Пример #1
0
void CPHShell::RunSimulation(bool place_current_forms/*true*/)
{
	if(!CPHObject::is_active()) vis_update_deactivate();
	EnableObject(0);


	dSpaceSetCleanup(m_space,0);

	{		
		ELEMENT_I i=elements.begin(),e=elements.end();
		if(place_current_forms) for(;i!=e;++i)(*i)->RunSimulation(mXFORM);
	}
	{
		JOINT_I i=joints.begin(),e=joints.end();
		for(;i!=e;++i) (*i)->RunSimulation();
	}	

	spatial_register();
}
Пример #2
0
void PhysicsSpace::changed(ConstFieldMaskArg whichField, 
                            UInt32            origin,
                            BitVector         details)
{
    Inherited::changed(whichField, origin, details);

    //Do not respond to changes that have a Sync origin
    if(origin & ChangedOrigin::Sync)
    {
        return;
    }

    if(whichField & CleanupFieldMask)
    {
	    dSpaceSetCleanup(_SpaceID, getCleanup() ? 1 : 0);
    }
    if(whichField & SublevelFieldMask)
    {
	    dSpaceSetSublevel(_SpaceID, getSublevel());
    }
}
Пример #3
0
void Bola::construir(dWorldID world, dSpaceID space)
{
    // Cria objeto e geometria
	this->corpo = dBodyCreate(world);
	this->geometria = dCreateSphere(0,BOLA_RAIO);
	
	// Define a posição do objeto
	dBodySetPosition(this->corpo, this->pegarX(), this->pegarY(), STARTZ);
	
	// Define a massa do objeto
	dMass m;
	dMassSetSphere(&m,1,BOLA_RAIO);
	dMassAdjust(&m,BOLA_MASSA);
	dBodySetMass(this->corpo,&m);
	
	// Associa o objeto à geometria
	dGeomSetBody(this->geometria,this->corpo);
	
	// Cria um espaço para a bola e a adiciona
	this->espaco = dSimpleSpaceCreate(space);
	dSpaceSetCleanup(this->espaco,0);
	
	dSpaceAdd(this->espaco,this->geometria);
}
Пример #4
0
WorldPhysics::WorldPhysics() {

  enable_complex=0;
  bulldozer_state=1;
  tmp_scalar=0;
  tmp_wait=0;

  qsrand(QTime::currentTime().msec());

  dInitODE();
  world = dWorldCreate();
  space = dHashSpaceCreate (0);
  contactgroup = dJointGroupCreate (0);
  dWorldSetGravity (world,0,0,-9.81);
  //ground_cheat = dCreatePlane (space,0,0,1,0);
  wall1=dCreatePlane (space,-1,0,0,-100);
  wall2=dCreatePlane (space,1,0,0,0);
  wall3=dCreatePlane (space,0,-1,0,-100);
  wall4=dCreatePlane (space,0,1,0,0);
  
  
  
  // our heightfield floor

  dHeightfieldDataID heightid = dGeomHeightfieldDataCreate();

	// Create an finite heightfield.
  dGeomHeightfieldDataBuildCallback( heightid, NULL, near_heightfield_callback,
                                     HFIELD_WIDTH, HFIELD_DEPTH, HFIELD_WSTEP, HFIELD_DSTEP,
                                     REAL( 1.0 ), REAL( 0.0 ), REAL( 0.0 ), 0 );

	// Give some very bounds which, while conservative,
	// makes AABB computation more accurate than +/-INF.
  //dGeomHeightfieldDataSetBounds( heightid, REAL( -4.0 ), REAL( +6.0 ) );

  gheight = dCreateHeightfield( space, heightid, 1 );
  
  
  
  // Rotate so Z is up, not Y (which is the default orientation)
  dMatrix3 R;
  dRSetIdentity( R );
  dRFromAxisAndAngle( R, 1, 0, 0, DEGTORAD * 90 );
  dGeomSetRotation( gheight, R );
  dGeomSetPosition( gheight, 50,50,0 );

