mirror of
https://github.com/nasa/trick.git
synced 2025-02-22 17:52:38 +00:00
Added a 3 wheeled car example from the ODE demos. I collapsed all of the separate classes handling the world, objects, and drawings into a single class. Each world is different and just including that with the objects for these simple examples is easier. Same goes for the drawing. refs #172
84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
|
|
#include <ode/ode.h>
|
|
#include <drawstuff/drawstuff.h>
|
|
|
|
#include "Ball.hh"
|
|
#include "trick/memorymanager_c_intf.h"
|
|
|
|
Ball::Ball() {}
|
|
|
|
int Ball::init() {
|
|
dInitODE ();
|
|
world = dWorldCreate ();
|
|
space = dHashSpaceCreate (0);
|
|
dWorldSetGravity (world,0,0,-9.81);
|
|
dWorldSetCFM (world,1e-5);
|
|
dCreatePlane (space,0,0,1,0);
|
|
contactgroup = dJointGroupCreate (0);
|
|
|
|
body = dBodyCreate (world);
|
|
geom = dCreateSphere (space,0.5);
|
|
dMassSetSphere (&m,1,0.5);
|
|
dBodySetMass (body,&m);
|
|
dGeomSetBody (geom,body);
|
|
// set initial position
|
|
dBodySetPosition (body,0,0,3);
|
|
|
|
pos = (dReal *)dGeomGetPosition(geom) ;
|
|
TMM_declare_ext_var_1d( pos , "float" , 3) ;
|
|
|
|
add_object() ;
|
|
|
|
return 0 ;
|
|
}
|
|
|
|
int Ball::step( double time_step) {
|
|
// find collisions and add contact joints
|
|
dSpaceCollide (space,this,&Ball::nearCallback);
|
|
// step the simulation
|
|
//dWorldQuickStep (world,time_step);
|
|
dWorldStep (world,time_step);
|
|
// remove all contact joints
|
|
dJointGroupEmpty (contactgroup);
|
|
return 0 ;
|
|
}
|
|
|
|
int Ball::shutdown() {
|
|
// clean up
|
|
dJointGroupDestroy (contactgroup);
|
|
dSpaceDestroy (space);
|
|
dWorldDestroy (world);
|
|
dCloseODE();
|
|
return 0 ;
|
|
}
|
|
|
|
int Ball::draw() {
|
|
dsDrawSphere (dGeomGetPosition(geom),dGeomGetRotation(geom),dGeomSphereGetRadius(geom));
|
|
return 0 ;
|
|
}
|
|
|
|
// this is called by dSpaceCollide when two objects in space are
|
|
// potentially colliding.
|
|
void Ball::nearCallback (void * void_ball, dGeomID o1, dGeomID o2) {
|
|
|
|
Ball * bp = (Ball *)void_ball ;
|
|
|
|
dBodyID b1 = dGeomGetBody(o1);
|
|
dBodyID b2 = dGeomGetBody(o2);
|
|
dContact contact;
|
|
contact.surface.mode = dContactBounce | dContactSoftCFM;
|
|
// friction parameter
|
|
contact.surface.mu = dInfinity;
|
|
// bounce is the amount of "bouncyness".
|
|
contact.surface.bounce = 0.999;
|
|
// bounce_vel is the minimum incoming velocity to cause a bounce
|
|
contact.surface.bounce_vel = 0.1;
|
|
// constraint force mixing parameter
|
|
contact.surface.soft_cfm = 0.001;
|
|
if (int numc = dCollide (o1,o2,1,&contact.geom,sizeof(dContact))) {
|
|
dJointID c = dJointCreateContact (bp->world,bp->contactgroup,&contact);
|
|
dJointAttach (c,b1,b2);
|
|
}
|
|
}
|
|
|