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/*
* Copyright (c) 2011-2021, The DART development contributors
* All rights reserved.
*
* The list of contributors can be found at:
* https://github.com/dartsim/dart/blob/master/LICENSE
*
* This file is provided under the following "BSD-style" License:
* Redistribution and use in source and binary forms, with or
* without modification, are permitted provided that the following
* conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF
* USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#include <random>
#include <dart/dart.hpp>
#include <dart/gui/gui.hpp>
const double default_shape_density = 1000; // kg/m^3
const double default_shape_height = 0.1; // m
const double default_shape_width = 0.03; // m
const double default_skin_thickness = 1e-3; // m
const double default_start_height = 0.4; // m
const double minimum_start_v = 2.5; // m/s
const double maximum_start_v = 4.0; // m/s
const double default_start_v = 3.5; // m/s
const double minimum_launch_angle = dart::math::toRadian(30.0); // rad
const double maximum_launch_angle = dart::math::toRadian(70.0); // rad
const double default_launch_angle = dart::math::toRadian(45.0); // rad
const double maximum_start_w = 6 * dart::math::constantsd::pi(); // rad/s
const double default_start_w = 3 * dart::math::constantsd::pi(); // rad/s
const double ring_spring_stiffness = 0.5;
const double ring_damping_coefficient = 0.05;
const double default_damping_coefficient = 0.001;
const double default_ground_width = 2;
const double default_wall_thickness = 0.1;
const double default_wall_height = 1;
const double default_spawn_range = 0.9 * default_ground_width / 2;
const double default_restitution = 0.6;
const double default_vertex_stiffness = 1000.0;
const double default_edge_stiffness = 1.0;
const double default_soft_damping = 5.0;
using namespace dart::dynamics;
using namespace dart::simulation;
void setupRing(const SkeletonPtr& ring)
{
// Set the spring and damping coefficients for the degrees of freedom
for (std::size_t i = 6; i < ring->getNumDofs(); ++i)
{
DegreeOfFreedom* dof = ring->getDof(i);
dof->setSpringStiffness(ring_spring_stiffness);
dof->setDampingCoefficient(ring_damping_coefficient);
}
// Compute the joint angle needed to form a ring
std::size_t numEdges = ring->getNumBodyNodes();
double angle = 2 * dart::math::constantsd::pi() / numEdges;
// Set the BallJoints so that they have the correct rest position angle
for (std::size_t i = 1; i < ring->getNumJoints(); ++i)
{
Joint* joint = ring->getJoint(i);
Eigen::AngleAxisd rotation(angle, Eigen::Vector3d(0, 1, 0));
Eigen::Vector3d restPos
= BallJoint::convertToPositions(Eigen::Matrix3d(rotation));
for (std::size_t j = 0; j < 3; ++j)
joint->setRestPosition(j, restPos[j]);
}
// Set the Joints to be in their rest positions
for (std::size_t i = 6; i < ring->getNumDofs(); ++i)
{
DegreeOfFreedom* dof = ring->getDof(i);
dof->setPosition(dof->getRestPosition());
}
}
class MyWindow : public dart::gui::glut::SimWindow
{
public:
MyWindow(
const WorldPtr& world,
const SkeletonPtr& ball,
const SkeletonPtr& softBody,
const SkeletonPtr& hybridBody,
const SkeletonPtr& rigidChain,
const SkeletonPtr& rigidRing)
: mRandomize(true),
mRD(),
mMT(mRD()),
mDistribution(-1.0, std::nextafter(1.0, 2.0)),
mOriginalBall(ball),
mOriginalSoftBody(softBody),
mOriginalHybridBody(hybridBody),
mOriginalRigidChain(rigidChain),
mOriginalRigidRing(rigidRing),
mSkelCount(0)
{
setWorld(world);
}
void keyboard(unsigned char key, int x, int y) override
{
switch (key)
{
case '1':
addObject(mOriginalBall->cloneSkeleton());
break;
case '2':
addObject(mOriginalSoftBody->cloneSkeleton());
break;
case '3':
addObject(mOriginalHybridBody->cloneSkeleton());
break;
case '4':
addObject(mOriginalRigidChain->cloneSkeleton());
break;
case '5':
addRing(mOriginalRigidRing->cloneSkeleton());
break;
case 'd':
if (mWorld->getNumSkeletons() > 2)
removeSkeleton(mWorld->getSkeleton(2));
std::cout << "Remaining objects: " << mWorld->getNumSkeletons() - 2
<< std::endl;
break;
case 'r':
mRandomize = !mRandomize;
std::cout << "Randomization: " << (mRandomize ? "on" : "off")
<< std::endl;
break;
default:
SimWindow::keyboard(key, x, y);
}
