//===========================================================================
void cODEGenericBody::addGlobalForceAtGlobalPos(cVector3d& a_force, cVector3d& a_pos)
{
    if (m_ode_body != NULL)
    {
        dBodyAddForceAtPos(m_ode_body,
                        a_force.x, a_force.y, a_force.z,
                        a_pos.x, a_pos.y, a_pos.z);
    }
}
Exemple #2
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int ODEObject::push_handler(const char *path, const char *types,
                            lo_arg **argv, int argc,
                            void *data, void *user_data)
{
    OscObject *me = static_cast<OscObject*>(user_data);
    ODEObject *ode_object = static_cast<ODEObject*>(me->special());
    cVector3d(argv[0]->f, argv[1]->f, argv[2]->f).copyto(me->m_force);
    dBodyAddForceAtPos(ode_object->body(),
                       argv[0]->f, argv[1]->f, argv[2]->f,
                       argv[3]->f, argv[4]->f, argv[5]->f);
    return 0;
}
Exemple #3
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void SpringHook::Step(Real dt)
{
  Matrix3 R;
  Vector3 t;
  Vector3 wp,f;
  CopyVector(t,dBodyGetPosition(body));
  CopyMatrix(R,dBodyGetRotation(body));
  wp = R*localpt+t;
  f = k*(target-wp);
  //cout<<"Target "<<target<<", world point "<<wp<<", force "<<f<<endl;
  dBodyAddForceAtPos(body,f.x,f.y,f.z,wp.x,wp.y,wp.z);
}
Exemple #4
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int main(int argc, char** argv)
{
    init_gfx();
    init_2d();

    world = dWorldCreate();

    dBodyID ball = dBodyCreate(world);
    dBodySetPosition(ball, 0, 0, 0);

    for (;;) {
        Uint8* chars = SDL_GetKeyState(NULL);
        const dReal* pos = dBodyGetPosition(ball);
        const dReal* q = dBodyGetQuaternion(ball);
        double angle = get_q_angle(q);
        const dReal* axis = get_q_axis(q);

        if (chars[SDLK_LEFT]) {
            dBodyAddForceAtPos(ball, -force, 0, 0,
                               pos[0], pos[1]+1, pos[2]);
        }
        if (chars[SDLK_RIGHT]) {
            dBodyAddForceAtPos(ball, force, 0, 0,
                               pos[0], pos[1]+1, pos[2]);
        }
        if (chars[SDLK_UP]) {
            dBodyAddForce(ball, 0, +force, 0);
        }
        if (chars[SDLK_DOWN]) {
            dBodyAddForce(ball, 0, -force, 0);
        }

        glTranslatef(pos[0], pos[1], pos[2]);
        glRotatef(angle * 180 / M_PI, axis[0], axis[1], axis[2]);
        draw_circle();

        dWorldQuickStep(world, 0.01);
        step();
    }
}
Exemple #5
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void draw(void)
{
    // set the background color of the world
    cColorf color = camera->getParentWorld()->getBackgroundColor();
    glClearColor(color.getR(), color.getG(), color.getB(), color.getA());

    // clear the color and depth buffers
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // render world in the window display
    camera->renderView(width, height);

    // check for any OpenGL errors
    GLenum err;
    err = glGetError();
    if (err != GL_NO_ERROR) printf("Error:  %s\n", gluErrorString(err));

    // Swap buffers
    glutSwapBuffers();

    if (inContact >= 0) 
    {
        float x =  lastContactPoint.x;
        float y =  lastContactPoint.y;
        float z =  lastContactPoint.z;

        float fx = -force_scale*lastForce.x ;
        float fy = -force_scale*lastForce.y ;
        float fz = -force_scale*lastForce.z ;

        if (loading == 0)
            dBodyAddForceAtPos(obj[inContact].body,fx,fy,fz,x,y,z);
    }

    simStep();
}
Exemple #6
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void RigidBody::addForceAtPosition(const ngl::Vec3 &_f,const ngl::Vec3 &_p)
{
  dBodyAddForceAtPos(m_id,_f.m_x,_f.m_y,_f.m_z,_p.m_x,_p.m_y,_p.m_z);
}
void CProtoHapticDoc::SimulationStep()
{
	int elapsed= clock() - m_lastSimStep;
	int steps= (int)((((float)elapsed)*m_simSpeed)*0.1f);

