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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. *
+ * *
+ *************************************************************************/
+
+// test the step function by comparing the output of the fast and the slow
+// version, for various systems. currently you have to define COMPARE_METHODS
+// in step.cpp for this to work properly.
+//
+// @@@ report MAX error
+
+#include <time.h>
+#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 NUM 10 // number of bodies
+#define NUMJ 9 // number of joints
+#define SIDE (0.2) // side length of a box
+#define MASS (1.0) // mass of a box
+#define RADIUS (0.1732f) // sphere radius
+
+
+
+// dynamics and collision objects
+
+static dWorldID world=0;
+static dBodyID body[NUM];
+static dJointID joint[NUMJ];
+
+
+// create the test system
+
+void createTest()
+{
+ int i,j;
+ if (world) dWorldDestroy (world);
+
+ world = dWorldCreate();
+
+ // create random bodies
+ for (i=0; i<NUM; i++) {
+ // create bodies at random position and orientation
+ body[i] = dBodyCreate (world);
+ dBodySetPosition (body[i],dRandReal()*2-1,dRandReal()*2-1,
+ dRandReal()*2+RADIUS);
+ dReal q[4];
+ for (j=0; j<4; j++) q[j] = dRandReal()*2-1;
+ dBodySetQuaternion (body[i],q);
+
+ // set random velocity
+ dBodySetLinearVel (body[i], dRandReal()*2-1,dRandReal()*2-1,
+ dRandReal()*2-1);
+ dBodySetAngularVel (body[i], dRandReal()*2-1,dRandReal()*2-1,
+ dRandReal()*2-1);
+
+ // set random mass (random diagonal mass rotated by a random amount)
+ dMass m;
+ dMatrix3 R;
+ dMassSetBox (&m,1,dRandReal()+0.1,dRandReal()+0.1,dRandReal()+0.1);
+ dMassAdjust (&m,dRandReal()+1);
+ for (j=0; j<4; j++) q[j] = dRandReal()*2-1;
+ dQtoR (q,R);
+ dMassRotate (&m,R);
+ dBodySetMass (body[i],&m);
+ }
+
+ // create ball-n-socket joints at random positions, linking random bodies
+ // (but make sure not to link the same pair of bodies twice)
+ char linked[NUM*NUM];
+ for (i=0; i<NUM*NUM; i++) linked[i] = 0;
+ for (i=0; i<NUMJ; i++) {
+ int b1,b2;
+ do {
+ b1 = dRandInt (NUM);
+ b2 = dRandInt (NUM);
+ } while (linked[b1*NUM + b2] || b1==b2);
+ linked[b1*NUM + b2] = 1;
+ linked[b2*NUM + b1] = 1;
+ joint[i] = dJointCreateBall (world,0);
+ dJointAttach (joint[i],body[b1],body[b2]);
+ dJointSetBallAnchor (joint[i],dRandReal()*2-1,
+ dRandReal()*2-1,dRandReal()*2+RADIUS);
+ }
+
+ for (i=0; i<NUM; i++) {
+ // move bodies a bit to get some joint error
+ const dReal *pos = dBodyGetPosition (body[i]);
+ dBodySetPosition (body[i],pos[0]+dRandReal()*0.2-0.1,
+ pos[1]+dRandReal()*0.2-0.1,pos[2]+dRandReal()*0.2-0.1);
+ }
+}
+
+
+// start simulation - set viewpoint
+
+static void start()
+{
+ dAllocateODEDataForThread(dAllocateMaskAll);
+
+ static float xyz[3] = {2.6117f,-1.4433f,2.3700f};
+ static float hpr[3] = {151.5000f,-30.5000f,0.0000f};
+ dsSetViewpoint (xyz,hpr);
+}
+
+
+// simulation loop
+
+static void simLoop (int pause)
+{
+ if (!pause) {
+ // add random forces and torques to all bodies
+ int i;
+ const dReal scale1 = 5;
+ const dReal scale2 = 5;
+ for (i=0; i<NUM; i++) {
+ dBodyAddForce (body[i],
+ scale1*(dRandReal()*2-1),
+ scale1*(dRandReal()*2-1),
+ scale1*(dRandReal()*2-1));
+ dBodyAddTorque (body[i],
+ scale2*(dRandReal()*2-1),
+ scale2*(dRandReal()*2-1),
+ scale2*(dRandReal()*2-1));
+ }
+
+ dWorldStep (world,0.05);
+ createTest();
+ }
+
+ // float sides[3] = {SIDE,SIDE,SIDE};
+ dsSetColor (1,1,0);
+ for (int i=0; i<NUM; i++)
+ dsDrawSphere (dBodyGetPosition(body[i]), dBodyGetRotation(body[i]),RADIUS);
+}
+
+
+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 = 0;
+ fn.stop = 0;
+ fn.path_to_textures = DRAWSTUFF_TEXTURE_PATH;
+
+ dInitODE2(0);
+ dRandSetSeed (time(0));
+ createTest();
+
+ // run simulation
+ dsSimulationLoop (argc,argv,352,288,&fn);
+
+ dWorldDestroy (world);
+ dCloseODE();
+ return 0;
+}