NewtonBody* CreateRigidBody(DemoEntityManager* const scene, dFloat mass, NewtonCollision* const deformableCollision) { //create the rigid body NewtonWorld* const world = scene->GetNewton(); dMatrix matrix(GetCurrentMatrix()); //matrix.m_posit.m_y = FindFloor (world, matrix.m_posit.m_x, matrix.m_posit.m_z) + 4.0f; SetMatrix(*scene, dQuaternion(), matrix.m_posit); SetMatrix(*scene, dQuaternion(), matrix.m_posit); NewtonBody* const deformableBody = NewtonCreateDynamicBody(world, deformableCollision, &matrix[0][0]); // set the mass matrix NewtonBodySetMassProperties(deformableBody, mass, deformableCollision); // save the pointer to the graphic object with the body. NewtonBodySetUserData(deformableBody, this); // assign the wood id // NewtonBodySetMaterialGroupID (deformableBody, materialId); // set a destructor for this rigid body NewtonBodySetDestructorCallback(deformableBody, PhysicsBodyDestructor); // set the transform call back function NewtonBodySetTransformCallback(deformableBody, DemoEntity::TransformCallback); // set the force and torque call back function NewtonBodySetForceAndTorqueCallback(deformableBody, PhysicsApplyGravityForce); return deformableBody; }
void SubmitConstraints(dFloat timestep, int threadIndex) { CustomBallAndSocket::SubmitConstraints(timestep, threadIndex); float invTimestep = 1.0f / timestep; dMatrix matrix0; dMatrix matrix1; CalculateGlobalMatrix(matrix0, matrix1); if (m_anim_speed != 0.0f) // some animation to illustrate purpose { m_anim_time += timestep * m_anim_speed; float a0 = sin(m_anim_time); float a1 = m_anim_offset * 3.14f; dVector axis(sin(a1), 0.0f, cos(a1)); //dVector axis (1,0,0); m_target = dQuaternion(axis, a0 * 0.5f); } // measure error dQuaternion q0(matrix0); dQuaternion q1(matrix1); dQuaternion qt0 = m_target * q1; dQuaternion qErr = ((q0.DotProduct(qt0) < 0.0f) ? dQuaternion(-q0.m_q0, q0.m_q1, q0.m_q2, q0.m_q3) : dQuaternion(q0.m_q0, -q0.m_q1, -q0.m_q2, -q0.m_q3)) * qt0; float errorAngle = 2.0f * acos(dMax(-1.0f, dMin(1.0f, qErr.m_q0))); dVector errorAngVel(0, 0, 0); dMatrix basis; if (errorAngle > 1.0e-10f) { dVector errorAxis(qErr.m_q1, qErr.m_q2, qErr.m_q3, 0.0f); errorAxis = errorAxis.Scale(1.0f / dSqrt(errorAxis % errorAxis)); errorAngVel = errorAxis.Scale(errorAngle * invTimestep); basis = dGrammSchmidt(errorAxis); } else { basis = dMatrix(qt0, dVector(0.0f, 0.0f, 0.0f, 1.0f)); } dVector angVel0, angVel1; NewtonBodyGetOmega(m_body0, (float*)&angVel0); NewtonBodyGetOmega(m_body1, (float*)&angVel1); dVector angAcc = (errorAngVel.Scale(m_reduceError) - (angVel0 - angVel1)).Scale(invTimestep); // motor for (int n = 0; n < 3; n++) { // calculate the desired acceleration dVector &axis = basis[n]; float relAccel = angAcc % axis; NewtonUserJointAddAngularRow(m_joint, 0.0f, &axis[0]); NewtonUserJointSetRowAcceleration(m_joint, relAccel); NewtonUserJointSetRowMinimumFriction(m_joint, -m_angularFriction); NewtonUserJointSetRowMaximumFriction(m_joint, m_angularFriction); NewtonUserJointSetRowStiffness(m_joint, m_stiffness); } }
void dNewtonBody::SetRotation(dFloat x, dFloat y, dFloat z, dFloat w) { dVector pos(0, 0, 0); NewtonBodyGetPosition(m_body, &pos.m_x); dMatrix mat(dQuaternion(x, y, z, w), pos); NewtonBodySetMatrix(m_body, &mat[0][0]); }
