void Hinge::createPhysics() { ASSERT(axis); // axis->create(); // ::PhysicalObject::createPhysics(); // find bodies to connect Body* parentBody = dynamic_cast<Body*>(parent); ASSERT(!parentBody || parentBody->body); ASSERT(!children.empty()); Body* childBody = dynamic_cast<Body*>(*children.begin()); ASSERT(childBody); ASSERT(childBody->body); // create joint joint = dJointCreateHinge(Simulation::simulation->physicalWorld, 0); dJointAttach(joint, childBody->body, parentBody ? parentBody->body : 0); //set hinge joint parameter dJointSetHingeAnchor(joint, pose.translation.x, pose.translation.y, pose.translation.z); Vector3<> globalAxis = pose.rotation * Vector3<>(axis->x, axis->y, axis->z); dJointSetHingeAxis(joint, globalAxis.x, globalAxis.y, globalAxis.z); if(axis->cfm != -1.f) dJointSetHingeParam(joint, dParamCFM, dReal(axis->cfm)); if(axis->deflection) { const Axis::Deflection& deflection = *axis->deflection; float minHingeLimit = deflection.min; float maxHingeLimit = deflection.max; if(minHingeLimit > maxHingeLimit) minHingeLimit = maxHingeLimit; //Set physical limits to higher values (+10%) to avoid strange hinge effects. //Otherwise, sometimes the motor exceeds the limits. float internalTolerance = (maxHingeLimit - minHingeLimit) * 0.1f; if(dynamic_cast<ServoMotor*>(axis->motor)) { minHingeLimit -= internalTolerance; maxHingeLimit += internalTolerance; } dJointSetHingeParam(joint, dParamLoStop, dReal(minHingeLimit)); dJointSetHingeParam(joint, dParamHiStop, dReal(maxHingeLimit)); // this has to be done due to the way ODE sets joint stops dJointSetHingeParam(joint, dParamLoStop, dReal(minHingeLimit)); if(deflection.stopCFM != -1.f) dJointSetHingeParam(joint, dParamStopCFM, dReal(deflection.stopCFM)); if(deflection.stopERP != -1.f) dJointSetHingeParam(joint, dParamStopERP, dReal(deflection.stopERP)); } // create motor if(axis->motor) axis->motor->create(this); OpenGLTools::convertTransformation(rotation, translation, transformation); }
/*** 車輪の生成 ***/ void makeWheel() { dMass mass; dReal r = 0.1; dReal w = 0.024; dReal m = 0.15; dReal d = 0.01; dReal tmp_z = Z; dReal wx[WHEEL_NUM] = {SIDE[0]/2+w/2+d, - (SIDE[0]/2+w/2+d), 0, 0}; dReal wy[WHEEL_NUM] = {0, 0, SIDE[1]/2+w/2+d, - (SIDE[1]/2+w/2+d)}; dReal wz[WHEEL_NUM] = {tmp_z, tmp_z, tmp_z, tmp_z}; dReal jx[WHEEL_NUM] = {SIDE[0]/2, - SIDE[0]/2, 0, 0}; dReal jy[WHEEL_NUM] = {0, 0, SIDE[1]/2, - SIDE[1]/2}; dReal jz[WHEEL_NUM] = {tmp_z, tmp_z, tmp_z, tmp_z}; for (int i = 0; i < WHEEL_NUM; i++) { wheel[i].v = 0.0; // make body, geom and set geom to body. // The position and orientation of geom is abondoned. wheel[i].body = dBodyCreate(world); wheel[i].geom = dCreateCylinder(space,r, w); dGeomSetBody(wheel[i].geom,wheel[i].body); // set configure of body dMassSetZero(&mass); if (i < 2) { dMassSetCylinderTotal(&mass,m, 1, r, w); } else { dMassSetCylinderTotal(&mass,m, 2, r, w); } dBodySetMass(wheel[i].body,&mass); // set position and orientation of body. dBodySetPosition(wheel[i].body, wx[i], wy[i], wz[i]); dMatrix3 R; if (i >= 2) { dRFromAxisAndAngle(R,1,0,0,M_PI/2.0); dBodySetRotation(wheel[i].body,R); } else { dRFromAxisAndAngle(R,0,1,0,M_PI/2.0); dBodySetRotation(wheel[i].body,R); } // make joint. wheel[i].joint = dJointCreateHinge(world,0); dJointAttach(wheel[i].joint,base.body,wheel[i].body); if (i < 2) { dJointSetHingeAxis(wheel[i].joint, 1, 0, 0); } else { dJointSetHingeAxis(wheel[i].joint, 0, -1, 0); } dJointSetHingeAnchor(wheel[i].joint, jx[i], jy[i], jz[i]); } }
/** * This method is called if the joint should be attached. * It creates the ODE-joint, calculates the current anchor-position * and axis-orientation and attaches the Joint. * @param obj1 first ODE-object to attach with * @param obj2 second ODE-object to attach with **/ void HingeJoint::attachJoint(dBodyID obj1, dBodyID obj2) { gmtl::Vec3f newAnchor, newAxis, scaleVec; gmtl::Quatf entityRot; gmtl::AxisAnglef axAng; TransformationData entityTrans; joint = dJointCreateHinge(world, 0); dJointAttach(joint, obj1, obj2); newAnchor = anchor; newAxis = axis; if (mainEntity != NULL) { entityTrans = mainEntity->getEnvironmentTransformation(); // get the scale values of the mainEntity scaleVec = entityTrans.scale; // scale Anchor-offset by mainEntity-scale value newAnchor[0] *= scaleVec[0]; newAnchor[1] *= scaleVec[1]; newAnchor[2] *= scaleVec[2]; // scale Axis by mainEntity-scale value because of possible distortion newAxis[0] *= scaleVec[0]; newAxis[1] *= scaleVec[1]; newAxis[2] *= scaleVec[2]; gmtl::normalize(newAxis); // get the Rotation of the mainEntity entityRot = entityTrans.orientation; // rotate Axis by mainEntity-rotation newAxis *= entityRot; // rotate Anchor-offset by mainEntity-rotation newAnchor *= entityRot; // transform new Anchor to world coordinates newAnchor += entityTrans.position; } // if dJointSetHingeAnchor(joint, newAnchor[0], newAnchor[1], newAnchor[2]); dJointSetHingeAxis(joint, newAxis[0], newAxis[1], newAxis[2]); // ODE parameters for minimizing failure in Hinge Joint // It should not be correct this way but it works better than without it ;-) dJointSetHingeParam(joint, dParamCFM, 0); dJointSetHingeParam(joint, dParamStopERP, 0); dJointSetHingeParam(joint, dParamStopCFM, 0); oldAngle = 0; // set the maximum and minimum Joint-angles (if set). if (anglesSet) setODEAngles(); } // attachJoint
static void soy_joints_hinge_real_create (soyjointsJoint* base) { soyjointsHinge * self; struct dxWorld* _tmp0_; struct dxJoint* _tmp1_; self = (soyjointsHinge*) base; _tmp0_ = soy_scenes__world; _tmp1_ = dJointCreateHinge (_tmp0_, NULL); _dJointDestroy0 (((soyjointsJoint*) self)->joint); ((soyjointsJoint*) self)->joint = _tmp1_; }
bool ActiveHingeModel::initModel() { // Create the 4 components of the hinge hingeRoot_ = this->createBody(B_SLOT_A_ID); dBodyID frame = this->createBody(B_FRAME_ID); dBodyID servo = this->createBody(B_SERVO_ID); hingeTail_ = this->createBody(B_SLOT_B_ID); // Set the masses for the various boxes float separation = 0;//inMm(0.1); this->createBoxGeom(hingeRoot_, MASS_SLOT, osg::Vec3(0, 0, 0), SLOT_THICKNESS, SLOT_WIDTH, SLOT_WIDTH); dReal xFrame = separation + FRAME_LENGTH / 2 + SLOT_THICKNESS / 2; this->createBoxGeom(frame, MASS_FRAME, osg::Vec3(xFrame, SERVO_POSITION_OFFSET, 0), FRAME_LENGTH, FRAME_WIDTH, FRAME_HEIGHT); dReal xServo = xFrame + (FRAME_ROTATION_OFFSET - (FRAME_LENGTH / 2)) + SERVO_ROTATION_OFFSET - SERVO_LENGTH/2; this->createBoxGeom(servo, MASS_SERVO, osg::Vec3(xServo, SERVO_POSITION_OFFSET, 0), SERVO_LENGTH, SERVO_WIDTH, SERVO_HEIGHT); dReal xTail = xServo + SERVO_LENGTH / 2 + separation + SLOT_THICKNESS / 2; this->createBoxGeom(hingeTail_, MASS_SLOT, osg::Vec3(xTail, 0, 0), SLOT_THICKNESS, SLOT_WIDTH, SLOT_WIDTH); // Create joints to hold pieces in position // root <-> connectionPartA this->fixBodies(hingeRoot_, frame, osg::Vec3(1, 0, 0)); // connectionPartA <(hinge)> connectionPArtB dJointID joint = dJointCreateHinge(this->getPhysicsWorld(), 0); dJointAttach(joint, frame, servo); dJointSetHingeAxis(joint, 0, 1, 0); dJointSetHingeAnchor(joint, SLOT_THICKNESS / 2 + separation + FRAME_ROTATION_OFFSET, 0, 0); // connectionPartB <-> tail this->fixBodies(servo, hingeTail_, osg::Vec3(1, 0, 0)); // Create servo this->motor_.reset( new ServoMotor(joint, ServoMotor::DEFAULT_MAX_FORCE_SERVO, ServoMotor::DEFAULT_GAIN, ioPair(this->getId(),0))); return true; }
