Esempio n. 1
0
// Create a ball and a pole
void createBallandPole() {
	dMass m1;
	dReal x0 = 0.0, y0 = 0.0, z0 = 2.5;

	// ball
	ball.radius = 0.2;
	ball.mass = 1.0;
	ball.body = dBodyCreate(world);
	dMassSetZero(&m1);
	dMassSetSphereTotal(&m1, ball.mass, ball.radius);
	dBodySetMass(ball.body, &m1);
	dBodySetPosition(ball.body, x0, y0, z0);

	ball.geom = dCreateSphere(space, ball.radius);
	dGeomSetBody(ball.geom, ball.body);

	// pole
	pole.radius = 0.025;
	pole.length = 1.0;
	pole.mass = 1.0;
	pole.body = dBodyCreate(world);
	dMassSetZero(&m1);
	dMassSetCapsule(&m1, pole.mass, 3, pole.radius, pole.length);
	dBodySetMass(pole.body, &m1);
	dBodySetPosition(pole.body, x0, y0, z0 - 0.5 * pole.length);

	pole.geom = dCreateCCylinder(space, pole.radius, pole.length);
	dGeomSetBody(pole.geom, pole.body);

	// hinge joint
	joint = dJointCreateHinge(world, 0);
	dJointAttach(joint, ball.body, pole.body);
	dJointSetHingeAnchor(joint, x0, y0, z0 - ball.radius);
	dJointSetHingeAxis(joint, 1, 0, 0);
}
void constructWorldForTest (dReal gravity, int bodycount,
 /* body 1 pos */           dReal pos1x, dReal pos1y, dReal pos1z,
 /* body 2 pos */           dReal pos2x, dReal pos2y, dReal pos2z,
 /* body 1 rotation axis */ dReal ax1x, dReal ax1y, dReal ax1z,
 /* body 1 rotation axis */ dReal ax2x, dReal ax2y, dReal ax2z,
 /* rotation angles */      dReal a1, dReal a2)
{
  // create world
  world = dWorldCreate();
  dWorldSetERP (world,0.2);
  dWorldSetCFM (world,1e-6);
  dWorldSetGravity (world,0,0,gravity);

  dMass m;
  dMassSetBox (&m,1,SIDE,SIDE,SIDE);
  dMassAdjust (&m,MASS);

  body[0] = dBodyCreate (world);
  dBodySetMass (body[0],&m);
  dBodySetPosition (body[0], pos1x, pos1y, pos1z);
  dQuaternion q;
  dQFromAxisAndAngle (q,ax1x,ax1y,ax1z,a1);
  dBodySetQuaternion (body[0],q);

  if (bodycount==2) {
    body[1] = dBodyCreate (world);
    dBodySetMass (body[1],&m);
    dBodySetPosition (body[1], pos2x, pos2y, pos2z);
    dQFromAxisAndAngle (q,ax2x,ax2y,ax2z,a2);
    dBodySetQuaternion (body[1],q);
  }
  else body[1] = 0;
}
Esempio n. 3
0
WheelPiece::WheelPiece(dWorldID& world,dSpaceID& space, float x, float y, float z)
{
    dBodyCreate(world);
    body = dBodyCreate(world);

    radius = .35;
    thickness = .25;
    activationDirection = 0;

    geom = dCreateCylinder(space, radius, thickness);
    dGeomSetBody(geom, body);
    dGeomSetData(geom, this);
    dMass mass;
    mass.setCylinder(.5, 1, radius, thickness);
    dBodySetMass(body, &mass);

    const dMatrix3 rotationMatrix = {1,0,0,0,
                                     0,1,0,0,
                                     0,0,1,0
                                    };

    dBodySetRotation(body, rotationMatrix);

    dBodySetPosition(body,x,y,z);

    attachmentOffset = thickness + .25;

    color[0] = .5;
    color[1] = 1;
    color[2] = 1;
}
int main (int argc, char **argv)
{
    // setup pointers to drawstuff callback functions
    dsFunctions fn;
    fn.version = DS_VERSION;
    fn.start = &start;
    fn.step = &simLoop;
    fn.stop = 0;
    fn.command = 0;
    fn.path_to_textures = "../../drawstuff/textures";
 
    dInitODE ();
    // create world
    world = dWorldCreate ();
    space = dHashSpaceCreate (0);
    dWorldSetGravity (world,0,0,0); //Original Gravity = -0.2
    dWorldSetCFM (world,1e-5);
    dCreatePlane (space,0,0,1,0);
    contactgroup = dJointGroupCreate (0);

