diff options
Diffstat (limited to 'libs/ode-0.16.1/ode/demo/demo_friction.cpp')
-rw-r--r-- | libs/ode-0.16.1/ode/demo/demo_friction.cpp | 205 |
1 files changed, 205 insertions, 0 deletions
diff --git a/libs/ode-0.16.1/ode/demo/demo_friction.cpp b/libs/ode-0.16.1/ode/demo/demo_friction.cpp new file mode 100644 index 0000000..f6260bb --- /dev/null +++ b/libs/ode-0.16.1/ode/demo/demo_friction.cpp @@ -0,0 +1,205 @@ +/************************************************************************* + * * + * 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. * + * * + *************************************************************************/ + +/* + +test the Coulomb friction approximation. + +a 10x10 array of boxes is made, each of which rests on the ground. +a horizantal force is applied to each box to try and get it to slide. +box[i][j] has a mass (i+1)*MASS and a force (j+1)*FORCE. by the Coloumb +friction model, the box should only slide if the force is greater than MU +times the contact normal force, i.e. + + f > MU * body_mass * GRAVITY + (j+1)*FORCE > MU * (i+1)*MASS * GRAVITY + (j+1) > (i+1) * (MU*MASS*GRAVITY/FORCE) + (j+1) > (i+1) * k + +this should be independent of the number of contact points, as N contact +points will each have 1/N'th the normal force but the pushing force will +have to overcome N contacts. the constants are chosen so that k=1. +thus you should see a triangle made of half the bodies in the array start to +slide. + +*/ + + +#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 0.2 // box length & width +#define HEIGHT 0.05 // box height +#define MASS 0.2 // mass of box[i][j] = (i+1) * MASS +#define FORCE 0.05 // force applied to box[i][j] = (j+1) * FORCE +#define MU 0.5 // the global mu to use +#define GRAVITY 0.5 // the global gravity to use +#define N1 10 // number of different forces to try +#define N2 10 // number of different masses to try + + +// dynamics and collision objects + +static dWorldID world; +static dSpaceID space; +static dBodyID body[N1][N2]; +static dJointGroupID contactgroup; +static dGeomID ground; +static dGeomID box[N1][N2]; + + + +// this is called by dSpaceCollide when two objects in space are +// potentially colliding. + +static void nearCallback (void *, dGeomID o1, dGeomID o2) +{ + int i; + + // only collide things with the ground + int g1 = (o1 == ground); + int g2 = (o2 == ground); + if (!(g1 ^ g2)) return; + + dBodyID b1 = dGeomGetBody(o1); + dBodyID b2 = dGeomGetBody(o2); + + dContact contact[3]; // up to 3 contacts per box + for (i=0; i<3; i++) { + contact[i].surface.mode = dContactSoftCFM | dContactApprox1; + contact[i].surface.mu = MU; + contact[i].surface.soft_cfm = 0.01; + } + if (int numc = dCollide (o1,o2,3,&contact[0].geom,sizeof(dContact))) { + for (i=0; i<numc; i++) { + dJointID c = dJointCreateContact (world,contactgroup,contact+i); + dJointAttach (c,b1,b2); + } + } +} + + +// start simulation - set viewpoint + +static void start() +{ + dAllocateODEDataForThread(dAllocateMaskAll); + + static float xyz[3] = {1.7772,-0.7924,2.7600}; + static float hpr[3] = {90.0000,-54.0000,0.0000}; + dsSetViewpoint (xyz,hpr); +} + + +// simulation loop + +static void simLoop (int pause) +{ + int i; + if (!pause) { + // apply forces to all bodies + for (i=0; i<N1; i++) { + for (int j=0; j<N2; j++) { + dBodyAddForce (body[i][j],FORCE*(i+1),0,0); + } + } + + dSpaceCollide (space,0,&nearCallback); + dWorldStep (world,0.05); + + // remove all contact joints + dJointGroupEmpty (contactgroup); + } + + dsSetColor (1,0,1); + dReal sides[3] = {LENGTH,LENGTH,HEIGHT}; + for (i=0; i<N1; i++) { + for (int j=0; j<N2; j++) { + dsDrawBox (dGeomGetPosition(box[i][j]),dGeomGetRotation(box[i][j]), + sides); + } + } +} + + +int main (int argc, char **argv) +{ + int i,j; + dMass m; + + // setup pointers to drawstuff callback functions + dsFunctions fn; + fn.version = DS_VERSION; + fn.start = &start; + fn.step = &simLoop; + fn.command = 0; + fn.stop = 0; + fn.path_to_textures = DRAWSTUFF_TEXTURE_PATH; + + // create world + dInitODE2(0); + world = dWorldCreate(); + space = dHashSpaceCreate (0); + contactgroup = dJointGroupCreate (0); + dWorldSetGravity (world,0,0,-GRAVITY); + ground = dCreatePlane (space,0,0,1,0); + + // bodies + for (i=0; i<N1; i++) { + for (j=0; j<N2; j++) { + body[i][j] = dBodyCreate (world); + dMassSetBox (&m,1,LENGTH,LENGTH,HEIGHT); + dMassAdjust (&m,MASS*(j+1)); + dBodySetMass (body[i][j],&m); + dBodySetPosition (body[i][j],i*2*LENGTH,j*2*LENGTH,HEIGHT*0.5); + + box[i][j] = dCreateBox (space,LENGTH,LENGTH,HEIGHT); + dGeomSetBody (box[i][j],body[i][j]); + } + } + + // run simulation + dsSimulationLoop (argc,argv,352,288,&fn); + + dJointGroupDestroy (contactgroup); + dSpaceDestroy (space); + dWorldDestroy (world); + dCloseODE(); + return 0; +} |