static dJointID create_phys_joint(int t) { switch (t) { case dJointTypeBall: return dJointCreateBall (world, 0); case dJointTypeHinge: return dJointCreateHinge (world, 0); case dJointTypeSlider: return dJointCreateSlider (world, 0); case dJointTypeUniversal: return dJointCreateUniversal(world, 0); case dJointTypeHinge2: return dJointCreateHinge2 (world, 0); default: return 0; } }
void JOINT::Create_In_Simulator(dWorldID world, OBJECT *firstObject, OBJECT *secondObject) { joint = dJointCreateHinge(world,0); dJointAttach( joint , firstObject->Get_Body() , secondObject->Get_Body() ); dJointSetHingeAnchor(joint,x,y,z); dJointSetHingeAxis(joint,normalX,normalY,normalZ); dJointSetHingeParam(joint,dParamLoStop,lowStop); dJointSetHingeParam(joint,dParamHiStop,highStop); }
IoODEHinge *IoODEHinge_rawClone(IoODEHinge *proto) { IoObject *self = IoODEJoint_rawClone(proto); if(DATA(proto)->jointGroup) { IoODEJointGroup *jointGroup = DATA(proto)->jointGroup; JOINTGROUP = jointGroup; IoODEJointGroup_addJoint(jointGroup, self); JOINTID = dJointCreateHinge(WORLDID, JOINTGROUPID); } return self; }
AppHalf::AppHalf(dWorldID world, dSpaceID space, AppDesignID app_design, dBodyID main_body, dBodyID blade) : ebMain(main_body), ebBlade(blade) { // NOTE: app_design must have a side called before this, so that A..E and K..Q are one of left or right // create bodies with geometries // create links and connect them jA = dJointCreateHinge(world, 0); dJointSetHingeAxis(jA, 0, 1, 0); // is -1 or 1 a matter? only for angle and anglerate sign, i think. dReal *A = app_design->getA(); dJointSetHingeAnchor(jA, A[0], A[1], A[2]); dJointConnect(jA, ebMain, bBeam); }
static void soy_joints_hinge_real_create (soyjointsJoint* base) { soyjointsHinge * self; struct dxWorld* _tmp0_ = NULL; struct dxJoint* _tmp1_ = NULL; #line 29 "/home/jeff/Documents/libraries/libsoy/src/joints/Hinge.gs" self = (soyjointsHinge*) base; #line 30 "/home/jeff/Documents/libraries/libsoy/src/joints/Hinge.gs" _tmp0_ = soy_scenes__world; #line 30 "/home/jeff/Documents/libraries/libsoy/src/joints/Hinge.gs" _tmp1_ = dJointCreateHinge (_tmp0_, NULL); #line 30 "/home/jeff/Documents/libraries/libsoy/src/joints/Hinge.gs" _dJointDestroy0 (((soyjointsJoint*) self)->joint); #line 30 "/home/jeff/Documents/libraries/libsoy/src/joints/Hinge.gs" ((soyjointsJoint*) self)->joint = _tmp1_; #line 247 "Hinge.c" }
/*** 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]); } }
/** * Creates a new ODE_HingeJoint. * * @param body1 the first body to connect the joint to. * @param body2 the second body to connect the joint to. * @return the new ODE_HingeJoint. */ dJointID ODE_HingeJoint::createJoint(dBodyID body1, dBodyID body2) { if(mJointAxisPoint1->get().equals(mJointAxisPoint2->get())) { Core::log("Invalid axes for ODE_HingeJoint."); return 0; } //if one of the bodyIDs is null, the joint is connected to a static object. dJointID newJoint = dJointCreateHinge(mWorldID, mGeneralJointGroup); dJointAttach(newJoint, body1, body2); Vector3D anchor = mJointAxisPoint1->get() ; Vector3D axis = mJointAxisPoint2->get() ; axis.set(mJointAxisPoint2->getX() - mJointAxisPoint1->getX(), mJointAxisPoint2->getY() - mJointAxisPoint1->getY(), mJointAxisPoint2->getZ() - mJointAxisPoint1->getZ()); dJointSetHingeAnchor(newJoint, anchor.getX(), anchor.getY(), anchor.getZ()); dJointSetHingeAxis(newJoint, axis.getX(), axis.getY(), axis.getZ()); return newJoint; }
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.command = &command; fn.stop = 0; fn.path_to_textures = DRAWSTUFF_TEXTURE_PATH; // create world dInitODE2(0); world = dWorldCreate(); dMass m; dMassSetBox (&m,1,SIDE,SIDE,SIDE); dMassAdjust (&m,MASS); dQuaternion q; dQFromAxisAndAngle (q,1,1,0,0.25*M_PI); body[0] = dBodyCreate (world); dBodySetMass (body[0],&m); dBodySetPosition (body[0],0.5*SIDE,0.5*SIDE,1); dBodySetQuaternion (body[0],q); body[1] = dBodyCreate (world); dBodySetMass (body[1],&m); dBodySetPosition (body[1],-0.5*SIDE,-0.5*SIDE,1); dBodySetQuaternion (body[1],q); hinge = dJointCreateHinge (world,0); dJointAttach (hinge,body[0],body[1]); dJointSetHingeAnchor (hinge,0,0,1); dJointSetHingeAxis (hinge,1,-1,1.41421356); // run simulation dsSimulationLoop (argc,argv,352,288,&fn); dWorldDestroy (world); dCloseODE(); return 0; }
void createHingeLeg(ODEObject &leg, ODEObject &bodyAttachedTo, dJointID &joint, dReal xPos, dReal yPos, dReal zPos, dReal xRot, dReal yRot, dReal zRot, dReal radius, dReal length, dReal maxAngle, dReal minAngle, dReal anchorXPos, dReal anchorYPos, dReal anchorZPos) { 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); //hinge joint joint = dJointCreateHinge(World, jointgroup); //attach and anchor dJointAttach(joint, bodyAttachedTo.Body, leg.Body); dJointSetHingeAnchor(joint, anchorXPos, anchorYPos, anchorZPos); //axes dJointSetHingeAxis(joint, 0, 1, 0); //Max and min angles dJointSetHingeParam(joint, dParamHiStop, maxAngle); dJointSetHingeParam(joint, dParamLoStop, minAngle); }
sODEJoint* sODEJoint::AddHingeJoint( int id, dBodyID body1, dBodyID body2, float ax, float ay, float az, float x, float y, float z ) { sODEJoint *pJoint = new sODEJoint( ); //modify prev and next pointers of any involved joints, make new joint the new head pJoint->pNextJoint = pODEJointList; if ( pODEJointList ) pODEJointList->pPrevJoint = pJoint; pODEJointList = pJoint; //create the ODE hinge joint pJoint->oJoint = dJointCreateHinge( g_ODEWorld, 0 ); dJointAttach( pJoint->oJoint, body1, body2 ); dJointSetHingeAnchor( pJoint->oJoint, x,y,z ); dJointSetHingeAxis( pJoint->oJoint, ax,ay,az ); pJoint->iID = id; return pJoint; }