    // create object
    sphere0 = dBodyCreate (world);
    sphere0_geom = dCreateSphere (space,0.5);
    dMassSetSphere (&m,1,0.5);
    dBodySetMass (sphere0,&m);
    dGeomSetBody (sphere0_geom,sphere0);
 
    sphere1 = dBodyCreate (world);
    sphere1_geom = dCreateSphere (space,0.5);
    dMassSetSphere (&m,1,0.5);
    dBodySetMass (sphere1,&m);
    dGeomSetBody (sphere1_geom,sphere1);
 
    sphere2 = dBodyCreate (world);
    sphere2_geom = dCreateSphere (space,0.5);
    dMassSetSphere (&m,1,0.5);
    dBodySetMass (sphere2,&m);
    dGeomSetBody (sphere2_geom,sphere2);
  
    // set initial position
    dBodySetPosition (sphere0,0,0,4);
    dBodySetPosition (sphere1,5,0,4);
    dBodySetPosition (sphere2,-2,0,4);

// run simulation
    dsSimulationLoop (argc,argv,352,288,&fn);
    // clean up
    dJointGroupDestroy (contactgroup);
    dSpaceDestroy (space);
    dWorldDestroy (world);
    dCloseODE();
    return 0;
}
Esempio n. 5
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int main (int argc, char **argv)
{
    // set for drawing
    dsFunctions fn;
    fn.version = DS_VERSION;
    fn.start   = &start;
    fn.step    = &simLoop;
    fn.command = NULL;
    fn.stop    = NULL;
    fn.path_to_textures = "../textures";


    dInitODE();              // init ODE
    world = dWorldCreate();  // create a dynamic world
    dWorldSetGravity(world,0,0,-0.1);

    dMass m;                 // a parameter for mass
    dMassSetZero (&m);       // initialize the parameter

    //@a sphere
    sphere.body = dBodyCreate (world);     // create a rigid body
    dReal radius = 0.5;                    // radius [m]
    dMassSetSphere (&m,DENSITY,radius);    // calculate a mass parameter for a sphere
    dBodySetMass (sphere.body,&m);         // set the mass parameter to the body
    dBodySetPosition (sphere.body,0,1, 1); // set the position of the body


    //@a box
    box.body = dBodyCreate (world);
    dMassSetBox (&m,DENSITY,sides[0],sides[1],sides[2]);
    dBodySetMass (box.body,&m);
    dBodySetPosition (box.body,0,2,1);

    // a capsule
    capsule.body = dBodyCreate (world);
    dMassSetCapsule(&m,DENSITY,3,radius,length);
    dBodySetMass (capsule.body,&m);
    dBodySetPosition (capsule.body,0,4,1);

    // a cylinder
    cylinder.body = dBodyCreate (world);
    dMassSetCylinder(&m,DENSITY,3,radius,length);
    dBodySetMass (cylinder.body,&m);
    dBodySetPosition (cylinder.body,0,3,1);

    // do the simulation
    dsSimulationLoop (argc,argv,960,480,&fn);

    dWorldDestroy (world); // destroy the world
    dCloseODE();           // close ODE

    return 0;
}
Esempio n. 6
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    void cPhysicsObject::InitCommon(cWorld* pWorld, const physvec_t& posOriginal, const physvec_t& rot)
    {
      math::cVec3 pos(posOriginal.x, posOriginal.y, posOriginal.z + fHeight);

      rotation.LoadIdentity();
      rotation.SetFromAngles(math::DegreesToRadians(rot));

      const math::cMat4 m = rotation.GetMatrix();

      dMatrix3 r;
      r[0] = m[0];    r[1] = m[4];    r[2] = m[8];    r[3] = 0;
      r[4] = m[1];    r[5] = m[5];    r[6] = m[9];    r[7] = 0;
      r[8] = m[2];    r[9] = m[6];    r[10] = m[10];  r[11] = 0;

      position = pos;

      dGeomSetPosition(geom, position.x, position.y, position.z);
      dGeomSetRotation(geom, r);

      if (bBody) {
        body = dBodyCreate(pWorld->GetWorld());
        dBodySetPosition(body, position.x, position.y, position.z);
        dBodySetRotation(body, r);
        dBodySetAutoDisableFlag(body, 1);

        dGeomSetBody(geom, body);

        pWorld->AddPhysicsObject(shared_from_this());
      }
    }
void RigidBodyEnvironment::createWorld(void)
{
    // BEGIN SETTING UP AN OPENDE ENVIRONMENT
    // ***********************************

    bodyWorld = dWorldCreate();
    space = dHashSpaceCreate(0);

    dWorldSetGravity(bodyWorld, 0, 0, -0.981);

    double lx = 0.2;
    double ly = 0.2;
    double lz = 0.1;

    dMassSetBox(&m, 1, lx, ly, lz);

    boxGeom = dCreateBox(space, lx, ly, lz);
    boxBody = dBodyCreate(bodyWorld);
    dBodySetMass(boxBody, &m);
    dGeomSetBody(boxGeom, boxBody);

