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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 file create unit test for some of the functions found in:
+// ode/src/joinst/universal.cpp
+//
+//
+////////////////////////////////////////////////////////////////////////////////
+
+#include <iostream>
+
+#include <UnitTest++.h>
+#include <ode/ode.h>
+
+#include "../../ode/src/config.h"
+#include "../../ode/src/joints/universal.h"
+
+dReal d2r(dReal degree)
+{
+ return degree * (dReal)(M_PI / 180.0);
+}
+dReal r2d(dReal degree)
+{
+ return degree * (dReal)(180.0/M_PI);
+}
+
+SUITE (TestdxJointUniversal)
+{
+ // The 2 bodies are positionned at (0, 0, 0)
+ // The bodis have no rotation.
+ // The joint is a Universal Joint
+ // Axis1 is along the X axis
+ // Axis2 is along the Y axis
+ // Anchor at (0, 0, 0)
+ struct Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y
+ {
+ Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y()
+ {
+
+ wId = dWorldCreate();
+
+ bId1 = dBodyCreate (wId);
+ dBodySetPosition (bId1, 0, 0, 0);
+
+ bId2 = dBodyCreate (wId);
+ dBodySetPosition (bId2, 0, 0, 0);
+
+
+ jId = dJointCreateUniversal (wId, 0);
+ joint = (dxJointUniversal*) jId;
+
+
+ dJointAttach (jId, bId1, bId2);
+ }
+
+ ~Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y()
+ {
+ dWorldDestroy (wId);
+ }
+
+ dWorldID wId;
+
+ dBodyID bId1;
+ dBodyID bId2;
+
+
+ dJointID jId;
+ dxJointUniversal* joint;
+ };
+
+
+ // The 2 bodies are positionned at (-1, -2, -3), and (11, 22, 33)
+ // The bodis have rotation of 27deg around some axis.
+ // The joint is a Universal Joint
+ // Axis is along the X axis
+ // Anchor at (0, 0, 0)
+ struct Fixture_dxJointUniversal_B1_and_B2_At_Random_Axis_Along_X
+ {
+ Fixture_dxJointUniversal_B1_and_B2_At_Random_Axis_Along_X()
+ {
+ wId = dWorldCreate();
+
+ bId1 = dBodyCreate (wId);
+ dBodySetPosition (bId1, -1, -2, -3);
+
+ bId2 = dBodyCreate (wId);
+ dBodySetPosition (bId2, 11, 22, 33);
+
+ dMatrix3 R;
+
+ dVector3 axis;
+
+ axis[0] = REAL(0.53);
+ axis[1] = -REAL(0.71);
+ axis[2] = REAL(0.43);
+ dNormalize3(axis);
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2],
+ REAL(0.47123)); // 27deg
+ dBodySetRotation (bId1, R);
+
+
+ axis[0] = REAL(1.2);
+ axis[1] = REAL(0.87);
+ axis[2] = -REAL(0.33);
+ dNormalize3(axis);
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2],
+ REAL(0.47123)); // 27deg
+ dBodySetRotation (bId2, R);
+
+ jId = dJointCreateUniversal (wId, 0);
+ joint = (dxJointUniversal*) jId;
+
+
+ dJointAttach (jId, bId1, bId2);
+ }
+
+ ~Fixture_dxJointUniversal_B1_and_B2_At_Random_Axis_Along_X()
+ {
+ dWorldDestroy (wId);
+ }
+
+ dWorldID wId;
+
+ dBodyID bId1;
+ dBodyID bId2;
+
+
+ dJointID jId;
+ dxJointUniversal* joint;
+ };
+
+
+ // Only one body body1 at (0,0,0)
+ // The joint is an Universal Joint.
+ // Axis1 is along the X axis
+ // Axis2 is along the Y axis
+ // Anchor at (0, 0, 0)
+ //
+ // ^Y
+ // |
+ // |
+ // |
+ // |
+ // |
+ // Z <-- X
+ struct Fixture_dxJointUniversal_B1_At_Zero_Default_Axes
+ {
+ Fixture_dxJointUniversal_B1_At_Zero_Default_Axes()
+ {
+ wId = dWorldCreate();
+
+ bId1 = dBodyCreate (wId);
+ dBodySetPosition (bId1, 0, 0, 0);
+
+ jId = dJointCreateUniversal (wId, 0);
+
+
+ dJointAttach (jId, bId1, NULL);
+ dJointSetUniversalAnchor (jId, 0, 0, 0);
+ }
+
+ ~Fixture_dxJointUniversal_B1_At_Zero_Default_Axes()
+ {
+ dWorldDestroy (wId);
+ }
+
+ dWorldID wId;
+
+ dBodyID bId1;
+
+
+ dJointID jId;
+ };
+
+
+
+ // Only one body body2 at (0,0,0)
+ // The joint is an Universal Joint.
+ // Axis1 is along the X axis.
+ // Axis2 is along the Y axis.
