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rev_test.cpp
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#include "mbsystem.h"
#include "forces.h"
#include <math.h>
#include <iostream>
#include <GL/gl.h>
#include <GL/freeglut.h>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#define PENDULUM_LENGTH 2.0
#define PENDULUM_RADIUS 0.25
#define PENDULUM_MASS 10.0
#define AXIS_THETA 30.0
#define BASE_OFFSET 0.5
Body *datumBody = new DatumBody;
Body *pendulumBody;
Constraint *sphericalJoint;
Constraint *normal1Joint;
Constraint *normal2Joint;
ForceElement *gravity;
System mbsystem;
void init_system(void)
{
caams::matrix p_base(caams::pAA(glm::radians(AXIS_THETA),
caams::matrix(3,1,0.0,0.0,1.0)));
caams::matrix A_base(caams::Ap(p_base));
caams::matrix s1_p_SphericalJoint(BASE_OFFSET*caams::y_axis(A_base));
caams::matrix s2_p_SphericalJoint(caams::matrix(3,1,0.0,0.0,-PENDULUM_LENGTH/2.0));
caams::matrix s1_p_Normal1Joint(caams::z_axis(A_base));
caams::matrix s1_p_Normal2Joint(caams::x_axis(A_base));
caams::matrix s2_p_NormalJoint(caams::matrix(3,1,0.0,1.0,0.0));
caams::matrix p_pendulum(p_base);
caams::matrix A_pendulum(A_base);
caams::matrix r_pendulum(s1_p_SphericalJoint - A_pendulum*s2_p_SphericalJoint);
caams::matrix r_dot_pendulum(caams::matrix(3,1,0.0,0.0,0.0));
caams::matrix p_dot_pendulum(caams::matrix(4,1,0.0,0.0,0.0,0.0));
pendulumBody = new CylinderZaxis(r_pendulum,p_pendulum,r_dot_pendulum,p_dot_pendulum,
PENDULUM_MASS,PENDULUM_RADIUS,PENDULUM_LENGTH);
sphericalJoint = new SphericalJoint(datumBody,pendulumBody,
s1_p_SphericalJoint,s2_p_SphericalJoint);
normal1Joint = new Normal1_1(datumBody,pendulumBody,
s1_p_Normal1Joint,s2_p_NormalJoint);
normal2Joint = new Normal1_1(datumBody,pendulumBody,
s1_p_Normal2Joint,s2_p_NormalJoint);
gravity = new SystemGravityForce(
caams::matrix(3,1,0.0,-9.81,0.0),
mbsystem);
mbsystem.AddBody(pendulumBody);
mbsystem.AddConstraint(sphericalJoint);
mbsystem.AddConstraint(normal1Joint);
mbsystem.AddConstraint(normal2Joint);
mbsystem.AddForce(gravity);
mbsystem.InitializeSolver();
}
glm::dmat4 camera_rotation(1.0);
glm::dmat4 camera_translation(glm::translate(glm::dvec3(0.0,0.0,3.0)));
#define NEAR_PLANE 0.1
#define FAR_PLANE 30.0
#define FOV 90.0
void display(void){
int window_width;
int window_height;
window_width = glutGet(GLUT_WINDOW_WIDTH);
window_height = glutGet(GLUT_WINDOW_HEIGHT);
glm::dmat4x4 m_projection = glm::perspective(
glm::radians(FOV),(double)window_width/window_height,NEAR_PLANE,FAR_PLANE);
glMatrixMode(GL_PROJECTION);
glLoadMatrixd(glm::value_ptr(m_projection));
glm::dmat4 camera_to_world = camera_translation*camera_rotation;
glm::dmat4 world_to_camera = glm::inverse(camera_to_world);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(glm::value_ptr(world_to_camera));
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(1.0f,1.0f,1.0f);
mbsystem.Draw();
datumBody->Draw();
glutSwapBuffers();
mbsystem.Integrate(1/(60.0*5.0));
}
#define TIMER_INTERVAL (1000.0/60.0)
double timer_interval=0.0;
void timerFunc( int value )
{
glutPostRedisplay();
timer_interval += TIMER_INTERVAL;
int ti_int = (int)floor(timer_interval);
glutTimerFunc( ti_int, timerFunc, 0 );
timer_interval -= ti_int;
}
void keyboardFunc(unsigned char key, int x, int y)
{
switch(key){
case ' ':
break;
case 27:
glutLeaveMainLoop();
break;
default:
break;
}
}
int main(int argc, char **argv){
glutInit(&argc,argv);
init_system();
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH );
glutInitWindowSize (1280, 720);
glutInitWindowPosition (100, 100);
glutCreateWindow ("Revolute Joint Test");
glutDisplayFunc(display);
glutTimerFunc( TIMER_INTERVAL, timerFunc, 0 );
glutKeyboardFunc(keyboardFunc);
glClearColor(0.0,0.0,0.0,0.0);
glDrawBuffer(GL_BACK);
glColor3d(1.0,1.0,1.0);
glutMainLoop();
return 0;
}