void HeightFieldCollision (DemoEntityManager* const scene) { // load the sky box scene->CreateSkyBox(); CreateHeightFieldTerrain(scene, HEIGHTFIELD_DEFAULT_SIZE, HEIGHTFIELD_DEFAULT_CELLSIZE, 1.5f, 0.2f, 200.0f, -50.0f); dMatrix locationTransform (dGetIdentityMatrix()); locationTransform.m_posit = FindFloor (scene->GetNewton(), dVector(126, 50, 50), 100.0f); locationTransform.m_posit.m_y += 2.0f; scene->SetCameraMatrix(dQuaternion(locationTransform), locationTransform.m_posit + dVector(0, 5, 0)); const int defaultMaterialID = NewtonMaterialGetDefaultGroupID (scene->GetNewton()); const dVector location (locationTransform.m_posit + dVector(20, 20, 0)); const dVector size (0.5f, 0.5f, 0.75f, 0.0f); const int count = 5; const dMatrix shapeOffsetMatrix (dGetIdentityMatrix()); AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _SPHERE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _BOX_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _CAPSULE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _CONE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); // AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _TAPERED_CAPSULE_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); // AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _TAPERED_CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _CHAMFER_CYLINDER_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _REGULAR_CONVEX_HULL_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _COMPOUND_CONVEX_CRUZ_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); AddPrimitiveArray(scene, 10.0f, location, size, count, count, 5.0f, _RANDOM_CONVEX_HULL_PRIMITIVE, defaultMaterialID, shapeOffsetMatrix); }
void dNewtonBody::OnBodyTransform(const dFloat* const matrixPtr, int threadIndex) { dMatrix matrix(matrixPtr); ScopeLock scopelock(&m_lock); m_posit0 = m_posit1; m_rotation0 = m_rotation1; m_posit1 = matrix.m_posit; m_rotation1 = dQuaternion(matrix); dFloat angle = m_rotation0.DotProduct(m_rotation1); if (angle < 0.0f) { m_rotation1.Scale(-1.0f); } }
JoesRagdollJoint(NewtonBody* child, NewtonBody* parent, const dMatrix &localMatrix0, const dMatrix &localMatrix1, NewtonWorld *world) :CustomBallAndSocket(localMatrix0, localMatrix1, child, parent) { m_localMatrix0 = localMatrix0; m_localMatrix1 = localMatrix1; m_target = dQuaternion(dVector(1.0f, 0, 0), 0.0f); m_reduceError = 0.2f; // amount of error to reduce per timestep (more -> oszillation) m_angularFriction = 300.0f; m_stiffness = 0.9f; m_anim_speed = 0.0f; m_anim_offset = 0.0f; m_anim_time = 0.0f; }
void PopulateBasePose(dAnimPose& basePose, DemoEntity* const character) { basePose.Clear(); int stack = 1; DemoEntity* pool[32]; pool[0] = character; while (stack) { stack--; DemoEntity* const entity = pool[stack]; dAnimKeyframe& transform = basePose.Append()->GetInfo(); dMatrix matrix(entity->GetCurrentMatrix()); transform.m_posit = matrix.m_posit; transform.m_rotation = dQuaternion(matrix); transform.m_userData = entity; for (DemoEntity* node = entity->GetChild(); node; node = node->GetSibling()) { pool[stack] = node; stack++; } } }
