horror/thirdparty/ode-0.16.5/tests/joints/amotor.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. *
* *
*************************************************************************/
//234567890123456789012345678901234567890123456789012345678901234567890123456789
// 1 2 3 4 5 6 7
////////////////////////////////////////////////////////////////////////////////
// This file creates unit tests for some of the functions found in:
// ode/src/joinst/fixed.cpp
//
//
////////////////////////////////////////////////////////////////////////////////
#include <UnitTest++.h>
#include <ode/ode.h>
#include "config.h"
#include "../../ode/src/joints/amotor.h"
const dReal tol = 1e-5;
SUITE (TestdxJointAMotor)
{
struct FixtureBase {
dWorldID world;
dBodyID body;
dJointID joint;
FixtureBase()
{
world = dWorldCreate();
body = dBodyCreate(world);
joint = dJointCreateAMotor(world, 0);
}
~FixtureBase()
{
dJointDestroy(joint);
dBodyDestroy(body);
dWorldDestroy(world);
}
};
struct FixtureXUser: FixtureBase {
FixtureXUser()
{
// body only allowed to rotate around X axis
dBodySetFiniteRotationMode(body, 1);
dBodySetFiniteRotationAxis(body, 1, 0, 0);
dJointAttach(joint, body, 0);
dJointSetAMotorNumAxes(joint, 2);
dJointSetAMotorAxis(joint, 0, 2, 0, 1, 0);
dJointSetAMotorAxis(joint, 1, 2, 0, 0, 1);
dJointSetAMotorParam(joint, dParamVel, 0);
dJointSetAMotorParam(joint, dParamFMax, dInfinity);
dJointSetAMotorParam(joint, dParamVel2, 0);
dJointSetAMotorParam(joint, dParamFMax2, dInfinity);
}
};
TEST_FIXTURE(FixtureXUser, rotate_x)
{
const dReal h = 1;
const dReal v = 1;
dMatrix3 identity = {1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0};
dBodySetRotation(body, identity);
dBodySetAngularVel(body, v, 0, 0);
dWorldQuickStep(world, h);
const dReal* rot = dBodyGetRotation(body);
CHECK_CLOSE(1, rot[0], tol);
CHECK_CLOSE(0, rot[4], tol);
CHECK_CLOSE(0, rot[8], tol);
CHECK_CLOSE(0, rot[1], tol);
CHECK_CLOSE(dCos(v*h), rot[5], tol);
CHECK_CLOSE(dSin(v*h), rot[9], tol);
CHECK_CLOSE(0, rot[2], tol);
CHECK_CLOSE(-dSin(v*h), rot[6], tol);
CHECK_CLOSE( dCos(v*h), rot[10], tol);
}
TEST_FIXTURE(FixtureXUser, rotate_yz)
{
const dReal h = 1;
const dReal v = 1;
dMatrix3 identity = {1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0};
dBodySetRotation(body, identity);
dVector3 axis_y;
dJointGetAMotorAxis(joint, 0, axis_y);
CHECK_CLOSE(0, axis_y[0], tol);
CHECK_CLOSE(1, axis_y[1], tol);
CHECK_CLOSE(0, axis_y[2], tol);
dVector3 axis_z;
dJointGetAMotorAxis(joint, 1, axis_z);
CHECK_CLOSE(0, axis_z[0], tol);
CHECK_CLOSE(0, axis_z[1], tol);
CHECK_CLOSE(1, axis_z[2], tol);
dBodySetAngularVel(body, 0, v, v);
dWorldStep(world, h);
const dReal* rot = dBodyGetRotation(body);
CHECK_CLOSE(1, rot[0], tol);
CHECK_CLOSE(0, rot[4], tol);
CHECK_CLOSE(0, rot[8], tol);
CHECK_CLOSE(0, rot[1], tol);
CHECK_CLOSE(1, rot[5], tol);
CHECK_CLOSE(0, rot[9], tol);
CHECK_CLOSE(0, rot[2], tol);
CHECK_CLOSE(0, rot[6], tol);
CHECK_CLOSE(1, rot[10], tol);
}
TEST_FIXTURE(FixtureBase, sanity_check)
{
dMatrix3 R;
dRFromAxisAndAngle(R, 1, 1, 1, 10*M_PI/180);
dBodySetRotation(body, R);
dVector3 res;
dJointAttach(joint, body, 0);
dJointSetAMotorNumAxes(joint, 3);
CHECK_EQUAL(3, dJointGetAMotorNumAxes(joint));
// axes relative to world
dJointSetAMotorAxis(joint, 0, 0, 1, 0, 0);
dJointGetAMotorAxis(joint, 0, res);
CHECK_EQUAL(0, dJointGetAMotorAxisRel(joint, 0));
CHECK_CLOSE(1, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 1, 0, 0, 1, 0);
dJointGetAMotorAxis(joint, 1, res);
CHECK_EQUAL(0, dJointGetAMotorAxisRel(joint, 1));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(1, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 2, 0, 0, 0, 1);
dJointGetAMotorAxis(joint, 2, res);
CHECK_EQUAL(0, dJointGetAMotorAxisRel(joint, 2));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(1, res[2], tol);
// axes relative to body1
dJointSetAMotorAxis(joint, 0, 1, 1, 0, 0);
