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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 is a demo of the QuickStep and StepFast methods,
// originally by David Whittaker.
#include <ode/ode.h>
#include <drawstuff/drawstuff.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
// select the method you want to test here (only uncomment *one* line)
#define QUICKSTEP 1
//#define STEPFAST 1
// some constants
#define LENGTH 3.5 // chassis length
#define WIDTH 2.5 // chassis width
#define HEIGHT 1.0 // chassis height
#define RADIUS 0.5 // wheel radius
#define STARTZ 1.0 // starting height of chassis
#define CMASS 1 // chassis mass
#define WMASS 1 // wheel mass
#define COMOFFSET -5 // center of mass offset
#define WALLMASS 1 // wall box mass
#define BALLMASS 1 // ball mass
#define FMAX 25 // car engine fmax
#define ROWS 1 // rows of cars
#define COLS 1 // columns of cars
#define ITERS 20 // number of iterations
#define WBOXSIZE 1.0 // size of wall boxes
#define WALLWIDTH 12 // width of wall
#define WALLHEIGHT 10 // height of wall
#define DISABLE_THRESHOLD 0.008 // maximum velocity (squared) a body can have and be disabled
#define DISABLE_STEPS 10 // number of steps a box has to have been disable-able before it will be disabled
#define CANNON_X -10 // x position of cannon
#define CANNON_Y 5 // y position of cannon
#define CANNON_BALL_MASS 10 // mass of the cannon ball
#define CANNON_BALL_RADIUS 0.5
//#define BOX
#define CARS
#define WALL
//#define BALLS
//#define BALLSTACK
//#define ONEBALL
//#define CENTIPEDE
#define CANNON
// dynamics and collision objects (chassis, 3 wheels, environment)
static dWorldID world;
static dSpaceID space;
static dBodyID body[10000];
static int bodies;
static dJointID joint[100000];
static int joints;
static dJointGroupID contactgroup;
static dGeomID ground;
static dGeomID box[10000];
static int boxes;
static dGeomID sphere[10000];
static int spheres;
static dGeomID wall_boxes[10000];
static dBodyID wall_bodies[10000];
static dGeomID cannon_ball_geom;
static dBodyID cannon_ball_body;
static int wb_stepsdis[10000];
static int wb;
static bool doFast;
static dBodyID b;
static dMass m;
// things that the user controls
static dReal turn = 0, speed = 0; // user commands
static dReal cannon_angle=0,cannon_elevation=-1.2;
// this is called by dSpaceCollide when two objects in space are
// potentially colliding.
static void nearCallback (void *data, dGeomID o1, dGeomID o2)
{
int i,n;
dBodyID b1 = dGeomGetBody(o1);
dBodyID b2 = dGeomGetBody(o2);
if (b1 && b2 && dAreConnected(b1, b2))
return;
const int N = 4;
dContact contact[N];
n = dCollide (o1,o2,N,&contact[0].geom,sizeof(dContact));
if (n > 0) {
for (i=0; i<n; i++) {
contact[i].surface.mode = dContactSlip1 | dContactSlip2 | dContactSoftERP | dContactSoftCFM | dContactApprox1;
if (dGeomGetClass(o1) == dSphereClass || dGeomGetClass(o2) == dSphereClass)
contact[i].surface.mu = 20;
else
contact[i].surface.mu = 0.5;
contact[i].surface.slip1 = 0.0;
contact[i].surface.slip2 = 0.0;
contact[i].surface.soft_erp = 0.8;
contact[i].surface.soft_cfm = 0.01;
dJointID c = dJointCreateContact (world,contactgroup,contact+i);
