Exemple #1
0
void VehicleController::resetPose()
{
	NxQuat quat;
	quat.x = 0;
	quat.y = 1;
	quat.z = 0;
	quat.w = 0;
	NxMat33 rot(quat);
	m_actor->setGlobalPose(NxMat34(rot, m_actor->getGlobalPosition() + NxVec3(0, 5, 0)));
}
Exemple #2
0
void Vehicle::resetCarPos()
{

	NxVec3 vec3(mOriginalPos.x, mOriginalPos.y, mOriginalPos.z);
	NxQuat quat;
	quat.setWXYZ(mOriginalQuat.w, mOriginalQuat.x, mOriginalQuat.y, mOriginalQuat.z);

	mActor->setGlobalPose(NxMat34(quat, vec3));

	vec3.zero();
	mActor->setLinearVelocity(vec3);
	mActor->setAngularVelocity(vec3);

}
Exemple #3
0
void Simulation::buildModelBall(int indexScene){
	NxBall* ball = Simulation::gScenes[indexScene]->ball;
	ball->ball = Simulation::getActorBall(indexScene);
	//velocidade maxima permitida segundo as rule 2010 (10m/s)
	//A bola pode atingir velocidade maior pq tem o caso de esta sendo usada pelo driblador, mas a principio consideremos isso
	ball->ball->setMaxAngularVelocity(10000./21.5);
	//0.031 medido da bola do lab
	//46g a bola da rules 2010
	//estimativa da bola do laboratorio 31g
	ball->ball->setMass(0.046); //PLUGIN TAH COM PROBLEMA XML ERRADO 

	//TODO: LEVANTAR INERTIA TENSOR, CMASS, DAMPINGS
	//float teste = ball->ball->getAngularDamping();
	//ball->ball->setCMassOffsetGlobalPosition(NxVec3(0, 0, 0));
	ball->ball->setCMassOffsetLocalPose( NxMat34( NxMat33(NxVec3(8.37673, 0, 0), NxVec3(0, 8.37673, 0), NxVec3(0, 0, 8.37673)), NxVec3(0, 0, 0) ) );
	ball->ball->setAngularDamping(0.5);
	ball->ball->setLinearDamping(0.5);
	ball->ball->setMassSpaceInertiaTensor(/*ball->ball->getMassSpaceInertiaTensor()*100000.*/ NxVec3(8.37673, 8.37673, 8.37673) );

	ball->initialPose = ball->ball->getGlobalPose();
	ball->indexScene = indexScene;

	ball->ball->putToSleep();
}
void World::SetupSoftWheelCarScene()
{
	NxSoftBodyDesc softBodyDesc;
	softBodyDesc.particleRadius = 0.2f;
	softBodyDesc.volumeStiffness = 1.0f;
	softBodyDesc.stretchingStiffness = 1.0f;
	softBodyDesc.friction = 1.0f;
	softBodyDesc.attachmentResponseCoefficient = 0.8f;
	softBodyDesc.tearFactor = 10.1;						// should be more than 1.0, the less, the easier to tear with flag NX_SBF_TEARABLE

	softBodyDesc.flags |= NX_SBF_HARDWARE | NX_SBF_VOLUME_CONSERVATION | NX_SBF_TEARABLE;

	char *fileName = "wheel";
	char tetFileName[256], objFileName[256], s[256];
	sprintf(tetFileName, "%s.tet", fileName);
	sprintf(objFileName, "%s.obj", fileName);

	MySoftBody *softBody;

	NxReal carHeight = 7.5f;
	NxReal stiffness = 0.9f;
	NxMat34 capsulePose = NxMat34(NxMat33(NX_IDENTITY_MATRIX), NxVec3(-4, carHeight, -5.0f));
	printf("capsulePose %f %f %f\n", capsulePose.t.x, capsulePose.t.y, capsulePose.t.z);
	capsulePose.M.rotX(NxHalfPiF32);
	NxActor *caps1 = CreateOrientedCapsule(capsulePose, 7.1f, 1.3f, 1.0f);
	capsulePose.t = NxVec3(4, carHeight, -5.0f);
	NxActor *caps2 = CreateOrientedCapsule(capsulePose, 7.1f, 1.3f, 1.0f);
	