static void CreateSimpleVoronoiShatter (DemoEntityManager* const scene) { // create a collision primitive // dVector size (2.0f, 2.0f, 2.0f); // dVector size = dVector (10.0f, 0.5f, 10.0f, 0.0f); dVector size = dVector (5.0f, 5.0f, 5.0f, 0.0f); NewtonWorld* const world = scene->GetNewton(); // NewtonCollision* const collision = CreateConvexCollision (world, GetIdentityMatrix(), size, _BOX_PRIMITIVE, 0); NewtonCollision* const collision = CreateConvexCollision (world, GetIdentityMatrix(), size, _CAPSULE_PRIMITIVE, 0); // NewtonCollision* const collision = CreateConvexCollision (world, GetIdentityMatrix(), size, _SPHERE_PRIMITIVE, 0); // NewtonCollision* const collision = CreateConvexCollision (world, GetIdentityMatrix(), size, _REGULAR_CONVEX_HULL_PRIMITIVE, 0); // NewtonCollision* const collision = CreateConvexCollision (world, GetIdentityMatrix(), size, _RANDOM_CONVEX_HULL_PRIMITIVE, 0); // create a newton mesh from the collision primitive NewtonMesh* const mesh = NewtonMeshCreateFromCollision(collision); // apply a simple Box Mapping int tex0 = LoadTexture("reljef.tga"); NewtonMeshApplyBoxMapping(mesh, tex0, tex0, tex0); // pepper the bing box of the mesh with random points dVector points[NUMBER_OF_ITERNAL_PARTS + 100]; int count = 0; while (count < NUMBER_OF_ITERNAL_PARTS) { dFloat x = RandomVariable(size.m_x); dFloat y = RandomVariable(size.m_y); dFloat z = RandomVariable(size.m_z); if ((x <= size.m_x) && (x >= -size.m_x) && (y <= size.m_y) && (y >= -size.m_y) && (z <= size.m_z) && (z >= -size.m_z)){ points[count] = dVector (x, y, z); count ++; } } count = 4; // Create the array of convex pieces from the mesh int interior = LoadTexture("KAMEN-stup.tga"); // int interior = LoadTexture("camo.tga"); dMatrix textureMatrix (GetIdentityMatrix()); textureMatrix[0][0] = 1.0f / size.m_x; textureMatrix[1][1] = 1.0f / size.m_y; NewtonMesh* const convexParts = NewtonMeshVoronoiDecomposition (mesh, count, sizeof (dVector), &points[0].m_x, interior, &textureMatrix[0][0]); // NewtonMesh* const convexParts = NewtonMeshConvexDecomposition (mesh, 1000000); #if 1 dScene xxxx(world); dScene::dTreeNode* const modelNode = xxxx.CreateSceneNode(xxxx.GetRootNode()); dScene::dTreeNode* const meshNode = xxxx.CreateMeshNode(modelNode); dMeshNodeInfo* const modelMesh = (dMeshNodeInfo*)xxxx.GetInfoFromNode(meshNode); modelMesh->ReplaceMesh (convexParts); xxxx.Serialize("../../../media/xxx.ngd"); #endif DemoEntity* const entity = new DemoEntity(NULL); entity->SetMatrix(*scene, dQuaternion(), dVector (0, 10, 0, 0)); entity->InterpolateMatrix (*scene, 1.0f); scene->Append (entity); DemoMesh* const mesh1 = new DemoMesh(convexParts); entity->SetMesh(mesh1); mesh1->Release(); /* DemoEntity* const entity2 = new DemoEntity(NULL); entity2->SetMatrix(*scene, dQuaternion(), dVector (0, 10, 0, 0)); entity2->InterpolateMatrix (*scene, 1.0f); scene->Append (entity2); DemoMesh* const mesh2 = new DemoMesh(mesh); entity2->SetMesh(mesh2); mesh2->Release(); */ // make sure the assets are released before leaving the function if (convexParts) { NewtonMeshDestroy (convexParts); } NewtonMeshDestroy (mesh); NewtonReleaseCollision(world, collision); }
