horror/thirdparty/ode-0.16.5/ode/demo/demo_motion.cpp

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/*************************************************************************
* *
* Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. *
* All rights reserved. Email: russ@q12.org 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. *
* *
*************************************************************************/
/*
This demo shows how to use dContactMotionN in a lifting platform.
*/
//#include <unistd.h> // for usleep()
#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
#define dsDrawConvex dsDrawConvexD
#endif
// some constants
#define NUM 100 // max number of objects
#define DENSITY (5.0) // density of all objects
#define GPB 3 // maximum number of geometries per body
#define MAX_CONTACTS 8 // maximum number of contact points per body
#define USE_GEOM_OFFSET 1
// dynamics and collision objects
struct MyObject {
dBodyID body; // the body
dGeomID geom[GPB]; // geometries representing this body
};
static int num=0; // number of objects in simulation
static int nextobj=0; // next object to recycle if num==NUM
static dWorldID world;
static dSpaceID space;
static MyObject obj[NUM];
static dJointGroupID contactgroup;
static int show_aabb = 0; // show geom AABBs?
static int show_contacts = 0; // show contact points?
static int random_pos = 1; // drop objects from random position?
static int write_world = 0;
static int show_body = 0;
static dGeomID platform, ground;
dVector3 platpos = {0, 0, 0};
int mov_type = 2;
dReal mov_time = 0;
const dReal mov1_speed = 0.2;
dVector3 mov2_vel = { 0.2, 0.1, 0.25};
/****************************************************************
* Movement 1: move platform up, reset every 80 units of time. *
* This is the simplest case *
****************************************************************/
static void moveplat_1(dReal stepsize)
{
mov_time += stepsize;
if (mov_time > 80)
mov_time = 0;
platpos[0] = platpos[1] = 0;
// the platform moves up (Z) at constant speed: mov1_speed
platpos[2] = mov1_speed * mov_time;
}
// Generate contact info for movement 1
static void contactplat_1(dContact &contact)
{
contact.surface.mode |= dContactMotionN;
contact.surface.motionN = mov1_speed;
}
/****************************************************************
* Movement 2: move platform along direction mov2_vel, reset *
* every 80 units of time. *
* This is the most general case: the geom moves along *
* an arbitrary direction. *
****************************************************************/
static void moveplat_2(dReal stepsize)
{
mov_time += stepsize;
if (mov_time > 80)
mov_time = 0;
// the platform moves at constant speed: mov2_speed
platpos[0] = mov2_vel[0] * mov_time;
platpos[1] = mov2_vel[1] * mov_time;
platpos[2] = mov2_vel[2] * mov_time;
}
// Generate contact info for movement 1
static void contactplat_2(dContact &contact)
{
/*
For arbitrary contact directions we need to project the moving
geom's velocity against the contact normal and fdir1, fdir2
(obtained with dPlaneSpace()). Assuming moving geom=g2
(so the contact joint is in the moving geom's reference frame):
motion1 = dCalcVectorDot3(fdir1, vel);
motion2 = dCalcVectorDot3(fdir2, vel);
motionN = dCalcVectorDot3(normal, vel);
For geom=g1 just negate motionN and motion2. fdir1 is an arbitrary
vector, so there's no need to negate motion1.
*/
contact.surface.mode |=
dContactMotionN | // velocity along normal
dContactMotion1 | dContactMotion2 | // and along the contact plane
dContactFDir1; // don't forget to set the direction 1
// This is a convenience function: given a vector, it finds other 2 perpendicular vectors
dVector3 motiondir1, motiondir2;
dPlaneSpace(contact.geom.normal, motiondir1, motiondir2);
