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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>
+#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
+
+
+// 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
+
+static const dVector3 xunit = { 1, 0, 0 }, yunit = { 0, 1, 0 }, zpunit = { 0, 0, 1 }, zmunit = { 0, 0, -1 };
+
+//#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 dThreadingImplementationID threading;
+static dThreadingThreadPoolID pool;
+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 *, 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()
+{
+ dAllocateODEDataForThread(dAllocateMaskAll);
+
+ 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'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]);
+ dJointSetHinge2Axes (joint[jointI+i], (i<2 ? zpunit : zmunit), yunit);
+ 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;
+}
+
+static
+void shutdownSimulation()
+{
+ // destroy world if it exists
+ if (bodies)
+ {
+ dThreadingImplementationShutdownProcessing(threading);
+ dThreadingFreeThreadPool(pool);
+ dWorldSetStepThreadingImplementation(world, NULL, NULL);
+ dThreadingFreeImplementation(threading);
+
+ dJointGroupDestroy (contactgroup);
+ dSpaceDestroy (space);
+ dWorldDestroy (world);
+
+ bodies = 0;
+ }
+}
+
+static
+void setupSimulation()
+{
+ int i;
+ for (i = 0; i < 1000; i++)
+ wb_stepsdis[i] = 0;
+
+ // recreate world
+
+ world = dWorldCreate();
+
+// space = dHashSpaceCreate( 0 );
+// space = dSimpleSpaceCreate( 0 );
+ space = dSweepAndPruneSpaceCreate( 0, dSAP_AXES_XYZ );
+
+ contactgroup = dJointGroupCreate (0);
+ dWorldSetGravity (world,0,0,-1.5);
+ dWorldSetCFM (world, 1e-5);
+ dWorldSetERP (world, 0.8);
+ dWorldSetQuickStepNumIterations (world,ITERS);
+
+ threading = dThreadingAllocateMultiThreadedImplementation();
+ pool = dThreadingAllocateThreadPool(4, 0, dAllocateFlagBasicData, NULL);
+ dThreadingThreadPoolServeMultiThreadedImplementation(pool, threading);
+ // dWorldSetStepIslandsProcessingMaxThreadCount(world, 1);
+ dWorldSetStepThreadingImplementation(world, dThreadingImplementationGetFunctions(threading), threading);
+
+
+ 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]);
+ dJointSetHinge2Axes (joint[joints], zpunit, xunit);
+ 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]);
+ dJointSetHinge2Axes (joint[joints], zpunit, xunit);
+ 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 'r': case 'R':
+ shutdownSimulation();
+ setupSimulation();
+ 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);
+ dWorldQuickStep (world,0.05);
+ 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_TEXTURE_PATH;
+
+ dInitODE2(0);
+
+ bodies = 0;
+ joints = 0;
+ boxes = 0;
+ spheres = 0;
+
+ setupSimulation();
+
+ dThreadingImplementationID threading = dThreadingAllocateMultiThreadedImplementation();
+ dThreadingThreadPoolID pool = dThreadingAllocateThreadPool(8, 0, dAllocateFlagBasicData, NULL);
+ dThreadingThreadPoolServeMultiThreadedImplementation(pool, threading);
+ // dWorldSetStepIslandsProcessingMaxThreadCount(world, 1);
+ dWorldSetStepThreadingImplementation(world, dThreadingImplementationGetFunctions(threading), threading);
+
+ // run simulation
+ dsSimulationLoop (argc,argv,352,288,&fn);
+
+ dThreadingImplementationShutdownProcessing(threading);
+ dThreadingFreeThreadPool(pool);
+ dWorldSetStepThreadingImplementation(world, NULL, NULL);
+ dThreadingFreeImplementation(threading);
+
+ shutdownSimulation();
+ dCloseODE();
+ return 0;
+}