	ObjMesh *objMesh = new ObjMesh();
	objMesh->loadFromObjFile(FindMediaFile(objFileName, s));
	
	NxMat33 rot;
	rot.rotX(NxPiF32);
	softBodyDesc.globalPose.t = NxVec3(4.0f, carHeight, 3.4f);
	softBodyDesc.globalPose.M = rot;
	softBodyDesc.stretchingStiffness = stiffness;
	softBody = new MySoftBody(gScene, softBodyDesc, FindMediaFile(tetFileName,s), objMesh);
	if (!softBody->getNxSoftBody())
	{
		printf("Error: Unable to create Softbody for the current scene.\n");
		delete softBody;
	}
	else
	{
		gObjMeshes.push_back(objMesh);

		// wheel 1 
		softBody->getNxSoftBody()->attachToCollidingShapes(NX_SOFTBODY_ATTACHMENT_TWOWAY);
		gSoftBodies.push_back(softBody);

		softBodyDesc.globalPose.t = NxVec3(-4.0f ,carHeight, 3.4f);
		softBodyDesc.globalPose.M = rot;
		softBodyDesc.stretchingStiffness = stiffness;
		softBody = new MySoftBody(gScene, softBodyDesc, FindMediaFile(tetFileName,s), objMesh);
		softBody->getNxSoftBody()->attachToCollidingShapes(NX_SOFTBODY_ATTACHMENT_TWOWAY);
		gSoftBodies.push_back(softBody);

		softBodyDesc.globalPose.t = NxVec3(4.0f, carHeight, -3.4f);
		softBodyDesc.globalPose.M.id();
		softBodyDesc.stretchingStiffness = stiffness;
		softBody = new MySoftBody(gScene, softBodyDesc, FindMediaFile(tetFileName,s), objMesh);
		softBody->getNxSoftBody()->attachToCollidingShapes(NX_SOFTBODY_ATTACHMENT_TWOWAY);
		gSoftBodies.push_back(softBody);

		softBodyDesc.globalPose.t = NxVec3(-4.0f, carHeight, -3.4f);
		softBodyDesc.globalPose.M.id();
		softBodyDesc.stretchingStiffness = stiffness;
		softBody = new MySoftBody(gScene, softBodyDesc, FindMediaFile(tetFileName,s), objMesh);
		softBody->getNxSoftBody()->attachToCollidingShapes(NX_SOFTBODY_ATTACHMENT_TWOWAY);		// bind soft wheel with capsule colliding with it
		gSoftBodies.push_back(softBody);

		NxActor *box = CreateBox(NxVec3(0,carHeight,0), NxVec3(4.6f, 0.5f, 1.0f), 0,1.0f);
		CreateRevoluteJoint(box, caps1, NxVec3(-4,carHeight,-3.5f), NxVec3(0,0,1), false);
		CreateRevoluteJoint(box, caps2, NxVec3( 4,carHeight,-3.5f), NxVec3(0,0,1), false);

	}
	gSelectedActor = caps1;

}
Exemple #5
0
void TriPod::attach(IAgriDevice *device)
{
	if(m_attachedTrailer)
		return;
	if(m_attachedDevice)
		return;

	m_attachedDevice = device;
	Vec3 transformedDeviceConnectorTop;
	Vec3 transformedDeviceConnectorBottom;
	Vec3 transformedTriPodPos;
	Vec3 diff = m_triPodDimms->posTopPodDeviceConnector - m_triPodDimms->posTopPodTractorConnector;
	Vec3 transDiff;
	D3DXVec3TransformCoord(&transDiff, &diff, &m_matTop);

	if(m_frontPod)
	{
		D3DXVec3TransformCoord(&transformedDeviceConnectorTop, &m_triPodDimms->posTopPodTractorConnector, &m_matTop);
		D3DXVec3TransformCoord(&transformedDeviceConnectorBottom, &m_triPodDimms->posBottomPodTractorConnector, &m_matBottom);
	}
	else
	{
		D3DXVec3TransformCoord(&transformedDeviceConnectorTop, &m_triPodDimms->posTopPodDeviceConnector, &m_matTop);
		D3DXVec3TransformCoord(&transformedDeviceConnectorBottom, &m_triPodDimms->posBottomPodDeviceConnector, &m_matBottom);
	}

