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- /*************************************************************************
- * *
- * 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. *
- * *
- *************************************************************************/
- /*
- test the Coulomb friction approximation.
- a 10x10 array of boxes is made, each of which rests on the ground.
- a horizantal force is applied to each box to try and get it to slide.
- box[i][j] has a mass (i+1)*MASS and a force (j+1)*FORCE. by the Coloumb
- friction model, the box should only slide if the force is greater than MU
- times the contact normal force, i.e.
- f > MU * body_mass * GRAVITY
- (j+1)*FORCE > MU * (i+1)*MASS * GRAVITY
- (j+1) > (i+1) * (MU*MASS*GRAVITY/FORCE)
- (j+1) > (i+1) * k
- this should be independent of the number of contact points, as N contact
- points will each have 1/N'th the normal force but the pushing force will
- have to overcome N contacts. the constants are chosen so that k=1.
- thus you should see a triangle made of half the bodies in the array start to
- slide.
- */
- #include <ode/ode.h>
- #include <drawstuff/drawstuff.h>
- #include "texturepath.h"
- #ifdef _MSC_VER
- #pragma warning(disable:4244 4305) // for VC++, no precision loss complaints
- #endif
- // select correct drawing functions
- #ifdef dDOUBLE
- #define dsDrawBox dsDrawBoxD
- #define dsDrawSphere dsDrawSphereD
- #define dsDrawCylinder dsDrawCylinderD
- #define dsDrawCapsule dsDrawCapsuleD
- #endif
- // some constants
- #define LENGTH 0.2 // box length & width
- #define HEIGHT 0.05 // box height
- #define MASS 0.2 // mass of box[i][j] = (i+1) * MASS
- #define FORCE 0.05 // force applied to box[i][j] = (j+1) * FORCE
- #define MU 0.5 // the global mu to use
- #define GRAVITY 0.5 // the global gravity to use
- #define N1 10 // number of different forces to try
- #define N2 10 // number of different masses to try
- // dynamics and collision objects
- static dWorldID world;
- static dSpaceID space;
- static dBodyID body[N1][N2];
- static dJointGroupID contactgroup;
- static dGeomID ground;
- static dGeomID box[N1][N2];
- // this is called by dSpaceCollide when two objects in space are
- // potentially colliding.
- static void nearCallback (void *, dGeomID o1, dGeomID o2)
- {
- int i;
- // only collide things with the ground
- int g1 = (o1 == ground);
- int g2 = (o2 == ground);
- if (!(g1 ^ g2)) return;
- dBodyID b1 = dGeomGetBody(o1);
- dBodyID b2 = dGeomGetBody(o2);
- dContact contact[3]; // up to 3 contacts per box
- for (i=0; i<3; i++) {
- contact[i].surface.mode = dContactSoftCFM | dContactApprox1;
- contact[i].surface.mu = MU;
- contact[i].surface.soft_cfm = 0.01;
- }
- if (int numc = dCollide (o1,o2,3,&contact[0].geom,sizeof(dContact))) {
- for (i=0; i<numc; i++) {
- dJointID c = dJointCreateContact (world,contactgroup,contact+i);
- dJointAttach (c,b1,b2);
- }
- }
- }
- // start simulation - set viewpoint
- static void start()
- {
- dAllocateODEDataForThread(dAllocateMaskAll);
- static float xyz[3] = {1.7772,-0.7924,2.7600};
- static float hpr[3] = {90.0000,-54.0000,0.0000};
- dsSetViewpoint (xyz,hpr);
- }
- // simulation loop
- static void simLoop (int pause)
- {
- int i;
- if (!pause) {
- // apply forces to all bodies
- for (i=0; i<N1; i++) {
- for (int j=0; j<N2; j++) {
- dBodyAddForce (body[i][j],FORCE*(i+1),0,0);
- }
- }
- dSpaceCollide (space,0,&nearCallback);
- dWorldStep (world,0.05);
- // remove all contact joints
- dJointGroupEmpty (contactgroup);
- }
- dsSetColor (1,0,1);
- dReal sides[3] = {LENGTH,LENGTH,HEIGHT};
- for (i=0; i<N1; i++) {
- for (int j=0; j<N2; j++) {
- dsDrawBox (dGeomGetPosition(box[i][j]),dGeomGetRotation(box[i][j]),
- sides);
- }
- }
- }
- int main (int argc, char **argv)
- {
- int i,j;
- dMass m;
- // setup pointers to drawstuff callback functions
- dsFunctions fn;
- fn.version = DS_VERSION;
- fn.start = &start;
- fn.step = &simLoop;
- fn.command = 0;
- fn.stop = 0;
- fn.path_to_textures = DRAWSTUFF_TEXTURE_PATH;
- // create world
- dInitODE2(0);
- world = dWorldCreate();
- space = dHashSpaceCreate (0);
- contactgroup = dJointGroupCreate (0);
- dWorldSetGravity (world,0,0,-GRAVITY);
- ground = dCreatePlane (space,0,0,1,0);
- // bodies
- for (i=0; i<N1; i++) {
- for (j=0; j<N2; j++) {
- body[i][j] = dBodyCreate (world);
- dMassSetBox (&m,1,LENGTH,LENGTH,HEIGHT);
- dMassAdjust (&m,MASS*(j+1));
- dBodySetMass (body[i][j],&m);
- dBodySetPosition (body[i][j],i*2*LENGTH,j*2*LENGTH,HEIGHT*0.5);
- box[i][j] = dCreateBox (space,LENGTH,LENGTH,HEIGHT);
- dGeomSetBody (box[i][j],body[i][j]);
- }
- }
- // run simulation
- dsSimulationLoop (argc,argv,352,288,&fn);
- dJointGroupDestroy (contactgroup);
- dSpaceDestroy (space);
- dWorldDestroy (world);
- dCloseODE();
- return 0;
- }
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