+ // Anchor at (0, 0, 0)
+ //
+ // ^Y
+ // |
+ // |
+ // |
+ // |
+ // |
+ // Z <-- X
+ struct Fixture_dxJointUniversal_B2_At_Zero_Default_Axes
+ {
+ Fixture_dxJointUniversal_B2_At_Zero_Default_Axes()
+ {
+ wId = dWorldCreate();
+
+ bId2 = dBodyCreate (wId);
+ dBodySetPosition (bId2, 0, 0, 0);
+
+ jId = dJointCreateUniversal (wId, 0);
+
+
+ dJointAttach (jId, NULL, bId2);
+ dJointSetUniversalAnchor (jId, 0, 0, 0);
+ }
+
+ ~Fixture_dxJointUniversal_B2_At_Zero_Default_Axes()
+ {
+ dWorldDestroy (wId);
+ }
+
+ dWorldID wId;
+
+ dBodyID bId2;
+
+ dJointID jId;
+ };
+
+
+ // Test is dJointGetUniversalAngles versus
+ // dJointGetUniversalAngle1 and dJointGetUniversalAngle2 dJointGetUniversalAxis
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y,
+ test_dJointSetGetUniversalAngles_Versus_Angle1_and_Angle2)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dMatrix3 R;
+ dReal ang1, ang2;
+
+
+ dVector3 axis1;
+ dJointGetUniversalAxis1 (jId, axis1);
+
+ dVector3 axis2;
+ dJointGetUniversalAxis2 (jId, axis2);
+
+ ang1 = d2r(REAL(23.0));
+ dRFromAxisAndAngle (R, axis1[0], axis1[1], axis1[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ ang2 = d2r(REAL(17.0));
+ dRFromAxisAndAngle (R, axis2[0], axis2[1], axis2[2], ang2);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+
+
+
+
+ // ax1 and ax2 are pseudo-random axis. N.B. They are NOT the axis of the joints.
+ dVector3 ax1;
+ ax1[0] = REAL(0.2);
+ ax1[1] = -REAL(0.67);
+ ax1[2] = -REAL(0.81);
+ dNormalize3(ax1);
+
+ dVector3 ax2;
+ ax2[0] = REAL(0.62);
+ ax2[1] = REAL(0.31);
+ ax2[2] = REAL(0.43);
+ dNormalize3(ax2);
+
+
+ ang1 = d2r(REAL(23.0));
+ dRFromAxisAndAngle (R, ax1[0], ax1[1], ax1[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ ang2 = d2r(REAL(0.0));
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (angle1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (angle2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+
+ ang1 = d2r(REAL(0.0));
+
+ ang2 = d2r(REAL(23.0));
+ dRFromAxisAndAngle (R, ax2[0], ax2[1], ax2[2], ang2);
+ dBodySetRotation (bId1, R);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (angle1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (angle2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ ang1 = d2r(REAL(38.0));
+ dRFromAxisAndAngle (R, ax1[0], ax1[1], ax1[2], ang2);
+ dBodySetRotation (bId1, R);
+
+ ang2 = d2r(REAL(-43.0));
+ dRFromAxisAndAngle (R, ax2[0], ax2[1], ax2[2], ang2);
+ dBodySetRotation (bId1, R);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (angle1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (angle2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ // Try with random axis for the axis of the joints
+ dRSetIdentity(R);
+ dBodySetRotation (bId1, R);
+ dBodySetRotation (bId1, R);
+
+ axis1[0] = REAL(0.32);
+ axis1[1] = -REAL(0.57);
+ axis1[2] = REAL(0.71);
+ dNormalize3(axis1);
+
+ axis2[0] = -REAL(0.26);
+ axis2[1] = -REAL(0.31);
+ axis2[2] = REAL(0.69);
+ dNormalize3(axis2);
+
+ dVector3 cross;
+ dCalcVectorCross3(cross, axis1, axis2);
+ dJointSetUniversalAxis1(jId, axis1[0], axis1[1], axis1[2]);
+ dJointSetUniversalAxis2(jId, cross[0], cross[1], cross[2]);
+
+
+ ang1 = d2r(REAL(23.0));
+ dRFromAxisAndAngle (R, ax1[0], ax1[1], ax1[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ ang2 = d2r(REAL(0.0));
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (angle1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (angle2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+
+ ang1 = d2r(REAL(0.0));
+
+ ang2 = d2r(REAL(23.0));
+ dRFromAxisAndAngle (R, ax2[0], ax2[1], ax2[2], ang2);
+ dBodySetRotation (bId1, R);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (angle1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (angle2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ ang1 = d2r(REAL(38.0));
+ dRFromAxisAndAngle (R, ax1[0], ax1[1], ax1[2], ang2);
+ dBodySetRotation (bId1, R);
+
+ ang2 = d2r(REAL(-43.0));
+ dRFromAxisAndAngle (R, ax2[0], ax2[1], ax2[2], ang2);
+ dBodySetRotation (bId1, R);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (angle1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (angle2, dJointGetUniversalAngle2 (jId), 1e-4);
+ }
+
+
+ // =========================================================================
+ // Test ONE BODY behavior
+ // =========================================================================
+
+
+ // Test when there is only one body at position one on the joint
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_At_Zero_Default_Axes,
+ test_dJointGetUniversalAngle1_1Body_B1)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis1;
+ dJointGetUniversalAxis1 (jId, axis1);
+ dVector3 axis2;
+ dJointGetUniversalAxis2 (jId, axis2);