}
void drawWorld() const override
{
// Make sure lighting is turned on and that polygons get filled in
glEnable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
SimWindow::drawWorld();
}
void displayTimer(int _val) override
{
// We remove playback and baking, because we want to be able to add and
// remove objects during runtime
int numIter = mDisplayTimeout / (mWorld->getTimeStep() * 1000);
if (mSimulating)
{
for (int i = 0; i < numIter; i++)
timeStepping();
}
glutPostRedisplay();
glutTimerFunc(mDisplayTimeout, refreshTimer, _val);
}
protected:
/// Add an object to the world and toss it at the wall
bool addObject(const SkeletonPtr& object)
{
// Set the starting position for the object
Eigen::Vector6d positions(Eigen::Vector6d::Zero());
// If randomization is on, we will randomize the starting y-location
if (mRandomize)
positions[4] = default_spawn_range * mDistribution(mMT);
positions[5] = default_start_height;
object->getJoint(0)->setPositions(positions);
// Add the object to the world
object->setName(object->getName() + std::to_string(mSkelCount++));
// Look through the collisions to see if the new object would start in
// collision with something
auto collisionEngine
= mWorld->getConstraintSolver()->getCollisionDetector();
auto collisionGroup = mWorld->getConstraintSolver()->getCollisionGroup();
auto newGroup = collisionEngine->createCollisionGroup(object.get());
dart::collision::CollisionOption option;
dart::collision::CollisionResult result;
bool collision = collisionGroup->collide(newGroup.get(), option, &result);
// If the new object is not in collision
if (!collision)
{
mWorld->addSkeleton(object);
}
else
{
// or refuse to add the object if it is in collision
std::cout << "The new object spawned in a collision. "
<< "It will not be added to the world." << std::endl;
return false;
}
// Create reference frames for setting the initial velocity
Eigen::Isometry3d centerTf(Eigen::Isometry3d::Identity());
centerTf.translation() = object->getCOM();
SimpleFrame center(Frame::World(), "center", centerTf);
// Set the velocities of the reference frames so that we can easily give the
// Skeleton the linear and angular velocities that we want
double angle = default_launch_angle;
double speed = default_start_v;
double angular_speed = default_start_w;
if (mRandomize)
{
angle = (mDistribution(mMT) + 1.0) / 2.0
* (maximum_launch_angle - minimum_launch_angle)
+ minimum_launch_angle;
speed = (mDistribution(mMT) + 1.0) / 2.0
* (maximum_start_v - minimum_start_v)
+ minimum_start_v;
angular_speed = mDistribution(mMT) * maximum_start_w;
}
Eigen::Vector3d v = speed * Eigen::Vector3d(cos(angle), 0.0, sin(angle));
Eigen::Vector3d w = angular_speed * Eigen::Vector3d::UnitY();
center.setClassicDerivatives(v, w);
SimpleFrame ref(¢er, "root_reference");
ref.setRelativeTransform(object->getBodyNode(0)->getTransform(¢er));
// Use the reference frames to set the velocity of the Skeleton's root
object->getJoint(0)->setVelocities(ref.getSpatialVelocity());
return true;
}
/// Add a ring to the world, and create a BallJoint constraint to ensure that
/// it stays in a ring shape
void addRing(const SkeletonPtr& ring)
{
setupRing(ring);
if (!addObject(ring))
return;
// Create a closed loop to turn the chain into a ring
BodyNode* head = ring->getBodyNode(0);
BodyNode* tail = ring->getBodyNode(ring->getNumBodyNodes() - 1);
// Compute the offset where the JointConstraint should be located
Eigen::Vector3d offset = Eigen::Vector3d(0, 0, default_shape_height / 2.0);
offset = tail->getWorldTransform() * offset;
auto constraint = std::make_shared<dart::constraint::BallJointConstraint>(
head, tail, offset);
mWorld->getConstraintSolver()->addConstraint(constraint);
mJointConstraints.push_back(constraint);
}
/// Remove a Skeleton and get rid of the constraint that was associated with
/// it, if one existed
void removeSkeleton(const SkeletonPtr& skel)
{
for (std::size_t i = 0; i < mJointConstraints.size(); ++i)
{
const dart::constraint::DynamicJointConstraintPtr& constraint
= mJointConstraints[i];
if (constraint->getBodyNode1()->getSkeleton() == skel
|| constraint->getBodyNode2()->getSkeleton() == skel)
{
mWorld->getConstraintSolver()->removeConstraint(constraint);
