From c5fc66ee58f2c60f2d226868bb1cf5b91badaf53 Mon Sep 17 00:00:00 2001 From: sanine Date: Sat, 1 Oct 2022 20:59:36 -0500 Subject: add ode --- libs/ode-0.16.1/tests/joints/universal.cpp | 2119 ++++++++++++++++++++++++++++ 1 file changed, 2119 insertions(+) create mode 100644 libs/ode-0.16.1/tests/joints/universal.cpp (limited to 'libs/ode-0.16.1/tests/joints/universal.cpp') diff --git a/libs/ode-0.16.1/tests/joints/universal.cpp b/libs/ode-0.16.1/tests/joints/universal.cpp new file mode 100644 index 0000000..5a4c17b --- /dev/null +++ b/libs/ode-0.16.1/tests/joints/universal.cpp @@ -0,0 +1,2119 @@ +/************************************************************************* + * * + * 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 + +#include +#include + +#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 + -- cgit v1.2.1