void MakeHexapod(DemoEntityManager* const scene, const dMatrix& location) { dFloat mass = 30.0f; // make the kinematic solver m_kinematicSolver = NewtonCreateInverseDynamics(scene->GetNewton()); // make the root body dMatrix baseMatrix(dGetIdentityMatrix()); baseMatrix.m_posit.m_y += 0.35f; dVector size (1.3f, 0.31f, 0.5f, 0.0f); NewtonBody* const hexaBody = CreateBox(scene, baseMatrix * location, size, mass, 1.0f); void* const hexaBodyNode = NewtonInverseDynamicsAddRoot(m_kinematicSolver, hexaBody); int legEffectorCount = 0; dCustomInverseDynamicsEffector* legEffectors[32]; baseMatrix.m_posit.m_y -= 0.06f; // make the hexapod six limbs for (int i = 0; i < 3; i ++) { dMatrix rightLocation (baseMatrix); rightLocation.m_posit += rightLocation.m_right.Scale (size.m_z * 0.65f); rightLocation.m_posit += rightLocation.m_front.Scale (size.m_x * 0.3f - size.m_x * i / 3.0f); legEffectors[legEffectorCount] = AddLeg (scene, hexaBodyNode, rightLocation * location, mass * 0.1f, 0.3f); legEffectorCount ++; dMatrix similarTransform (dGetIdentityMatrix()); similarTransform.m_posit.m_x = rightLocation.m_posit.m_x; similarTransform.m_posit.m_y = rightLocation.m_posit.m_y; dMatrix leftLocation (rightLocation * similarTransform.Inverse() * dYawMatrix(dPi) * similarTransform); legEffectors[legEffectorCount] = AddLeg (scene, hexaBodyNode, leftLocation * location, mass * 0.1f, 0.3f); legEffectorCount ++; } // finalize inverse dynamics solver NewtonInverseDynamicsEndBuild(m_kinematicSolver); // create a fix pose frame generator dEffectorTreeFixPose* const idlePose = new dEffectorTreeFixPose(hexaBody); dEffectorTreeFixPose* const walkPoseGenerator = new dEffectorWalkPoseGenerator(hexaBody); m_walkIdleBlender = new dEffectorBlendIdleWalk (hexaBody, idlePose, walkPoseGenerator); m_postureModifier = new dAnimationHipController(m_walkIdleBlender); m_animTreeNode = new dEffectorTreeRoot(hexaBody, m_postureModifier); dMatrix rootMatrix; NewtonBodyGetMatrix (hexaBody, &rootMatrix[0][0]); rootMatrix = rootMatrix.Inverse(); for (int i = 0; i < legEffectorCount; i++) { dEffectorTreeInterface::dEffectorTransform frame; dCustomInverseDynamicsEffector* const effector = legEffectors[i]; dMatrix effectorMatrix(effector->GetBodyMatrix()); dMatrix poseMatrix(effectorMatrix * rootMatrix); frame.m_effector = effector; frame.m_posit = poseMatrix.m_posit; frame.m_rotation = dQuaternion(poseMatrix); idlePose->GetPose().Append(frame); walkPoseGenerator->GetPose().Append(frame); m_animTreeNode->GetPose().Append(frame); } }
void dCustomBallAndSocket::SubmitConstraints(dFloat timestep, int threadIndex) { dMatrix matrix0; dMatrix matrix1; // calculate the position of the pivot point and the Jacobian direction vectors, in global space. CalculateGlobalMatrix(matrix0, matrix1); SubmitLinearRows(0x07, matrix0, matrix1); const dVector& coneDir0 = matrix0.m_front; const dVector& coneDir1 = matrix1.m_front; dFloat cosAngleCos = coneDir1.DotProduct3(coneDir0); dMatrix coneRotation(dGetIdentityMatrix()); dVector lateralDir(matrix0.m_up); if (cosAngleCos < 0.9999f) { lateralDir = coneDir1.CrossProduct(coneDir0); dFloat mag2 = lateralDir.DotProduct3(lateralDir); if (mag2 > 1.0e-4f) { lateralDir = lateralDir.Scale(1.0f / dSqrt(mag2)); coneRotation = dMatrix(dQuaternion(lateralDir, dAcos(dClamp(cosAngleCos, dFloat(-1.0f), dFloat(1.0f)))), matrix1.m_posit); } else { lateralDir = matrix0.m_up.Scale (-1.0f); coneRotation = dMatrix(dQuaternion(matrix0.m_up, 180 * dDegreeToRad), matrix1.m_posit); } } dVector omega0(0.0f); dVector omega1(0.0f); NewtonBodyGetOmega(m_body0, &omega0[0]); if (m_body1) { NewtonBodyGetOmega(m_body1, &omega1[0]); } dVector