173 lines
5.2 KiB
C++
173 lines
5.2 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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#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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#endif
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// some constants
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#define SIDE (0.5f) // side length of a box
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#define MASS (1.0) // mass of a box
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// dynamics and collision objects
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static dWorldID world;
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static dBodyID body[2];
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static dJointID slider;
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// state set by keyboard commands
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static int occasional_error = 0;
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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] = {1.0382f,-1.0811f,1.4700f};
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static float hpr[3] = {135.0000f,-19.5000f,0.0000f};
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dsSetViewpoint (xyz,hpr);
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printf ("Press 'e' to start/stop occasional error.\n");
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}
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// called when a key pressed
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static void command (int cmd)
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{
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if (cmd == 'e' || cmd == 'E') {
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occasional_error ^= 1;
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}
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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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const dReal kd = -0.3; // angular damping constant
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const dReal ks = 0.5; // spring constant
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if (!pause) {
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// add an oscillating torque to body 0, and also damp its rotational motion
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static dReal a=0;
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const dReal *w = dBodyGetAngularVel (body[0]);
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dBodyAddTorque (body[0],kd*w[0],kd*w[1]+0.1*cos(a),kd*w[2]+0.1*sin(a));
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a += 0.01;
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// add a spring force to keep the bodies together, otherwise they will
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// fly apart along the slider axis.
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const dReal *p1 = dBodyGetPosition (body[0]);
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const dReal *p2 = dBodyGetPosition (body[1]);
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dBodyAddForce (body[0],ks*(p2[0]-p1[0]),ks*(p2[1]-p1[1]),
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ks*(p2[2]-p1[2]));
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dBodyAddForce (body[1],ks*(p1[0]-p2[0]),ks*(p1[1]-p2[1]),
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ks*(p1[2]-p2[2]));
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// occasionally re-orient one of the bodies to create a deliberate error.
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if (occasional_error) {
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static int count = 0;
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if ((count % 20)==0) {
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// randomly adjust orientation of body[0]
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const dReal *R1;
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dMatrix3 R2,R3;
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R1 = dBodyGetRotation (body[0]);
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dRFromAxisAndAngle (R2,dRandReal()-0.5,dRandReal()-0.5,
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dRandReal()-0.5,dRandReal()-0.5);
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dMultiply0 (R3,R1,R2,3,3,3);
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dBodySetRotation (body[0],R3);
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// randomly adjust position of body[0]
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const dReal *pos = dBodyGetPosition (body[0]);
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dBodySetPosition (body[0],
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pos[0]+0.2*(dRandReal()-0.5),
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pos[1]+0.2*(dRandReal()-0.5),
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pos[2]+0.2*(dRandReal()-0.5));
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}
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count++;
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}
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dWorldStep (world,0.05);
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}
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dReal sides1[3] = {SIDE,SIDE,SIDE};
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dReal sides2[3] = {SIDE*0.8f,SIDE*0.8f,SIDE*2.0f};
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dsSetTexture (DS_WOOD);
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dsSetColor (1,1,0);
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dsDrawBox (dBodyGetPosition(body[0]),dBodyGetRotation(body[0]),sides1);
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dsSetColor (0,1,1);
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dsDrawBox (dBodyGetPosition(body[1]),dBodyGetRotation(body[1]),sides2);
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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 = &command;
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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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// create world
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dInitODE();
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world = dWorldCreate();
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dMass m;
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dMassSetBox (&m,1,SIDE,SIDE,SIDE);
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dMassAdjust (&m,MASS);
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body[0] = dBodyCreate (world);
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dBodySetMass (body[0],&m);
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dBodySetPosition (body[0],0,0,1);
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body[1] = dBodyCreate (world);
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dBodySetMass (body[1],&m);
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dQuaternion q;
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dQFromAxisAndAngle (q,-1,1,0,0.25*M_PI);
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dBodySetPosition (body[1],0.2,0.2,1.2);
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dBodySetQuaternion (body[1],q);
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slider = dJointCreateSlider (world,0);
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dJointAttach (slider,body[0],body[1]);
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dJointSetSliderAxis (slider,1,1,1);
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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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