void SkidSteeringVehicle::create() { this->vehicleBody = dBodyCreate(this->environment->world); this->vehicleGeom = dCreateBox(this->environment->space, this->vehicleBodyLength, this->vehicleBodyWidth, this->vehicleBodyHeight); this->environment->setGeomName(this->vehicleGeom, name + ".vehicleGeom"); dMassSetBox(&this->vehicleMass, this->density, this->vehicleBodyLength, this->vehicleBodyWidth, this->vehicleBodyHeight); dGeomSetCategoryBits(this->vehicleGeom, Category::OBSTACLE); dGeomSetCollideBits(this->vehicleGeom, Category::OBSTACLE | Category::TERRAIN); dBodySetMass(this->vehicleBody, &this->vehicleMass); dBodySetPosition(this->vehicleBody, this->xOffset, this->yOffset, this->zOffset); dGeomSetBody(this->vehicleGeom, this->vehicleBody); dGeomSetOffsetPosition(this->vehicleGeom, 0, 0, this->wheelRadius); dReal w = this->vehicleBodyWidth + this->wheelWidth + 2 * this->trackVehicleSpace; for(int fr = 0; fr < 2; fr++) { for(int lr = 0; lr < 2; lr++) { this->wheelGeom[fr][lr] = dCreateCylinder(this->environment->space, this->wheelRadius, this->wheelWidth); this->environment->setGeomName(this->wheelGeom[fr][lr], this->name + "." + (!fr ? "front" : "rear") + (!lr ? "Left" : "Right") + "Wheel"); dGeomSetCategoryBits(this->wheelGeom[fr][lr], Category::TRACK_GROUSER); dGeomSetCollideBits(this->wheelGeom[fr][lr], Category::TERRAIN); dMassSetCylinder(&this->wheelMass[fr][lr], this->density, 3, this->wheelRadius, this->wheelWidth); this->wheelBody[fr][lr] = dBodyCreate(this->environment->world); dBodySetMass(this->wheelBody[fr][lr], &this->wheelMass[fr][lr]); dGeomSetBody(this->wheelGeom[fr][lr], this->wheelBody[fr][lr]); dBodySetPosition(this->wheelBody[fr][lr], this->xOffset + (fr - 0.5) * this->wheelBase, this->yOffset + w * (lr - 0.5), this->zOffset); dMatrix3 wheelR; dRFromZAxis(wheelR, 0, 2 * lr - 1, 0); dBodySetRotation(this->wheelBody[fr][lr], wheelR); this->wheelJoint[fr][lr] = dJointCreateHinge(this->environment->world, 0); dJointAttach(this->wheelJoint[fr][lr], this->vehicleBody, this->wheelBody[fr][lr]); dJointSetHingeAnchor(this->wheelJoint[fr][lr], this->xOffset + (fr - 0.5) * this->wheelBase, this->yOffset + this->vehicleBodyWidth * (lr - 0.5), this->zOffset); dJointSetHingeAxis(this->wheelJoint[fr][lr], 0, 1, 0); dJointSetHingeParam(this->wheelJoint[fr][lr], dParamFMax, 5.0); } } this->bodyArray = dRigidBodyArrayCreate(this->vehicleBody); for(int fr = 0; fr < 2; fr++) { for(int lr = 0; lr < 2; lr++) { dRigidBodyArrayAdd(this->bodyArray, this->wheelBody[fr][lr]); } } }
int main(int argc, char *argv[]) { dsFunctions fn; double x[NUM] = {0.00}, y[NUM] = {0.00}; // Center of gravity double z[NUM] = { 0.05, 0.50, 1.50, 2.55}; double m[NUM] = {10.00, 2.00, 2.00, 2.00}; // mass double anchor_x[NUM] = {0.00}, anchor_y[NUM] = {0.00};// anchors of joints double anchor_z[NUM] = { 0.00, 0.10, 1.00, 2.00}; double axis_x[NUM] = { 0.00, 0.00, 0.00, 0.00}; // axises of joints double axis_y[NUM] = { 0.00, 0.00, 1.00, 1.00}; double axis_z[NUM] = { 1.00, 1.00, 0.00, 0.00}; fn.version = DS_VERSION; fn.start = &start; fn.step = &simLoop; fn.command = &command; fn.path_to_textures = "../../drawstuff/textures"; dInitODE(); // Initialize ODE world = dWorldCreate(); // Create a world dWorldSetGravity(world, 0, 0, -9.8); for (int i = 0; i < NUM; i++) { dMass mass; link[i] = dBodyCreate(world); dBodySetPosition(link[i], x[i], y[i], z[i]); // Set a position dMassSetZero(&mass); // Set mass parameter to zero dMassSetCapsuleTotal(&mass,m[i],3,r[i],l[i]); // Calculate mass parameter dBodySetMass(link[i], &mass); // Set mass } joint[0] = dJointCreateFixed(world, 0); // A fixed joint dJointAttach(joint[0], link[0], 0); // Attach the joint between the ground and the base dJointSetFixed(joint[0]); // Set the fixed joint for (int j = 1; j < NUM; j++) { joint[j] = dJointCreateHinge(world, 0); // Create a hinge joint dJointAttach(joint[j], link[j-1], link[j]); // Attach the joint dJointSetHingeAnchor(joint[j], anchor_x[j], anchor_y[j],anchor_z[j]); dJointSetHingeAxis(joint[j], axis_x[j], axis_y[j], axis_z[j]); } dsSimulationLoop(argc, argv, 640, 570, &fn); // Simulation loop dCloseODE(); return 0; }
void createLeg( const dWorldID & _world ){ // read leg parameters there lower_part.mass = 0.5; lower_part.radius = 0.1; lower_part.length = 0.5; dReal lower_part_pos[3] = {0.0, 0.0, lower_part.length}; upper_part.mass = 0.5; upper_part.radius = 0.1; upper_part.length = 0.5; dReal upper_part_pos[3] = {0.0, 0.0, upper_part.length + lower_part.length}; createPart(_world,lower_part, lower_part_pos); createPart(_world,upper_part, upper_part_pos); jointHinge = dJointCreateHinge(_world, 0); // Create a hinge joint dJointAttach(jointHinge, lower_part.body, upper_part.body ); // Attach the joint dJointSetHingeAnchor(jointHinge, 1.0,0.0,0.0);//anchor_x[j], anchor_y[j],anchor_z[j]); }
bool ActiveWheelModel::initModel() { // Create the 4 components of the hinge wheelRoot_ = this->createBody(B_SLOT_ID); dBodyID servo = this->createBody(B_SERVO_ID); dBodyID wheel = this->createBody(B_WHEEL_ID); // Set the masses for the various boxes dMass mass; this->createBoxGeom(wheelRoot_, MASS_SLOT, osg::Vec3(0, 0, 0), SLOT_THICKNESS, SLOT_WIDTH, SLOT_WIDTH); dReal zServo = 0;//-SLOT_WIDTH / 2 + SERVO_Z_OFFSET + SERVO_HEIGHT / 2; this->createBoxGeom(servo, MASS_SERVO, osg::Vec3(X_SERVO, 0, zServo), SERVO_LENGTH, SERVO_WIDTH, SERVO_HEIGHT); this->createCylinderGeom(wheel, MASS_WHEEL, osg::Vec3(X_WHEEL, 0, 0), 1, getRadius(), WHEEL_THICKNESS); // Create joints to hold pieces in position // slot <slider> hinge this->fixBodies(wheelRoot_, servo, osg::Vec3(1, 0, 0)); // servo <(hinge)> wheel dJointID joint = dJointCreateHinge(this->getPhysicsWorld(), 0); dJointAttach(joint, servo, wheel); dJointSetHingeAxis(joint, 1, 0, 0); dJointSetHingeAnchor(joint, X_WHEEL, 0, 0); // Create servo this->motor_.reset( new ServoMotor(joint, ServoMotor::DEFAULT_MAX_FORCE, ioPair(this->getId(),0))); return true; }
Else::AcrobotArticulatedBody ::AcrobotArticulatedBody( dWorldID argWorldID, dSpaceID argSpaceID, double argScale ) : ArticulatedBody( argWorldID, argSpaceID ), myRadius( 0.1 * argScale ), myLength( argScale ), myJointGroupID( 0 ) { // create body gmtl::Vec3d dims( 2*myRadius, 2*myRadius, 2*myRadius + myLength ); const double density = 1.0; const int zDirection = 3; const double extraSpace = 0.1*myLength; dMass mass; dBodyID body = dBodyCreate( myWorldID ); dBodySetData( body, this ); // create cylinder aligned to z-axis dGeomID geom = dCreateCapsule( mySpaceID, myRadius, myLength ); dGeomSetBody( geom, body ); dBodySetPosition( body, 0, 0, extraSpace + 0.5*myLength + myRadius ); dMassSetCappedCylinder( &mass, density, zDirection, myRadius, myLength ); dBodySetMass( body, &mass ); dJointID joint = dJointCreateHinge( myWorldID, myJointGroupID ); dJointAttach( joint, NULL, body ); dJointSetHingeAnchor( joint, 0, 0, extraSpace + myLength + myRadius ); dVector3 axis; axis[0] = 0; axis[1] = 1; axis[2] = 0; dJointSetHingeAxis( joint, axis[0], axis[1], axis[2] ); myBodies[0] = body; myJoints[0] = joint; myBodyDims[0] = dims; myGeoms.push_back( geom ); }
