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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. *
+ * *
+ *************************************************************************/
+
+/*
+Angular friction demo:
+
+A bunch of ramps of different pitch.
+A bunch of spheres with rolling friction.
+*/
+
+
+#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
+
+// 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;
+}