	if(steps<1) {
		m_lastSimStep= clock();
		return;
	}

	// collision detection
	for(int i= 0; i<m_shapeCount; i++) {
		if(m_shapes[i]->isCollisionDynamic())
			dGeomSetBody (m_geoms[i], bodies[i]);
		else
			dGeomSetBody (m_geoms[i], 0);
	}

	dSpaceCollide (m_spaceID,this,&nearCallbackStatic);

	dWorldQuickStep (m_worldID, steps);
	dJointGroupEmpty (m_jointGroup);
	for( int i= 0; i<m_shapeCount; i++) {
			//air resistance
			if(m_shapes[i]->isCollisionDynamic()||m_shapes[i]->isProxyDynamic()) {
				const dReal *vel;
				const dReal *angvel;
				
				vel= dBodyGetLinearVel (bodies[i]);
				dBodyAddForce (bodies[i], -vel[0]*m_airResistance, -vel[1]*m_airResistance, -vel[2]*m_airResistance);

				angvel= dBodyGetAngularVel (bodies[i]);
				dBodyAddTorque (bodies[i], -angvel[0]*m_airResistance, -angvel[1]*m_airResistance, -angvel[2]*m_airResistance);
			}

			HHLRC rc= hlGetCurrentContext();

			// proxy0
			hlMakeCurrent(m_context);
			if(m_shapes[i]->isProxyDynamic()&&m_shapes[i]->touching()) {
				HLdouble force[3];
				HLdouble pp[3];
				hlGetDoublev(HL_DEVICE_FORCE,force);
				hlGetDoublev(HL_PROXY_POSITION,pp);

				dBodyAddForceAtPos (bodies[i], -force[0], -force[1], -force[2],
											   pp[0],    pp[1],    pp[2]);
			}

			if(((CProtoHapticApp*)AfxGetApp())->isTwoDevices()) {
				// proxy1
				hlMakeCurrent(m_context_1);
				if(m_shapes[i]->isProxyDynamic()&&m_shapes[i]->touching1()) {
					HLdouble force[3];
					HLdouble pp[3];
					hlGetDoublev(HL_DEVICE_FORCE,force);
					hlGetDoublev(HL_PROXY_POSITION,pp);

					dBodyAddForceAtPos (bodies[i], -force[0], -force[1], -force[2],
												   pp[0],    pp[1],    pp[2]);
				}
			}

			hlMakeCurrent(rc);

			// gravity
			if(m_shapes[i]->isCollisionDynamic())
				dBodyAddForce(bodies[i], 0.0, -m_shapes[i]->getMass()*(m_gravity/10.0f), 0.0);

			const dReal *pos;
			const dReal *rot;
			
			pos= dBodyGetPosition (bodies[i]);

			rot= dBodyGetRotation (bodies[i]);

			float rotation[16];
		
			rotation[0]= rot[0];  rotation[4]= rot[1];   rotation[8]= rot[2];    rotation[12]= rot[3];
			rotation[1]= rot[4];  rotation[5]= rot[5];   rotation[9]= rot[6];    rotation[13]= rot[7];
			rotation[2]= rot[8];  rotation[6]= rot[9];   rotation[10]= rot[10];  rotation[14]= rot[11];
			rotation[3]= 0.0;     rotation[7]= 0.0;      rotation[11]= 0.0;      rotation[15]= 1.0;
			m_shapes[i]->setRotation(rotation);
			m_shapes[i]->setLocation(pos[0], pos[1], pos[2]);
	}

	m_lastSimStep= clock();
}
Exemple #8
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void SParts::addForceAtPos(dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz)
{
	dBodyAddForceAtPos(m_odeobj->body(), fx, fy, fz, px, py, pz);
}
Exemple #9
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void ForceHook::Step(Real dt)
{
  dBodyAddForceAtPos(body,f.x,f.y,f.z,worldpt.x,worldpt.y,worldpt.z);
}
void PhysicsBody::addForceAtPos(const Vec3f &v, const Vec3f &p)
{
    dBodyAddForceAtPos(_BodyID, v.x(), v.y(), v.z(), p.x(), p.y(), p.z());
}