| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253 |
- /*************************************************************************
- * *
- * 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 that the rotational physics is correct.
- an "anchor body" has a number of other randomly positioned bodies
- ("particles") attached to it by ball-and-socket joints, giving it some
- random effective inertia tensor. the effective inertia matrix is calculated,
- and then this inertia is assigned to another "test" body. a random torque is
- applied to both bodies and the difference in angular velocity and orientation
- is observed after a number of iterations.
- typical errors for each test cycle are about 1e-5 ... 1e-4.
- */
- #include <time.h>
- #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 NUM 10 // number of particles
- #define SIDE 0.1 // visual size of the particles
- // dynamics objects an globals
- static dWorldID world=0;
- static dBodyID anchor_body,particle[NUM],test_body;
- static dJointID particle_joint[NUM];
- static dReal torque[3];
- static int iteration;
- // start simulation - set viewpoint
- static void start()
- {
- dAllocateODEDataForThread(dAllocateMaskAll);
- static float xyz[3] = {1.5572f,-1.8886f,1.5700f};
- static float hpr[3] = {118.5000f,-17.0000f,0.0000f};
- dsSetViewpoint (xyz,hpr);
- }
- // compute the mass parameters of a particle set. q = particle positions,
- // pm = particle masses
- #define _I(i,j) I[(i)*4+(j)]
- void computeMassParams (dMass *m, dReal q[NUM][3], dReal pm[NUM])
- {
- int i,j;
- dMassSetZero (m);
- for (i=0; i<NUM; i++) {
- m->mass += pm[i];
- for (j=0; j<3; j++) m->c[j] += pm[i]*q[i][j];
- m->_I(0,0) += pm[i]*(q[i][1]*q[i][1] + q[i][2]*q[i][2]);
- m->_I(1,1) += pm[i]*(q[i][0]*q[i][0] + q[i][2]*q[i][2]);
- m->_I(2,2) += pm[i]*(q[i][0]*q[i][0] + q[i][1]*q[i][1]);
- m->_I(0,1) -= pm[i]*(q[i][0]*q[i][1]);
- m->_I(0,2) -= pm[i]*(q[i][0]*q[i][2]);
- m->_I(1,2) -= pm[i]*(q[i][1]*q[i][2]);
- }
- for (j=0; j<3; j++) m->c[j] /= m->mass;
- m->_I(1,0) = m->_I(0,1);
- m->_I(2,0) = m->_I(0,2);
- m->_I(2,1) = m->_I(1,2);
- }
- void reset_test()
- {
- int i;
- dMass m,anchor_m;
- dReal q[NUM][3], pm[NUM]; // particle positions and masses
- dReal pos1[3] = {1,0,1}; // point of reference (POR)
- dReal pos2[3] = {-1,0,1}; // point of reference (POR)
- // make random particle positions (relative to POR) and masses
- for (i=0; i<NUM; i++) {
- pm[i] = dRandReal()+0.1;
- q[i][0] = dRandReal()-0.5;
- q[i][1] = dRandReal()-0.5;
- q[i][2] = dRandReal()-0.5;
- }
- // adjust particle positions so centor of mass = POR
- computeMassParams (&m,q,pm);
- for (i=0; i<NUM; i++) {
- q[i][0] -= m.c[0];
- q[i][1] -= m.c[1];
- q[i][2] -= m.c[2];
- }
- if (world) dWorldDestroy (world);
- world = dWorldCreate();
- anchor_body = dBodyCreate (world);
- dBodySetPosition (anchor_body,pos1[0],pos1[1],pos1[2]);
- dMassSetBox (&anchor_m,1,SIDE,SIDE,SIDE);
- dMassAdjust (&anchor_m,0.1);