dJointGetAMotorAxis(joint, 0, res);
CHECK_EQUAL(1, dJointGetAMotorAxisRel(joint, 0));
CHECK_CLOSE(1, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 1, 1, 0, 1, 0);
dJointGetAMotorAxis(joint, 1, res);
CHECK_EQUAL(1, dJointGetAMotorAxisRel(joint, 1));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(1, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 2, 1, 0, 0, 1);
dJointGetAMotorAxis(joint, 2, res);
CHECK_EQUAL(1, dJointGetAMotorAxisRel(joint, 2));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(1, res[2], tol);
// axes relative to body2
dJointSetAMotorAxis(joint, 0, 2, 1, 0, 0);
dJointGetAMotorAxis(joint, 0, res);
CHECK_EQUAL(2, dJointGetAMotorAxisRel(joint, 0));
CHECK_CLOSE(1, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 1, 2, 0, 1, 0);
dJointGetAMotorAxis(joint, 1, res);
CHECK_EQUAL(2, dJointGetAMotorAxisRel(joint, 1));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(1, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 2, 2, 0, 0, 1);
dJointGetAMotorAxis(joint, 2, res);
CHECK_EQUAL(2, dJointGetAMotorAxisRel(joint, 2));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(1, res[2], tol);
// reverse attachment to force internal reversal
dJointAttach(joint, 0, body);
// axes relative to world
dJointSetAMotorAxis(joint, 0, 0, 1, 0, 0);
dJointGetAMotorAxis(joint, 0, res);
CHECK_EQUAL(0, dJointGetAMotorAxisRel(joint, 0));
CHECK_CLOSE(1, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 1, 0, 0, 1, 0);
dJointGetAMotorAxis(joint, 1, res);
CHECK_EQUAL(0, dJointGetAMotorAxisRel(joint, 1));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(1, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 2, 0, 0, 0, 1);
dJointGetAMotorAxis(joint, 2, res);
CHECK_EQUAL(0, dJointGetAMotorAxisRel(joint, 2));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(1, res[2], tol);
// axes relative to body1
dJointSetAMotorAxis(joint, 0, 1, 1, 0, 0);
dJointGetAMotorAxis(joint, 0, res);
CHECK_EQUAL(1, dJointGetAMotorAxisRel(joint, 0));
CHECK_CLOSE(1, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 1, 1, 0, 1, 0);
dJointGetAMotorAxis(joint, 1, res);
CHECK_EQUAL(1, dJointGetAMotorAxisRel(joint, 1));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(1, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 2, 1, 0, 0, 1);
dJointGetAMotorAxis(joint, 2, res);
CHECK_EQUAL(1, dJointGetAMotorAxisRel(joint, 2));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(1, res[2], tol);
// axes relative to body2
dJointSetAMotorAxis(joint, 0, 2, 1, 0, 0);
dJointGetAMotorAxis(joint, 0, res);
CHECK_EQUAL(2, dJointGetAMotorAxisRel(joint, 0));
CHECK_CLOSE(1, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 1, 2, 0, 1, 0);
dJointGetAMotorAxis(joint, 1, res);
CHECK_EQUAL(2, dJointGetAMotorAxisRel(joint, 1));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(1, res[1], tol);
CHECK_CLOSE(0, res[2], tol);
dJointSetAMotorAxis(joint, 2, 2, 0, 0, 1);
dJointGetAMotorAxis(joint, 2, res);
CHECK_EQUAL(2, dJointGetAMotorAxisRel(joint, 2));
CHECK_CLOSE(0, res[0], tol);
CHECK_CLOSE(0, res[1], tol);
CHECK_CLOSE(1, res[2], tol);
}
struct FixtureXEuler : FixtureBase {
FixtureXEuler()
{
// body only allowed to rotate around X axis
dJointAttach(joint, 0, body);
dJointSetAMotorMode(joint, dAMotorEuler);
dJointSetAMotorAxis(joint, 0, 0, 1, 0, 0);
dJointSetAMotorAxis(joint, 2, 0, 0, 0, 1);
}
};
TEST_FIXTURE(FixtureXEuler, check_axes)
{
// test patch #181 bug fix
dVector3 axis_x;
dJointGetAMotorAxis(joint, 0, axis_x);
CHECK_CLOSE(1, axis_x[0], tol);
CHECK_CLOSE(0, axis_x[1], tol);
CHECK_CLOSE(0, axis_x[2], tol);
dVector3 axis_y;
dJointGetAMotorAxis(joint, 1, axis_y);
CHECK_CLOSE(0, axis_y[0], tol);
CHECK_CLOSE(1, axis_y[1], tol);
CHECK_CLOSE(0, axis_y[2], tol);
dVector3 axis_z;
dJointGetAMotorAxis(joint, 2, axis_z);
CHECK_CLOSE(0, axis_z[0], tol);
CHECK_CLOSE(0, axis_z[1], tol);
CHECK_CLOSE(1, axis_z[2], tol);
}
} // End of SUITE TestdxJointAMotor