+
+ dMatrix3 R;
+
+ dReal ang1 = REAL(0.23);
+ dRFromAxisAndAngle (R, axis1[0], axis1[1], axis1[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ dReal ang2 = REAL(0.0);
+
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+
+ dMatrix3 I;
+ dRSetIdentity(I); // Set the rotation of the body to be the Identity (i.e. zero)
+ dBodySetRotation (bId1, I);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ // Test the same rotation, when axis1 is inverted
+ dJointSetUniversalAxis1 (jId, -axis1[0], -axis1[1], -axis1[2]);
+
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (-ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (-ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ // Test the same rotation, when axis1 is default and axis2 is inverted
+ dBodySetRotation (bId1, I);
+
+ dJointSetUniversalAxis1 (jId, axis1[0], axis1[1], axis1[2]);
+ dJointSetUniversalAxis2 (jId, -axis2[0], -axis2[1], -axis2[2]);
+
+
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (ang2, angle2, 1e-4);
+ }
+
+
+
+
+ // Test when there is only one body at position two on the joint
+ TEST_FIXTURE (Fixture_dxJointUniversal_B2_At_Zero_Default_Axes,
+ test_dJointGetUniversalAngle1_1Body_B2)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis1;
+ dJointGetUniversalAxis1 (jId, axis1);
+
+ dVector3 axis2;
+ dJointGetUniversalAxis2 (jId, axis2);
+
+ dMatrix3 R;
+
+ dReal ang1 = REAL(0.0);
+
+ dReal ang2 = REAL(0.23);
+ dRFromAxisAndAngle (R, axis2[0], axis2[1], axis2[2], ang2);
+ dBodySetRotation (bId2, R);
+
+
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+
+ dMatrix3 I;
+ dRSetIdentity(I); // Set the rotation of the body to be the Identity (i.e. zero)
+ dBodySetRotation (bId2, I);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dJointSetUniversalAxis2 (jId, -axis2[0], -axis2[1], -axis2[2]);
+
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (-ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (-ang1, angle1, 1e-4);
+ CHECK_CLOSE (ang2, angle2, 1e-4);
+
+ // Test the same rotation, when axis1 is inverted and axis2 is default
+ dBodySetRotation (bId2, I);
+
+ dJointSetUniversalAxis1 (jId, -axis1[0], -axis1[1], -axis1[2]);
+ dJointSetUniversalAxis2 (jId, axis2[0], axis2[1], axis2[2]);
+
+
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+ }
+
+
+
+
+
+
+ // =========================================================================
+ //
+ // =========================================================================
+
+
+ // Test is dJointSetUniversalAxis and dJointGetUniversalAxis return same value
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Random_Axis_Along_X,
+ test_dJointSetGetUniversalAxis)
+ {
+ dVector3 axisOrig, axis;
+
+
+ dJointGetUniversalAxis1 (jId, axisOrig);
+ dJointGetUniversalAxis1 (jId, axis);
+ dJointSetUniversalAxis1 (jId, axis[0], axis[1], axis[2]);
+ dJointGetUniversalAxis1 (jId, axis);
+ CHECK_CLOSE (axis[0], axisOrig[0] , 1e-4);
+ CHECK_CLOSE (axis[1], axisOrig[1] , 1e-4);
+ CHECK_CLOSE (axis[2], axisOrig[2] , 1e-4);
+
+
+ dJointGetUniversalAxis2 (jId, axisOrig);
+ dJointGetUniversalAxis2(jId, axis);
+ dJointSetUniversalAxis2 (jId, axis[0], axis[1], axis[2]);
+ dJointGetUniversalAxis2 (jId, axis);
+ CHECK_CLOSE (axis[0], axisOrig[0] , 1e-4);
+ CHECK_CLOSE (axis[1], axisOrig[1] , 1e-4);
+ CHECK_CLOSE (axis[2], axisOrig[2] , 1e-4);
+
+
+ dVector3 anchor1, anchor2, anchorOrig1, anchorOrig2;
+ dJointGetUniversalAnchor (jId, anchorOrig1);
+ dJointGetUniversalAnchor (jId, anchor1);
+ dJointGetUniversalAnchor2 (jId, anchorOrig2);
+ dJointGetUniversalAnchor2 (jId, anchor2);
+
+ dJointSetUniversalAnchor (jId, anchor1[0], anchor1[1], anchor1[2]);
+ dJointGetUniversalAnchor (jId, anchor1);
+ dJointGetUniversalAnchor2 (jId, anchor2);
+ CHECK_CLOSE (anchor1[0], anchorOrig1[0] , 1e-4);
+ CHECK_CLOSE (anchor1[1], anchorOrig1[1] , 1e-4);
+ CHECK_CLOSE (anchor1[2], anchorOrig1[2] , 1e-4);
+
+ CHECK_CLOSE (anchor2[0], anchorOrig2[0] , 1e-4);
+ CHECK_CLOSE (anchor2[1], anchorOrig2[1] , 1e-4);
+ CHECK_CLOSE (anchor2[2], anchorOrig2[2] , 1e-4);
+ }
+
+
+
+ // Create 2 bodies attached by a Universal joint
+ // Axis is along the X axis (Default value
+ // Anchor at (0, 0, 0) (Default value)
+ //
+ // ^Y
+ // |
+ // * Body2
+ // |
+ // |
+ // Body1 |
+ // * Z-------->
+ struct dxJointUniversal_Test_Initialization
+ {
+ dxJointUniversal_Test_Initialization()
+ {
+ wId = dWorldCreate();
+
+ // Remove gravity to have the only force be the force of the joint
+ dWorldSetGravity(wId, 0,0,0);
+
+ for (int j=0; j<2; ++j)
+ {
+ bId[j][0] = dBodyCreate (wId);
+ dBodySetPosition (bId[j][0], -1, -2, -3);
+
+ bId[j][1] = dBodyCreate (wId);
+ dBodySetPosition (bId[j][1], 11, 22, 33);
+
+
+ dMatrix3 R;
+ dVector3 axis; // Random axis