//  for (int  i=0;i<MAX_ITEMS;i++) {
  //  items.push_back(generateItem());
  //}
  generateItems();

  bulldozer_space = dSimpleSpaceCreate(space);
  dSpaceSetCleanup (bulldozer_space,0);
  
  bulldozer=new BoxItem(world,bulldozer_space,LENGTH,WIDTH,HEIGHT,CMASS);
  bulldozer->setPosition(STARTX,STARTY,STARTZ);

  bulldozer_cabin=new BoxItem(world,bulldozer_space,LENGTH/2,WIDTH/2,2*HEIGHT,CMASS/3);
  bulldozer_cabin->setPosition(-LENGTH/4+STARTX,STARTY,3.0/2.0*HEIGHT+STARTZ);

  bulldozer_bucket_c=new BoxItem(world,bulldozer_space,BUCKET_LENGTH,BUCKET_WIDTH,BUCKET_HEIGHT,CMASS/10);
  bulldozer_bucket_c->setPosition(LENGTH/2+BUCKET_LENGTH/2+RADIUS+STARTX,STARTY,STARTZ);
  
  bulldozer_bucket_l=new BoxItem(world,bulldozer_space,BUCKET_WIDTH/5,BUCKET_LENGTH,BUCKET_HEIGHT,CMASS/20);
  bulldozer_bucket_l->setPosition(LENGTH/2+BUCKET_LENGTH+RADIUS+BUCKET_WIDTH/10+STARTX,-BUCKET_WIDTH/2+BUCKET_LENGTH/2+STARTY,STARTZ);
  
  
  bulldozer_bucket_r=new BoxItem(world,bulldozer_space,BUCKET_WIDTH/5,BUCKET_LENGTH,BUCKET_HEIGHT,CMASS/20);
  bulldozer_bucket_r->setPosition(LENGTH/2+BUCKET_LENGTH+RADIUS+BUCKET_WIDTH/10+STARTX,BUCKET_WIDTH/2-BUCKET_LENGTH/2+STARTY,STARTZ);
  
  
  for (int i=0; i<4; i++) {
    dQuaternion q;
    dQFromAxisAndAngle(q,1,0,0,M_PI*0.5);
    wheels[i] = new WheelItem(world,bulldozer_space,q,RADIUS,WMASS);
  }
  dBodySetPosition (wheels[0]->body,0.5*LENGTH+STARTX,WIDTH*0.5+STARTY,STARTZ-HEIGHT*0.5);
  dBodySetPosition (wheels[1]->body,0.5*LENGTH+STARTX,-WIDTH*0.5+STARTY,STARTZ-HEIGHT*0.5);
  dBodySetPosition (wheels[2]->body,-0.5*LENGTH+STARTX, WIDTH*0.5+STARTY,STARTZ-HEIGHT*0.5);
  dBodySetPosition (wheels[3]->body,-0.5*LENGTH+STARTX,-WIDTH*0.5+STARTY,STARTZ-HEIGHT*0.5);

  cabin_joint=dJointCreateSlider(world,0);
  dJointAttach(cabin_joint,bulldozer->body,bulldozer_cabin->body);
  dJointSetSliderAxis(cabin_joint,0,0,1);
  dJointSetSliderParam(cabin_joint,dParamLoStop,0);
  dJointSetSliderParam(cabin_joint,dParamHiStop,0);

  bucket_joint_c=dJointCreateSlider(world,0);
  dJointAttach(bucket_joint_c,bulldozer->body,bulldozer_bucket_c->body);
  dJointSetSliderAxis(bucket_joint_c,0,0,1);
  dJointSetSliderParam(bucket_joint_c,dParamLoStop,0);
  dJointSetSliderParam(bucket_joint_c,dParamHiStop,0);
  
  bucket_joint_l=dJointCreateSlider(world,0);
  dJointAttach(bucket_joint_l,bulldozer->body,bulldozer_bucket_l->body);
  dJointSetSliderAxis(bucket_joint_l,0,0,1);
  dJointSetSliderParam(bucket_joint_l,dParamLoStop,0);
  dJointSetSliderParam(bucket_joint_l,dParamHiStop,0);
  
  bucket_joint_r=dJointCreateSlider(world,0);
  dJointAttach(bucket_joint_r,bulldozer->body,bulldozer_bucket_r->body);
  dJointSetSliderAxis(bucket_joint_r,0,0,1);
  dJointSetSliderParam(bucket_joint_r,dParamLoStop,0);
  dJointSetSliderParam(bucket_joint_r,dParamHiStop,0);

  // front and back wheel hinges
  for (int i=0; i<4; i++) {
    wheelJoints[i] = dJointCreateHinge2 (world,0);
    dJointAttach (wheelJoints[i],bulldozer->body,wheels[i]->body);
    const dReal *a = dBodyGetPosition (wheels[i]->body);
    dJointSetHinge2Anchor (wheelJoints[i],a[0],a[1],a[2]);
    dJointSetHinge2Axis1 (wheelJoints[i],0,0,1);
    dJointSetHinge2Axis2 (wheelJoints[i],0,1,0);
  }
  // seeting ERP & CRM
  for (int i=0; i<4; i++) {
    dJointSetHinge2Param (wheelJoints[i],dParamSuspensionERP,0.5);
    dJointSetHinge2Param (wheelJoints[i],dParamSuspensionCFM,0.8);
  }
  // block back axis !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  for (int i=0; i<2; i++) {
    dJointSetHinge2Param (wheelJoints[i],dParamLoStop,0);
    dJointSetHinge2Param (wheelJoints[i],dParamHiStop,0);
  }