//! A hinge requires a fixed anchor point and an axis OscHingeODE::OscHingeODE(dWorldID odeWorld, dSpaceID odeSpace, const char *name, OscBase* parent, OscObject *object1, OscObject *object2, double x, double y, double z, double ax, double ay, double az) : OscHinge(name, parent, object1, object2, x, y, z, ax, ay, az) { m_response = new OscResponse("response",this); // create the constraint for object1 cVector3d anchor(x,y,z); cVector3d axis(ax,ay,az); dJointID odeJoint = dJointCreateHinge(odeWorld,0); m_pSpecial = new ODEConstraint(this, odeJoint, odeWorld, odeSpace, object1, object2); dJointSetHingeAnchor(odeJoint, anchor.x, anchor.y, anchor.z); dJointSetHingeAxis(odeJoint, axis.x, axis.y, axis.z); printf("Hinge joint created between %s and %s at anchor (%f,%f,%f), axis (%f,%f,%f)\n", object1->c_name(), object2?object2->c_name():"world", x,y,z,ax,ay,az); }
void makeRobot_Nleg() { for(int segment = 0; segment < BODY_SEGMENTS; ++segment) { dReal segmentOffsetFromMiddle = segment - MIDDLE_BODY_SEGMENT; dReal torso_m = 50.0; // Mass of body // torso_m[segment] = 10.0; dReal l1m = 0.005,l2m = 0.5, l3m = 0.5; // Mass of leg segments //for four legs // dReal x[num_legs][num_links] = {{-cx1,-cx1,-cx1},// Position of each link (x coordinate) // {-cx1,-cx1,-cx1}}; dReal x[num_legs][num_links] = {{0,0,0},// Position of each link (x coordinate) {0,0,0}}; dReal y[num_legs][num_links] = {{ cy1, cy1, cy1},// Position of each link (y coordinate) {-cy1,-cy1,-cy1}}; dReal z[num_legs][num_links] = { // Position of each link (z coordinate) {c_z[0][0],(c_z[0][0]+c_z[0][2])/2,c_z[0][2]-l3/2}, {c_z[0][0],(c_z[0][0]+c_z[0][2])/2,c_z[0][2]-l3/2} }; dReal r[num_links] = { r1, r2, r3}; // radius of leg segment dReal length[num_links] = { l1, l2, l3}; // Length of leg segment dReal weight[num_links] = {l1m,l2m,l3m}; // Mass of leg segment // //for one leg // dReal axis_x[num_legs_pneat][num_links_pneat] = {{ 0,1, 0}}; // dReal axis_y[num_legs_pneat][num_links_pneat] = {{ 1,0, 1}}; // dReal axis_z[num_legs_pneat][num_links_pneat] = {{ 0,0, 0}}; //for four legs dReal axis_x[num_legs][num_links]; dReal axis_y[num_legs][num_links]; dReal axis_z[num_legs][num_links]; for(int i = 0; i < num_legs; ++i) { axis_x[i][0] = 0.0; axis_x[i][1] = 1.0; axis_x[i][2] = 0.0; axis_y[i][0] = 1.0; axis_y[i][1] = 0.0; axis_y[i][2] = 1.0; axis_z[i][0] = 0.0; axis_z[i][1] = 0.0; axis_z[i][2] = 0.0; } // For mation of the body dMass mass; torso[segment].body = dBodyCreate(world); dMassSetZero(&mass); dMassSetBoxTotal(&mass,torso_m, lx, ly, lz); dBodySetMass(torso[segment].body,&mass); torso[segment].geom = dCreateBox(space,lx, ly, lz); dGeomSetBody(torso[segment].geom, torso[segment].body); dBodySetPosition(torso[segment].body, SX+segmentOffsetFromMiddle*(lx+DISTANCE_BETWEEN_SEGMENTS), SY, SZ); // Formation of leg dMatrix3 R; // Revolution queue dRFromAxisAndAngle(R,1,0,0,M_PI/2); // 90 degrees to turn, parallel with the land for (int i = 0; i < num_legs; i++) { for (int j = 0; j < num_links; j++) { THETA[segment][i][j] = 0; leg[segment][i][j].body = dBodyCreate(world); if (j == 0) dBodySetRotation(leg[segment][i][j].body,R); dBodySetPosition(leg[segment][i][j].body, SX+x[i][j]+segmentOffsetFromMiddle*(lx+DISTANCE_BETWEEN_SEGMENTS), SY+y[i][j], SZ+z[i][j]); dMassSetZero(&mass); dMassSetCapsuleTotal(&mass,weight[j],3,r[j],length[j]); dBodySetMass(leg[segment][i][j].body, &mass); //if(i==1 and j==2) //to set the length of one leg differently //leg[i][j].geom = dCreateCapsule(space_pneat,r[j],length[j]+.5); //set the length of the leg //else leg[segment][i][j].geom = dCreateCapsule(space,r[j],length[j]); //set the length of the leg dGeomSetBody(leg[segment][i][j].geom,leg[segment][i][j].body); } } // Formation of joints (and connecting them up) for (int i = 0; i < num_legs; i++) { for (int j = 0; j < num_links; j++) { leg[segment][i][j].joint = dJointCreateHinge(world, 0); if (j == 0){ dJointAttach(leg[segment][i][j].joint, torso[segment].body, leg[segment][i][j].body); //connects hip to the environment dJointSetHingeParam(leg[segment][i][j].joint, dParamLoStop, -.50*M_PI); //prevent the hip forward-back from going more than 90 degrees dJointSetHingeParam(leg[segment][i][j].joint, dParamHiStop, .50*M_PI); } else dJointAttach(leg[segment][i][j].joint, leg[segment][i][j-1].body, leg[segment][i][j].body); dJointSetHingeAnchor(leg[segment][i][j].joint, SX+x[i][j]+segmentOffsetFromMiddle*(lx+DISTANCE_BETWEEN_SEGMENTS), SY+c_y[i][j],SZ+c_z[i][j]); dJointSetHingeAxis(leg[segment][i][j].joint, axis_x[i][j], axis_y[i][j],axis_z[i][j]); } } } #ifdef USE_NLEG_ROBOT // link torsos for(int segment = 0; segment < BODY_SEGMENTS-1; ++segment) { dReal segmentOffsetFromMiddle = segment - MIDDLE_BODY_SEGMENT; switch (hingeType) { case 1: //Hinge Joint, X axis (back-breaker) torso[segment].joint = dJointCreateHinge(world, 0); dJointAttach(torso[segment].joint, torso[segment].body, torso[segment+1].body); dJointSetHingeAnchor(torso[segment].joint, SX+segmentOffsetFromMiddle*(lx+DISTANCE_BETWEEN_SEGMENTS)+(lx+DISTANCE_BETWEEN_SEGMENTS)/2, SY,SZ); dJointSetHingeAxis (torso[segment].joint, 1.0, 0.0, 0.0); break; case 2: //Hinge Joint, Y axis (???) torso[segment].joint = dJointCreateHinge(world, 0); dJointAttach(torso[segment].joint, torso[segment].body, torso[segment+1].body); dJointSetHingeAnchor(torso[segment].joint, SX+segmentOffsetFromMiddle*(lx+DISTANCE_BETWEEN_SEGMENTS)+(lx+DISTANCE_BETWEEN_SEGMENTS)/2, SY,SZ); dJointSetHingeAxis (torso[segment].joint, 0.0, 1.0, 0.0); break; case 3: //Hinge Joint, Z axis (snake-like) torso[segment].joint = dJointCreateHinge(world, 0); dJointAttach(torso[segment].joint, torso[segment].body, torso[segment+1].body); dJointSetHingeAnchor(torso[segment].joint, SX+segmentOffsetFromMiddle*(lx+DISTANCE_BETWEEN_SEGMENTS)+(lx+DISTANCE_BETWEEN_SEGMENTS)/2, SY,SZ); dJointSetHingeAxis (torso[segment].joint, 0.0, 0.0, 1.0); break; case 4: // Slider, Y axis (??) torso[segment].joint = dJointCreateSlider(world, 0); dJointAttach(torso[segment].joint, torso[segment].body, torso[segment+1].body); dJointSetSliderAxis (torso[segment].joint, 0.0, 1.0, 0.0); break; case 5: // Slider, X axis (extendo) torso[segment].joint = dJointCreateSlider(world, 