+
+ axis[0] = REAL(0.53);
+ axis[1] = -REAL(0.71);
+ axis[2] = REAL(0.43);
+ dNormalize3(axis);
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2],
+ REAL(0.47123)); // 27deg
+ dBodySetRotation (bId[j][0], R);
+
+
+ axis[0] = REAL(1.2);
+ axis[1] = REAL(0.87);
+ axis[2] = -REAL(0.33);
+ dNormalize3(axis);
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2],
+ REAL(0.47123)); // 27deg
+ dBodySetRotation (bId[j][1], R);
+
+ jId[j] = dJointCreateUniversal (wId, 0);
+ dJointAttach (jId[j], bId[j][0], bId[j][1]);
+ dJointSetUniversalParam(jId[j], dParamLoStop, 1);
+ dJointSetUniversalParam(jId[j], dParamHiStop, 2);
+ dJointSetUniversalParam(jId[j], dParamFMax, 200);
+ }
+ }
+
+ ~dxJointUniversal_Test_Initialization()
+ {
+ dWorldDestroy (wId);
+ }
+
+ dWorldID wId;
+
+ dBodyID bId[2][2];
+
+
+ dJointID jId[2];
+
+ };
+
+
+ // Test if setting a Universal with its default values
+ // will behave the same as a default Universal joint
+ TEST_FIXTURE (dxJointUniversal_Test_Initialization,
+ test_Universal_Initialization)
+ {
+ using namespace std;
+
+ dVector3 axis;
+ dJointGetUniversalAxis1(jId[1], axis);
+ dJointSetUniversalAxis1(jId[1], axis[0], axis[1], axis[2]);
+
+ dJointGetUniversalAxis2(jId[1], axis);
+ dJointSetUniversalAxis2(jId[1], axis[0], axis[1], axis[2]);
+
+ dVector3 anchor;
+ dJointGetUniversalAnchor(jId[1], anchor);
+ dJointSetUniversalAnchor(jId[1], anchor[0], anchor[1], anchor[2]);
+
+
+ for (int b=0; b<2; ++b)
+ {
+ // Compare body b of the first joint with its equivalent on the
+ // second joint
+ const dReal *qA = dBodyGetQuaternion(bId[0][b]);
+ const dReal *qB = dBodyGetQuaternion(bId[1][b]);
+ CHECK_CLOSE (qA[0], qB[0], 1e-4);
+ CHECK_CLOSE (qA[1], qB[1], 1e-4);
+ CHECK_CLOSE (qA[2], qB[2], 1e-4);
+ CHECK_CLOSE (qA[3], qB[3], 1e-4);
+ }
+
+ dWorldStep (wId,0.5);
+ dWorldStep (wId,0.5);
+ dWorldStep (wId,0.5);
+ dWorldStep (wId,0.5);
+
+ for (int b=0; b<2; ++b)
+ {
+ // Compare body b of the first joint with its equivalent on the
+ // second joint
+ const dReal *qA = dBodyGetQuaternion(bId[0][b]);
+ const dReal *qB = dBodyGetQuaternion(bId[1][b]);
+ CHECK_CLOSE (qA[0], qB[0], 1e-4);
+ CHECK_CLOSE (qA[1], qB[1], 1e-4);
+ CHECK_CLOSE (qA[2], qB[2], 1e-4);
+ CHECK_CLOSE (qA[3], qB[3], 1e-4);
+
+
+ const dReal *posA = dBodyGetPosition(bId[0][b]);
+ const dReal *posB = dBodyGetPosition(bId[1][b]);
+ CHECK_CLOSE (posA[0], posB[0], 1e-4);
+ CHECK_CLOSE (posA[1], posB[1], 1e-4);
+ CHECK_CLOSE (posA[2], posB[2], 1e-4);
+ CHECK_CLOSE (posA[3], posB[3], 1e-4);
+ }
+ }
+
+
+
+
+
+
+
+
+
+
+
+
+
+ // ==========================================================================
+ // Testing the offset
+ // TODO:
+ // - Test Axis1Offset(...., 0, ang2);
+ // ==========================================================================
+
+
+ // Rotate first body 90deg around X (Axis1) then back to original position
+ //
+ // ^ ^ ^ Z ^
+ // | | => <--- | |
+ // | | | |
+ // B1 B2 B1 B2 .----->Y
+ // /
+ // /
+ // v X (N.B. X is going out of the screen)
+ //
+ // Set Axis1 with an Offset of 90deg
+ // ^ ^ ^
+ // <--- | => | |
+ // | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y,
+ test_dJointSetUniversalAxis1Offset_B1_90deg)
+ {
+ dMatrix3 R;
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+
+ dReal ang1 = d2r(REAL(90.0));
+ dReal ang2 = d2r(REAL(0.0));
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (ang2, angle2, 1e-4);
+
+
+
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2],
+ ang1, ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (ang2, angle2, 1e-4);
+
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+ // Rotate 2nd body 90deg around (Axis2) then back to original position
+ // Offset when setting axis1
+ //
+ // ^ ^ ^ Z ^
+ // | | => <--- | |
+ // | | | |
+ // B1 B2 B1 B2 .----->Y
+ // /
+ // /
+ // v X (N.B. X is going out of the screen)
+ //
+ // Set Axis1 with an Offset of 90deg
+ // ^ ^ ^
+ // <--- | => | |
+ // | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y,
+ test_dJointSetUniversalAxis1Offset_B2_90deg)
+ {
+ dMatrix3 R;
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+
+ dVector3 ax1, ax2;
+ dJointGetUniversalAxis1 (jId, ax1);
+ dJointGetUniversalAxis2 (jId, ax2);
+
+ dReal ang1 = d2r(REAL(0.0));
+ dReal ang2 = d2r(REAL(90.0));
+ dRFromAxisAndAngle (R, ax2[0], ax2[1], ax2[2], ang2);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+
+ dJointSetUniversalAxis1Offset (jId, ax1[0], ax1[1], ax1[2],
+ ang1, -ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId1, R);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+
+
+
+
+
+
+ // Rotate second body 90deg around Y (Axis2) then back to original position
+ //
+ // ^ ^ ^ Z ^
+ // | | => | . |