- dBodySetMass (anchor_body,&anchor_m);
- for (i=0; i<NUM; i++) {
- particle[i] = dBodyCreate (world);
- dBodySetPosition (particle[i],
- pos1[0]+q[i][0],pos1[1]+q[i][1],pos1[2]+q[i][2]);
- dMassSetBox (&m,1,SIDE,SIDE,SIDE);
- dMassAdjust (&m,pm[i]);
- dBodySetMass (particle[i],&m);
- }
- for (i=0; i < NUM; i++) {
- particle_joint[i] = dJointCreateBall (world,0);
- dJointAttach (particle_joint[i],anchor_body,particle[i]);
- const dReal *p = dBodyGetPosition (particle[i]);
- dJointSetBallAnchor (particle_joint[i],p[0],p[1],p[2]);
- }
- // make test_body with the same mass and inertia of the anchor_body plus
- // all the particles
- test_body = dBodyCreate (world);
- dBodySetPosition (test_body,pos2[0],pos2[1],pos2[2]);
- computeMassParams (&m,q,pm);
- m.mass += anchor_m.mass;
- for (i=0; i<12; i++) m.I[i] = m.I[i] + anchor_m.I[i];
- dBodySetMass (test_body,&m);
- // rotate the test and anchor bodies by a random amount
- dQuaternion qrot;
- for (i=0; i<4; i++) qrot[i] = dRandReal()-0.5;
- dNormalize4 (qrot);
- dBodySetQuaternion (anchor_body,qrot);
- dBodySetQuaternion (test_body,qrot);
- dMatrix3 R;
- dQtoR (qrot,R);
- for (i=0; i<NUM; i++) {
- dVector3 v;
- dMultiply0 (v,R,&q[i][0],3,3,1);
- dBodySetPosition (particle[i],pos1[0]+v[0],pos1[1]+v[1],pos1[2]+v[2]);
- }
- // set random torque
- for (i=0; i<3; i++) torque[i] = (dRandReal()-0.5) * 0.1;
- iteration=0;
- }
- // simulation loop
- static void simLoop (int pause)
- {
- if (!pause) {
- dBodyAddTorque (anchor_body,torque[0],torque[1],torque[2]);
- dBodyAddTorque (test_body,torque[0],torque[1],torque[2]);
- dWorldStep (world,0.03);
- iteration++;
- if (iteration >= 100) {
- // measure the difference between the anchor and test bodies
- const dReal *w1 = dBodyGetAngularVel (anchor_body);
- const dReal *w2 = dBodyGetAngularVel (test_body);
- const dReal *q1 = dBodyGetQuaternion (anchor_body);
- const dReal *q2 = dBodyGetQuaternion (test_body);
- dReal maxdiff = dMaxDifference (w1,w2,1,3);
- printf ("w-error = %.4e (%.2f,%.2f,%.2f) and (%.2f,%.2f,%.2f)\n",
- maxdiff,w1[0],w1[1],w1[2],w2[0],w2[1],w2[2]);
- maxdiff = dMaxDifference (q1,q2,1,4);
- printf ("q-error = %.4e\n",maxdiff);
- reset_test();
- }
- }
- dReal sides[3] = {SIDE,SIDE,SIDE};
- dReal sides2[3] = {6*SIDE,6*SIDE,6*SIDE};
- dReal sides3[3] = {3*SIDE,3*SIDE,3*SIDE};
- dsSetColor (1,1,1);
- dsDrawBox (dBodyGetPosition(anchor_body), dBodyGetRotation(anchor_body),
- sides3);
- dsSetColor (1,0,0);
- dsDrawBox (dBodyGetPosition(test_body), dBodyGetRotation(test_body), sides2);
- dsSetColor (1,1,0);
- for (int i=0; i<NUM; i++)
- dsDrawBox (dBodyGetPosition (particle[i]),
- dBodyGetRotation (particle[i]), sides);
- }
- int main (int argc, char **argv)
- {
- // 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;
- dInitODE2(0);
- dRandSetSeed (time(0));
- reset_test();
- // run simulation
- dsSimulationLoop (argc,argv,352,288,&fn);
- dWorldDestroy (world);
- dCloseODE();
- return 0;
- }
|