0); dJointAttach(torso[segment].joint, torso[segment].body, torso[segment+1].body); dJointSetSliderAxis (torso[segment].joint, 1.0, 0.0, 0.0); break; case 6: //Universal Joint torso[segment].joint = dJointCreateUniversal(world, 0); dJointAttach(torso[segment].joint, torso[segment].body, torso[segment+1].body); dJointSetUniversalAnchor(torso[segment].joint, SX+segmentOffsetFromMiddle*(lx+DISTANCE_BETWEEN_SEGMENTS)+(lx+DISTANCE_BETWEEN_SEGMENTS)/2, SY,SZ); dJointSetUniversalAxis1(torso[segment].joint, 0.0, 1.0, 0.0); dJointSetUniversalAxis2(torso[segment].joint, 0.0, 0.0, 1.0); break; case 7: //Ball Joint torso[segment].joint = dJointCreateBall(world, 0); dJointAttach(torso[segment].joint, torso[segment].body, torso[segment+1].body); dJointSetBallAnchor(torso[segment].joint, SX+segmentOffsetFromMiddle*(lx+DISTANCE_BETWEEN_SEGMENTS)+(lx+DISTANCE_BETWEEN_SEGMENTS)/2, SY,SZ); break; case 8: // Fixed torso[segment].joint = dJointCreateHinge(world, 0); dJointAttach(torso[segment].joint, torso[segment].body, torso[segment+1].body); dJointSetHingeAnchor(torso[segment].joint, SX+segmentOffsetFromMiddle*(lx+DISTANCE_BETWEEN_SEGMENTS)+(lx+DISTANCE_BETWEEN_SEGMENTS)/2, SY,SZ); dJointSetHingeAxis (torso[segment].joint, 1.0, 0.0, 0.0); dJointSetHingeParam(torso[segment].joint, dParamLoStop, -0.00*M_PI); //prevent the hip forward-back from going more than 90 degrees dJointSetHingeParam(torso[segment].joint, dParamHiStop, 0.00*M_PI); break; default: assert(false); // not a valid hinge type break; } } #endif }
Car::Car(dWorldID world, dSpaceID space, CarDesignID n_car_design, AppDesignID n_app_design) :MyObject(world, space), car_design(n_car_design), app_design(n_app_design) { int i, j, ind; body_obj = 0; for (i = 0; i < 2; ++i) chain_obj[i] = 0; for (i = 0; i < 6; ++i) wheel_obj[i] = 0; max_f = 0; // must be set with setMaxF TrackDesignID track_design = car_design->left_track_design; LinkDesignID link_design = track_design->link_design; WheelDesignID wheel_design = car_design->wheel_design; body_mass = car_design->getBodyMass(); // create body createBody(car_design->getChassisPosition()); /* for ( int i = 0 ; i < 6 ; ++i ) { CreateToothedWheel(world, space, wheel_obj[i], sprocket_teeth, R, t_sides, teeth_h_fuzz); } */ // create sprocket wheels in back wheels position for (j = 0, ind = FIRST_SPROCKET; j < 2; ++j, ++ind) { wheel_obj[ind] = wheel_design->create(world, space); sprocket[j] = wheel_obj[ind]->body[0]; const dReal *sprocket_pos = track_design->getBackWheelPos(); PVEC(sprocket_pos); dReal y = sprocket_pos[YY]; if (j == 1) y += car_design->getTrackToTrack(); PEXP(y); dBodySetPosition(sprocket[j], sprocket_pos[XX], y, sprocket_pos[ZZ]); } // create sprockets and set their position // create front wheels and set their position for (j = 0, ind = FIRST_FRONT; j < 2; ++j, ++ind) { wheel_obj[ind] = wheel_design->create(world, space); front[j] = wheel_obj[ind]->body[0]; const dReal *front_pos = track_design->getFrontWheelPos(); PVEC(front_pos); dReal y = front_pos[YY]; if (j == 1) y += car_design->getTrackToTrack(); PEXP(y); dBodySetPosition(front[j], front_pos[XX], y, front_pos[ZZ]); } // create chains chain_obj[0] = new Chain(world, space, track_design, link_design); track_design->moveDesign(0, car_design->getTrackToTrack(), 0); // instead of recreating design chain_obj[1] = new Chain(world, space, track_design, link_design); // create axle joints for sprockets for (j = 0, ind = FIRST_SPROCKET; j < 2; ++j, ++ind) { axle[ind] = dJointCreateHinge(world, 0); dBodyID second = (body_obj ? body_obj->body[0] : 0); dJointAttach(axle[ind], sprocket[j], second); const dReal *sp_v = dBodyGetPosition(sprocket[j]); const dReal *rot = dBodyGetRotation(sprocket[j]); dJointSetHingeAnchor(axle[ind], sp_v[XX], sp_v[YY], sp_v[ZZ]); dJointSetHingeAxis(axle[ind], rot[1], rot[5], rot[9]); } /* for ( j = 0, ind = FIRST_BACK ; j < 2 ; ++j, ++ind ) { axle[ind] = dJointCreateHinge(world, 0); // no joint group (0==NULL) dJointAttach(axle[ind], back[j], 0); // attach to world const dReal* v = dBodyGetPosition(back[j]); dJointSetHingeAnchor(axle[ind], v[XX], v[YY], v[ZZ]); dJointSetHingeAxis(axle[ind], y_axis[XX], y_axis[YY], y_axis[ZZ]); // axis is up (positive z) } */ // create front wheels joints for (j = 0, ind = FIRST_FRONT; j < 2; ++j, ++ind) { axle[ind] = dJointCreateHinge(world, 0); dBodyID second = (body_obj ? body_obj->body[0] : 0); dJointAttach(axle[ind], front[j], second); const dReal *v = dBodyGetPosition(front[j]); const dReal *rot = dBodyGetRotation(sprocket[j]); dJointSetHingeAnchor(axle[ind], v[XX], v[YY], v[ZZ]); dJointSetHingeAxis(axle[ind], rot[1], rot[5], rot[9]); } if (body_obj) body_obj->show_forces = 1; // create appendage if (body_obj && app_design) { //app_obj = new App(world, space, app_design, body_obj->body[0]); app_obj = 0; }; // lets see what we have, height wise if (chain_obj[0] != 0) { const dReal *pos = dBodyGetPosition(chain_obj[0]->body[0]); std::cout << "debug: first link position, z wise\n"; PEXP(pos[ZZ]); } #ifdef ARE_YOU_NUTS_ABOUT_SPRINGS // now create the suspension - it is between the wheels and the body. Init(0, 2, 0); // initially lets make some springs between the wheels and the body. for (int i = 0 ; i < 2 ; ++i) { dBody a_wheel = wheel_obj[i + FIRST_SPROCKET]->body[0]; }; #endif }
void vmWishboneCar::buildWheelJoint(vmWheel *wnow, vmWishbone *snow, dReal shiftSign) { // chassis pin joints const dReal *pos; snow->jChassisUp= dJointCreateHinge(world,0); dJointAttach(snow->jChassisUp,chassis.body,snow->uplink.body); dJointSetHingeAxis(snow->jChassisUp,1.0, 0.0, 0.0); pos= dBodyGetPosition(snow->uplink.body); dJointSetHingeAnchor(snow->jChassisUp,pos[0] ,pos[1]+0.5*shiftSign*snow->uplink.width, pos[2]); const dReal *pos1; snow->jChassisLow= dJointCreateHinge(world,0); dJointAttach(snow->jChassisLow, chassis.body, snow->lowlink.body); dJointSetHingeAxis(snow->jChassisLow,1.0, 0.0, 0.0); pos1= dBodyGetPosition(snow->lowlink.body); dJointSetHingeAnchor(snow->jChassisLow, pos1[0] , pos1[1]+0.5*shiftSign*snow->lowlink.width, pos1[2]); // rotor ball joint /*const dReal *p2; jRotorUp= dJointCreateBall(world,0); dJointAttach(jRotorUp, uplink.body, hlink.body); p2= dBodyGetPosition(uplink.body); dJointSetBallAnchor(jRotorUp, p2[0], p2[1]-0.5*uplink.width, p2[2]); const dReal *p3; jRotorLow= dJointCreateBall(world,0); dJointAttach(jRotorLow, lowlink.body,hlink.body); p3= dBodyGetPosition(lowlink.body); dJointSetBallAnchor(jRotorLow, p3[0], p3[1]-0.5*lowlink.width,p3[2]);*/ const dReal *p2; snow->jRotorUp= dJointCreateHinge(world,0); dJointAttach(snow->jRotorUp, snow->uplink.body, snow->hlink.body); p2= dBodyGetPosition(snow->uplink.body); dJointSetHingeAnchor(snow->jRotorUp, p2[0] ,p2[1]-0.5*shiftSign*snow->uplink.width, p2[2]); dJointSetHingeAxis(snow->jRotorUp, 1.0, 0.0, 0.0); const dReal *p3; snow->jRotorLow= dJointCreateHinge(world,0); dJointAttach(snow->jRotorLow, snow->lowlink.body,snow->hlink.body); p3= dBodyGetPosition(snow->lowlink.body); dJointSetHingeAnchor(snow->jRotorLow, p3[0] ,p3[1]-0.5*shiftSign*snow->lowlink.width,p3[2]); dJointSetHingeAxis(snow->jRotorLow, 1.0, 0.0, 0.0); // rotor hinge joint const dReal *pw= dBodyGetPosition(wnow->body); snow->jRotorMid= dJointCreateHinge(world,0); dJointAttach(snow->jRotorMid, snow->hlink.body, wnow->body); dJointSetHingeAxis(snow->jRotorMid, 0.0,1.0,0.0); dJointSetHingeAnchor(snow->jRotorMid, pw[0],pw[1],pw[2]); // strut joint const dReal *ps1, *ps2; dReal angle= -shiftSign*strutAngle; ps1= dBodyGetPosition(snow->upstrut.body); ps2= dBodyGetPosition(snow->lowstrut.body); snow->jStrutUp= dJointCreateBall(world,0); dJointAttach(snow->jStrutUp, chassis.body, snow->upstrut.body); //dJointSetFixed(snow->jStrutUp); dJointSetBallAnchor(snow->jStrutUp, ps1[0] ,ps1[1]+0.5*shiftSign*snow->upstrut.width*fabs(sin(angle)) ,ps1[2]+0.5*snow->upstrut.width*fabs(cos(angle))); snow->jStrutLow= dJointCreateBall(world,0); dJointAttach(snow->jStrutLow, snow->lowlink.body, snow->lowstrut.body); dJointSetBallAnchor(snow->jStrutLow, ps2[0] ,ps2[1]-0.5*shiftSign*snow->lowstrut.width*fabs(sin(angle)) ,ps2[2]-0.5*snow->lowstrut.width*fabs(cos(angle))); // struct sliding joint snow->jStrutMid= dJointCreateSlider(world,0); dJointAttach(snow->jStrutMid, snow->upstrut.body, snow->lowstrut.body); dJointSetSliderAxis(snow->jStrutMid, 0.0,shiftSign*fabs(sin(angle)),fabs(cos(angle))); // set joint feedback wnow->feedback= new dJointFeedback; dJointSetFeedback(snow->jStrutMid,wnow->feedback); // suspension slider /*snow->jLowSpring= dJointCreateLMotor(world,0); dJointAttach(snow->jLowSpring, chassis.body, snow->lowlink.body); dJointSetLMotorNumAxes(snow->jLowSpring, 1); dJointSetLMotorAxis(snow->jLowSpring,0,0, 0.0, 0.0, 1.0);*/ }
bool ActiveCardanModel::initModel() { // Create the 4 components of the hinge cardanRoot_ = this->createBody(B_SLOT_A_ID); dBodyID connectionPartA = this->createBody(B_CONNECTION_A_ID); dBodyID crossPartA = this->createBody(B_CROSS_PART_A_ID); dBodyID crossPartB = this->createBody(B_CROSS_PART_B_ID); dBodyID connectionPartB = this->createBody(B_CONNECTION_B_ID); cardanTail_ = this->createBody(B_SLOT_B_ID); float separation = inMm(0.1); this->createBoxGeom(cardanRoot_, MASS_SLOT, osg::Vec3(0, 0, 0), SLOT_THICKNESS, SLOT_WIDTH, SLOT_WIDTH); dReal xPartA = SLOT_THICKNESS / 2 + separation + CONNNECTION_PART_LENGTH / 2; this->createBoxGeom(connectionPartA, MASS_SERVO, osg::Vec3(xPartA, 0, 0), CONNNECTION_PART_LENGTH, CONNNECTION_PART_WIDTH, CONNECTION_PART_HEIGHT); dReal xCrossPartA = xPartA + CONNECTION_PART_OFFSET; this->createBoxGeom(crossPartA, MASS_CROSS / 3, osg::Vec3(xCrossPartA, 0, 0), CROSS_THICKNESS, CROSS_WIDTH, CROSS_HEIGHT); this->createBoxGeom(crossPartB, MASS_CROSS / 3, osg::Vec3(xCrossPartA, 0, 0), CROSS_THICKNESS, CROSS_HEIGHT, CROSS_WIDTH); dReal xPartB = xCrossPartA + CONNECTION_PART_OFFSET; this->createBoxGeom(connectionPartB, MASS_SERVO, osg::Vec3(xPartB, 0, 0), CONNNECTION_PART_LENGTH, CONNECTION_PART_HEIGHT, CONNNECTION_PART_WIDTH); dReal xTail = xPartB + CONNNECTION_PART_LENGTH / 2 + separation + SLOT_THICKNESS / 2; this->createBoxGeom(cardanTail_, MASS_SLOT, osg::Vec3(xTail, 0, 0), SLOT_THICKNESS, SLOT_WIDTH, SLOT_WIDTH); // Cross Geometries dBodyID crossPartAedge1 = this->createBody(B_CROSS_PART_A_EDGE_1_ID); dBodyID crossPartAedge2 = this->createBody(B_CROSS_PART_A_EDGE_2_ID); dBodyID crossPartBedge1 = this->createBody(B_CROSS_PART_B_EDGE_1_ID); dBodyID crossPartBedge2 = this->createBody(B_CROSS_PART_B_EDGE_2_ID); this->createBoxGeom(crossPartAedge1, MASS_CROSS / 12, osg::Vec3(xCrossPartA - (CROSS_WIDTH / 2 + CROSS_THICKNESS / 2), 0, CROSS_HEIGHT / 2 + (CROSS_THICKNESS / 2)), CROSS_CENTER_OFFSET, CROSS_WIDTH, CROSS_THICKNESS); this->createBoxGeom(crossPartAedge2, MASS_CROSS / 12, osg::Vec3(xCrossPartA - (CROSS_WIDTH / 2 + CROSS_THICKNESS / 2), 0, -CROSS_HEIGHT / 2 - (CROSS_THICKNESS / 2)), CROSS_CENTER_OFFSET, CROSS_WIDTH, CROSS_THICKNESS); this->createBoxGeom(crossPartBedge1, MASS_CROSS / 12, osg::Vec3(xCrossPartA + (CROSS_WIDTH / 2 + CROSS_THICKNESS / 2), CROSS_HEIGHT / 2 - (CROSS_THICKNESS / 2), 0), CROSS_CENTER_OFFSET, CROSS_THICKNESS, CROSS_WIDTH); this->createBoxGeom(crossPartBedge2, MASS_CROSS / 12, osg::Vec3(xCrossPartA + (CROSS_WIDTH / 2 + CROSS_THICKNESS / 2), -CROSS_HEIGHT / 2 + (CROSS_THICKNESS / 2), 0), CROSS_CENTER_OFFSET, CROSS_THICKNESS, CROSS_WIDTH); // Create joints to hold pieces in position // root <-> connectionPartA this->fixBodies(cardanRoot_, connectionPartA, osg::Vec3(1, 0, 0)); // connectionPartA <(hinge)> crossPartA dJointID joint = dJointCreateHinge(this->getPhysicsWorld(), 0); dJointAttach(joint, connectionPartA, crossPartA); dJointSetHingeAxis(joint, 0, 0, 1); dJointSetHingeAnchor(joint, xPartA + ((CONNNECTION_PART_LENGTH / 2) - (CONNNECTION_PART_LENGTH - CONNNECTION_PART_ROTATION_OFFSET)), 0, 0); // crossPartA <-> crossPartB this->fixBodies(crossPartA, crossPartB, osg::Vec3(1, 0, 0)); // crossPartB <(hinge)> connectionPartB dJointID joint2 = dJointCreateHinge(this->getPhysicsWorld(), 0); dJointAttach(joint2, crossPartB, connectionPartB); dJointSetHingeAxis(joint2, 0, 1, 0); dJointSetHingeAnchor(joint2, xPartB - ((CONNNECTION_PART_LENGTH / 2) - (CONNNECTION_PART_LENGTH - CONNNECTION_PART_ROTATION_OFFSET)), 0, 0); // connectionPartB <-> tail this->fixBodies(connectionPartB, cardanTail_, osg::Vec3(1, 0, 0)); // Fix cross Parts this->fixBodies(crossPartA, crossPartAedge1, osg::Vec3(1, 0, 0)); this->fixBodies(crossPartA, crossPartAedge2, osg::Vec3(1, 0, 0)); this->fixBodies(crossPartB, crossPartBedge1, osg::Vec3(1, 0, 0)); this->fixBodies(crossPartB, crossPartBedge2, osg::Vec3(1, 0, 0)); // Create motors motor1_.reset( new ServoMotor(joint, ServoMotor::DEFAULT_MAX_FORCE_SERVO, ServoMotor::DEFAULT_GAIN, ioPair(this->getId(),0))); motor2_.reset( new ServoMotor(joint2, ServoMotor::DEFAULT_MAX_FORCE_SERVO, ServoMotor::DEFAULT_GAIN, ioPair(this->getId(),1))); return true; }