    // *********************************
    // END SETTING UP AN OPENDE ENVIRONMENT

    setPlanningParameters();
}
Esempio n. 8
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void TrackedVehicle::create() {
    this->vehicleBody = dBodyCreate(this->environment->world);
    this->vehicleGeom = dCreateBox(this->environment->space, this->leftTrack->m->distance, this->width, this->leftTrack->m->radius[0]);
    this->environment->setGeomName(this->vehicleGeom, name + ".vehicleGeom");
    dMassSetBox(&this->vehicleMass, this->density, this->leftTrack->m->distance, this->width, this->leftTrack->m->radius[0]);
    //dMassAdjust(&this->vehicleMass, 2.40);
    dGeomSetCategoryBits(this->vehicleGeom, Category::OBSTACLE);
    dGeomSetCollideBits(this->vehicleGeom, Category::OBSTACLE | Category::TERRAIN);
    dBodySetMass(this->vehicleBody, &this->vehicleMass);
    dGeomSetBody(this->vehicleGeom, this->vehicleBody);
    dGeomSetOffsetPosition(this->vehicleGeom, 0, 0, this->leftTrack->m->radius[0]);

    this->leftTrack->create();
    this->rightTrack->create();

    dReal w = this->width + 2*trackWidth + 2 * trackVehicleSpace;
    dRigidBodyArraySetPosition(leftTrack->bodyArray,  -wheelBase/2, -(w - trackWidth)/2, 0);
    dRigidBodyArraySetPosition(rightTrack->bodyArray, -wheelBase/2,  (w - trackWidth)/2, 0);

    this->leftTrackJoint = dJointCreateFixed(this->environment->world, 0);
    this->rightTrackJoint = dJointCreateFixed(this->environment->world, 0);
    dJointAttach(this->leftTrackJoint, this->vehicleBody, this->leftTrack->trackBody);
    dJointAttach(this->rightTrackJoint, this->vehicleBody, this->rightTrack->trackBody);
    dJointSetFixed(this->leftTrackJoint);
    dJointSetFixed(this->rightTrackJoint);

    this->bodyArray = dRigidBodyArrayCreate(this->vehicleBody);
    dRigidBodyArrayAdd(this->bodyArray, this->leftTrack->bodyArray);
    dRigidBodyArrayAdd(this->bodyArray, this->rightTrack->bodyArray);
}
Esempio n. 9
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void createInvisibleHead( float* pos )
{
	dMatrix3 head_orientation;
	dRFromEulerAngles(head_orientation, 0.0, 0.0, 0.0);

	//position and orientation
	head.Body = dBodyCreate(World);
	dBodySetPosition(head.Body, pos[ 0 ], pos[ 1 ], pos[ 2 ]);
	dBodySetRotation(head.Body, head_orientation);
	dBodySetLinearVel(head.Body, 0, 0, 0);
	dBodySetData(head.Body, (void *)0);

	//mass
	dMass head_mass;
	dMassSetBox(&head_mass, 1.0, 1.0, 1.0, 1.0);
	dBodySetMass(head.Body, &head_mass);

	//geometry
	head.Geom = dCreateBox(Space, 1.0, 1.0, 1.0);
	dGeomSetBody(head.Geom, head.Body);

	//fixed joint
	invis_box_joint = dJointCreateFixed(World, jointgroup);
	dJointAttach(invis_box_joint, body.Body, head.Body);
	dJointSetFixed(invis_box_joint);
}
Esempio n. 10
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/*
=================================================================================
createFixedLeg

	Use parameters to create leg body/geom and attach to body with fixed joint
=================================================================================
*/
void createFixedLeg(ODEObject &leg,
	ODEObject &bodyAttachedTo,
	dJointID& joint,
	dReal xPos, dReal yPos, dReal zPos,
	dReal xRot, dReal yRot, dReal zRot,
	dReal radius,
	dReal length)
{
	dMatrix3 legOrient;
	dRFromEulerAngles(legOrient, xRot, yRot, zRot);

