/************************************************************************* * * * 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. * * * *************************************************************************/ #include #include #ifdef _MSC_VER #pragma warning(disable:4244 4305) // for VC++, no precision loss complaints #endif // select correct drawing functions #ifdef dDOUBLE #define dsDrawBox dsDrawBoxD #endif // some constants #define SIDE (0.5f) // side length of a box #define MASS (1.0) // mass of a box // dynamics and collision objects static dWorldID world; static dBodyID body[2]; static dJointID hinge; // state set by keyboard commands static int occasional_error = 0; // start simulation - set viewpoint static void start() { static float xyz[3] = {1.0382f,-1.0811f,1.4700f}; static float hpr[3] = {135.0000f,-19.5000f,0.0000f}; dsSetViewpoint (xyz,hpr); printf ("Press 'e' to start/stop occasional error.\n"); } // called when a key pressed static void command (int cmd) { if (cmd == 'e' || cmd == 'E') { occasional_error ^= 1; } } // simulation loop static void simLoop (int pause) { const dReal kd = -0.3; // angular damping constant if (!pause) { // add an oscillating torque to body 0, and also damp its rotational motion static dReal a=0; const dReal *w = dBodyGetAngularVel (body[0]); dBodyAddTorque (body[0],kd*w[0],kd*w[1]+0.1*cos(a),kd*w[2]+0.1*sin(a)); dWorldStep (world,0.05); a += 0.01; // occasionally re-orient one of the bodies to create a deliberate error. if (occasional_error) { static int count = 0; if ((count % 20)==0) { // randomly adjust orientation of body[0] const dReal *R1; dMatrix3 R2,R3; R1 = dBodyGetRotation (body[0]); dRFromAxisAndAngle (R2,dRandReal()-0.5,dRandReal()-0.5, dRandReal()-0.5,dRandReal()-0.5); dMultiply0 (R3,R1,R2,3,3,3); dBodySetRotation (body[0],R3); // randomly adjust position of body[0] const dReal *pos = dBodyGetPosition (body[0]); dBodySetPosition (body[0], pos[0]+0.2*(dRandReal()-0.5), pos[1]+0.2*(dRandReal()-0.5), pos[2]+0.2*(dRandReal()-0.5)); } count++; } } dReal sides1[3] = {SIDE,SIDE,SIDE}; dReal sides2[3] = {SIDE,SIDE,SIDE*0.8f}; dsSetTexture (DS_WOOD); dsSetColor (1,1,0); dsDrawBox (dBodyGetPosition(body[0]),dBodyGetRotation(body[0]),sides1); dsSetColor (0,1,1); dsDrawBox (dBodyGetPosition(body[1]),dBodyGetRotation(body[1]),sides2); } int main (int argc, char **argv) { // setup pointers to drawstuff callback functions dsFunctions fn; fn.version = DS_VERSION; fn.start = &start; fn.step = &simLoop; fn.command = &command; fn.stop = 0; fn.path_to_textures = "../../drawstuff/textures"; if(argc==2) { fn.path_to_textures = argv[1]; } // create world dInitODE(); world = dWorldCreate(); dMass m; dMassSetBox (&m,1,SIDE,SIDE,SIDE); dMassAdjust (&m,MASS); dQuaternion q; dQFromAxisAndAngle (q,1,1,0,0.25*M_PI); body[0] = dBodyCreate (world); dBodySetMass (body[0],&m); dBodySetPosition (body[0],0.5*SIDE,0.5*SIDE,1); dBodySetQuaternion (body[0],q); body[1] = dBodyCreate (world); dBodySetMass (body[1],&m); dBodySetPosition (body[1],-0.5*SIDE,-0.5*SIDE,1); dBodySetQuaternion (body[1],q); hinge = dJointCreateHinge (world,0); dJointAttach (hinge,body[0],body[1]); dJointSetHingeAnchor (hinge,0,0,1); dJointSetHingeAxis (hinge,1,-1,1.41421356); // run simulation dsSimulationLoop (argc,argv,352,288,&fn); dWorldDestroy (world); dCloseODE(); return 0; }