/************************************************************************* * * * 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 #include #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; }