	NxMat34 pose = m_vehicle->getVehicleController()->getActor()->getGlobalPose();
	if(m_frontPod)
	{
		Mat mat;
		D3DXMatrixRotationY(&mat, D3DX_PI);
		NxMat33 mat33;
		NxQuat quat;
		pose.M.toQuat(quat);
		quat.normalize();
		NxReal angle;
		NxVec3 axis;
		quat.getAngleAxis(angle, axis);
		axis.x *= -1;
		axis.z *= -1;
		//quat.w *= -1;
		quat.fromAngleAxis(angle, axis);
		pose.M.fromQuat(quat);
		pose = NxMat34(NxMat33(NxVec3(mat._11, mat._12, mat._13), NxVec3(mat._21, mat._22, mat._23), NxVec3(mat._31, mat._32, mat._33)), NxVec3(0, 0, 0)) * pose;
	}
	
	NxVec3 trans = NxVec3(m_vehicle->getVehicleController()->getForwardVec() * -10);
	pose.t.x = pose.t.x + trans.x;
	pose.t.y = pose.t.y + trans.y;
	pose.t.z = pose.t.z + trans.z;
	m_attachedDevice->getActor()->setGlobalPose(pose);
	m_attachedDevice->update();
	transformedTriPodPos = transformedDeviceConnectorTop - m_triPodDimms->posTopPod;

	Vec3 move = transformedTriPodPos - m_attachedDevice->getTriPodPos();
	m_attachedDevice->getActor()->setGlobalPosition(m_attachedDevice->getActor()->getGlobalPosition() + NxVec3(move));
	m_attachedDevice->update();

	//NxRevoluteJointDesc revDescTop;
	//revDescTop.actor[0] = m_actorTop;
	//revDescTop.actor[1] = m_attachedDevice->getActor();
	//revDescTop.localNormal[0] = NxVec3(0, 1, 0);
	//revDescTop.localNormal[1] = NxVec3(0, 1, 0);
	//revDescTop.setGlobalAxis(NxVec3(0, 0, 1)); //The direction of the axis the bodies revolve around.
	//revDescTop.setGlobalAnchor(NxVec3(m_attachedDevice->getTriPodPos() + m_triPodDimms->posTopPod)); //Reference point that the axis passes through.

	//m_jointTopPodDevice = (NxRevoluteJoint*)core.dynamics->getScene()->createJoint(revDescTop);



	Vec3 leftPos = Vec3(0, 0, m_triPodDimms->width/2);
	Mat temp;
	m_actorTop->getGlobalPose().getColumnMajor44((NxF32*)&temp);
	temp._41 = 0;
	temp._42 = 0;
	temp._43 = 0;
	D3DXVec3TransformCoord(&leftPos, &leftPos, &temp);

	//NxRevoluteJointDesc revDescBottomLeft;
	//revDescBottomLeft.actor[0] = m_actorBottom;
	//revDescBottomLeft.actor[1] = m_attachedDevice->getActor();
	//revDescBottomLeft.localNormal[0] = NxVec3(0, 1, 0);
	//revDescBottomLeft.localNormal[1] = NxVec3(0, 1, 0);
	//revDescBottomLeft.setGlobalAxis(NxVec3(0, 0, 1)); //The direction of the axis the bodies revolve around.
	//revDescBottomLeft.setGlobalAnchor(NxVec3(m_attachedDevice->getTriPodPos() + m_triPodDimms->posBottomPod + leftPos)); //Reference point that the axis passes through.

	//m_jointBottomLeftPodDevice = (NxRevoluteJoint*)core.dynamics->getScene()->createJoint(revDescBottomLeft);

	//NxRevoluteJointDesc revDescBottomRight;
	//revDescBottomRight.actor[0] = m_actorBottom;
	//revDescBottomRight.actor[1] = m_attachedDevice->getActor();
	//revDescBottomRight.localNormal[0] = NxVec3(0, 1, 0);
	//revDescBottomRight.localNormal[1] = NxVec3(0, 1, 0);
	//revDescBottomRight.setGlobalAxis(NxVec3(0, 0, 1)); //The direction of the axis the bodies revolve around.
	//revDescBottomRight.setGlobalAnchor(NxVec3(m_attachedDevice->getTriPodPos() + m_triPodDimms->posBottomPod - leftPos)); //Reference point that the axis passes through.

