relaxation parameter
- };
- // contact generation parameters
- struct dxContactParameters {
- dReal max_vel; // maximum correcting velocity
- dReal min_depth; // thickness of 'surface layer'
- };
- // position vector and rotation matrix for geometry objects that are not
- // connected to bodies.
- struct dxPosR {
- dVector3 pos;
- dMatrix3 R;
- };
- struct dxBody : public dObject {
- dxJointNode *firstjoint; // list of attached joints
- int flags; // some dxBodyFlagXXX flags
- dGeomID geom; // first collision geom associated with body
- dMass mass; // mass parameters about POR
- dMatrix3 invI; // inverse of mass.I
- dReal invMass; // 1 / mass.mass
- dxPosR posr; // position and orientation of point of reference
- dQuaternion q; // orientation quaternion
- dVector3 lvel,avel; // linear and angular velocity of POR
- dVector3 facc,tacc; // force and torque accumulators
- dVector3 finite_rot_axis; // finite rotation axis, unit length or 0=none
- // auto-disable information
- dxAutoDisable adis; // auto-disable parameters
- dReal adis_timeleft; // time left to be idle
- int adis_stepsleft; // steps left to be idle
- dVector3* average_lvel_buffer; // buffer for the linear average velocity calculation
- dVector3* average_avel_buffer; // buffer for the angular average velocity calculation
- unsigned int average_counter; // counter/index to fill the average-buffers
- int average_ready; // indicates ( with = 1 ), if the Body's buffers are ready for average-calculations
- void (*moved_callback)(dxBody*); // let the user know the body moved
- dxDampingParameters dampingp; // damping parameters, depends on flags
- dReal max_angular_speed; // limit the angular velocity to this magnitude
- dxBody(dxWorld *w);
- };
- struct dxWorld : public dBase {
- dxBody *firstbody; // body linked list
- dxJoint *firstjoint; // joint linked list
- int nb,nj; // number of bodies and joints in lists
- dVector3 gravity; // gravity vector (m/s/s)
- dReal global_erp; // global error reduction parameter
- dReal global_cfm; // global costraint force mixing parameter
- dxAutoDisable adis; // auto-disable parameters
- int body_flags; // flags for new bodies
- dxQuickStepParameters qs;
- dxContactParameters contactp;
- dxDampingParameters dampingp; // damping parameters
- dReal max_angular_speed; // limit the angular velocity to this magnitude
- };
- #endif
|