}
Пример #5
0
int main (int argc, char **argv)
{
  int i;
  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/textures";

  // create world

  world = dWorldCreate();
  space = dHashSpaceCreate (0);
  contactgroup = dJointGroupCreate (0);
  dWorldSetGravity (world,0,0,-0.5);
  ground = dCreatePlane (space,0,0,1,0);

  // chassis body
  body[0] = dBodyCreate (world);
  dBodySetPosition (body[0],0,0,STARTZ);
  dMassSetBox (&m,1,LENGTH,WIDTH,HEIGHT);
  dMassAdjust (&m,CMASS);
  dBodySetMass (body[0],&m);
  box[0] = dCreateBox (0,LENGTH,WIDTH,HEIGHT);
  dGeomSetBody (box[0],body[0]);

  // wheel bodies
  for (i=1; i<=3; i++) {
    body[i] = dBodyCreate (world);
    dQuaternion q;
    dQFromAxisAndAngle (q,1,0,0,M_PI*0.5);
    dBodySetQuaternion (body[i],q);
    dMassSetSphere (&m,1,RADIUS);
    dMassAdjust (&m,WMASS);
    dBodySetMass (body[i],&m);
    sphere[i-1] = dCreateSphere (0,RADIUS);
    dGeomSetBody (sphere[i-1],body[i]);
  }
  dBodySetPosition (body[1],0.5*LENGTH,0,STARTZ-HEIGHT*0.5);
  dBodySetPosition (body[2],-0.5*LENGTH, WIDTH*0.5,STARTZ-HEIGHT*0.5);
  dBodySetPosition (body[3],-0.5*LENGTH,-WIDTH*0.5,STARTZ-HEIGHT*0.5);

  // front wheel hinge
  /*
  joint[0] = dJointCreateHinge2 (world,0);
  dJointAttach (joint[0],body[0],body[1]);
  const dReal *a = dBodyGetPosition (body[1]);
  dJointSetHinge2Anchor (joint[0],a[0],a[1],a[2]);
  dJointSetHinge2Axis1 (joint[0],0,0,1);
  dJointSetHinge2Axis2 (joint[0],0,1,0);
  */

  // front and back wheel hinges
  for (i=0; i<3; i++) {
    joint[i] = dJointCreateHinge2 (world,0);
    dJointAttach (joint[i],body[0],body[i+1]);
    const dReal *a = dBodyGetPosition (body[i+1]);
    dJointSetHinge2Anchor (joint[i],a[0],a[1],a[2]);
    dJointSetHinge2Axis1 (joint[i],0,0,1);
    dJointSetHinge2Axis2 (joint[i],0,1,0);

    // breakable joints contribution
    // the wheels can break
    dJointSetBreakable (joint[i], 1);
    // the wheels wil break at a specific force
    dJointSetBreakMode (joint[i], dJOINT_BREAK_AT_B1_FORCE|dJOINT_BREAK_AT_B2_FORCE);
    // specify the force for the first body connected to the joint ...
    dJointSetBreakForce (joint[i], 0, 1.5, 1.5, 1.5);
    // and for the second body
    dJointSetBreakForce (joint[i], 1, 1.5, 1.5, 1.5);
  }

  // set joint suspension
  for (i=0; i<3; i++) {
    dJointSetHinge2Param (joint[i],dParamSuspensionERP,0.4);
    dJointSetHinge2Param (joint[i],dParamSuspensionCFM,0.8);
  }

  // lock back wheels along the steering axis
  for (i=1; i<3; i++) {
    // set stops to make sure wheels always stay in alignment
    dJointSetHinge2Param (joint[i],dParamLoStop,0);
    dJointSetHinge2Param (joint[i],dParamHiStop,0);
    // the following alternative method is no good as the wheels may get out
    // of alignment:
    //   dJointSetHinge2Param (joint[i],dParamVel,0);
    //   dJointSetHinge2Param (joint[i],dParamFMax,dInfinity);
  }

  // create car space and add it to the top level space
  car_space = dSimpleSpaceCreate (space);
  dSpaceSetCleanup (car_space,0);
  dSpaceAdd (car_space,box[0]);
  dSpaceAdd (car_space,sphere[0]);
  dSpaceAdd (car_space,sphere[1]);
  dSpaceAdd (car_space,sphere[2]);