+ // | | | |
+ // B1 B2 B1 B2 .----->Y
+ // /
+ // /
+ // v X (N.B. X is going out of the screen)
+ //
+ // Set Axis2 with an Offset of 90deg
+ // ^ ^ ^
+ // | . => | |
+ // | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y,
+ test_dJointSetUniversalAxisOffset_B2_90deg)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis2 (jId, axis);
+
+ dReal ang1 = d2r(REAL(0.0));
+ dReal ang2 = d2r(REAL(90.0));
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang2);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dJointSetUniversalAxis2Offset (jId, axis[0], axis[1], axis[2],
+ ang1, -ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+
+ // Rotate 2nd body -90deg around Y (Axis2) then back to original position
+ //
+ // ^ ^ ^ Z ^
+ // | | => | x |
+ // | | | |
+ // B1 B2 B1 B2 X .----> Y
+ // N.B. X is going out of the screen
+ // Start with a Delta of 90deg
+ // ^ ^ ^
+ // | x => | |
+ // | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y,
+ test_dJointSetUniversalAxisOffset_B2_Minus90deg)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+ CHECK_CLOSE (dJointGetUniversalAngle2 (jId), 0, 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis2 (jId, axis);
+
+ dReal ang1 = d2r(REAL(0.0));
+ dReal ang2 = d2r(REAL(90.0));
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], -ang2);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (ang2, angle2, 1e-4);
+
+
+
+ dJointSetUniversalAxis2Offset (jId, axis[0], axis[1], axis[2],
+ ang1, ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (ang2, angle2, 1e-4);
+
+
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], 0);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+ // Rotate 1st body 0.23rad around X (Axis1) then back to original position
+ //
+ // ^ ^ ^ ^ Z ^
+ // | | => \ | |
+ // | | \ | |
+ // B1 B2 B1 B2 .-------> Y
+ // /
+ // /
+ // v X (N.B. X is going out of the screen)
+ //
+ // Start with a Delta of 0.23rad
+ // ^ ^ ^ ^
+ // \ | => | |
+ // \ | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y,
+ test_dJointSetUniversalAxis1Offset_B1_0_23rad)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+
+ dReal ang1 = REAL(0.23);
+ dReal ang2 = REAL(0.0);
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2],
+ ang1, ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (ang2, angle2, 1e-4);
+
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+ // Rotate 2nd body 0.23rad around Y (Axis2) then back to original position
+ //
+ // ^ ^ ^ ^ Z ^ ^ Y (N.B. Y is going in the screen)
+ // | | => | / | /
+ // | | | / | /
+ // B1 B2 B1 B2 .-------> X
+ //
+ // Start with a Delta of 0.23rad
+ // ^ ^ ^ ^
+ // | / => | |
+ // | / | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y,
+ test_dJointSetUniversalAxisOffset_B2_0_23rad)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis2 (jId, axis);
+
+ dReal ang1 = REAL(0.0);
+ dReal ang2 = REAL(0.23);
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang2);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dJointSetUniversalAxis2Offset (jId, axis[0], axis[1], axis[2],
+ ang1, -ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+ // Rotate 1st body 0.23rad around X axis and 2nd body 0.37rad around Y (Axis2)
+ // then back to their original position.
+ // The Axis offset are set one at a time
+ //
+ // ^ ^ ^ ^ Z ^ ^ Y (N.B. Y is going in the screen)
+ // | | => \ / | /
+ // | | \ / | /
+ // B1 B2 B1 B2 .-------> X
+ //
+ // Start with a Delta of 0.23rad
+ // ^ ^ ^ ^
+ // \ / => | |
+ // \ / | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Along_X_Axis2_Along_Y,
+ test_dJointSetUniversalAxisOffset_B1_0_23rad_B2_0_37rad_One_by_One)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis1;
+ dJointGetUniversalAxis1 (jId, axis1);
+ dVector3 axis2;
+ dJointGetUniversalAxis2 (jId, axis2);
+
+ dMatrix3 R;
+
+ dReal ang1 = REAL(0.23);
+ dRFromAxisAndAngle (R, axis1[0], axis1[1], axis1[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ dReal ang2 = REAL(0.37);
+ dRFromAxisAndAngle (R, axis2[0], axis2[1], axis2[2], ang2);
+ dBodySetRotation (bId2, R);
+
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dJointSetUniversalAxis1Offset (jId, axis1[0], axis1[1], axis1[2],
+ ang1, -ang2 );
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+ dJointGetUniversalAxis1 (jId, axis1);
+ dJointGetUniversalAxis2 (jId, axis2);
+
+ dRFromAxisAndAngle (R, axis2[0], axis2[1], axis2[2], ang2);
+ dBodySetRotation (bId2, R);
+
+ dJointSetUniversalAxis2Offset (jId, axis2[0], axis2[1], axis2[2],
+ ang1, -ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId1, R);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+
+// The 2 bodies are positionned at (0, 0, 0), with no rotation
+// The joint is an Universal Joint.