dJointAttach (c,dGeomGetBody(o1),dGeomGetBody(o2));
}
}
}
// start simulation - set viewpoint
static void start()
{
static float xyz[3] = {3.8548f,9.0843f,7.5900f};
static float hpr[3] = {-145.5f,-22.5f,0.25f};
dsSetViewpoint (xyz,hpr);
printf ("Press:\t'a' to increase speed.\n"
"\t'z' to decrease speed.\n"
"\t',' to steer left.\n"
"\t'.' to steer right.\n"
"\t' ' to reset speed and steering.\n"
"\t'[' to turn the cannon left.\n"
"\t']' to turn the cannon right.\n"
"\t'1' to raise the cannon.\n"
"\t'2' to lower the cannon.\n"
"\t'x' to shoot from the cannon.\n"
"\t'f' to toggle fast step mode.\n"
"\t'+' to increase AutoEnableDepth.\n"
"\t'-' to decrease AutoEnableDepth.\n"
"\t'r' to reset simulation.\n");
}
void makeCar(dReal x, dReal y, int &bodyI, int &jointI, int &boxI, int &sphereI)
{
int i;
dMass m;
// chassis body
body[bodyI] = dBodyCreate (world);
dBodySetPosition (body[bodyI],x,y,STARTZ);
dMassSetBox (&m,1,LENGTH,WIDTH,HEIGHT);
dMassAdjust (&m,CMASS/2.0);
dBodySetMass (body[bodyI],&m);
box[boxI] = dCreateBox (space,LENGTH,WIDTH,HEIGHT);
dGeomSetBody (box[boxI],body[bodyI]);
// wheel bodies
for (i=1; i<=4; i++) {
body[bodyI+i] = dBodyCreate (world);
dQuaternion q;
dQFromAxisAndAngle (q,1,0,0,M_PI*0.5);
dBodySetQuaternion (body[bodyI+i],q);
dMassSetSphere (&m,1,RADIUS);
dMassAdjust (&m,WMASS);
dBodySetMass (body[bodyI+i],&m);
sphere[sphereI+i-1] = dCreateSphere (space,RADIUS);
dGeomSetBody (sphere[sphereI+i-1],body[bodyI+i]);
}
dBodySetPosition (body[bodyI+1],x+0.4*LENGTH-0.5*RADIUS,y+WIDTH*0.5,STARTZ-HEIGHT*0.5);
dBodySetPosition (body[bodyI+2],x+0.4*LENGTH-0.5*RADIUS,y-WIDTH*0.5,STARTZ-HEIGHT*0.5);
dBodySetPosition (body[bodyI+3],x-0.4*LENGTH+0.5*RADIUS,y+WIDTH*0.5,STARTZ-HEIGHT*0.5);
dBodySetPosition (body[bodyI+4],x-0.4*LENGTH+0.5*RADIUS,y-WIDTH*0.5,STARTZ-HEIGHT*0.5);
// front and back wheel hinges
for (i=0; i<4; i++) {
joint[jointI+i] = dJointCreateHinge2 (world,0);
dJointAttach (joint[jointI+i],body[bodyI],body[bodyI+i+1]);
const dReal *a = dBodyGetPosition (body[bodyI+i+1]);
dJointSetHinge2Anchor (joint[jointI+i],a[0],a[1],a[2]);
dJointSetHinge2Axis1 (joint[jointI+i],0,0,(i<2 ? 1 : -1));
dJointSetHinge2Axis2 (joint[jointI+i],0,1,0);
dJointSetHinge2Param (joint[jointI+i],dParamSuspensionERP,0.8);
dJointSetHinge2Param (joint[jointI+i],dParamSuspensionCFM,1e-5);
dJointSetHinge2Param (joint[jointI+i],dParamVel2,0);
dJointSetHinge2Param (joint[jointI+i],dParamFMax2,FMAX);
}
//center of mass offset body. (hang another copy of the body COMOFFSET units below it by a fixed joint)
dBodyID b = dBodyCreate (world);
dBodySetPosition (b,x,y,STARTZ+COMOFFSET);
dMassSetBox (&m,1,LENGTH,WIDTH,HEIGHT);
dMassAdjust (&m,CMASS/2.0);
dBodySetMass (b,&m);
dJointID j = dJointCreateFixed(world, 0);
dJointAttach(j, body[bodyI], b);
dJointSetFixed(j);
//box[boxI+1] = dCreateBox(space,LENGTH,WIDTH,HEIGHT);
//dGeomSetBody (box[boxI+1],b);
bodyI += 5;
jointI += 4;
boxI += 1;
sphereI += 4;
}
void resetSimulation()
{
int i;
i = 0;
// destroy world if it exists
if (bodies)
{
dJointGroupDestroy (contactgroup);
dSpaceDestroy (space);
dWorldDestroy (world);
}
for (i = 0; i < 1000; i++)
wb_stepsdis[i] = 0;
// recreate world
world = dWorldCreate();
space = dHashSpaceCreate (0);
contactgroup = dJointGroupCreate (0);
dWorldSetGravity (world,0,0,-1.5);
dWorldSetCFM (world, 1e-5);
dWorldSetERP (world, 0.8);
dWorldSetQuickStepNumIterations (world,ITERS);
ground = dCreatePlane (space,0,0,1,0);
bodies = 0;
joints = 0;
boxes = 0;
spheres = 0;
wb = 0;
#ifdef CARS
for (dReal x = 0.0; x < COLS*(LENGTH+RADIUS); x += LENGTH+RADIUS)
for (dReal y = -((ROWS-1)*(WIDTH/2+RADIUS)); y <= ((ROWS-1)*(WIDTH/2+RADIUS)); y += WIDTH+RADIUS*2)
makeCar(x, y, bodies, joints, boxes, spheres);
#endif
#ifdef WALL
bool offset = false;
for (dReal z = WBOXSIZE/2.0; z <= WALLHEIGHT; z+=WBOXSIZE)
{
offset = !offset;
for (dReal y = (-WALLWIDTH+z)/2; y <= (WALLWIDTH-z)/2; y+=WBOXSIZE)
{
wall_bodies[wb] = dBodyCreate (world);
dBodySetPosition (wall_bodies[wb],-20,y,z);
dMassSetBox (&m,1,WBOXSIZE,WBOXSIZE,WBOXSIZE);
dMassAdjust (&m, WALLMASS);
dBodySetMass (wall_bodies[wb],&m);
wall_boxes[wb] = dCreateBox (space,WBOXSIZE,WBOXSIZE,WBOXSIZE);
dGeomSetBody (wall_boxes[wb],wall_bodies[wb]);
//dBodyDisable(wall_bodies[wb++]);
wb++;
}
}
dMessage(0,"wall boxes: %i", wb);
#endif
#ifdef BALLS
for (dReal x = -7; x <= -4; x+=1)
for (dReal y = -1.5; y <= 1.5; y+=1)
for (dReal z = 1; z <= 4; z+=1)
{
b = dBodyCreate (world);
dBodySetPosition (b,x*RADIUS*2,y*RADIUS*2,z*RADIUS*2);
dMassSetSphere (&m,1,RADIUS);
dMassAdjust (&m, BALLMASS);
dBodySetMass (b,&m);
sphere[spheres] = dCreateSphere (space,RADIUS);
dGeomSetBody (sphere[spheres++],b);
}
#endif
#ifdef ONEBALL
b = dBodyCreate (world);
dBodySetPosition (b,0,0,2);
dMassSetSphere (&m,1,RADIUS);
dMassAdjust (&m, 1);
dBodySetMass (b,&m);
sphere[spheres] = dCreateSphere (space,RADIUS);
dGeomSetBody (sphere[spheres++],b);
#endif
#ifdef BALLSTACK
for (dReal z = 1; z <= 6; z+=1)
{
b = dBodyCreate (world);
dBodySetPosition (b,0,0,z*RADIUS*2);
dMassSetSphere (&m,1,RADIUS);
dMassAdjust (&m, 0.1);
dBodySetMass (b,&m);
sphere[spheres] = dCreateSphere (space,RADIUS);
dGeomSetBody (sphere[spheres++],b);
}
#endif
#ifdef CENTIPEDE
dBodyID lastb = 0;
for (dReal y = 0; y < 10*LENGTH; y+=LENGTH+0.1)
{
// chassis body
b = body[bodies] = dBodyCreate (world);
dBodySetPosition (body[bodies],-15,y,STARTZ);
dMassSetBox (&m,1,WIDTH,LENGTH,HEIGHT);
dMassAdjust (&m,CMASS);
dBodySetMass (body[bodies],&m);
box[boxes] = dCreateBox (space,WIDTH,LENGTH,HEIGHT);
dGeomSetBody (box[boxes++],body[bodies++]);
for (dReal x = -17; x > -20; x-=RADIUS*2)
{
body[bodies] = dBodyCreate (world);
dBodySetPosition(body[bodies], x, y, STARTZ);
dMassSetSphere(&m, 1, RADIUS);
dMassAdjust(&m, WMASS);
dBodySetMass(body[bodies], &m);
sphere[spheres] = dCreateSphere (space, RADIUS);
dGeomSetBody (sphere[spheres++], body[bodies]);
joint[joints] = dJointCreateHinge2 (world,0);
if (x == -17)
dJointAttach (joint[joints],b,body[bodies]);
else
dJointAttach (joint[joints],body[bodies-2],body[bodies]);
const dReal *a = dBodyGetPosition (body[bodies++]);
dJointSetHinge2Anchor (joint[joints],a[0],a[1],a[2]);
dJointSetHinge2Axis1 (joint[joints],0,0,1);
dJointSetHinge2Axis2 (joint[joints],1,0,0);
dJointSetHinge2Param (joint[joints],dParamSuspensionERP,1.0);
dJointSetHinge2Param (joint[joints],dParamSuspensionCFM,1e-5);
dJointSetHinge2Param (joint[joints],dParamLoStop,0);
dJointSetHinge2Param (joint[joints],dParamHiStop,0);
dJointSetHinge2Param (joint[joints],dParamVel2,-10.0);
dJointSetHinge2Param (joint[joints++],dParamFMax2,FMAX);
body[bodies] = dBodyCreate (world);
dBodySetPosition(body[bodies], -30 - x, y, STARTZ);
dMassSetSphere(&m, 1, RADIUS);
dMassAdjust(&m, WMASS);
dBodySetMass(body[bodies], &m);
sphere[spheres] = dCreateSphere (space, RADIUS);
dGeomSetBody (sphere[spheres++], body[bodies]);
joint[joints] = dJointCreateHinge2 (world,0);
if (x == -17)
dJointAttach (joint[joints],b,body[bodies]);
else
dJointAttach (joint[joints],body[bodies-2],body[bodies]);
const dReal *b = dBodyGetPosition (body[bodies++]);
dJointSetHinge2Anchor (joint[joints],b[0],b[1],b[2]);
dJointSetHinge2Axis1 (joint[joints],0,0,1);
dJointSetHinge2Axis2 (joint[joints],1,0,0);
dJointSetHinge2Param (joint[joints],dParamSuspensionERP,1.0);
dJointSetHinge2Param (joint[joints],dParamSuspensionCFM,1e-5);
dJointSetHinge2Param (joint[joints],dParamLoStop,0);
dJointSetHinge2Param (joint[joints],dParamHiStop,0);
dJointSetHinge2Param (joint[joints],dParamVel2,10.0);
dJointSetHinge2Param (joint[joints++],dParamFMax2,FMAX);
}
if (lastb)
{
dJointID j = dJointCreateFixed(world,0);
dJointAttach (j, b, lastb);
dJointSetFixed(j);
}
lastb = b;
}
#endif
#ifdef BOX
body[bodies] = dBodyCreate (world);
dBodySetPosition (body[bodies],0,0,HEIGHT/2);
dMassSetBox (&m,1,LENGTH,WIDTH,HEIGHT);
dMassAdjust (&m, 1);
dBodySetMass (body[bodies],&m);
box[boxes] = dCreateBox (space,LENGTH,WIDTH,HEIGHT);
dGeomSetBody (box[boxes++],body[bodies++]);
#endif
#ifdef CANNON
cannon_ball_body = dBodyCreate (world);
cannon_ball_geom = dCreateSphere (space,CANNON_BALL_RADIUS);
dMassSetSphereTotal (&m,CANNON_BALL_MASS,CANNON_BALL_RADIUS);
dBodySetMass (cannon_ball_body,&m);
dGeomSetBody (cannon_ball_geom,cannon_ball_body);
dBodySetPosition (cannon_ball_body,CANNON_X,CANNON_Y,CANNON_BALL_RADIUS);
#endif
}
// called when a key pressed
static void command (int cmd)
{
switch (cmd) {
case 'a': case 'A':
speed += 0.3;
break;
case 'z': case 'Z':
speed -= 0.3;
break;
case ',':
turn += 0.1;
if (turn > 0.3)
turn = 0.3;
break;
case '.':
turn -= 0.1;
if (turn < -0.3)
turn = -0.3;
break;
case ' ':
speed = 0;
turn = 0;
break;
case 'f': case 'F':
doFast = !doFast;
break;
case '+':
dWorldSetAutoEnableDepthSF1 (world, dWorldGetAutoEnableDepthSF1 (world) + 1);
break;
case '-':
dWorldSetAutoEnableDepthSF1 (world, dWorldGetAutoEnableDepthSF1 (world) - 1);
break;
case 'r': case 'R':
resetSimulation();
break;
case '[':
cannon_angle += 0.1;
break;
case ']':
cannon_angle -= 0.1;
break;
case '1':
cannon_elevation += 0.1;
break;
case '2':
cannon_elevation -= 0.1;
break;
case 'x': case 'X': {
dMatrix3 R2,R3,R4;
dRFromAxisAndAngle (R2,0,0,1,cannon_angle);
dRFromAxisAndAngle (R3,0,1,0,cannon_elevation);
dMultiply0 (R4,R2,R3,3,3,3);
dReal cpos[3] = {CANNON_X,CANNON_Y,1};
for (int i=0; i<3; i++) cpos[i] += 3*R4[i*4+2];
dBodySetPosition (cannon_ball_body,cpos[0],cpos[1],cpos[2]);
dReal force = 10;
dBodySetLinearVel (cannon_ball_body,force*R4[2],force*R4[6],force*R4[10]);
dBodySetAngularVel (cannon_ball_body,0,0,0);
break;
}
}
}
// simulation loop
static void simLoop (int pause)
{
int i, j;
dsSetTexture (DS_WOOD);
if (!pause) {
#ifdef BOX
dBodyAddForce(body[bodies-1],lspeed,0,0);
#endif
for (j = 0; j < joints; j++)
{
dReal curturn = dJointGetHinge2Angle1 (joint[j]);
//dMessage (0,"curturn %e, turn %e, vel %e", curturn, turn, (turn-curturn)*1.0);
dJointSetHinge2Param(joint[j],dParamVel,(turn-curturn)*1.0);
dJointSetHinge2Param(joint[j],dParamFMax,dInfinity);
dJointSetHinge2Param(joint[j],dParamVel2,speed);
dJointSetHinge2Param(joint[j],dParamFMax2,FMAX);
dBodyEnable(dJointGetBody(joint[j],0));
dBodyEnable(dJointGetBody(joint[j],1));
}
if (doFast)
{
dSpaceCollide (space,0,&nearCallback);
#if defined(QUICKSTEP)
dWorldQuickStep (world,0.05);
#elif defined(STEPFAST)
dWorldStepFast1 (world,0.05,ITERS);
#endif
dJointGroupEmpty (contactgroup);
}
else
{
dSpaceCollide (space,0,&nearCallback);
dWorldStep (world,0.05);
dJointGroupEmpty (contactgroup);
}
for (i = 0; i < wb; i++)
{
b = dGeomGetBody(wall_boxes[i]);
if (dBodyIsEnabled(b))
{
bool disable = true;
const dReal *lvel = dBodyGetLinearVel(b);
dReal lspeed = lvel[0]*lvel[0]+lvel[1]*lvel[1]+lvel[2]*lvel[2];
if (lspeed > DISABLE_THRESHOLD)
disable = false;
const dReal *avel = dBodyGetAngularVel(b);
dReal aspeed = avel[0]*avel[0]+avel[1]*avel[1]+avel[2]*avel[2];
if (aspeed > DISABLE_THRESHOLD)
disable = false;
if (disable)
wb_stepsdis[i]++;
else
wb_stepsdis[i] = 0;
if (wb_stepsdis[i] > DISABLE_STEPS)
{
dBodyDisable(b);
dsSetColor(0.5,0.5,1);
}
else
dsSetColor(1,1,1);
}
else
dsSetColor(0.4,0.4,0.4);
dVector3 ss;
dGeomBoxGetLengths (wall_boxes[i], ss);
dsDrawBox(dGeomGetPosition(wall_boxes[i]), dGeomGetRotation(wall_boxes[i]), ss);
}
}
else
{
for (i = 0; i < wb; i++)
{
b = dGeomGetBody(wall_boxes[i]);
if (dBodyIsEnabled(b))
dsSetColor(1,1,1);
else
dsSetColor(0.4,0.4,0.4);
dVector3 ss;
dGeomBoxGetLengths (wall_boxes[i], ss);
dsDrawBox(dGeomGetPosition(wall_boxes[i]), dGeomGetRotation(wall_boxes[i]), ss);
}
}
dsSetColor (0,1,1);
dReal sides[3] = {LENGTH,WIDTH,HEIGHT};
for (i = 0; i < boxes; i++)
dsDrawBox (dGeomGetPosition(box[i]),dGeomGetRotation(box[i]),sides);
dsSetColor (1,1,1);
for (i=0; i< spheres; i++) dsDrawSphere (dGeomGetPosition(sphere[i]),
dGeomGetRotation(sphere[i]),RADIUS);
// draw the cannon
dsSetColor (1,1,0);
dMatrix3 R2,R3,R4;
dRFromAxisAndAngle (R2,0,0,1,cannon_angle);
dRFromAxisAndAngle (R3,0,1,0,cannon_elevation);
dMultiply0 (R4,R2,R3,3,3,3);
dReal cpos[3] = {CANNON_X,CANNON_Y,1};
dReal csides[3] = {2,2,2};
dsDrawBox (cpos,R2,csides);
for (i=0; i<3; i++) cpos[i] += 1.5*R4[i*4+2];
dsDrawCylinder (cpos,R4,3,0.5);
// draw the cannon ball
dsDrawSphere (dBodyGetPosition(cannon_ball_body),dBodyGetRotation(cannon_ball_body),
CANNON_BALL_RADIUS);
}
int main (int argc, char **argv)
{
doFast = true;
// 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/textures";
if(argc==2)
{
fn.path_to_textures = argv[1];
}
dInitODE();
bodies = 0;
joints = 0;
boxes = 0;
spheres = 0;
resetSimulation();
// run simulation
dsSimulationLoop (argc,argv,352,288,&fn);
dJointGroupDestroy (contactgroup);
dSpaceDestroy (space);
dWorldDestroy (world);
dCloseODE();
return 0;
}
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