/************************************************************************* * * * 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