	//position and orientation
	leg.Body = dBodyCreate(World);
	dBodySetPosition(leg.Body, xPos, yPos, zPos);
	dBodySetRotation(leg.Body, legOrient);
	dBodySetLinearVel(leg.Body, 0, 0, 0);
	dBodySetData(leg.Body, (void *)0);

	//mass
	dMass legMass;
	dMassSetCapsule(&legMass, 1, 3, radius, length);
	dBodySetMass(leg.Body, &legMass);

	//geometry
	leg.Geom = dCreateCapsule(Space, radius, length);
	dGeomSetBody(leg.Geom, leg.Body);

	//fixed joint
	joint = dJointCreateFixed(World, jointgroup);
	dJointAttach(joint, bodyAttachedTo.Body, leg.Body);
	dJointSetFixed(joint);
}
Esempio n. 11
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void Balaenidae::embody(dWorldID world, dSpaceID space)
{
    me = dBodyCreate(world);
    embody(me);
    geom = dCreateBox( space, 100.0f, 40, 500.0f);   // scale 50
    dGeomSetBody(geom, me);
}
Esempio n. 12
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CubeBasePiece::CubeBasePiece(dWorldID& world,dSpaceID& space, float x, float y, float z)
{
    body = dBodyCreate(world);
    geom = dCreateBox(space, sides[0], sides[1], sides[2]);
    dGeomSetBody(geom, body);
    dGeomSetData(geom, this);
    dMass mass;
    mass.setBox(CUBE_PIECE_DENSITY, sides[0], sides[1], sides[2]);
    dBodySetMass(body, &mass);

    const dMatrix3 rotationMatrix = {1,0,0,0,
                                     0,1,0,0,
                                     0,0,1,0};

    dBodySetRotation(body, rotationMatrix);

    dBodySetPosition(body,x,y,z);

    for(int i = 0 ; i < 6 ; i++)
        attachedPieces[i] = NULL; // initialize attached piece array to all null pointers

    color[0] = 1;
    color[1] = 1;
    color[2] = 1;
}
Esempio n. 13
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void	CPHActivationShape::Create(const Fvector start_pos,const Fvector start_size,IPhysicsShellHolder* ref_obj,EType _type/*=etBox*/,u16	flags)
{
	VERIFY(ref_obj);
	R_ASSERT(_valid( start_pos ) );
	R_ASSERT( _valid( start_size ) );

	m_body			=	dBodyCreate	(0)												;
	dMass m;
	dMassSetSphere(&m,1.f,100000.f);
	dMassAdjust(&m,1.f);
	dBodySetMass(m_body,&m);
	switch(_type)
	{
	case etBox:
	m_geom			=	dCreateBox	(0,start_size.x,start_size.y,start_size.z)		;
	break;

	case etSphere:
	m_geom			=	dCreateSphere	(0,start_size.x);
	break;
	};

	dGeomCreateUserData				(m_geom)										;
	dGeomUserDataSetObjectContactCallback(m_geom,ActivateTestDepthCallback)			;
	dGeomUserDataSetPhysicsRefObject(m_geom,ref_obj)								;
	dGeomSetBody					(m_geom,m_body)									;
	dBodySetPosition				(m_body,start_pos.x,start_pos.y,start_pos.z)	;
	Island()		.AddBody		(m_body)										;
	dBodyEnable						(m_body)										;
	m_safe_state					.create(m_body)									;
	spatial_register				()												;
	m_flags.set(flags,TRUE);
}
Esempio n. 14
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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);

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

        const dReal* pos = dBodyGetPosition(ball);
        glTranslatef(pos[0], pos[1], pos[2]);
        draw_circle();

        dWorldQuickStep(world, 0.01);
        step();
    }
}
Esempio n. 15
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void ODERigidObject::Create(dWorldID worldID,dSpaceID space,bool useBoundaryLayer)
{
  Clear(); 
  spaceID = space;
  bodyID = dBodyCreate(worldID);

  dMass mass;
  mass.mass = obj.mass;
  //NOTE: in ODE, COM must be zero vector! -- we take care of this by shifting geometry
  //CopyVector3(mass.c,obj.com);
  mass.c[0] = mass.c[1] = mass.c[2] = 0; mass.c[3] = 1.0;
  CopyMatrix(mass.I,obj.inertia);
  int res=dMassCheck(&mass);
  if(res != 1) {
    fprintf(stderr,"Uh... mass is not considered to be valid by ODE?\n");
    std::cerr<<"Inertia: "<<obj.inertia<<std::endl;
  }
  dBodySetMass(bodyID,&mass);
  
  geometry = new ODEGeometry;
  geometry->Create(&obj.geometry,spaceID,-obj.com,useBoundaryLayer);
  dGeomSetBody(geometry->geom(),bodyID);
  dGeomSetData(geometry->geom(),(void*)-1);
  geometry->SetPadding(defaultPadding);
  geometry->surf().kRestitution = obj.kRestitution;
  geometry->surf().kFriction = obj.kFriction;
  geometry->surf().kStiffness = obj.kStiffness;
  geometry->surf().kDamping = obj.kDamping;