+// Axis in the inverse direction of the X axis
+// Anchor at (0, 0, 0)
+// ^Y
+// |
+// |
+// |
+// |
+// |
+// Z <---- x (X going out of the page)
+ struct Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X
+ {
+ Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X()
+ {
+ wId = dWorldCreate();
+
+ bId1 = dBodyCreate (wId);
+ dBodySetPosition (bId1, 0, 0, 0);
+
+ bId2 = dBodyCreate (wId);
+ dBodySetPosition (bId2, 0, 0, 0);
+
+ jId = dJointCreateUniversal (wId, 0);
+ joint = (dxJointUniversal*) jId;
+
+
+ dJointAttach (jId, bId1, bId2);
+ dJointSetUniversalAnchor (jId, 0, 0, 0);
+
+ axis[0] = -1;
+ axis[1] = 0;
+ axis[2] = 0;
+ dJointSetUniversalAxis1(jId, axis[0], axis[1], axis[2]);
+ }
+
+ ~Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X()
+ {
+ dWorldDestroy (wId);
+ }
+
+ dWorldID wId;
+
+ dBodyID bId1;
+ dBodyID bId2;
+
+
+ dJointID jId;
+ dxJointUniversal* joint;
+
+ dVector3 axis;
+ };
+
+
+ // No offset when setting the Axis1 offset
+ // x is a Symbol for lines pointing into the screen
+ // . is a Symbol for lines pointing out of the screen
+ //
+ // In 2D In 3D
+ // ^ ^ ^ ^ Z ^ ^ Y
+ // | | => | | | /
+ // | | | | | /
+ // B1 B2 B1 B2 .-------> X <-- Axis1
+ //
+ // Start with a Delta of 90deg
+ // ^ ^ ^ ^
+ // | | => | |
+ // | | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X,
+ test_dJointSetUniversalAxis1Offset_No_Offset_Axis1_Inverse_of_X)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+ CHECK_CLOSE (dJointGetUniversalAngle2 (jId), 0, 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+
+ dReal ang1 = REAL(0.0);
+ dReal ang2 = REAL(0.0);
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2],
+ ang1, ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (ang2, angle2, 1e-4);
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+
+ // Rotate 1st body 90deg around axis1 then back to original position
+ // x is a Symbol for lines pointing into the screen
+ // . is a Symbol for lines pointing out of the screen
+ //
+ // In 2D In 3D
+ // ^ ^ ^ Z ^ ^ Y
+ // | | => x | | /
+ // | | | | /
+ // B1 B2 B1 B2 .-------> X <-- Axis1
+ //
+ // Start with a Delta of 90deg
+ // ^ ^ ^
+ // x | => | |
+ // | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X,
+ test_dJointSetUniversalAxis1Offset_B1_90Deg_Axis1_Inverse_of_X)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+ CHECK_CLOSE (dJointGetUniversalAngle2 (jId), 0, 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+
+ dReal ang1 = d2r(90);
+ dReal ang2 = REAL(0.0);
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2],
+ ang1, ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (ang2, angle2, 1e-4);
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+
+ // No offset when setting the Axis 2 offset
+ // x is a Symbol for lines pointing into the screen
+ // . is a Symbol for lines pointing out of the screen
+ //
+ // In 2D In 3D
+ // ^ ^ ^ ^ Z ^ ^ Y ^ Axis2
+ // | | => | | | / /
+ // | | | | | / /
+ // B1 B2 B1 B2 . -------> <-- Axis1
+ //
+ // Start with a Delta of 90deg
+ // ^ ^ ^ ^
+ // | | => | |
+ // | | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X,
+ test_dJointSetUniversalAxis2Offset_No_Offset_Axis2_Inverse_of_X)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+ CHECK_CLOSE (dJointGetUniversalAngle2 (jId), 0, 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis2 (jId, axis);
+
+ dReal ang1 = d2r(REAL(0.0));
+ dReal ang2 = d2r(REAL(0.0));
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang2);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dJointSetUniversalAxis2Offset (jId, axis[0], axis[1], axis[2],
+ ang1, -ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+ // Rotate 2nd body 90deg around axis2 then back to original position
+ //
+ // In 2D In 3D
+ // ^ ^ ^ Z ^ ^ Y ^ Axis2
+ // | | => | --> | / /
+ // | | | | / /
+ // B1 B2 B1 B2 . -------> <-- Axis1
+ //
+ // Start with a Delta of 90deg
+ // ^ ^ ^
+ // | <--- => | |
+ // | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X,
+ test_dJointSetUniversalAxisOffset_B2_90Deg)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+ CHECK_CLOSE (dJointGetUniversalAngle2 (jId), 0, 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis2 (jId, axis);
+
+ dReal ang1 = d2r(REAL(0.0));
+ dReal ang2 = d2r(REAL(90.0));
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang2);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dJointSetUniversalAxis2Offset (jId, axis[0], axis[1], axis[2],
+ ang1, -ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+ // Rotate 2nd body -90deg around axis2 then back to original position
+ //
+ // ^ ^ ^
+ // | | => | --->
+ // | | |
+ // B1 B2 B1 B2
+ //
+ // Start with a Delta of 90deg
+ // ^ ^ ^
+ // | ---> => | |
+ // | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X,
+ test_dJointSetUniversalAxis1Offset_B2_Minus90Deg)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+ CHECK_CLOSE (dJointGetUniversalAngle2 (jId), 0, 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis2 (jId, axis);
+
+ dReal ang1 = d2r(0.0);
+ dReal ang2 = d2r(REAL(-90.0));
+
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang2);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dJointGetUniversalAxis1 (jId, axis);
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2],
+ ang1, -ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId2, R);
+
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+ // Rotate 1st body 0.23rad around X then back to original position
+ //
+ // ^ ^ ^ ^
+ // | | => \ |
+ // | | \ |
+ // B1 B2 B1 B2
+ //
+ // Start with a Delta of 0.23rad
+ // ^ ^ ^ ^
+ // \ | => | |
+ // \ | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X,
+ test_dJointSetUniversalAxis1Offset_B1_0_23rad)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+
+ dReal ang1 = REAL(0.23);
+ dReal ang2 = REAL(0.0);
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2], ang1, ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+ // Rotate 2nd body -0.23rad around Z then back to original position
+ //
+ // ^ ^ ^ ^
+ // | | => / |
+ // | | / |
+ // B1 B2 B1 B2
+ //
+ // Start with a Delta of 0.23rad
+ // ^ ^ ^ ^
+ // / | => | |
+ // / | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_At_Zero_Axis1_Inverse_of_X,
+ test_dJointSetUniversalAxisOffset_B1_Minus0_23rad)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, 1, 0, 0, -REAL(0.23));
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (REAL(0.23), dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2], REAL(0.23), 0);
+ CHECK_CLOSE (REAL(0.23), dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dRFromAxisAndAngle (R, 1, 0, 0, 0);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ }
+
+
+
+
+ // Rotate the body by 90deg around X then back to original position.