relOmega(omega0 - omega1); // do twist angle calculations dMatrix twistMatrix(matrix0 * (matrix1 * coneRotation).Inverse()); dFloat twistAngle = m_twistAngle.Update(dAtan2(twistMatrix[1][2], twistMatrix[1][1])); if (m_options.m_option0) { if ((m_minTwistAngle == 0.0f) && (m_minTwistAngle == 0.0f)) { NewtonUserJointAddAngularRow(m_joint, -twistAngle, &matrix0.m_front[0]); NewtonUserJointSetRowStiffness(m_joint, m_stiffness); } else { if (m_options.m_option1) { // TODO spring option dAssert (0); } else { SubmitConstraintTwistLimits(matrix0, matrix1, relOmega, timestep); } } } else if (m_options.m_option1) { // TODO spring option dAssert (0); } else if (m_twistFriction > 0.0f) { NewtonUserJointAddAngularRow(m_joint, 0, &matrix0.m_front[0]); NewtonUserJointSetRowStiffness(m_joint, m_stiffness); NewtonUserJointSetRowAcceleration(m_joint, NewtonUserJointCalculateRowZeroAccelaration(m_joint)); NewtonUserJointSetRowMinimumFriction(m_joint, -m_twistFriction); NewtonUserJointSetRowMaximumFriction(m_joint, m_twistFriction); } // do twist cone angle calculations if (m_options.m_option2) { if ((m_maxConeAngle == 0.0f)) { dMatrix localMatrix(matrix0 * matrix1.Inverse()); dVector euler0; dVector euler1; localMatrix.GetEulerAngles(euler0, euler1, m_pitchRollYaw); NewtonUserJointAddAngularRow(m_joint, -euler0[1], &matrix1[1][0]); NewtonUserJointSetRowStiffness(m_joint, m_stiffness); NewtonUserJointAddAngularRow(m_joint, -euler0[2], &matrix1[2][0]); NewtonUserJointSetRowStiffness(m_joint, m_stiffness); } else { if (m_options.m_option3) { // TODO spring option dAssert(0); } else { dFloat jointOmega = relOmega.DotProduct3(lateralDir); dFloat currentAngle = dAcos(dClamp(cosAngleCos, dFloat(-1.0f), dFloat(1.0f))); dFloat coneAngle = currentAngle + jointOmega * timestep; if (coneAngle >= m_maxConeAngle) { //dQuaternion rot(lateralDir, coneAngle); //dVector frontDir(rot.RotateVector(coneDir1)); //dVector upDir(lateralDir.CrossProduct(frontDir)); dVector upDir(lateralDir.CrossProduct(coneDir0)); NewtonUserJointAddAngularRow(m_joint, 0.0f, &upDir[0]); NewtonUserJointSetRowAcceleration(m_joint, NewtonUserJointCalculateRowZeroAccelaration(m_joint)); NewtonUserJointSetRowStiffness(m_joint, m_stiffness); NewtonUserJointAddAngularRow(m_joint, 0.0f, &lateralDir[0]); NewtonUserJointSetRowStiffness(m_joint, m_stiffness); NewtonUserJointSetRowMaximumFriction(m_joint, m_coneFriction); const dFloat invtimestep = 1.0f / timestep; const dFloat speed = 0.5f * (m_maxConeAngle - currentAngle) * invtimestep; const dFloat stopAccel = NewtonUserJointCalculateRowZeroAccelaration(m_joint) + speed * invtimestep; NewtonUserJointSetRowAcceleration(m_joint, stopAccel); } else if (m_coneFriction != 0) { NewtonUserJointAddAngularRow(m_joint, 0.0f, &lateralDir[0]); NewtonUserJointSetRowAcceleration(m_joint, NewtonUserJointCalculateRowZeroAccelaration(m_joint)); NewtonUserJointSetRowMinimumFriction(m_joint, -m_coneFriction); NewtonUserJointSetRowMaximumFriction(m_joint, m_coneFriction); dVector upDir(lateralDir.CrossProduct(coneDir0)); NewtonUserJointAddAngularRow(m_joint, 0.0f, &upDir[0]); NewtonUserJointSetRowAcceleration(m_joint, NewtonUserJointCalculateRowZeroAccelaration(m_joint)); NewtonUserJointSetRowMinimumFriction(m_joint, -m_coneFriction); NewtonUserJointSetRowMaximumFriction(m_joint, m_coneFriction); } } } } else