for (int i=0; i<3; ++i)
contact.fdir1[i] = motiondir1[i];
dReal inv = 1;
if (contact.geom.g1 == platform)
inv = -1;
contact.surface.motion1 = dCalcVectorDot3(mov2_vel, motiondir1);
contact.surface.motion2 = inv * dCalcVectorDot3(mov2_vel, motiondir2);
contact.surface.motionN = inv * dCalcVectorDot3(mov2_vel, contact.geom.normal);
}
static void nearCallback (void *, dGeomID o1, dGeomID o2)
{
dMatrix3 RI;
static const dReal ss[3] = {0.02,0.02,0.02};
dContact contact[MAX_CONTACTS];
int numc = dCollide (o1, o2, MAX_CONTACTS,
&contact[0].geom, sizeof(dContact));
if (numc)
dRSetIdentity(RI);
bool isplatform = (o1 == platform) || (o2 == platform);
for (int i=0; i< numc; i++) {
contact[i].surface.mode = dContactBounce;
contact[i].surface.mu = 1;
contact[i].surface.bounce = 0.25;
contact[i].surface.bounce_vel = 0.01;
if (isplatform) {
switch (mov_type) {
case 1:
contactplat_1(contact[i]);
break;
case 2:
contactplat_2(contact[i]);
break;
}
}
dJointID c = dJointCreateContact (world,contactgroup,contact+i);
dJointAttach (c, dGeomGetBody(o1), dGeomGetBody(o2));
if (show_contacts)
dsDrawBox (contact[i].geom.pos, RI, ss);
}
}
// start simulation - set viewpoint
static float xyz[3] = {2.1106f,-1.3007,2.f};
static float hpr[3] = {150.f,-13.5000f,0.0000f};
static void start()
{
//dAllocateODEDataForThread(dAllocateMaskAll);
dsSetViewpoint (xyz,hpr);
printf ("To drop another object, press:\n");
printf (" b for box.\n");
printf (" s for sphere.\n");
printf (" c for capsule.\n");
printf (" y for cylinder.\n");
printf ("Press m to change the movement type\n");
printf ("Press space to reset the platform\n");
printf ("To toggle showing the geom AABBs, press a.\n");
printf ("To toggle showing the contact points, press t.\n");
printf ("To toggle dropping from random position/orientation, press r.\n");
printf ("To save the current state to 'state.dif', press 1.\n");
}
char locase (char c)
{
if (c >= 'A' && c <= 'Z') return c - ('a'-'A');
else return c;
}
// called when a key pressed
static void command (int cmd)
{
dsizeint i;
int k;
dReal sides[3];
dMass m;
int setBody;
cmd = locase (cmd);
if (cmd == 'b' || cmd == 's' || cmd == 'c' || cmd == 'y')
{
setBody = 0;
if (num < NUM) {
i = num;
num++;
}
else {
i = nextobj;
nextobj++;
if (nextobj >= num) nextobj = 0;
// destroy the body and geoms for slot i
if (obj[i].body) {
dBodyDestroy (obj[i].body);
}
for (k=0; k < GPB; k++) {
if (obj[i].geom[k]) {
dGeomDestroy (obj[i].geom[k]);
}
}
memset (&obj[i],0,sizeof(obj[i]));
}
obj[i].body = dBodyCreate (world);
for (k=0; k<3; k++) sides[k] = dRandReal()*0.5+0.1;
dMatrix3 R;
if (random_pos)
{
dBodySetPosition (obj[i].body,
dRandReal()*2-1 + platpos[0],
dRandReal()*2-1 + platpos[1],
dRandReal()+2 + platpos[2]);
dRFromAxisAndAngle (R,dRandReal()*2.0-1.0,dRandReal()*2.0-1.0,
dRandReal()*2.0-1.0,dRandReal()*10.0-5.0);
}
else
{
dBodySetPosition (obj[i].body,
platpos[0],
platpos[1],
platpos[2]+2);
dRSetIdentity (R);
}
dBodySetRotation (obj[i].body,R);
dBodySetData (obj[i].body,(void*) i);
if (cmd == 'b') {
dMassSetBox (&m,DENSITY,sides[0],sides[1],sides[2]);
obj[i].geom[0] = dCreateBox (space,sides[0],sides[1],sides[2]);
}
else if (cmd == 'c') {
sides[0] *= 0.5;
dMassSetCapsule (&m,DENSITY,3,sides[0],sides[1]);
obj[i].geom[0] = dCreateCapsule (space,sides[0],sides[1]);
}
else if (cmd == 'y') {
dMassSetCylinder (&m,DENSITY,3,sides[0],sides[1]);
obj[i].geom[0] = dCreateCylinder (space,sides[0],sides[1]);
}
else if (cmd == 's') {
sides[0] *= 0.5;
dMassSetSphere (&m,DENSITY,sides[0]);
obj[i].geom[0] = dCreateSphere (space,sides[0]);
}
if (!setBody)
for (k=0; k < GPB; k++) {
if (obj[i].geom[k]) {
dGeomSetBody (obj[i].geom[k],obj[i].body);
}
}
dBodySetMass (obj[i].body,&m);
}
else if (cmd == 'a') {