+ // The body is attached at the second position of the joint:
+ // dJointAttache(jId, 0, bId);
+ //
+ // ^
+ // | => <---
+ // |
+ // B1 B1
+ //
+ // Start with a Delta of 90deg
+ // ^
+ // <--- => |
+ // |
+ // B1 B1
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_At_Zero_Default_Axes,
+ test_dJointSetUniversalAxisOffset_1Body_B1_90Deg)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, 1, 0, 0, M_PI/2.0);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (M_PI/2.0, dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2], M_PI/2.0, 0);
+ CHECK_CLOSE (M_PI/2.0, dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dRFromAxisAndAngle (R, 1, 0, 0, 0);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ }
+
+ // Rotate the body by -0.23rad around X then back to original position.
+ // The body is attached at the second position of the joint:
+ // dJointAttache(jId, 0, bId);
+ //
+ // ^ ^
+ // | => /
+ // | /
+ // B1 B1
+ //
+ // Start with a Delta of -0.23rad
+ // ^ ^
+ // / => |
+ // / |
+ // B1 B1
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_At_Zero_Default_Axes,
+ test_dJointSetUniversalAxisOffset_1Body_B1_Minus0_23rad)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, 1, 0, 0, -REAL(0.23));
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (-REAL(0.23), dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2], -REAL(0.23), 0);
+ CHECK_CLOSE (-REAL(0.23), dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dRFromAxisAndAngle (R, 1, 0, 0, 0);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ }
+
+
+
+ // Only one body body1 at (0,0,0)
+ // The joint is an Universal Joint.
+ // Axis the inverse of the X axis
+ // Anchor at (0, 0, 0)
+ //
+ // ^Y
+ // |
+ // |
+ // |
+ // |
+ // |
+ // Z <-- X
+ struct Fixture_dxJointUniversal_B1_At_Zero_Axis_Inverse_of_X
+ {
+ Fixture_dxJointUniversal_B1_At_Zero_Axis_Inverse_of_X()
+ {
+ wId = dWorldCreate();
+
+ bId1 = dBodyCreate (wId);
+ dBodySetPosition (bId1, 0, 0, 0);
+
+ jId = dJointCreateUniversal (wId, 0);
+ joint = (dxJointUniversal*) jId;
+
+
+ dJointAttach (jId, bId1, NULL);
+ dJointSetUniversalAnchor (jId, 0, 0, 0);
+
+ axis[0] = -1;
+ axis[1] = 0;
+ axis[2] = 0;
+ dJointSetUniversalAxis1(jId, axis[0], axis[1], axis[2]);
+ }
+
+ ~Fixture_dxJointUniversal_B1_At_Zero_Axis_Inverse_of_X()
+ {
+ dWorldDestroy (wId);
+ }
+
+ dWorldID wId;
+
+ dBodyID bId1;
+
+
+ dJointID jId;
+ dxJointUniversal* joint;
+
+ dVector3 axis;
+ };
+
+ // Rotate B1 by 90deg around X then back to original position
+ //
+ // ^
+ // | => <---
+ // |
+ // B1 B1
+ //
+ // Start with a Delta of 90deg
+ // ^
+ // <--- => |
+ // |
+ // B1 B1
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_At_Zero_Axis_Inverse_of_X,
+ test_dJointSetUniversalAxisOffset_1Body_B1_90Deg)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis1(jId, axis);
+
+ dReal ang1 = d2r(REAL(90.0));
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang1);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2], ang1, 0);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ }
+
+ // Rotate B1 by -0.23rad around X then back to original position
+ //
+ // ^ ^
+ // | => /
+ // | /
+ // B1 B1
+ //
+ // Start with a Delta of -0.23rad
+ // ^ ^
+ // / => |
+ // / |
+ // B1 B1
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_At_Zero_Axis_Inverse_of_X,
+ test_dJointSetUniversalAxisOffset_1Body_B1_Minus0_23rad)
+ {
+ CHECK_CLOSE (dJointGetUniversalAngle1 (jId), 0, 1e-4);
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, 1, 0, 0, -REAL(0.23));
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (REAL(0.23), dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2], REAL(0.23), 0);
+ CHECK_CLOSE (REAL(0.23), dJointGetUniversalAngle1 (jId), 1e-4);
+
+ dRFromAxisAndAngle (R, 1, 0, 0, 0);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ }
+
+
+
+
+
+
+
+ // Rotate B2 by 90deg around X then back to original position
+ //
+ // ^
+ // | => <---
+ // |
+ // B2 B2
+ //
+ // Start with a Delta of 90deg
+ // ^
+ // <--- => |
+ // |
+ // B2 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B2_At_Zero_Default_Axes,