if (m_options.m_option3) { // TODO spring option dAssert(0); } else if (m_coneFriction > 0.0f) { NewtonUserJointAddAngularRow(m_joint, 0.0f, &lateralDir[0]); NewtonUserJointSetRowAcceleration(m_joint, NewtonUserJointCalculateRowZeroAccelaration(m_joint)); NewtonUserJointSetRowMinimumFriction(m_joint, -m_coneFriction); NewtonUserJointSetRowMaximumFriction(m_joint, m_coneFriction); dVector upDir(lateralDir.CrossProduct(coneDir0)); NewtonUserJointAddAngularRow(m_joint, 0.0f, &upDir[0]); NewtonUserJointSetRowAcceleration(m_joint, NewtonUserJointCalculateRowZeroAccelaration(m_joint)); NewtonUserJointSetRowMinimumFriction(m_joint, -m_coneFriction); NewtonUserJointSetRowMaximumFriction(m_joint, m_coneFriction); } }
void dCustomBallAndSocket::Debug(dDebugDisplay* const debugDisplay) const { dMatrix matrix0; dMatrix matrix1; dCustomJoint::Debug(debugDisplay); CalculateGlobalMatrix(matrix0, matrix1); const dVector& coneDir0 = matrix0.m_front; const dVector& coneDir1 = matrix1.m_front; dFloat cosAngleCos = coneDir0.DotProduct3(coneDir1); dMatrix coneRotation(dGetIdentityMatrix()); if (cosAngleCos < 0.9999f) { dVector lateralDir(coneDir1.CrossProduct(coneDir0)); dFloat mag2 = lateralDir.DotProduct3(lateralDir); //dAssert(mag2 > 1.0e-4f); if (mag2 > 1.0e-4f) { lateralDir = lateralDir.Scale(1.0f / dSqrt(mag2)); coneRotation = dMatrix(dQuaternion(lateralDir, dAcos(dClamp(cosAngleCos, dFloat(-1.0f), dFloat(1.0f)))), matrix1.m_posit); } else { lateralDir = matrix0.m_up.Scale(-1.0f); coneRotation = dMatrix(dQuaternion(matrix0.m_up, 180 * dDegreeToRad), matrix1.m_posit); } } else if (cosAngleCos < -0.9999f) { coneRotation[0][0] = -1.0f; coneRotation[1][1] = -1.0f; } const int subdiv = 18; const dFloat radius = debugDisplay->m_debugScale; dVector arch[subdiv + 1]; // show twist angle limits if (m_options.m_option0 && ((m_maxTwistAngle - m_minTwistAngle) > dFloat(1.0e-3f))) { dMatrix pitchMatrix(matrix1 * coneRotation); pitchMatrix.m_posit = matrix1.m_posit; dVector point(dFloat(0.0f), dFloat(radius), dFloat(0.0f), dFloat(0.0f)); dFloat angleStep = dMin (m_maxTwistAngle - m_minTwistAngle, dFloat (2.0f * dPi)) / subdiv; dFloat angle0 = m_minTwistAngle; debugDisplay->SetColor(dVector(0.6f, 0.2f, 0.0f, 0.0f)); for (int i = 0; i <= subdiv; i++) { arch[i] = pitchMatrix.TransformVector(dPitchMatrix(angle0).RotateVector(point)); debugDisplay->DrawLine(pitchMatrix.m_posit, arch[i]); angle0 += angleStep; } for (int i = 0; i < subdiv; i++) { debugDisplay->DrawLine(arch[i], arch[i + 1]); } } // show cone angle limits if (m_options.m_option2) { dVector point(radius * dCos(m_maxConeAngle), radius * dSin(m_maxConeAngle), 0.0f, 0.0f); dFloat angleStep = dPi * 2.0f / subdiv; dFloat angle0 = 0.0f; debugDisplay->SetColor(dVector(0.3f, 0.8f, 0.0f, 0.0f)); for (int i = 0; i <= subdiv; i++) { dVector conePoint(dPitchMatrix(angle0).RotateVector(point)); dVector p(matrix1.TransformVector(conePoint)); arch[i] = p; debugDisplay->DrawLine(matrix1.m_posit, p); angle0 += angleStep; } for (int i = 0; i < subdiv; i++) { debugDisplay->DrawLine(arch[i], arch[i + 1]); } } }