int main (int argc, char **argv) { dMass m; // setup pointers to drawstuff callback functions dsFunctions fn; fn.version = DS_VERSION; fn.start = &start; fn.step = &simLoop; fn.command = &command; fn.stop = 0; fn.path_to_textures = DRAWSTUFF_TEXTURE_PATH; // create world dInitODE2(0); world = dWorldCreate(); space = dHashSpaceCreate (0); contactgroup = dJointGroupCreate (0); dWorldSetGravity (world,0,0,-9.8); dWorldSetQuickStepNumIterations (world, 20); int i; for (i=0; i<SEGMCNT; i++) { segbodies[i] = dBodyCreate (world); dBodySetPosition(segbodies[i], i - SEGMCNT/2.0, 0, 5); dMassSetBox (&m, 1, SEGMDIM[0], SEGMDIM[1], SEGMDIM[2]); dBodySetMass (segbodies[i], &m); seggeoms[i] = dCreateBox (0, SEGMDIM[0], SEGMDIM[1], SEGMDIM[2]); dGeomSetBody (seggeoms[i], segbodies[i]); dSpaceAdd (space, seggeoms[i]); } for (i=0; i<SEGMCNT-1; i++) { hinges[i] = dJointCreateHinge (world,0); dJointAttach (hinges[i], segbodies[i],segbodies[i+1]); dJointSetHingeAnchor (hinges[i], i + 0.5 - SEGMCNT/2.0, 0, 5); dJointSetHingeAxis (hinges[i], 0,1,0); dJointSetHingeParam (hinges[i],dParamFMax, 8000.0); // NOTE: // Here we tell ODE where to put the feedback on the forces for this hinge dJointSetFeedback (hinges[i], jfeedbacks+i); stress[i]=0; } for (i=0; i<STACKCNT; i++) { stackbodies[i] = dBodyCreate(world); dMassSetBox (&m, 2.0, 2, 2, 0.6); dBodySetMass(stackbodies[i],&m); stackgeoms[i] = dCreateBox(0, 2, 2, 0.6); dGeomSetBody(stackgeoms[i], stackbodies[i]); dBodySetPosition(stackbodies[i], 0,0,8+2*i); dSpaceAdd(space, stackgeoms[i]); } sliders[0] = dJointCreateSlider (world,0); dJointAttach(sliders[0], segbodies[0], 0); dJointSetSliderAxis (sliders[0], 1,0,0); dJointSetSliderParam (sliders[0],dParamFMax, 4000.0); dJointSetSliderParam (sliders[0],dParamLoStop, 0.0); dJointSetSliderParam (sliders[0],dParamHiStop, 0.2); sliders[1] = dJointCreateSlider (world,0); dJointAttach(sliders[1], segbodies[SEGMCNT-1], 0); dJointSetSliderAxis (sliders[1], 1,0,0); dJointSetSliderParam (sliders[1],dParamFMax, 4000.0); dJointSetSliderParam (sliders[1],dParamLoStop, 0.0); dJointSetSliderParam (sliders[1],dParamHiStop, -0.2); groundgeom = dCreatePlane(space, 0,0,1,0); for (i=0; i<SEGMCNT; i++) colours[i]=0.0; // run simulation dsSimulationLoop (argc,argv,352,288,&fn); dJointGroupEmpty (contactgroup); dJointGroupDestroy (contactgroup); // First destroy seggeoms, then space, then the world. for (i=0; i<SEGMCNT; i++) dGeomDestroy (seggeoms[i]); for (i=0; i<STACKCNT; i++) dGeomDestroy (stackgeoms[i]); dSpaceDestroy(space); dWorldDestroy (world); dCloseODE(); return 0; }
void PhysicsHingeJoint::changed(ConstFieldMaskArg whichField, UInt32 origin, BitVector details) { //Do not respond to changes that have a Sync origin if(origin & ChangedOrigin::Sync) { return; } if(whichField & WorldFieldMask) { if(_JointID) { dJointDestroy(_JointID); _JointID = dJointCreateHinge(getWorld()->getWorldID(), 0); } else { _JointID = dJointCreateHinge(getWorld()->getWorldID(), 0); if(!(whichField & HiStopFieldMask)) { setHiStop(dJointGetHingeParam(_JointID,dParamHiStop)); } if(!(whichField & LoStopFieldMask)) { setLoStop(dJointGetHingeParam(_JointID,dParamLoStop)); } if(!(whichField & BounceFieldMask)) { setBounce(dJointGetHingeParam(_JointID,dParamBounce)); } if(!(whichField & CFMFieldMask)) { setCFM(dJointGetHingeParam(_JointID,dParamCFM)); } if(!(whichField & StopCFMFieldMask)) { setStopCFM(dJointGetHingeParam(_JointID,dParamStopCFM)); } if(!(whichField & StopERPFieldMask)) { setStopERP(dJointGetHingeParam(_JointID,dParamStopERP)); } } } Inherited::changed(whichField, origin, details); if((whichField & AnchorFieldMask) || (whichField & WorldFieldMask)) { dJointSetHingeAnchor(_JointID, getAnchor().x(), getAnchor().y(), getAnchor().z()); } if((whichField & AxisFieldMask) || (whichField & WorldFieldMask)) { dJointSetHingeAxis(_JointID, getAxis().x(), getAxis().y(), getAxis().z()); } if((whichField & HiStopFieldMask) || (whichField & WorldFieldMask)) { dJointSetHingeParam(_JointID, dParamHiStop, getHiStop()); } if((whichField & LoStopFieldMask) || (whichField & WorldFieldMask)) { dJointSetHingeParam(_JointID, dParamLoStop, getLoStop()); } if((whichField & BounceFieldMask) || (whichField & WorldFieldMask)) { dJointSetHingeParam(_JointID, dParamBounce, getBounce()); } if((whichField & CFMFieldMask) || (whichField & WorldFieldMask)) { dJointSetHingeParam(_JointID, dParamCFM, getCFM()); } if((whichField & StopERPFieldMask) || (whichField & WorldFieldMask)) { dJointSetHingeParam(_JointID, dParamStopERP, getStopERP()); } if((whichField & StopCFMFieldMask) || (whichField & WorldFieldMask)) { dJointSetHingeParam(_JointID, dParamStopCFM, getStopCFM()); } }
/*** Formation of robot ***/ void makeRobot() { dReal torso_m = 10.0; // Mass of body dReal l1m = 0.005,l2m = 0.5, l3m = 0.5; // Mass of leg segments //for four legs dReal x[num_legs][num_links] = {{ cx1, cx1, cx1},{-cx1,-cx1,-cx1},// Position of each link (x coordinate) {-cx1,-cx1,-cx1},{ cx1, cx1, cx1}}; dReal y[num_legs][num_links] = {{ cy1, cy1, cy1},{ cy1, cy1, cy1},// Position of each link (y coordinate) {-cy1,-cy1,-cy1},{-cy1,-cy1,-cy1}}; dReal z[num_legs][num_links] = { // Position of each link (z coordinate) {c_z[0][0],(c_z[0][0]+c_z[0][2])/2,c_z[0][2]-l3/2}, {c_z[0][0],(c_z[0][0]+c_z[0][2])/2,c_z[0][2]-l3/2}, {c_z[0][0],(c_z[0][0]+c_z[0][2])/2,c_z[0][2]-l3/2}, {c_z[0][0],(c_z[0][0]+c_z[0][2])/2,c_z[0][2]-l3/2}}; dReal r[num_links] = { r1, r2, r3}; // radius of leg segment dReal length[num_links] = { l1, l2, l3}; // Length of leg segment dReal weight[num_links] = {l1m,l2m,l3m}; // Mass of leg segment // //for one leg // dReal axis_x[num_legs_pneat][num_links_pneat] = {{ 0,1, 0}}; // dReal axis_y[num_legs_pneat][num_links_pneat] = {{ 1,0, 1}}; // dReal axis_z[num_legs_pneat][num_links_pneat] = {{ 0,0, 0}}; //for four legs dReal axis_x[num_legs][num_links] = {{ 0,1, 0},{ 0,1,0},{ 0, 1, 0},{ 0, 1, 0}}; dReal axis_y[num_legs][num_links] = {{ 1,0, 1},{ 1,0,1},{ 1, 0, 1},{ 1, 0, 1}}; dReal axis_z[num_legs][num_links] = {{ 0,0, 0},{ 0,0,0},{ 0, 0, 0},{ 0, 0, 0}}; // For mation of the body dMass mass; torso[0].body = dBodyCreate(world); dMassSetZero(&mass); dMassSetBoxTotal(&mass,torso_m, lx, ly, lz); dBodySetMass(torso[0].body,&mass); torso[0].geom = dCreateBox(space, lx, ly, lz); dGeomSetBody(torso[0].geom, torso[0].body); dBodySetPosition(torso[0].body, SX, SY, SZ); // Formation of leg dMatrix3 R; // Revolution queue dRFromAxisAndAngle(R,1,0,0,M_PI/2); // 90 degrees to turn, parallel with the land for (int i = 0; i < num_legs; i++) { for (int j = 0; j < num_links; j++) { leg[0][i][j].body = dBodyCreate(world); if (j == 0) dBodySetRotation(leg[0][i][j].body,R); dBodySetPosition(leg[0][i][j].body, SX+x[i][j], SY+y[i][j], SZ+z[i][j]); dMassSetZero(&mass); dMassSetCapsuleTotal(&mass,weight[j],3,r[j],length[j]); dBodySetMass(leg[0][i][j].body, &mass); //if(i==1 