+ test_dJointSetUniversalAxisOffset_1Body_B2_90Deg)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dVector3 axis;
+ dJointGetUniversalAxis2 (jId, axis);
+
+ dReal ang2 = d2r(REAL(90.0));
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang2);
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointSetUniversalAxis2Offset (jId, axis[0], axis[1], axis[2], 0, -ang2);
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+ }
+
+ // Rotate B2 by -0.23rad around Y then back to original position
+ //
+ // ^ ^
+ // | => /
+ // | /
+ // B2 B2
+ //
+ // Start with an offset of -0.23rad
+ // ^ ^
+ // / => |
+ // / |
+ // B2 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B2_At_Zero_Default_Axes,
+ test_dJointSetUniversalAxis2Offset_1Body_B2_Minus0_23rad)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+ dVector3 axis;
+ dJointGetUniversalAxis2 (jId, axis);
+
+ dReal ang1 = 0;
+ dReal ang2 = REAL(-0.23);
+
+
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], ang2);
+ dBodySetRotation (bId2, R);
+
+
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (ang1, angle1, 1e-4);
+ CHECK_CLOSE (-ang2, angle2, 1e-4);
+
+
+ dJointSetUniversalAxis2Offset (jId, axis[0], axis[1], axis[2],
+ ang1, -ang2);
+ CHECK_CLOSE (ang1, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (-ang2, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dRSetIdentity(R); // Set the rotation of the body to be zero
+ dBodySetRotation (bId2, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+
+
+
+
+
+
+
+
+
+
+
+ // The 2 bodies are positionned at (0,0,0), and (0,0,0)
+ // The bodis have no rotation.
+ // The joint is a Universal Joint
+ // The axis of the joint are at random (Still at 90deg w.r.t each other)
+ // Anchor at (0, 0, 0)
+ struct Fixture_dxJointUniversal_B1_and_B2_Axis_Random
+ {
+ Fixture_dxJointUniversal_B1_and_B2_Axis_Random()
+ {
+ wId = dWorldCreate();
+
+ bId1 = dBodyCreate (wId);
+ dBodySetPosition (bId1, -1, -2, -3);
+
+ bId2 = dBodyCreate (wId);
+ dBodySetPosition (bId2, 11, 22, 33);
+
+
+ jId = dJointCreateUniversal (wId, 0);
+
+
+ dJointAttach (jId, bId1, bId2);
+
+ dVector3 axis1;
+ axis1[0] = REAL(0.53);
+ axis1[1] = -REAL(0.71);
+ axis1[2] = REAL(0.43);
+ dNormalize3(axis1);
+
+ dVector3 axis;
+ axis[0] = REAL(1.2);
+ axis[1] = REAL(0.87);
+ axis[2] = -REAL(0.33);
+
+ dVector3 axis2;
+ dCalcVectorCross3(axis2, axis1, axis);
+
+ dJointSetUniversalAxis1(jId, axis1[0], axis1[1], axis1[2]);
+ dJointSetUniversalAxis2(jId, axis2[0], axis2[1], axis2[2]);
+ }
+
+ ~Fixture_dxJointUniversal_B1_and_B2_Axis_Random()
+ {
+ dWorldDestroy (wId);
+ }
+
+
+ dWorldID wId;
+
+ dBodyID bId1;
+ dBodyID bId2;
+
+
+ dJointID jId;
+ };
+
+
+ // Rotate first body 90deg around Axis1 then back to original position
+ //
+ // ^ ^ ^ Z ^
+ // | | => <--- | |
+ // | | | |
+ // B1 B2 B1 B2 X .----->Y
+ // N.B. X is going out of the screen
+ // Set Axis1 with an Offset of 90deg
+ // ^ ^ ^
+ // <--- | => | |
+ // | | |
+ // B1 B2 B1 B2
+ TEST_FIXTURE (Fixture_dxJointUniversal_B1_and_B2_Axis_Random,
+ test_dJointSetUniversalAxisOffset_B1_90deg_Axis_Random)
+ {
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+ dReal angle1, angle2;
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+
+ dVector3 axis;
+ dJointGetUniversalAxis1 (jId, axis);
+
+ dReal angle = d2r(90);
+ dMatrix3 R;
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], angle);
+ dBodySetRotation (bId1, R);
+
+
+ CHECK_CLOSE (angle, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (angle, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+
+
+ dJointSetUniversalAxis1Offset (jId, axis[0], axis[1], axis[2], angle, 0);
+ CHECK_CLOSE (angle, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (angle, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+
+
+ dRFromAxisAndAngle (R, axis[0], axis[1], axis[2], 0);
+ dBodySetRotation (bId1, R);
+
+ CHECK_CLOSE (0, dJointGetUniversalAngle1 (jId), 1e-4);
+ CHECK_CLOSE (0, dJointGetUniversalAngle2 (jId), 1e-4);
+
+ dJointGetUniversalAngles(jId, &angle1, &angle2);
+ CHECK_CLOSE (0, angle1, 1e-4);
+ CHECK_CLOSE (0, angle2, 1e-4);
+ }
+
+} // End of SUITE TestdxJointUniversal
+