horror/thirdparty/ode-0.16.5/ode/demo/demo_gyro2.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. *
* *
*************************************************************************/
/*
Angular friction demo:
A bunch of ramps of different pitch.
A bunch of spheres with rolling friction.
*/
#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
// dynamics and collision objects
static dWorldID world = 0;
static const dReal dt = 1/REAL(60.0); // 60 fps
// Water density if units are meters and kg
static const dReal density = 1000;
// A long skinny thing
static dVector3 sides = {2,.5,.25};
// Initial angular velocity
static dVector3 omega = {5,1,2};
static dVector3 torque = {0,10,0};
static dBodyID noGyroBody;
static dBodyID expGyroBody;
static dBodyID impGyroBody;
// start simulation - set viewpoint
static void start()
{
dAllocateODEDataForThread(dAllocateMaskAll);
static float xyz[3] = {0,-4.0f,3.0f};
static float hpr[3] = {90.0000,-15.0000,0.0000};
dsSetViewpoint (xyz,hpr);
printf ("Press:\n"
"\t'a' to apply a torque\n"
"\t'r' to reset simulation.\n");
}
/**
Delete the bodies, etc.
*/
static void clear()
{
if (world) dWorldDestroy (world);
world = 0;
}
/**
Cleanup if necessary and rebuild the
world.
*/
static void reset()
{
clear();
// create world
world = dWorldCreate();
// Calculate mass for a box;
dMass boxMass;
dMassSetBox(&boxMass,density,sides[0],sides[1],sides[2]);
noGyroBody = dBodyCreate(world);// Conservation of ang-velocity
expGyroBody = dBodyCreate(world);// Explicit conservation of ang-momentum
impGyroBody = dBodyCreate(world);// Implicit conservation of ang-momentum
dBodySetMass( noGyroBody , &boxMass );
dBodySetMass( expGyroBody, &boxMass );
dBodySetMass( impGyroBody, &boxMass );
// Try to avoid collisions.
dReal sep = dCalcVectorLength3(sides);
dBodySetPosition( noGyroBody , -sep, 0, sep);
dBodySetPosition( expGyroBody, 0, 0, sep);
dBodySetPosition( impGyroBody, sep, 0, sep);
// Set the initial angular velocity
dBodySetAngularVel( noGyroBody , omega[0], omega[1], omega[2]);
dBodySetAngularVel( expGyroBody, omega[0], omega[1], omega[2]);
dBodySetAngularVel( impGyroBody, omega[0], omega[1], omega[2]);
dBodySetGyroscopicMode( noGyroBody, 0);
// We compute this ourselves using the math
// that was in the old stepper.
dBodySetGyroscopicMode(expGyroBody, 0);
// Keep things from crashing by limiting
// the angular speed of the explicit body.
// Note that this isn't necessary for
// the other two bodies.
dBodySetMaxAngularSpeed( expGyroBody, 40 );
}
static void command (int cmd)
{
switch (cmd) {
case 'a': case 'A':
dBodyAddTorque( noGyroBody, torque[0], torque[1], torque[2]);
dBodyAddTorque(expGyroBody, torque[0], torque[1], torque[2]);
dBodyAddTorque(impGyroBody, torque[0], torque[1], torque[2]);
break;
case 'r': case 'R':
reset();
break;
}
}
/**
This is the explicit computation of
gyroscopic forces.
*/
static void expStep(dBodyID body)
{
// Explicit computation
dMatrix3 I,tmp;
dMass m;
dBodyGetMass(body,&m);
const dReal* R = dBodyGetRotation(body);
// compute inertia tensor in global frame
dMultiply2_333 (tmp,m.I,R);
dMultiply0_333 (I,R,tmp);
// compute explicit rotational force
// we treat 'tmp'like a vector, but that's okay.
const dReal* w = dBodyGetAngularVel(body);
dMultiply0_331 (tmp,I,w);
dVector3 tau;
dCalcVectorCross3(tau,tmp,w);
dBodyAddTorque(body,tau[0],tau[1],tau[2]);
}
// simulation loop
static void simLoop (int pause)
{
if (!pause) {
expStep(expGyroBody);
dWorldStep (world,dt);
}
dsSetTexture (DS_WOOD);
dsSetColor(1,0,0);
dsDrawBox(dBodyGetPosition(noGyroBody ),dBodyGetRotation(noGyroBody ),sides);
dsSetColor(1,1,0);
dsDrawBox(dBodyGetPosition(expGyroBody),dBodyGetRotation(expGyroBody),sides);
dsSetColor(0,1,0);
dsDrawBox(dBodyGetPosition(impGyroBody),dBodyGetRotation(impGyroBody),sides);
}
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;
dInitODE2(0);
reset();
// run simulation
dsSimulationLoop (argc,argv,352,288,&fn);
clear();
dCloseODE();
return 0;
}