Alex Lin b9c871328b Introduce Open Dynamics Engine examples
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
2016-02-02 11:19:25 -06:00

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);
}
}