void MakeKukaRobot(DemoEntityManager* const scene, DemoEntity* const model) { m_kinematicSolver = NewtonCreateInverseDynamics(scene->GetNewton()); NewtonBody* const baseFrameBody = CreateBodyPart(model, armRobotConfig[0]); void* const baseFrameNode = NewtonInverseDynamicsAddRoot(m_kinematicSolver, baseFrameBody); NewtonBodySetMassMatrix(baseFrameBody, 0.0f, 0.0f, 0.0f, 0.0f); dMatrix boneAligmentMatrix( dVector(0.0f, 1.0f, 0.0f, 0.0f), dVector(0.0f, 0.0f, 1.0f, 0.0f), dVector(1.0f, 0.0f, 0.0f, 0.0f), dVector(0.0f, 0.0f, 0.0f, 1.0f)); int stackIndex = 0; DemoEntity* childEntities[32]; void* parentBones[32]; for (DemoEntity* child = model->GetChild(); child; child = child->GetSibling()) { parentBones[stackIndex] = baseFrameNode; childEntities[stackIndex] = child; stackIndex++; } dKukaEffector* effector = NULL; const int partCount = sizeof(armRobotConfig) / sizeof(armRobotConfig[0]); while (stackIndex) { stackIndex--; DemoEntity* const entity = childEntities[stackIndex]; void* const parentJoint = parentBones[stackIndex]; const char* const name = entity->GetName().GetStr(); for (int i = 0; i < partCount; i++) { if (!strcmp(armRobotConfig[i].m_partName, name)) { if (strstr(name, "bone")) { // add a bone and all it children dMatrix matrix; NewtonBody* const limbBody = CreateBodyPart(entity, armRobotConfig[i]); NewtonBodyGetMatrix(limbBody, &matrix[0][0]); NewtonBody* const parentBody = NewtonInverseDynamicsGetBody(m_kinematicSolver, parentJoint); dCustomInverseDynamics* const rotatingColumnHinge = new dCustomInverseDynamics(boneAligmentMatrix * matrix, limbBody, parentBody); rotatingColumnHinge->SetJointTorque(armRobotConfig[i].m_mass * DEMO_GRAVITY * 50.0f); rotatingColumnHinge->SetTwistAngle(armRobotConfig[i].m_minLimit * dDegreeToRad, armRobotConfig[i].m_maxLimit * dDegreeToRad); void* const limbJoint = NewtonInverseDynamicsAddChildNode(m_kinematicSolver, parentJoint, rotatingColumnHinge->GetJoint()); for (DemoEntity* child = entity->GetChild(); child; child = child->GetSibling()) { parentBones[stackIndex] = limbJoint; childEntities[stackIndex] = child; stackIndex++; } } else if (strstr(name, "effector")) { // add effector dMatrix gripperMatrix(entity->CalculateGlobalMatrix()); effector = new dKukaEffector(m_kinematicSolver, parentJoint, baseFrameBody, gripperMatrix); effector->SetAsThreedof(); effector->SetLinearSpeed(2.0f); effector->SetMaxLinearFriction(armRobotConfig[i].m_mass * DEMO_GRAVITY * 50.0f); } break; } } } // create the Animation tree for manipulation DemoEntity* const effectoBone = model->Find("effector_arm"); dMatrix baseFrameMatrix(model->GetCurrentMatrix()); dMatrix effectorLocalMatrix(effectoBone->CalculateGlobalMatrix(model)); dVector upAxis(baseFrameMatrix.UnrotateVector(dVector(0.0f, 1.0f, 0.0f, 1.0f))); dVector planeAxis(baseFrameMatrix.UnrotateVector(dVector(0.0f, 0.0f, 1.0f, 1.0f))); dEffectorTreeFixPose* const fixPose = new dEffectorTreeFixPose(baseFrameBody); m_inputModifier = new dEffectorTreeInputModifier(fixPose, upAxis, planeAxis); m_animTreeNode = new dEffectorTreeRoot(baseFrameBody, m_inputModifier); // set base pose dEffectorTreeInterface::dEffectorTransform frame; frame.m_effector = effector; frame.m_posit = effectorLocalMatrix.m_posit; frame.m_rotation = dQuaternion(effectorLocalMatrix); fixPose->GetPose().Append(frame); m_animTreeNode->GetPose().Append(frame); NewtonInverseDynamicsEndBuild(m_kinematicSolver); }