mJointConstraints.erase(mJointConstraints.begin() + i);
break; // There should only be one constraint per skeleton
}
}
mWorld->removeSkeleton(skel);
}
/// Flag to keep track of whether or not we are randomizing the tosses
bool mRandomize;
// std library objects that allow us to generate high-quality random numbers
std::random_device mRD;
std::mt19937 mMT;
std::uniform_real_distribution<double> mDistribution;
/// History of the active JointConstraints so that we can properly delete them
/// when a Skeleton gets removed
std::vector<dart::constraint::DynamicJointConstraintPtr> mJointConstraints;
/// A blueprint Skeleton that we will use to spawn balls
SkeletonPtr mOriginalBall;
/// A blueprint Skeleton that we will use to spawn soft bodies
SkeletonPtr mOriginalSoftBody;
/// A blueprint Skeleton that we will use to spawn hybrid bodies
SkeletonPtr mOriginalHybridBody;
/// A blueprint Skeleton that we will use to spawn rigid chains
SkeletonPtr mOriginalRigidChain;
/// A blueprint Skeleton that we will use to spawn rigid rings
SkeletonPtr mOriginalRigidRing;
/// Keep track of how many Skeletons we spawn to ensure we can give them all
/// unique names
std::size_t mSkelCount;
};
/// Add a rigid body with the specified Joint type to a chain
template <class JointType>
BodyNode* addRigidBody(
const SkeletonPtr& chain,
const std::string& name,
Shape::ShapeType type,
BodyNode* parent = nullptr)
{
// Set the Joint properties
typename JointType::Properties properties;
properties.mName = name + "_joint";
if (parent)
{
// If the body has a parent, we should position the joint to be in the
// middle of the centers of the two bodies
Eigen::Isometry3d tf(Eigen::Isometry3d::Identity());
tf.translation() = Eigen::Vector3d(0, 0, default_shape_height / 2.0);
properties.mT_ParentBodyToJoint = tf;
properties.mT_ChildBodyToJoint = tf.inverse();
}
// Create the Joint and Body pair
BodyNode* bn = chain
->createJointAndBodyNodePair<JointType>(
parent, properties, BodyNode::AspectProperties(name))
.second;
// Make the shape based on the requested Shape type
ShapePtr shape;
if (Shape::BOX == type)
{
shape = std::make_shared<BoxShape>(Eigen::Vector3d(
default_shape_width, default_shape_width, default_shape_height));
}
else if (Shape::CYLINDER == type)
{
shape = std::make_shared<CylinderShape>(
default_shape_width / 2.0, default_shape_height);
}
else if (Shape::ELLIPSOID == type)
{
shape = std::make_shared<EllipsoidShape>(
default_shape_height * Eigen::Vector3d::Ones());
}
auto shapeNode
= bn->createShapeNodeWith<VisualAspect, CollisionAspect, DynamicsAspect>(
shape);
// Setup the inertia for the body
Inertia inertia;
double mass = default_shape_density * shape->getVolume();
inertia.setMass(mass);
inertia.setMoment(shape->computeInertia(mass));
bn->setInertia(inertia);
// Set the coefficient of restitution to make the body more bouncy
shapeNode->getDynamicsAspect()->setRestitutionCoeff(default_restitution);
// Set damping to make the simulation more stable
if (parent)
{
Joint* joint = bn->getParentJoint();
for (std::size_t i = 0; i < joint->getNumDofs(); ++i)
joint->getDof(i)->setDampingCoefficient(default_damping_coefficient);
}
return bn;
}
enum SoftShapeType
{
SOFT_BOX = 0,
SOFT_CYLINDER,
SOFT_ELLIPSOID
};
/// Add a soft body with the specified Joint type to a chain
template <class JointType>
BodyNode* addSoftBody(
const SkeletonPtr& chain,
const std::string& name,
SoftShapeType type,
BodyNode* parent = nullptr)
{
// Set the Joint properties
typename JointType::Properties joint_properties;
joint_properties.mName = name + "_joint";
if (parent)
{
// If the body has a parent, we should position the joint to be in the
// middle of the centers of the two bodies
Eigen::Isometry3d tf(Eigen::Isometry3d::Identity());
tf.translation() = Eigen::Vector3d(0, 0, default_shape_height / 2.0);
joint_properties.mT_ParentBodyToJoint = tf;
joint_properties.mT_ChildBodyToJoint = tf.inverse();
}
// Set the properties of the soft body
SoftBodyNode::UniqueProperties soft_properties;
// Use the SoftBodyNodeHelper class to create the geometries for the
// SoftBodyNode
if (SOFT_BOX == type)
{
// Make a wide and short box
double width = default_shape_height, height = 2 * default_shape_width;