  SetTransform(obj.T);
}
Esempio n. 16
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File: app.cpp Progetto: alon/track
App::App(dWorldID world, dSpaceID space, AppDesignID app_design,
	 BladeDesignID blade_design, dBodyID main_body)
:  MyObject(world, space), ebMain(main_body)
{
	// body count:  9 = blade + 2 * ( piston(2) + piston(2) )
	// geom count:  10 = body_num + 1
	// joint count: 12 = 2 * (A,B,C,D,E + piston )
	Init(9, 12, 10);	// b j g

	bBlade = dBodyCreate(world);
	gBlade = blade_design->createGeom(space);

	int i;

	for (i = 0; i < 2; ++i) {
		app_design->setSide(i);	// tell it which side i want
		half[i] = new AppHalf(app_design);
		
		// connect the half to the body and to the blade
		dBodyID B = half[i]->getBBody();
		dBodyID B_star = half[i]->getBstarBody();
		dBodyID E = half[i]->getEBody();

		BJoint = dCreate
	}

	
	return;
}
Esempio n. 17
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ODEObject::ODEObject(OscObject *obj, dGeomID odeGeom, dWorldID odeWorld, dSpaceID odeSpace)
    : m_odeWorld(odeWorld), m_odeSpace(odeSpace)
{
    m_object = obj;

    m_odeGeom = odeGeom;
    m_odeBody = NULL;
    m_odeBody = dBodyCreate(m_odeWorld);

    assert(m_odeGeom!=NULL);

    dBodySetPosition(m_odeBody, 0, 0, 0);
    dGeomSetPosition(m_odeGeom, 0, 0, 0);

    // note: owners must override this by setting the density. can't
    //       do it here because obj->m_pSpecial is not yet
    //       initialized.
    dMassSetSphere(&m_odeMass, 1, 1);
    dBodySetMass(m_odeBody, &m_odeMass);

    dGeomSetBody(m_odeGeom, m_odeBody);
    dGeomSetData(m_odeGeom, obj);

    if (!obj) return;

    obj->m_rotation.setSetCallback(ODEObject::on_set_rotation, this);
    obj->m_position.setSetCallback(ODEObject::on_set_position, this);
    obj->m_velocity.setSetCallback(ODEObject::on_set_velocity, this);
    obj->m_accel.setSetCallback(ODEObject::on_set_accel, this);
    obj->m_force.setSetCallback(ODEObject::on_set_force, this);

    obj->addHandler("push", "ffffff", ODEObject::push_handler);
}
Esempio n. 18
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PhysicsActor::PhysicsActor(){

name="PhysicsActor";
drawType=DRAW_CUBE;

world=renderer->physicsWorld;
space=renderer->collisionSpace;

body = dBodyCreate(renderer->physicsWorld);
geom=0;
joint=NULL;
oldBase=NULL;

shape=Vector3f(0.1,0.3,0.1);
mass=1.0;
type=CAPSULESHAPE;
//drawType=DRAW_SPECIAL;
bJointedToBase=false;
bSkeletalPart=false;
bFixToWorld=false;
bInit=false;

angleDamp=0.59;
linearDamp=0.004;

registerProperties();



menuType.push_back("12AssignButton");
menuProp.push_back("NULL");
menuIcon.push_back("icon_base");
menuName.push_back("make joint");
}
Esempio n. 19
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GameObject::GameObject(GameWorld& gw, const ObjectPrototype& proto, double x, double y, double z, int id) :
	m_meshName(proto.m_meshName), m_sceneEntity(nullptr), m_sceneNode(nullptr),	m_lockRotation(proto.m_lockRotation), m_isKinematic(proto.m_isKinematic),
	m_maxTurn(proto.m_maxTurnAngle), m_maxForward(proto.m_maxForward), m_maxBackward(proto.m_maxBackward),
	m_hitPoints(proto.m_maxHitPoints), m_collisionAccum(0), m_totalDamage(0), m_hasAgent(proto.m_hasAgent), m_gw(gw), m_id(id), m_oldGS(nullptr), m_newGS(nullptr)
{
	m_sceneEntity = gw.GetScene()->createEntity(gw.GetMesh(m_meshName));
	m_sceneNode = gw.GetScene()->getRootSceneNode()->createChildSceneNode();
	m_sceneNode->attachObject(m_sceneEntity);