and j==2) //to set the length of one leg differently //leg[i][j].geom = dCreateCapsule(space_pneat,r[j],length[j]+.5); //set the length of the leg //else leg[0][i][j].geom = dCreateCapsule(space,r[j],length[j]); //set the length of the leg dGeomSetBody(leg[0][i][j].geom,leg[0][i][j].body); } } // Formation of joints (and connecting them up) for (int i = 0; i < num_legs; i++) { for (int j = 0; j < num_links; j++) { leg[0][i][j].joint = dJointCreateHinge(world, 0); if (j == 0){ dJointAttach(leg[0][i][j].joint, torso[0].body, leg[0][i][j].body); //connects hip to the environment dJointSetHingeParam(leg[0][i][j].joint, dParamLoStop, -.5*M_PI); //prevent the hip forward-back from going more than 90 degrees dJointSetHingeParam(leg[0][i][j].joint, dParamHiStop, .5*M_PI); } else dJointAttach(leg[0][i][j].joint, leg[0][i][j-1].body, leg[0][i][j].body); dJointSetHingeAnchor(leg[0][i][j].joint, SX+c_x[i][j], SY+c_y[i][j],SZ+c_z[i][j]); dJointSetHingeAxis(leg[0][i][j].joint, axis_x[i][j], axis_y[i][j],axis_z[i][j]); } } }
// ロボットの生成 void create() { // SHIELDの生成(空間に固定) rod[0].body = dBodyCreate(world); dBodySetPosition(rod[0].body, SHIELD_X, SHIELD_Y, SHIELD_Z); dMassSetZero(&mass); dMassSetCylinderTotal(&mass, SHIELD_WEIGHT, 2, SHIELD_RADIUS, SHIELD_LENGTH); dBodySetMass(rod[0].body, &mass); rod[0].geom = dCreateCylinder(space, SHIELD_RADIUS, SHIELD_LENGTH); dGeomSetBody(rod[0].geom, rod[0].body); dRFromAxisAndAngle(R, 1, 0, 0, 0.5 * M_PI); // x軸に90度回転 dBodySetRotation(rod[0].body, R); rod_joint[0] = dJointCreateFixed(world, 0); // 固定ジョイント dJointAttach(rod_joint[0], rod[0].body, 0); dJointSetFixed(rod_joint[0]); // RODの生成(回転ジョイントy軸に回転軸) rod[1].body = dBodyCreate(world); dBodySetPosition(rod[1].body, SHIELD_X, SHIELD_Y, SHIELD_Z); dMassSetZero(&mass); dMassSetBoxTotal(&mass, ROD_WEIGHT, ROD_WIDTH, ROD_WIDTH, ROD_LENGTH); dBodySetMass(rod[1].body, &mass); rod[1].geom = dCreateBox(space, ROD_WIDTH, ROD_WIDTH, ROD_LENGTH); dGeomSetBody(rod[1].geom, rod[1].body); dRFromAxisAndAngle(R, 0, 0, 1, 0.25 * M_PI); // z軸に45度回転 dBodySetRotation(rod[1].body, R); rod_joint[1] = dJointCreateHinge(world, 0); // ヒンジジョイント dJointAttach(rod_joint[1], rod[1].body, rod[0].body); dJointSetHingeAnchor(rod_joint[1], SHIELD_X, SHIELD_Y, SHIELD_Z); dJointSetHingeAxis(rod_joint[1], 0, 1, 0);// y軸ジョイント // BODYの生成(たてておくだけ) rod[2].body = dBodyCreate(world); dBodySetPosition(rod[2].body, BODY_X, BODY_Y, BODY_Z); dMassSetZero(&mass); dMassSetBoxTotal(&mass, BODY_WEIGHT, BODY_WIDTH, BODY_LENGTH, BODY_HEIGHT); dBodySetMass(rod[2].body, &mass); rod[2].geom = dCreateBox(space, BODY_WIDTH, BODY_LENGTH, BODY_HEIGHT); dGeomSetBody(rod[2].geom, rod[2].body); // BULLETの生成(CANNON中心に初期座標) bullet.body = dBodyCreate(world); dMassSetZero(&mass); dMassSetSphereTotal(&mass, BULLET_WEIGHT, BULLET_RADIUS); dBodySetMass(bullet.body,&mass); dBodySetPosition(bullet.body, CANNON_X, CANNON_Y, CANNON_Z); bullet.geom = dCreateSphere(space, BULLET_RADIUS); dGeomSetBody(bullet.geom, bullet.body); // TARGETの生成 // target.body = dBodyCreate(world); // dMassSetZero(&mass); // dMassSetSphereTotal(&mass, 0.0001, BULLET_RADIUS); // dBodySetMass(target.body,&mass); // dBodySetPosition(target.body, SHIELD_X, SHIELD_Y, SHIELD_Z); // target.geom = dCreateSphere(space, BULLET_RADIUS); // dGeomSetBody(target.geom, target.body); }
dJointID ODE_PID_PassiveActuatorModel::createJoint(dBodyID body1, dBodyID body2) { Vector3DValue *jointAxisPoint1 = dynamic_cast<Vector3DValue*>(mOwner->getParameter("AxisPoint1")); Vector3DValue *jointAxisPoint2 = dynamic_cast<Vector3DValue*>(mOwner->getParameter("AxisPoint2")); DoubleValue *minAngleValue = dynamic_cast<DoubleValue*>(mOwner->getParameter("MinAngle")); DoubleValue *maxAngleValue = dynamic_cast<DoubleValue*>(mOwner->getParameter("MaxAngle")); if(jointAxisPoint1 == 0 || jointAxisPoint2 == 0 || minAngleValue == 0 || maxAngleValue == 0) { Core::log("ODE_PID_PassiveActuatorModel: Could not find all required parameter values."); return 0; } if(jointAxisPoint1->get().equals(jointAxisPoint2->get(), -1)) { Core::log("ODE_PID_PassiveActuatorModel: Invalid axis points " + jointAxisPoint1->getValueAsString() + " and " + jointAxisPoint2->getValueAsString() + "."); return 0; } if(jointAxisPoint1->get().equals(jointAxisPoint2->get(), -1)) { Core::log("Invalid axes for ODE_PID_PassiveActuatorModel."); return 0; } Vector3D anchor = jointAxisPoint1->get(); Vector3D axis = jointAxisPoint2->get() - jointAxisPoint1->get(); dJointID joint = dJointCreateAMotor(mWorldID, mGeneralJointGroup); dJointAttach(joint, body1, body2); dJointSetAMotorMode(joint, dAMotorEuler); dJointSetAMotorParam(joint, dParamVel, 0.0); dJointSetAMotorParam(joint, dParamFMax, 1.0); dJointSetAMotorParam(joint, dParamCFM, mCFMValue->get()); dJointSetAMotorParam(joint, dParamStopERP, mStopERPValue->get()); dJointSetAMotorParam(joint, dParamStopCFM, mStopCFMValue->get()); dJointSetAMotorParam(joint, dParamBounce, mBounceValue->get()); dJointSetAMotorParam(joint, dParamFudgeFactor, mFudgeFactorValue->get()); axis.normalize(); Vector3D perpedicular; if(axis.getY() != 0.0 || axis.getX() != 0.0) { perpedicular.set(-axis.getY(), axis.getX(), 0); } else { perpedicular.set(0, -axis.getZ(), axis.getY()); } perpedicular.normalize(); // If one of the bodies is static, the motor axis need to be defined in a different way. For different constellations of static and dynamic bodies, the turn direction of the motor changed, so this had to be added. if(body1 == 0) { dJointSetAMotorAxis(joint, 0, 0, -axis.getX(), -axis.getY(), -axis.getZ()); } else { dJointSetAMotorAxis(joint, 0, 1, axis.getX(), axis.getY(), axis.getZ()); } if(body2 == 0) { dJointSetAMotorAxis(joint, 2, 0, -perpedicular.getX(), -perpedicular.getY(), -perpedicular.getZ()); } else { dJointSetAMotorAxis(joint, 2, 2, perpedicular.getX(), perpedicular.getY(), perpedicular.getZ()); } mHingeJoint = dJointCreateHinge(mWorldID, mGeneralJointGroup); dJointAttach(mHingeJoint, body1, body2); dJointSetHingeAnchor(mHingeJoint, anchor.getX(), anchor.getY(), anchor.getZ()); dJointSetHingeAxis(mHingeJoint, axis.getX(), axis.getY(), axis.getZ()); double minAngle = (minAngleValue->get() * Math::PI) / 180.0; double maxAngle = (maxAngleValue->get() * Math::PI) / 180.0; if(body1 == 0) { double tmp = minAngle; minAngle = -1.0 * maxAngle; maxAngle = -1.0 * tmp; } dJointSetHingeParam(mHingeJoint, dParamLoStop, minAngle); dJointSetHingeParam(mHingeJoint, dParamHiStop, maxAngle); dJointSetHingeParam(mHingeJoint, dParamVel, 0.0); return joint; }