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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 step function by comparing the output of the fast and the slow
- // version, for various systems. currently you have to define COMPARE_METHODS
- // in step.cpp for this to work properly.
- //
- // @@@ report MAX error
- #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 bodies
- #define NUMJ 9 // number of joints
- #define SIDE (0.2) // side length of a box
- #define MASS (1.0) // mass of a box
- #define RADIUS (0.1732f) // sphere radius
- // dynamics and collision objects
- static dWorldID world=0;
- static dBodyID body[NUM];
- static dJointID joint[NUMJ];
- // create the test system
- void createTest()
- {
- int i,j;
- if (world) dWorldDestroy (world);
- world = dWorldCreate();
- // create random bodies
- for (i=0; i<NUM; i++) {
- // create bodies at random position and orientation
- body[i] = dBodyCreate (world);
- dBodySetPosition (body[i],dRandReal()*2-1,dRandReal()*2-1,
- dRandReal()*2+RADIUS);
- dReal q[4];
- for (j=0; j<4; j++) q[j] = dRandReal()*2-1;
- dBodySetQuaternion (body[i],q);
- // set random velocity
- dBodySetLinearVel (body[i], dRandReal()*2-1,dRandReal()*2-1,
- dRandReal()*2-1);
- dBodySetAngularVel (body[i], dRandReal()*2-1,dRandReal()*2-1,
- dRandReal()*2-1);
- // set random mass (random diagonal mass rotated by a random amount)
- dMass m;
- dMatrix3 R;
- dMassSetBox (&m,1,dRandReal()+0.1,dRandReal()+0.1,dRandReal()+0.1);
- dMassAdjust (&m,dRandReal()+1);
- for (j=0; j<4; j++) q[j] = dRandReal()*2-1;
- dQtoR (q,R);
- dMassRotate (&m,R);
- dBodySetMass (body[i],&m);
- }
- // create ball-n-socket joints at random positions, linking random bodies
- // (but make sure not to link the same pair of bodies twice)
- char linked[NUM*NUM];
- for (i=0; i<NUM*NUM; i++) linked[i] = 0;
- for (i=0; i<NUMJ; i++) {
- int b1,b2;
- do {
- b1 = dRandInt (NUM);
- b2 = dRandInt (NUM);
- } while (linked[b1*NUM + b2] || b1==b2);
- linked[b1*NUM + b2] = 1;
- linked[b2*NUM + b1] = 1;
- joint[i] = dJointCreateBall (world,0);
- dJointAttach (joint[i],body[b1],body[b2]);
- dJointSetBallAnchor (joint[i],dRandReal()*2-1,
- dRandReal()*2-1,dRandReal()*2+RADIUS);
- }
- for (i=0; i<NUM; i++) {
- // move bodies a bit to get some joint error
- const dReal *pos = dBodyGetPosition (body[i]);
- dBodySetPosition (body[i],pos[0]+dRandReal()*0.2-0.1,
- pos[1]+dRandReal()*0.2-0.1,pos[2]+dRandReal()*0.2-0.1);
- }
- }
- // start simulation - set viewpoint
- static void start()
- {
- dAllocateODEDataForThread(dAllocateMaskAll);
- float xyz[3] = {2.6117f,-1.4433f,2.3700f};
- float hpr[3] = {151.5000f,-25.5000f,0.0000f};
- dsSetViewpoint (xyz,hpr);
- }
- // simulation loop
- static void simLoop (int pause)
- {
- if (!pause) {
- // add random forces and torques to all bodies
- int i;
- const dReal scale1 = 5;
- const dReal scale2 = 5;
- for (i=0; i<NUM; i++) {
- dBodyAddForce (body[i],
- scale1*(dRandReal()*2-1),
- scale1*(dRandReal()*2-1),
- scale1*(dRandReal()*2-1));
- dBodyAddTorque (body[i],
- scale2*(dRandReal()*2-1),
- scale2*(dRandReal()*2-1),
- scale2*(dRandReal()*2-1));
- }
- dWorldStep (world,0.05);
- createTest();
- }
- // float sides[3] = {SIDE,SIDE,SIDE};
- dsSetColor (1,1,0);
- for (int i=0; i<NUM; i++)
- dsDrawSphere (dBodyGetPosition(body[i]), dBodyGetRotation(body[i]),RADIUS);
- }
- 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));
- createTest();
- // run simulation
- dsSimulationLoop (argc, argv, DS_SIMULATION_DEFAULT_WIDTH, DS_SIMULATION_DEFAULT_HEIGHT, &fn);
- dWorldDestroy (world);
- dCloseODE();
- return 0;
- }
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