	Ogre::Vector3 size = m_sceneEntity->getBoundingBox().getSize();

	m_body = dBodyCreate(gw.GetPhysicsWorld());
	m_geom = dCreateBox(gw.GetPhysicsSpace(), size.x, size.y, size.z);
	dMassSetBox(&m_mass, proto.m_density, size.x, size.y, size.z);
	dBodySetMass(m_body, &m_mass);
	dGeomSetBody(m_geom, m_body);
	dBodySetPosition(m_body, x, y, z);
	
	// automagically disable things when the body is still for long enough
	dBodySetAutoDisableFlag(m_body, 1);
	dBodySetAutoDisableLinearThreshold(m_body, 0.1f);
	dBodySetAutoDisableAngularThreshold(m_body, 0.25f);
	dBodySetAutoDisableSteps(m_body, 1);

	// improve simulation accuracy
	dBodySetDamping(m_body, 0.0f, 0.1f);

	if (proto.m_registerCollisions) {
		gw.RegisterForCollisions(this);
	}

	if (proto.m_isKinematic) {
		dBodySetKinematic(m_body);
	}
}
Esempio n. 20
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RigidBody::RigidBody(const dWorldID &_world, const ngl::Vec3 &_pos)
{
  m_world=_world;
  m_id=dBodyCreate(m_world);
  dBodySetPosition(m_id,_pos.m_x,_pos.m_y,_pos.m_z);
  enable();
}
Esempio n. 21
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int main(int argc, char** argv)
{
    init_gfx();
    init_2d();
 
    // create world and set gravity   
    world = dWorldCreate();
    dWorldSetGravity(world, 0, -5, 0);
    
    // create a body for our ball
    dBodyID body = dBodyCreate(world);
    dBodySetPosition(body, 0, 0, 0);

    for (;;) {  // infinite loop

        // get the position and move there in OpenGL
        const dReal* pos = dBodyGetPosition(body);
        glTranslatef(pos[0], pos[1], pos[2]);
        
        draw_circle();

        // integrate all bodies
        dWorldQuickStep(world, 0.01);

        // redraw screen
        step();
    }
}
void Robots::construirChassi(dWorldID world)
{
    for (int i=0; i < 2; i++)
    {
        // Cria objeto e geometria
        this->body[i] = dBodyCreate(world);
        this->box[i] = dCreateBox(0,LENGTH/(1+i),WIDTH,HEIGHT);

        // Define a posição do objeto
        dBodySetPosition(this->body[i],this->pegarX(),this->pegarY(),STARTZ+HEIGHT/2-HEIGHT*i);

		// Se o robô for do segundo time, deve ser rotacionado em 180 graus
        if ((this->id == 3) || (this->id == 4) || (this->id == 5))
        {
			dQuaternion q;
			dQFromAxisAndAngle(q,0,0,1,M_PI);
			dBodySetQuaternion(this->body[i],q);
		}

        // Define a massa do objeto
        dMass m;
        dMassSetBox(&m,1,LENGTH/(1+i),WIDTH,HEIGHT);	// O segundo bloco é mais curto
        dMassAdjust(&m,CMASS*(1+i*2));					// O segundo bloco é mais pesado
        dBodySetMass(this->body[i],&m);
                
        // Associa o objeto à sua geometria
        dGeomSetBody(this->box[i],this->body[i]);
    }
		
    // O chassis é composto por dois blocos que são fixos entre si
    dJointID fixed = dJointCreateFixed(world,0);
    dJointAttach(fixed,this->body[1],this->body[0]);
    dJointSetFixed(fixed); 
}
Esempio n. 23
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void cubeD_D::SetboxBandG() {
    
    boxBody_m = dBodyCreate (gODEWorld);
    
    boxGeom_m = dCreateBox (gODESpace, 1,1,1);
    
}
Esempio n. 24
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/**
 * This method initializes the grabbing of an object.
 * It creates an ODE-object with the current position and
 * orientation and stores the offset to the grabbed object
 * for correct update of the Entity-transformation
 * in the update method. It also creates all joints and
 * linked objects by calling the attachJoints-method.
 * @param entity Entity that should be grabbed
 **/
void JointInteraction::grabEntity(Entity* entity, TransformationData offset)
{
	unsigned entityID;
	unsigned typeBasedID;
	Entity* ent;
	dQuaternion quat;
	std::map< int, ODEObject*>::iterator it;
//	TransformationPipe* linkedObjectPipe;
//	unsigned short type, id;
	std::vector<unsigned> entityIds;
	unsigned userId;
	JointInteractionBeginEvent* evt;

	isGrabbing = true;