	//m_jointBottomRightPodDevice = (NxRevoluteJoint*)core.dynamics->getScene()->createJoint(revDescBottomRight);

	//if(m_f
	NxD6JointDesc d6Desc;
	d6Desc.actor[0] = m_actorTop;
	d6Desc.actor[1] = m_attachedDevice->getActor();
	d6Desc.localNormal[0] = NxVec3(0, 1, 0);
	d6Desc.localNormal[1] = NxVec3(0, 1, 0);
	d6Desc.setGlobalAxis(NxVec3(1, 0, 0)); //The direction of the axis the bodies revolve around.
	d6Desc.setGlobalAnchor(NxVec3(m_attachedDevice->getTriPodPos() + m_triPodDimms->posTopPod));
	d6Desc.twistMotion = NX_D6JOINT_MOTION_FREE;
	d6Desc.swing1Motion = NX_D6JOINT_MOTION_FREE;
	d6Desc.swing2Motion = NX_D6JOINT_MOTION_FREE;
	d6Desc.xMotion = NX_D6JOINT_MOTION_LOCKED;
	d6Desc.yMotion = NX_D6JOINT_MOTION_LOCKED;
	d6Desc.zMotion = NX_D6JOINT_MOTION_LOCKED;
    d6Desc.projectionMode = NX_JPM_NONE;
	d6Desc.projectionMode = NX_JPM_POINT_MINDIST;
	d6Desc.projectionDistance = 0.01f;
	m_jointTopPodDevice = (NxD6Joint*)core.dynamics->getScene()->createJoint(d6Desc);



	NxD6JointDesc d6Desc1;
	d6Desc1.actor[0] = m_actorBottom;
	d6Desc1.actor[1] = m_attachedDevice->getActor();
	d6Desc1.localNormal[0] = NxVec3(0, 1, 0);
	d6Desc1.localNormal[1] = NxVec3(0, 1, 0);
	d6Desc1.setGlobalAxis(NxVec3(1, 0, 0)); //The direction of the axis the bodies revolve around.
	d6Desc1.setGlobalAnchor(NxVec3((m_attachedDevice->getTriPodPos() + m_triPodDimms->posBottomPod) + leftPos));
	d6Desc1.twistMotion = NX_D6JOINT_MOTION_FREE;
	d6Desc1.swing1Motion = NX_D6JOINT_MOTION_FREE;
	d6Desc1.swing2Motion = NX_D6JOINT_MOTION_FREE;
	d6Desc1.xMotion = NX_D6JOINT_MOTION_LOCKED;
	d6Desc1.yMotion = NX_D6JOINT_MOTION_LOCKED;
	d6Desc1.zMotion = NX_D6JOINT_MOTION_LOCKED;
    d6Desc1.projectionMode = NX_JPM_NONE;
	d6Desc1.projectionMode = NX_JPM_POINT_MINDIST;
	d6Desc1.projectionDistance = 0.01f;
	m_jointBottomLeftPodDevice = (NxD6Joint*)core.dynamics->getScene()->createJoint(d6Desc1);

	NxD6JointDesc d6Desc2;
	d6Desc2.actor[0] = m_actorBottom;
	d6Desc2.actor[1] = m_attachedDevice->getActor();
	d6Desc2.localNormal[0] = NxVec3(0, 1, 0);
	d6Desc2.localNormal[1] = NxVec3(0, 1, 0);
	d6Desc2.setGlobalAxis(NxVec3(1, 0, 0)); //The direction of the axis the bodies revolve around.
	d6Desc2.setGlobalAnchor(NxVec3((m_attachedDevice->getTriPodPos() + m_triPodDimms->posBottomPod) - leftPos));
	d6Desc2.twistMotion = NX_D6JOINT_MOTION_FREE;
	d6Desc2.swing1Motion = NX_D6JOINT_MOTION_FREE;
	d6Desc2.swing2Motion = NX_D6JOINT_MOTION_FREE;
	d6Desc2.xMotion = NX_D6JOINT_MOTION_LOCKED;
	d6Desc2.yMotion = NX_D6JOINT_MOTION_LOCKED;
	d6Desc2.zMotion = NX_D6JOINT_MOTION_LOCKED;
    d6Desc2.projectionMode = NX_JPM_NONE;
	d6Desc2.projectionMode = NX_JPM_POINT_MINDIST;
	d6Desc2.projectionDistance = 0.01f;
	m_jointBottomRightPodDevice = (NxD6Joint*)core.dynamics->getScene()->createJoint(d6Desc2);