show_aabb ^= 1;
}
else if (cmd == 't') {
show_contacts ^= 1;
}
else if (cmd == 'r') {
random_pos ^= 1;
}
else if (cmd == '1') {
write_world = 1;
}
else if (cmd == ' ') {
mov_time = 0;
}
else if (cmd == 'm') {
mov_type = mov_type==1 ? 2 : 1;
mov_time = 0;
}
}
// draw a geom
void drawGeom (dGeomID g, const dReal *pos, const dReal *R, int show_aabb)
{
int i;
if (!g) return;
if (!pos) pos = dGeomGetPosition (g);
if (!R) R = dGeomGetRotation (g);
int type = dGeomGetClass (g);
if (type == dBoxClass) {
dVector3 sides;
dGeomBoxGetLengths (g,sides);
dsDrawBox (pos,R,sides);
}
else if (type == dSphereClass) {
dsDrawSphere (pos,R,dGeomSphereGetRadius (g));
}
else if (type == dCapsuleClass) {
dReal radius,length;
dGeomCapsuleGetParams (g,&radius,&length);
dsDrawCapsule (pos,R,length,radius);
}
else if (type == dCylinderClass) {
dReal radius,length;
dGeomCylinderGetParams (g,&radius,&length);
dsDrawCylinder (pos,R,length,radius);
}
if (show_body) {
dBodyID body = dGeomGetBody(g);
if (body) {
const dReal *bodypos = dBodyGetPosition (body);
const dReal *bodyr = dBodyGetRotation (body);
dReal bodySides[3] = { 0.1, 0.1, 0.1 };
dsSetColorAlpha(0,1,0,1);
dsDrawBox(bodypos,bodyr,bodySides);
}
}
if (show_aabb) {
// draw the bounding box for this geom
dReal aabb[6];
dGeomGetAABB (g,aabb);
dVector3 bbpos;
for (i=0; i<3; i++) bbpos[i] = 0.5*(aabb[i*2] + aabb[i*2+1]);
dVector3 bbsides;
for (i=0; i<3; i++) bbsides[i] = aabb[i*2+1] - aabb[i*2];
dMatrix3 RI;
dRSetIdentity (RI);
dsSetColorAlpha (1,0,0,0.5);
dsDrawBox (bbpos,RI,bbsides);
}
}
// simulation loop
static void updatecam()
{
xyz[0] = platpos[0] + 3.3;
xyz[1] = platpos[1] - 1.8;
xyz[2] = platpos[2] + 2;
dsSetViewpoint (xyz, hpr);
}
static void simLoop (int pause)
{
const dReal stepsize = 0.02;
dsSetColor (0,0,2);
dSpaceCollide (space,0,&nearCallback);
if (!pause) {
if (mov_type == 1)
moveplat_1(stepsize);
else
moveplat_2(stepsize);
dGeomSetPosition(platform, platpos[0], platpos[1], platpos[2]);
updatecam();
dWorldQuickStep (world,stepsize);
//dWorldStep (world,stepsize);
}
if (write_world) {
FILE *f = fopen ("state.dif","wt");
if (f) {
dWorldExportDIF (world,f,"X");
fclose (f);
}
write_world = 0;
}
// remove all contact joints
dJointGroupEmpty (contactgroup);
dsSetColor (1,1,0);
dsSetTexture (DS_WOOD);
for (int i=0; i<num; i++) {
for (int j=0; j < GPB; j++) {
if (! dBodyIsEnabled (obj[i].body)) {
dsSetColor (1,0.8,0);
}
else {
dsSetColor (1,1,0);
}
drawGeom (obj[i].geom[j],0,0,show_aabb);
}
}
dsSetColor (1,0,0);
drawGeom (platform,0,0,show_aabb);
//usleep(5000);
}
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 = &command;
fn.stop = 0;
fn.path_to_textures = DRAWSTUFF_TEXTURE_PATH;
// create world
dInitODE();
world = dWorldCreate();
#if 1
space = dHashSpaceCreate (0);
#elif 0
dVector3 center = {0,0,0}, extents = { 100, 100, 100};
space = dQuadTreeSpaceCreate(0, center, extents, 5);
#elif 0
space = dSweepAndPruneSpaceCreate (0, dSAP_AXES_XYZ);
#else
space = dSimpleSpaceCreate(0);
#endif
contactgroup = dJointGroupCreate (0);
dWorldSetGravity (world,0,0,-0.5);
dWorldSetCFM (world,1e-5);
dWorldSetLinearDamping(world, 0.00001);
dWorldSetAngularDamping(world, 0.005);
dWorldSetMaxAngularSpeed(world, 200);
dWorldSetContactSurfaceLayer (world,0.001);
ground = dCreatePlane (space,0,0,1,0);
memset (obj,0,sizeof(obj));
// create lift platform
platform = dCreateBox(space, 4, 4, 1);
dGeomSetCategoryBits(ground, 1ul);
dGeomSetCategoryBits(platform, 2ul);
dGeomSetCollideBits(ground, ~2ul);
dGeomSetCollideBits(platform, ~1ul);
// run simulation
dsSimulationLoop (argc,argv,352,288,&fn);
dJointGroupDestroy (contactgroup);
dSpaceDestroy (space);
dWorldDestroy (world);
dCloseODE();
return 0;
}
// Local Variables:
// c-basic-offset:4
// End: