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author | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
commit | c5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch) | |
tree | 277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/ode/demo/demo_jointPR.cpp | |
parent | 1cf9cc3408af7008451f9133fb95af66a9697d15 (diff) |
add ode
Diffstat (limited to 'libs/ode-0.16.1/ode/demo/demo_jointPR.cpp')
-rw-r--r-- | libs/ode-0.16.1/ode/demo/demo_jointPR.cpp | 434 |
1 files changed, 434 insertions, 0 deletions
diff --git a/libs/ode-0.16.1/ode/demo/demo_jointPR.cpp b/libs/ode-0.16.1/ode/demo/demo_jointPR.cpp new file mode 100644 index 0000000..b760af1 --- /dev/null +++ b/libs/ode-0.16.1/ode/demo/demo_jointPR.cpp @@ -0,0 +1,434 @@ +/************************************************************************* + * * + * 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 file try to demonstrate how the PR joint is working. + +The axisP is draw in red and the axisR is in green + +*/ + + +#include <ode/ode.h> +#include <drawstuff/drawstuff.h> +#include <iostream> +#include <math.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 +#endif + + +// physics parameters +#define BOX1_LENGTH 2 // Size along the X axis +#define BOX1_WIDTH 1 // Size along the Y axis +#define BOX1_HEIGHT 0.4 // Size along the Z axis (up) since gravity is (0,0,-10) +#define BOX2_LENGTH 0.2 +#define BOX2_WIDTH 0.1 +#define BOX2_HEIGHT 0.4 +#define Mass1 10 +#define Mass2 0.1 + + +#define PRISMATIC_ONLY 1 +#define ROTOIDE_ONLY 2 +int flag = 0; + + +//camera view +static float xyz[3] = {2.0f,-3.5f,2.0000f}; +static float hpr[3] = {90.000f,-25.5000f,0.0000f}; +//world,space,body & geom +static dWorldID world; +static dSpaceID space; +static dSpaceID box1_space; +static dBodyID box1_body[1]; +static dBodyID box2_body[1]; +static dJointID joint[1]; +static dJointGroupID contactgroup; +static dGeomID ground; +static dGeomID box1[1]; +static dGeomID box2[1]; + + +//collision detection +static void nearCallback (void *, dGeomID o1, dGeomID o2) +{ + int i,n; + + dBodyID b1 = dGeomGetBody(o1); + dBodyID b2 = dGeomGetBody(o2); + if (b1 && b2 && dAreConnectedExcluding (b1,b2,dJointTypeContact)) return; + const int N = 10; + 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; + contact[i].surface.mu = 0.1; + contact[i].surface.slip1 = 0.02; + contact[i].surface.slip2 = 0.02; + contact[i].surface.soft_erp = 0.1; + contact[i].surface.soft_cfm = 0.0001; + dJointID c = dJointCreateContact (world,contactgroup,&contact[i]); + dJointAttach (c,dGeomGetBody(contact[i].geom.g1),dGeomGetBody(contact[i].geom.g2)); + } + } +} + + +// start simulation - set viewpoint +static void start() +{ + dAllocateODEDataForThread(dAllocateMaskAll); + + dsSetViewpoint (xyz,hpr); + printf ("Press 'd' to add force along positive x direction.\nPress 'a' to add force along negative x direction.\n"); + printf ("Press 'w' to add force along positive y direction.\nPress 's' to add force along negative y direction.\n"); + printf ("Press 'e' to add torque around positive z direction.\nPress 'q' to add torque around negative z direction.\n"); + printf ("Press 'o' to add force around positive x direction \n"); + + printf("Press 'v' to give a defined velocity and add a FMax to the rotoide axis\n"); + printf("Press 'c' to set the velocity to zero and remove the FMax\n"); + + printf("Press 'l' to add limits (-0.5 to 0.5rad) on the rotoide axis\n"); + printf("Press 'k' to remove the limits on the rotoide axis\n"); + + printf("Press 'i' to get joint info\n"); +} + +// function to update camera position at each step. +void update() +{ +// const dReal *a =(dBodyGetPosition (box1_body[0])); +// float dx=a[0]; +// float dy=a[1]; +// float dz=a[2]; +// xyz[0]=dx; +// xyz[1]=dy-5; +// xyz[2]=dz+2; +// hpr[1]=-22.5000f; +// dsSetViewpoint (xyz,hpr); +} + + +// called when a key pressed +static void command (int cmd) +{ + switch (cmd) + { + case 'w': + case 'W': + dBodyAddForce(box2_body[0],0,500,0); + std::cout<<(dBodyGetPosition(box2_body[0])[1]-dBodyGetPosition(box1_body[0])[1])<<'\n'; + break; + case 's': + case 'S': + dBodyAddForce(box2_body[0],0,-500,0); + std::cout<<(dBodyGetPosition(box2_body[0])[1]-dBodyGetPosition(box1_body[0])[1])<<'\n'; + break; + case 'd': + case 'D': + dBodyAddForce(box2_body[0],500,0,0); + std::cout<<(dBodyGetPosition(box2_body[0])[0]-dBodyGetPosition(box1_body[0])[0])<<'\n'; + break; + case 'a': + case 'A': + dBodyAddForce(box2_body[0],-500,0,0); + std::cout<<(dBodyGetPosition(box2_body[0])[0]-dBodyGetPosition(box1_body[0])[0])<<'\n'; + break; + case 'e': + case 'E': + dBodyAddRelTorque(box2_body[0],0,0,200); + break; + case 'q': + case 'Q': + dBodyAddRelTorque(box2_body[0],0,0,-200); + break; + case 'o': + case 'O': + dBodyAddForce(box1_body[0],10000,0,0); + break; + + case 'v': + case 'V': + dJointSetPRParam(joint[0], dParamVel2, 2); + dJointSetPRParam(joint[0], dParamFMax2, 500); + break; + + case 'c': + case 'C': + dJointSetPRParam(joint[0], dParamVel2, 0); + dJointSetPRParam(joint[0], dParamFMax2, 0); + break; + + case 'l': + case 'L': + dJointSetPRParam(joint[0], dParamLoStop2, -0.5); + dJointSetPRParam(joint[0], dParamHiStop2, 0.5); + break; + + case 'k': + case 'K': + dJointSetPRParam(joint[0], dParamLoStop2, -dInfinity); + dJointSetPRParam(joint[0], dParamHiStop2, dInfinity); + break; + + case 'i': + case 'I': + dVector3 anchor; + dJointGetPRAnchor(joint[0], anchor); + dReal angle = dJointGetPRAngle(joint[0]); + dReal w = dJointGetPRAngleRate(joint[0]); + + dReal l = dJointGetPRPosition(joint[0]); + dReal v = dJointGetPRPositionRate(joint[0]); + + printf("Anchor: [%6.4f, %6.4f, %6.4f]\n", anchor[0], anchor[1], anchor[2]); + printf("Position: %7.4f, Rate: %7.4f\n", l, v); + printf("Angle: %7.4f, Rate: %7.4f\n", angle, w); + break; + } +} + + +// simulation loop +static void simLoop (int pause) +{ + if (!pause) + { + //draw 2 boxes + dVector3 ss; + dsSetTexture (DS_WOOD); + + const dReal *posBox2 = dGeomGetPosition(box2[0]); + const dReal *rotBox2 = dGeomGetRotation(box2[0]); + dsSetColor (1,1,0); + dGeomBoxGetLengths (box2[0],ss); + dsDrawBox (posBox2, rotBox2, ss); + + const dReal *posBox1 = dGeomGetPosition(box1[0]); + const dReal *rotBox1 = dGeomGetRotation(box1[0]); + dsSetColor (1,1,2); + dGeomBoxGetLengths (box1[0], ss); + dsDrawBox (posBox1, rotBox1, ss); + + dVector3 anchorPos; + dJointGetPRAnchor (joint[0], anchorPos); + + // Draw the axisP + if (ROTOIDE_ONLY != flag ) + { + dsSetColor (1,0,0); + dVector3 sizeP = {0, 0.1, 0.1}; + for (int i=0; i<3; ++i) + sizeP[0] += (anchorPos[i] - posBox1[i])*(anchorPos[i] - posBox1[i]); + sizeP[0] = sqrt(sizeP[0]); + dVector3 posAxisP; + for (int i=0; i<3; ++i) + posAxisP[i] = posBox1[i] + (anchorPos[i] - posBox1[i])/2.0; + dsDrawBox (posAxisP, rotBox1, sizeP); + } + + + // Draw the axisR + if (PRISMATIC_ONLY != flag ) + { + dsSetColor (0,1,0); + dVector3 sizeR = {0, 0.1, 0.1}; + for (int i=0; i<3; ++i) + sizeR[0] += (anchorPos[i] - posBox2[i])*(anchorPos[i] - posBox2[i]); + sizeR[0] = sqrt(sizeR[0]); + dVector3 posAxisR; + for (int i=0; i<3; ++i) + posAxisR[i] = posBox2[i] + (anchorPos[i] - posBox2[i])/2.0; + dsDrawBox (posAxisR, rotBox2, sizeR); + } + + dSpaceCollide (space,0,&nearCallback); + dWorldQuickStep (world,0.0001); + update(); + dJointGroupEmpty (contactgroup); + } +} + + +void Help(char **argv) +{ + printf("%s ", argv[0]); + printf(" -h | --help : print this help\n"); + printf(" -b | --both : Display how the complete joint works\n"); + printf(" Default behavior\n"); + printf(" -p | --prismatic-only : Display how the prismatic part works\n"); + printf(" The anchor pts is set at the center of body 2\n"); + printf(" -r | --rotoide-only : Display how the rotoide part works\n"); + printf(" The anchor pts is set at the center of body 1\n"); + printf(" -t | --texture-path path : Path to the texture.