	return;
}
Exemple #6
0
void Simulation::buildModelRobot(int indexRobot, int indexScene, int indexTeam)
{
    //Veiculo descricao
    //Body Descricao
    NxActor* robotActor = Simulation::getActorRobot(indexScene, indexRobot);
    //NxBounds3 bodyBounds;
    //robotShapes[0]->getWorldBounds(bodyBounds);
    NxVehicleDesc vehicleDesc;

    vehicleDesc.position				= NxVec3(robotActor->getGlobalPosition());
    float mass = 5.;
    vehicleDesc.mass					= mass;//robotActor->getMass(); //PLUGIN TAH COM PROBLEMA XML ERRADO
    //vehicleDesc.motorForce				= 70000;
    //vehicleDesc.maxVelocity				= 300.f;
    //vehicleDesc.cameraDistance			= 8.0f;
    vehicleDesc.centerOfMass.set(NxVec3(0,0,0));//robotActor->getCMassLocalPosition());
    //vehicleDesc.differentialRatio = 3.42f;
    //vehicleDesc.transmissionEfficiency
    vehicleDesc.actor = robotActor;
    vehicleDesc.actor->setMaxAngularVelocity(6.2);
    vehicleDesc.actor->setMass(mass);

    //TODO: LEVANTAR DAMPING
    float t = vehicleDesc.actor->getLinearDamping();
    float b = vehicleDesc.actor->getAngularDamping();
    //vehicleDesc.actor->setAngularDamping(0.5);
    //vehicleDesc.actor->setLinearDamping(0.5);

    //TODO: LEVANTAR CMASS E INERTIA TENSOR

    //vehicleDesc.actor->setCMassOffsetGlobalPosition(NxVec3(0, 0, 0));
    NxMat33 inertiaTensor = NxMat33(NxVec3(1294.4362, 3.14502, -66.954), NxVec3(3.14502, 1094.42351, -0.24279), NxVec3(-66.954, -0.24279, 1754.80511));
    vehicleDesc.actor->setCMassOffsetLocalPose( NxMat34( inertiaTensor, NxVec3(0,0,0) ) );
    //TODO: Diagonalizar inertiaTensor e passar para setMassSpaceInertiaTensor
    vehicleDesc.actor->setMassSpaceInertiaTensor(/*vehicleDesc.actor->getMassSpaceInertiaTensor()*1000.*/NxVec3(1764.3, 1284.9, 1094.4) );

    //Motor descricao
    //NxVehicleMotorDesc motorsDesc[4];
    //for(NxU32 i=0;i<4;i++)
    //{
    //motorsDesc[i].setToCorvette();
    //vehicleDesc.motorsDesc.push_back(&motorsDesc[i]);
    //}

    //Roda (Wheel) descricao
    int numberWheels = Simulation::getNumberWheels(indexScene, indexRobot);
    NxWheelDesc* wheelDesc = new NxWheelDesc[numberWheels];
    for(NxU32 i=0; i<numberWheels; i++)
    {
        //NxActor* wheelModel = Simulation::getActorWheel(indexScene,indexRobot,i);
        //NxActorDesc wheelActorDesc;
        //wheelModel->saveToDesc(wheelActorDesc);
        //Simulation::gScenes[0]->releaseActor(*wheelModel);
        NxActor* actorWheel = Simulation::getActorWheel(indexScene,indexRobot,i);//wheelModel;//Simulation::gScenes[0]->createActor(wheelActorDesc);
        //NxShape*const* wheelShapes = actorWheel->getShapes();
        //NxBounds3 wheelBounds;
        //wheelShapes[0]->getWorldBounds(wheelBounds);

        //Para exportar modelo da roda do 3ds Max
        //	NxWhee
        //wheelDesc[i]
        //robot1Shapes[0]->isConvexMesh()->getConvexMesh().saveToDesc(convexMesh);
        //NxWheelShape* wheelShape = (NxWheelShape*)wheel;
        //NxTriangleMeshDesc meshDesc = *((NxTriangleMeshDesc*)(mesh->userData));
        //robot1Shapes[0]->isWheel()->