// // store position and orientation difference between user and object
	deltaTrans = offset;

// Create ODE-representation of grabbed object by simply creating an object with
// user's position and orientation
	ODEObject* odeObj = new ODEObject;
	odeObj->body = dBodyCreate(world);
	odeObj->entity = entity;

	dBodySetPosition(odeObj->body, userTrans.position[0], userTrans.position[1], userTrans.position[2]);
	convert(quat, userTrans.orientation);
	dBodySetQuaternion(odeObj->body, quat);

// attach all joints to object
	entityID = entity->getEnvironmentBasedId();
	linkedObjMap[entityID] = odeObj;
	attachJoints(entityID);

	grabbedObject = odeObj;

	entityIds.push_back(entity->getTypeBasedId());

// open Pipes for all linked objects
	for (it = linkedObjMap.begin(); it != linkedObjMap.end(); ++it)
	{
		if (it->second == grabbedObject)
			continue;
		ent = WorldDatabase::getEntityWithEnvironmentId(it->first);
		assert(ent->getEnvironmentBasedId() != entityID);
		typeBasedID = ent->getTypeBasedId();
		entityIds.push_back(typeBasedID);
/*
		split(typeBasedID, type, id);
// TODO: open pipes via Event
		linkedObjectPipe = TransformationManager::openPipe(JOINT_INTERACTION_MODULE_ID, WORLD_DATABASE_ID, 0, 0, type, id, 0, false);
		linkedObjPipes[it->first] = linkedObjectPipe;
*/
	} // for

	userId = UserDatabase::getLocalUserId();
	evt = new JointInteractionBeginEvent(userId, entityIds);
	EventManager::sendEvent(evt, EventManager::EXECUTE_GLOBAL);

} // grabEntity
Esempio n. 25
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//------------------------------------------------------------------------------
OdeRigidBody * OdeSimulator::instantiate(const OdeRigidBody * blueprint)
{    
    OdeRigidBody * ret = blueprint->instantiate(dBodyCreate(world_id_), this);

    body_.push_back(ret);
    
    return ret;
}
Esempio n. 26
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dBodyID PhysicsBody::getBodyID(void)
{
    if(_BodyID == 0 && getWorld() != NULL)
    {
        _BodyID = dBodyCreate(getWorld()->getWorldID());
    }
    return _BodyID;
}
Esempio n. 27
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void Rigid::_init()
{
	mBodyID = dBodyCreate(RigidManager::getSingleton().getWorldID());
	//默认质量密度
	mMassDensity = 1;
    if(mGeom)
        dGeomSetBody(mGeom->getGeomID(), mBodyID);
}
Esempio n. 28
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 void createPart(const dWorldID & _world , dPart & part, dReal * pos3){
     dMass mass;
     part.body = dBodyCreate(_world);
     dBodySetPosition(part.body, pos3[0] , pos3[1], pos3[2]); // Set a position
     dMassSetZero(&mass);                        // Set mass parameter to zero
     dMassSetCapsuleTotal(&mass,part.mass,3,part.radius, part.length);  // Calculate mass parameter
     dBodySetMass(part.body, &mass);  // Set mass
 }
Esempio n. 29
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/**
 * This method returns the ODE-representation of the
 * Entity with the passed ID. It searches
 * in the map of connected objects for a matching
 * ODEObject. If no object is found the method
 * creates one and stores it in the map.
 * @param entityID ID of the EntityTransform
 * @return ODE representation of the EntityTransform
 **/
dBodyID JointInteraction::getBodyWithID(int entityID)
{
	if (entityID == 0)
		return 0;

// 	TransformationPipe* objectPipe;
	Entity* entity;
	TransformationData trans;
	gmtl::Vec3f pos;
	gmtl::Quatf ori;
	gmtl::AxisAnglef axAng;
	dQuaternion quat;

