194 lines
5.6 KiB
C++
194 lines
5.6 KiB
C++
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/*************************************************************************
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* *
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* Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. *
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* All rights reserved. Email: russ@q12.org Web: www.q12.org *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of EITHER: *
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* (1) The GNU Lesser General Public License as published by the Free *
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* Software Foundation; either version 2.1 of the License, or (at *
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* your option) any later version. The text of the GNU Lesser *
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* General Public License is included with this library in the *
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* file LICENSE.TXT. *
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* (2) The BSD-style license that is included with this library in *
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* the file LICENSE-BSD.TXT. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
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* LICENSE.TXT and LICENSE-BSD.TXT for more details. *
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* *
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*************************************************************************/
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// test the step function by comparing the output of the fast and the slow
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// version, for various systems. currently you have to define COMPARE_METHODS
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// in step.cpp for this to work properly.
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//
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// @@@ report MAX error
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#include <time.h>
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#include <ode/ode.h>
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#include <drawstuff/drawstuff.h>
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#ifdef _MSC_VER
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#pragma warning(disable:4244 4305) // for VC++, no precision loss complaints
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#endif
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// select correct drawing functions
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#ifdef dDOUBLE
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#define dsDrawBox dsDrawBoxD
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#define dsDrawSphere dsDrawSphereD
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#define dsDrawCylinder dsDrawCylinderD
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#define dsDrawCapsule dsDrawCapsuleD
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#endif
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// some constants
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#define NUM 10 // number of bodies
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#define NUMJ 9 // number of joints
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#define SIDE (0.2) // side length of a box
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#define MASS (1.0) // mass of a box
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#define RADIUS (0.1732f) // sphere radius
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// dynamics and collision objects
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static dWorldID world=0;
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static dBodyID body[NUM];
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static dJointID joint[NUMJ];
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// create the test system
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void createTest()
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{
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int i,j;
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if (world) dWorldDestroy (world);
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world = dWorldCreate();
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// create random bodies
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for (i=0; i<NUM; i++) {
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// create bodies at random position and orientation
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body[i] = dBodyCreate (world);
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dBodySetPosition (body[i],dRandReal()*2-1,dRandReal()*2-1,
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dRandReal()*2+RADIUS);
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dReal q[4];
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for (j=0; j<4; j++) q[j] = dRandReal()*2-1;
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dBodySetQuaternion (body[i],q);
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// set random velocity
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dBodySetLinearVel (body[i], dRandReal()*2-1,dRandReal()*2-1,
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dRandReal()*2-1);
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dBodySetAngularVel (body[i], dRandReal()*2-1,dRandReal()*2-1,
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dRandReal()*2-1);
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// set random mass (random diagonal mass rotated by a random amount)
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dMass m;
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dMatrix3 R;
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dMassSetBox (&m,1,dRandReal()+0.1,dRandReal()+0.1,dRandReal()+0.1);
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dMassAdjust (&m,dRandReal()+1);
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for (j=0; j<4; j++) q[j] = dRandReal()*2-1;
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dQtoR (q,R);
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dMassRotate (&m,R);
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dBodySetMass (body[i],&m);
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}
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// create ball-n-socket joints at random positions, linking random bodies
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// (but make sure not to link the same pair of bodies twice)
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char linked[NUM*NUM];
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for (i=0; i<NUM*NUM; i++) linked[i] = 0;
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for (i=0; i<NUMJ; i++) {
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int b1,b2;
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do {
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b1 = dRandInt (NUM);
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b2 = dRandInt (NUM);
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} while (linked[b1*NUM + b2] || b1==b2);
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linked[b1*NUM + b2] = 1;
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linked[b2*NUM + b1] = 1;
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joint[i] = dJointCreateBall (world,0);
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dJointAttach (joint[i],body[b1],body[b2]);
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dJointSetBallAnchor (joint[i],dRandReal()*2-1,
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dRandReal()*2-1,dRandReal()*2+RADIUS);
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}
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for (i=0; i<NUM; i++) {
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// move bodies a bit to get some joint error
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const dReal *pos = dBodyGetPosition (body[i]);
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dBodySetPosition (body[i],pos[0]+dRandReal()*0.2-0.1,
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pos[1]+dRandReal()*0.2-0.1,pos[2]+dRandReal()*0.2-0.1);
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}
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}
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// start simulation - set viewpoint
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static void start()
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{
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static float xyz[3] = {2.6117f,-1.4433f,2.3700f};
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static float hpr[3] = {151.5000f,-30.5000f,0.0000f};
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dsSetViewpoint (xyz,hpr);
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}
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// simulation loop
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static void simLoop (int pause)
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{
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if (!pause) {
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// add random forces and torques to all bodies
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int i;
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const dReal scale1 = 5;
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const dReal scale2 = 5;
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for (i=0; i<NUM; i++) {
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dBodyAddForce (body[i],
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scale1*(dRandReal()*2-1),
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scale1*(dRandReal()*2-1),
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scale1*(dRandReal()*2-1));
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dBodyAddTorque (body[i],
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scale2*(dRandReal()*2-1),
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scale2*(dRandReal()*2-1),
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scale2*(dRandReal()*2-1));
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}
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dWorldStep (world,0.05);
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createTest();
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}
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// float sides[3] = {SIDE,SIDE,SIDE};
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dsSetColor (1,1,0);
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for (int i=0; i<NUM; i++)
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dsDrawSphere (dBodyGetPosition(body[i]), dBodyGetRotation(body[i]),RADIUS);
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}
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int main (int argc, char **argv)
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{
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// setup pointers to drawstuff callback functions
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dsFunctions fn;
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fn.version = DS_VERSION;
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fn.start = &start;
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fn.step = &simLoop;
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fn.command = 0;
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fn.stop = 0;
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fn.path_to_textures = "../../drawstuff/textures";
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if(argc==2)
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{
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fn.path_to_textures = argv[1];
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}
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dInitODE();
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dRandSetSeed (time(0));
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createTest();
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// run simulation
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dsSimulationLoop (argc,argv,352,288,&fn);
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dWorldDestroy (world);
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dCloseODE();
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return 0;
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}
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