  // environment
  ground_box = dCreateBox (space,2,1.5,1);
  dMatrix3 R;
  dRFromAxisAndAngle (R,0,1,0,-0.15);
  dGeomSetPosition (ground_box,2,0,-0.34);
  dGeomSetRotation (ground_box,R);

  // run simulation
  dsSimulationLoop (argc,argv,352,288,&fn);

  dJointGroupDestroy (contactgroup);
  dSpaceDestroy (space);
  dWorldDestroy (world);
  dGeomDestroy (box[0]);
  dGeomDestroy (sphere[0]);
  dGeomDestroy (sphere[1]);
  dGeomDestroy (sphere[2]);

  return 0;
}
Пример #6
0
void Buggy::embody(dWorldID world, dSpaceID space)
{
    dMass m;
    
    float LENGTH = 10;
    float WIDTH = 5;
    float HEIGHT = 5;
    
    float RADIUS=4;	// wheel radius
    float STARTZ=1;	// starting height of chassis
    
    me = dBodyCreate(world);
    
    dBodySetPosition (me,pos[0],pos[1],pos[2]);
    dMassSetBox (&m,1,WIDTH,HEIGHT,LENGTH);
    dMassAdjust (&m,CMASS);
    dBodySetMass (me,&m);
    box[0] = dCreateBox (0,WIDTH,HEIGHT,LENGTH);
    dGeomSetBody(box[0], me);
    
    
    // wheel bodies
    for (int i=1; i<=4; i++) {
        carbody[i] = dBodyCreate (world);
        dQuaternion q;
        dQFromAxisAndAngle (q,1,0,0,0);
        dBodySetQuaternion (carbody[i],q);
        dMassSetSphere (&m,1,RADIUS);
        dMassAdjust (&m,WMASS);
        dBodySetMass (carbody[i],&m);
        sphere[i-1] = dCreateSphere (0,RADIUS);
        dGeomSetBody (sphere[i-1],carbody[i]);
    }
//
    dBodySetPosition (carbody[1],WIDTH*0.5 ,STARTZ/**-HEIGHT*0.5**/,+0.5*LENGTH);
    dBodySetPosition (carbody[2],-WIDTH*0.5 ,STARTZ/**-HEIGHT*0.5**/,+0.5*LENGTH);
    
    dBodySetPosition (carbody[3],WIDTH*0.5 ,STARTZ/**-HEIGHT*0.5**/,-0.5*LENGTH);
    dBodySetPosition (carbody[4],-WIDTH*0.5 ,STARTZ/**-HEIGHT*0.5**/,-0.5*LENGTH);
//
//    
//    // front and back wheel hinges
    for (int i=0; i<4; i++) {
        carjoint[i] = dJointCreateHinge2 (world,0);
        dJointAttach (carjoint[i],me,carbody[i+1]);
        const dReal *a = dBodyGetPosition (carbody[i+1]);
        dJointSetHinge2Anchor (carjoint[i],a[0],a[1],a[2]);
        dJointSetHinge2Axes (carjoint[i], zunit, yunit);
        //dJointSetHinge2Axis1 (carjoint[i],0,1,0);  // Axis 1 that comes from the structure
        //dJointSetHinge2Axis2 (carjoint[i],0,0,1);  // Axis 2 where the wheels spin
    }
//
//    // set joint suspension
    for (int i=0; i<4; i++) {
        dJointSetHinge2Param (carjoint[i],dParamSuspensionERP,0.4);
        dJointSetHinge2Param (carjoint[i],dParamSuspensionCFM,0.8);
    }

    // lock back wheels along the steering axis
    for (int i=1; i<4; i++) {
        // set stops to make sure wheels always stay in alignment
        dJointSetHinge2Param (carjoint[i],dParamLoStop,0);
        dJointSetHinge2Param (carjoint[i],dParamHiStop,0);
//        // the following alternative method is no good as the wheels may get out
//        // of alignment:
//        //   dJointSetHinge2Param (joint[i],dParamVel,0);
//        //   dJointSetHinge2Param (joint[i],dParamFMax,dInfinity);
    }

    // create car space and add it to the top level space
    car_space = dSimpleSpaceCreate (space);
    dSpaceSetCleanup (car_space,0);
    dSpaceAdd (car_space,box[0]);
    dSpaceAdd (car_space,sphere[0]);
    dSpaceAdd (car_space,sphere[1]);
    dSpaceAdd (car_space,sphere[2]);
    dSpaceAdd (car_space,sphere[3]);
    
    
    
}