        //wheelDesc[i].wheelApproximation = 10;

        wheelDesc[i].wheelOrientation = actorWheel->getGlobalOrientation();
        wheelDesc[i].position.set(actorWheel->getGlobalPosition()-robotActor->getGlobalPosition());
        //wheelDesc[i].position.z = 0;
        wheelDesc[i].id = i;
        wheelDesc[i].wheelRadius = 27.6;
        //wheelDesc[i].wheelWidth = 100;
        wheelDesc[i].wheelSuspension = 0;
        wheelDesc[i].springRestitution = 0;
        wheelDesc[i].springDamping = 0;
        wheelDesc[i].springBias = 0.0f;
        wheelDesc[i].maxBrakeForce = 100;
        wheelDesc[i].frictionToFront = 0.1f;//0.1f;	//TODO: CONFIGURAR PARÂMETRO
        wheelDesc[i].frictionToSide = 0;//0.02f;	//TODO: CONFIGURAR PARÂMETRO
        wheelDesc[i].inverseWheelMass = 0.1;		//TODO: CONFIGURAR PARÂMETRO

        //Angulo das Rodas (Omni)
        NxVec3 wheelPosRel = actorWheel->getGlobalPosition() - robotActor->getGlobalPosition();
        wheelDesc[i].angWheelRelRobot = NxMath::atan2( wheelPosRel.y, wheelPosRel.x );

        vehicleDesc.robotWheels.pushBack(&wheelDesc[i]);
        Simulation::gScenes[indexScene]->scene->releaseActor(*actorWheel);

        //NxU32 flags = NX_WF_BUILD_LOWER_HALF;
        wheelDesc[i].wheelFlags = NX_WF_ACCELERATED | NX_WF_AFFECTED_BY_HANDBRAKE | NX_WF_USE_WHEELSHAPE | NX_WF_BUILD_LOWER_HALF;// |/*NX_WF_STEERABLE_INPUT |*/ flags;
    }

    //NxBall* teste = Simulation::gScenes[indexScene]->ball;

    //Criar robot, vehicle base
    NxRobot* robot = (NxRobot*)NxRobot::createVehicle(Simulation::gScenes[indexScene], &vehicleDesc);
    if(robot) {
        robot->setId(indexRobot);
        robot->setIdTeam(indexTeam);
        robot->indexScene = indexScene;

        //Dribbler and Kicker
        for(int i=0; i<robotActor->getNbShapes(); i++) {
            NxShape*const* robotShapes = robotActor->getShapes();
            const char* shapeName = robotShapes[i]->getName();
            if(shapeName) {
                char* dribblerName = new char[10];//"Driblador\0"
                dribblerName[9] = 0;
                memcpy(dribblerName, shapeName, strlen(dribblerName));

                char* kickerName = new char[9];//"Chutador\0"
                kickerName[8] = 0;
                memcpy(kickerName, shapeName, strlen(kickerName));

                if(strcmp(dribblerName, "Driblador") == 0) {
                    robot->dribbler->dribblerShapes.push_back(robotShapes[i]);
                }
                else if(strcmp(kickerName, "Chutador") == 0) {
                    robot->kicker->kickerShapeDesc = Simulation::copyShapeDesc(robotShapes[i]);
                    robotActor->releaseShape(*(robotShapes[i]));
                }
                delete dribblerName;
                delete kickerName;
            }
        }

        //Initial Pose
        robot->setInitialPose(robotActor->getGlobalPose());

        robotActor->putToSleep();

        //Mudar pose do robo
        //NxQuat q;
        //q.
        //q.fromAngleAxis(180.0f, NxVec3(0.0f, 1.0f, 0.0f));
        //robot->getActor()->setGlobalPose(pose);

        //Release no actor importado do 3ds Max
        //gScenes[0]->releaseActor(*robotActor);

        string label;
        string plabel = "Robo";
        stringstream out;
        out << indexRobot;
        out << "-";
        out << indexTeam;
        //out << "-";
        //out << indexScene;
        label.append(plabel);
        label.append(out.str());
        char* arrayLabel = new char[label.size()+1];
        arrayLabel[label.size()]=0;
        memcpy(arrayLabel, label.c_str(), label.size());
        robotActor->setName(arrayLabel);
        //delete arrayLabel;
    }
}