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

218 lines
6.2 KiB
C++

#include <ode/ode.h>
#include <drawstuff/drawstuff.h>
#include "Buggy.hh"
#include "trick/memorymanager_c_intf.h"
Buggy::Buggy() :
gravity(-0.5),
chassis_length(0.7),
chassis_width(0.5),
chassis_height(0.2),
chassis_mass(1.0),
wheel_radius(.18),
wheel_width(0.02),
wheel_mass(0.2),
start_z(0.5)
{}
int Buggy::init() {
dMass m;
int i ;
dInitODE2(0);
world = dWorldCreate ();
space = dHashSpaceCreate (0);
contactgroup = dJointGroupCreate(0);
dWorldSetGravity (world,0,0,gravity);
ground = dCreatePlane (space,0,0,1,0);
// chassis body
body[0] = dBodyCreate (world);
dBodySetPosition (body[0],0,0,start_z);
dMassSetBox (&m,1,chassis_length,chassis_width,chassis_height);
dMassAdjust (&m,chassis_mass);
dBodySetMass (body[0],&m);
box[0] = dCreateBox (0,chassis_length,chassis_width,chassis_height);
dGeomSetBody (box[0],body[0]);
buggy_body_pos = (dReal *)dGeomGetPosition(box[0]) ;
TMM_declare_ext_var_1d( buggy_body_pos , "float" , 3) ;
// wheel bodies
for (i=1; i<=3; i++) {
body[i] = dBodyCreate (world);
dQuaternion q;
dQFromAxisAndAngle (q,1,0,0,M_PI*0.5);
dBodySetQuaternion (body[i],q);
dMassSetSphere (&m,1,wheel_radius);
dMassAdjust (&m,wheel_mass);
dBodySetMass (body[i],&m);
sphere[i-1] = dCreateSphere (0,wheel_radius);
dGeomSetBody (sphere[i-1],body[i]);
}
dBodySetPosition (body[1],0.5*chassis_length,0,start_z-chassis_height*0.5);
dBodySetPosition (body[2],-0.5*chassis_length, chassis_width*0.5,start_z-chassis_height*0.5);
dBodySetPosition (body[3],-0.5*chassis_length,-chassis_width*0.5,start_z-chassis_height*0.5);
// front and back wheel hinges
for (i=0; i<3; i++) {
joint[i] = dJointCreateHinge2 (world,0);
dJointAttach (joint[i],body[0],body[i+1]);
const dReal *a = dBodyGetPosition (body[i+1]);
dJointSetHinge2Anchor (joint[i],a[0],a[1],a[2]);
dJointSetHinge2Axis1 (joint[i],0,0,1);
dJointSetHinge2Axis2 (joint[i],0,1,0);
}
// set joint suspension
for (i=0; i<3; i++) {
dJointSetHinge2Param (joint[i],dParamSuspensionERP,0.4);
dJointSetHinge2Param (joint[i],dParamSuspensionCFM,0.8);
}
// lock back wheels along the steering axis
for (i=1; i<3; i++) {
// set stops to make sure wheels always stay in alignment
dJointSetHinge2Param (joint[i],dParamLoStop,0);
dJointSetHinge2Param (joint[i],dParamHiStop,0);
}
// create car space and add it to the top level space
car_space = dSimpleSpaceCreate (space);
dSpaceSetCleanup (car_space,0);
dSpaceAdd (car_space,box[0]);
dSpaceAdd (car_space,sphere[0]);
dSpaceAdd (car_space,sphere[1]);
dSpaceAdd (car_space,sphere[2]);
// environment
ground_box = dCreateBox (space,2,1.5,1);
dMatrix3 R;
dRFromAxisAndAngle (R,0,1,0,-0.15);
dGeomSetPosition (ground_box,2,0,-0.34);
dGeomSetRotation (ground_box,R);
// Add this object to DrawStuff
add_object() ;
return 0 ;
}
int Buggy::step(double time_step) {
dJointSetHinge2Param (joint[0],dParamVel2,-speed);
dJointSetHinge2Param (joint[0],dParamFMax2,0.1);
// steering
dReal v = steer - dJointGetHinge2Angle1 (joint[0]);
if (v > 0.1) v = 0.1;
if (v < -0.1) v = -0.1;
v *= 10.0;
dJointSetHinge2Param (joint[0],dParamVel,v);
dJointSetHinge2Param (joint[0],dParamFMax,0.2);
dJointSetHinge2Param (joint[0],dParamLoStop,-0.75);
dJointSetHinge2Param (joint[0],dParamHiStop,0.75);
dJointSetHinge2Param (joint[0],dParamFudgeFactor,0.1);
dSpaceCollide (space,this,&Buggy::nearCallback);
dWorldStep (world,time_step);
// remove all contact joints
dJointGroupEmpty (contactgroup);
return 0 ;
}
int Buggy::shutdown() {
dGeomDestroy (box[0]);
dGeomDestroy (sphere[0]);
dGeomDestroy (sphere[1]);
dGeomDestroy (sphere[2]);
dJointGroupDestroy (contactgroup);
dSpaceDestroy (space);
dWorldDestroy (world);
dCloseODE();
return 0 ;
}
int Buggy::draw() {
int i ;
dsSetColor (0,1,1);
dsSetTexture (DS_WOOD);
dReal sides[3] = {chassis_length,chassis_width,chassis_height};
dsDrawBox (dBodyGetPosition(body[0]),dBodyGetRotation(body[0]),sides);
dsSetColor (1,1,1);
for (i=1; i<=3; i++) {
dsDrawCylinder (dBodyGetPosition(body[i]), dBodyGetRotation(body[i]),wheel_width,wheel_radius);
}
dVector3 ss;
dGeomBoxGetLengths (ground_box,ss);
dsDrawBox (dGeomGetPosition(ground_box),dGeomGetRotation(ground_box),ss);
return 0 ;
}
void Buggy::command( int cmd ) {
switch (cmd) {
case 'a': case 'A':
speed += 0.3;
break;
case 'z': case 'Z':
speed -= 0.3;
break;
case ',':
steer -= 0.5;
break;
case '.':
steer += 0.5;
break;
case ' ':
speed = 0;
steer = 0;
break;
case '1': {
FILE *f = fopen ("state.dif","wt");
if (f) {
dWorldExportDIF (world,f,"");
fclose (f);
}
}
}
}
// this is called by dSpaceCollide when two objects in space are
// potentially colliding.
void Buggy::nearCallback (void * void_buggy , dGeomID o1, dGeomID o2) {
int i,n;
Buggy * bp = (Buggy *)void_buggy ;
// only collide things with the ground
int g1 = (o1 == bp->ground || o1 == bp->ground_box);
int g2 = (o2 == bp->ground || o2 == bp->ground_box);
if (!(g1 ^ g2)) return;
const int N = 10;
dContact contact[N];
n = dCollide (o1,o2,N,&contact[0].geom,sizeof(dContact));
if (n > 0) {
for (i=0; i<n; i++) {
contact[i].surface.mode = dContactSlip1 | dContactSlip2 |
dContactSoftERP | dContactSoftCFM | dContactApprox1;
contact[i].surface.mu = dInfinity;
contact[i].surface.slip1 = 0.1;
contact[i].surface.slip2 = 0.1;
contact[i].surface.soft_erp = 0.5;
contact[i].surface.soft_cfm = 0.3;
dJointID c = dJointCreateContact (bp->world,bp->contactgroup,&contact[i]);
dJointAttach (c, dGeomGetBody(contact[i].geom.g1), dGeomGetBody(contact[i].geom.g2));
}
}
}