\n"); + printf(" Default = %s\n", DRAWSTUFF_TEXTURE_PATH); + printf("--------------------------------------------------\n"); + printf("Hit any key to continue:"); + getchar(); + + exit(0); +} + +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; + + if (argc >= 2 ) + { + for (int i=1; i < argc; ++i) + { + if ( 0 == strcmp("-h", argv[i]) || 0 == strcmp("--help", argv[i]) ) + Help(argv); + + if (!flag && (0 == strcmp("-p", argv[i]) ||0 == strcmp("--prismatic-only", argv[i])) ) + flag = PRISMATIC_ONLY; + + if (!flag && (0 == strcmp("-r", argv[i]) || 0 == strcmp("--rotoide-only", argv[i])) ) + flag = ROTOIDE_ONLY; + + if (0 == strcmp("-t", argv[i]) || 0 == strcmp("--texture-path", argv[i])) + { + int j = i+1; + if ( j >= argc || // Check if we have enough arguments + argv[j][0] == '\0' || // We should have a path here + argv[j][0] == '-' ) // We should have a path not a command line + Help(argv); + else + fn.path_to_textures = argv[++i]; // Increase i since we use this argument + } + } + } + + dInitODE2(0); + + // create world + world = dWorldCreate(); + space = dHashSpaceCreate (0); + contactgroup = dJointGroupCreate (0); + dWorldSetGravity (world,0,0,-10); + ground = dCreatePlane (space,0,0,1,0); + + //create two boxes + dMass m; + box1_body[0] = dBodyCreate (world); + dMassSetBox (&m,1,BOX1_LENGTH,BOX1_WIDTH,BOX1_HEIGHT); + dMassAdjust (&m,Mass1); + dBodySetMass (box1_body[0],&m); + box1[0] = dCreateBox (0,BOX1_LENGTH,BOX1_WIDTH,BOX1_HEIGHT); + dGeomSetBody (box1[0],box1_body[0]); + + box2_body[0] = dBodyCreate (world); + dMassSetBox (&m,10,BOX2_LENGTH,BOX2_WIDTH,BOX2_HEIGHT); + dMassAdjust (&m,Mass2); + dBodySetMass (box2_body[0],&m); + box2[0] = dCreateBox (0,BOX2_LENGTH,BOX2_WIDTH,BOX2_HEIGHT); + dGeomSetBody (box2[0],box2_body[0]); + + //set the initial positions of body1 and body2 + dMatrix3 R; + dRSetIdentity(R); + dBodySetPosition (box1_body[0],0,0,BOX1_HEIGHT/2.0); + dBodySetRotation (box1_body[0], R); + + dBodySetPosition (box2_body[0], + 2.1, + 0.0, + BOX2_HEIGHT/2.0); + dBodySetRotation (box2_body[0], R); + + + //set PR joint + joint[0] = dJointCreatePR(world,0); + dJointAttach (joint[0],box1_body[0],box2_body[0]); + switch (flag) + { + case PRISMATIC_ONLY: + dJointSetPRAnchor (joint[0], + 2.1, + 0.0, + BOX2_HEIGHT/2.0); + dJointSetPRParam (joint[0],dParamLoStop, -0.5); + dJointSetPRParam (joint[0],dParamHiStop, 1.5); + break; + + case ROTOIDE_ONLY: + dJointSetPRAnchor (joint[0], + 0.0, + 0.0, + BOX2_HEIGHT/2.0); + dJointSetPRParam (joint[0],dParamLoStop, 0.0); + dJointSetPRParam (joint[0],dParamHiStop, 0.0); + break; + + default: + dJointSetPRAnchor (joint[0], + 1.1, + 0.0, + BOX2_HEIGHT/2.0); + dJointSetPRParam (joint[0],dParamLoStop, -0.5); + dJointSetPRParam (joint[0],dParamHiStop, 1.5); + break; + } + + dJointSetPRAxis1(joint[0],1,0,0); + dJointSetPRAxis2(joint[0],0,0,1); +// We position the 2 body +// The position of the rotoide joint is on the second body so it can rotate on itself +// and move along the X axis. +// With this anchor +// - A force in X will move only the body 2 inside the low and hi limit +// of the prismatic +// - A force in Y will make the 2 bodies to rotate around on the plane + + box1_space = dSimpleSpaceCreate (space); + dSpaceSetCleanup (box1_space,0); + dSpaceAdd(box1_space,box1[0]); + + // run simulation + dsSimulationLoop (argc,argv,400,300,&fn); + dJointGroupDestroy (contactgroup); + dSpaceDestroy (space); + dWorldDestroy (world); + dCloseODE(); + return 0; +} + |