	ODEObject* object = linkedObjMap[entityID];
	if (object == NULL)
	{
		entity = getEntityWithID(entityID);
		if (entity == NULL)
		{
			printd(ERROR, "JointInteraction::getBodyWithID(): ERROR: FOUND BODY WITHOUT MATCHING ENTITY OBJECT!!!\n");
			return 0;
		} // if

		object = new ODEObject;
		object->body = dBodyCreate(world);
		object->entity = entity;

		trans = entity->getEnvironmentTransformation();
		pos = trans.position;
		ori = trans.orientation;
	// get current object position and orientation
// 		pos[0] = entity->getXTrans();
// 		pos[1] = entity->getYTrans();
// 		pos[2] = entity->getZTrans();
// 		axAng.set(entity->getRotAngle(), entity->getXRot(), entity->getYRot(), entity->getZRot());
// 		gmtl::set(ori, axAng);

		convert(quat, ori);
		dBodySetPosition(object->body, pos[0], pos[1], pos[2]);
		dBodySetQuaternion(object->body, quat);

		linkedObjMap[entityID] = object;

// TODO: open and close pipes via events
// open TransformationPipe for handling transformations of connected entities
// 		split(entity->getTypeBasedId(), type, id);
// 		objectPipe = TransformationManager::openPipe(JOINT_INTERACTION_MODULE_ID, WORLD_DATABASE_ID, 0, 0, type, id, 0, 0);
// 		linkedObjPipes[entityID] = objectPipe;

// ingnore request if Entity is not movable
		if (!entity->getEntityType()->isFixed())
			attachJoints(entityID);
	} // if
	if (object->entity->getEntityType()->isFixed())
		return 0;

	return object->body;
} // getBodyWithID
Esempio n. 30
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File: 6axis4.cpp Progetto: Ry0/ODE
/*** ロボットアームの生成 ***/
void  makeArm()
{
  dMass mass;                                    // 質量パラメータ
  dReal x[NUM]      = {0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00};  // 重心 x
  dReal y[NUM]      = {0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00};  // 重心 y
  dReal z[NUM]      = {0.05, 0.55, 1.55, 2.30, 2.80, 3.35, 3.85, 4.0};  // 重心 z
  dReal length[NUM-1] = {0.10, 1.00, 1.00, 0.50, 0.50, 0.50, 0.50};  // 長さ
  dReal weight[NUM] = {9.00, 2.00, 2.00, 1.00, 1.00, 0.50, 0.50, 0.50};  // 質量
  dReal r[NUM-1]      = {0.3, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1};  // 半径
  dReal c_x[NUM]    = {0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00};  // 関節中心点 x
  dReal c_y[NUM]    = {0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00};  // 関節中心点 y
  dReal c_z[NUM]    = {0.00, 0.10, 1.10, 2.10, 2.60, 3.10, 3.60, 3.9};  // 関節中心点 z
  dReal axis_x[NUM] = {0, 0, 0, 0, 0, 0, 0, 0};              // 関節回転軸 x
  dReal axis_y[NUM] = {0, 0, 1, 1, 0, 1, 0, 0};              // 関節回転軸 y
  dReal axis_z[NUM] = {1, 1, 0, 0, 1, 0, 1, 1};              // 関節回転軸 z

  // リンクの生成
  for (int i = 0; i < NUM-1; i++) {
    rlink[i].body = dBodyCreate(world);
    dBodySetPosition(rlink[i].body, x[i], y[i], z[i]);
    dMassSetZero(&mass);
    dMassSetCapsuleTotal(&mass,weight[i],3,r[i],length[i]);
    dBodySetMass(rlink[i].body, &mass);
    rlink[i].geom = dCreateCapsule(space,r[i],length[i]);
    dGeomSetBody(rlink[i].geom,rlink[i].body);
  }
  rlink[NUM-1].body = dBodyCreate(world);
  dBodySetPosition(rlink[NUM-1].body, x[NUM-1], y[NUM-1], z[NUM-1]);
  dMassSetZero(&mass);
  dMassSetBoxTotal(&mass,weight[NUM-1],0.4,0.4,0.4);
  dBodySetMass(rlink[NUM-1].body, &mass);
  rlink[NUM-1].geom = dCreateBox(space,0.4,0.4,0.4);
  dGeomSetBody(rlink[NUM-1].geom,rlink[NUM-1].body);

  // ジョイントの生成とリンクへの取り付け
  joint[0] = dJointCreateFixed(world, 0);  // 固定ジョイント
  dJointAttach(joint[0], rlink[0].body, 0);
  dJointSetFixed(joint[0]);
  for (int j = 1; j < NUM; j++) {
    joint[j] = dJointCreateHinge(world, 0); // ヒンジジョイント
    dJointAttach(joint[j], rlink[j].body, rlink[j-1].body);
    dJointSetHingeAnchor(joint[j], c_x[j], c_y[j], c_z[j]);
    dJointSetHingeAxis(joint[j], axis_x[j], axis_y[j],axis_z[j]);
  }
}