Eigen::Vector3d dims(width, width, height);
double mass
= 2 * dims[0] * dims[1] + 2 * dims[0] * dims[2] + 2 * dims[1] * dims[2];
mass *= default_shape_density * default_skin_thickness;
soft_properties = SoftBodyNodeHelper::makeBoxProperties(
dims, Eigen::Isometry3d::Identity(), Eigen::Vector3i(4, 4, 4), mass);
}
else if (SOFT_CYLINDER == type)
{
// Make a wide and short cylinder
double radius = default_shape_height / 2.0,
height = 2 * default_shape_width;
// Mass of center
double mass = default_shape_density * height * 2
* dart::math::constantsd::pi() * radius
* default_skin_thickness;
// Mass of top and bottom
mass += 2 * default_shape_density * dart::math::constantsd::pi()
* pow(radius, 2) * default_skin_thickness;
soft_properties = SoftBodyNodeHelper::makeCylinderProperties(
radius, height, 8, 3, 2, mass);
}
else if (SOFT_ELLIPSOID == type)
{
double radius = default_shape_height / 2.0;
Eigen::Vector3d dims = 2 * radius * Eigen::Vector3d::Ones();
double mass = default_shape_density * 4.0 * dart::math::constantsd::pi()
* pow(radius, 2) * default_skin_thickness;
soft_properties
= SoftBodyNodeHelper::makeEllipsoidProperties(dims, 6, 6, mass);
}
soft_properties.mKv = default_vertex_stiffness;
soft_properties.mKe = default_edge_stiffness;
soft_properties.mDampCoeff = default_soft_damping;
// Create the Joint and Body pair
SoftBodyNode::Properties body_properties(
BodyNode::AspectProperties(name), soft_properties);
SoftBodyNode* bn = chain
->createJointAndBodyNodePair<JointType, SoftBodyNode>(
parent, joint_properties, body_properties)
.second;
// Zero out the inertia for the underlying BodyNode
Inertia inertia;
inertia.setMoment(1e-8 * Eigen::Matrix3d::Identity());
inertia.setMass(1e-8);
bn->setInertia(inertia);
// Make the shape transparent
auto visualAspect
= bn->getShapeNodesWith<VisualAspect>()[0]->getVisualAspect();
Eigen::Vector4d color = visualAspect->getRGBA();
color[3] = 0.4;
visualAspect->setRGBA(color);
return bn;
}
void setAllColors(const SkeletonPtr& object, const Eigen::Vector3d& color)
{
// Set the color of all the shapes in the object
for (std::size_t i = 0; i < object->getNumBodyNodes(); ++i)
{
BodyNode* bn = object->getBodyNode(i);
auto visualShapeNodes = bn->getShapeNodesWith<VisualAspect>();
for (auto visualShapeNode : visualShapeNodes)
visualShapeNode->getVisualAspect()->setColor(color);
}
}
SkeletonPtr createBall()
{
SkeletonPtr ball = Skeleton::create("rigid_ball");
// Give the ball a body
addRigidBody<FreeJoint>(ball, "rigid ball", Shape::ELLIPSOID);
setAllColors(ball, dart::Color::Red());
return ball;
}
SkeletonPtr createRigidChain()
{
SkeletonPtr chain = Skeleton::create("rigid_chain");
// Add bodies to the chain
BodyNode* bn = addRigidBody<FreeJoint>(chain, "rigid box 1", Shape::BOX);
bn = addRigidBody<BallJoint>(chain, "rigid cyl 2", Shape::CYLINDER, bn);
bn = addRigidBody<BallJoint>(chain, "rigid box 3", Shape::BOX, bn);
setAllColors(chain, dart::Color::Orange());
return chain;
}
SkeletonPtr createRigidRing()
{
SkeletonPtr ring = Skeleton::create("rigid_ring");
// Add bodies to the ring
BodyNode* bn = addRigidBody<FreeJoint>(ring, "rigid box 1", Shape::BOX);
bn = addRigidBody<BallJoint>(ring, "rigid cyl 2", Shape::CYLINDER, bn);
bn = addRigidBody<BallJoint>(ring, "rigid box 3", Shape::BOX, bn);
bn = addRigidBody<BallJoint>(ring, "rigid cyl 4", Shape::CYLINDER, bn);
bn = addRigidBody<BallJoint>(ring, "rigid box 5", Shape::BOX, bn);
bn = addRigidBody<BallJoint>(ring, "rigid cyl 6", Shape::CYLINDER, bn);
setAllColors(ring, dart::Color::Blue());
return ring;
}
SkeletonPtr createSoftBody()
{
SkeletonPtr soft = Skeleton::create("soft");
// Add a soft body
BodyNode* bn = addSoftBody<FreeJoint>(soft, "soft box", SOFT_BOX);
// Add a rigid collision geometry and inertia
double width = default_shape_height, height = 2 * default_shape_width;
Eigen::Vector3d dims(width, width, height);
dims *= 0.6;
std::shared_ptr<BoxShape> box = std::make_shared<BoxShape>(dims);
bn->createShapeNodeWith<VisualAspect, CollisionAspect, DynamicsAspect>(box);
Inertia inertia;
inertia.setMass(default_shape_density * box->getVolume());
inertia.setMoment(box->computeInertia(inertia.getMass()));
bn->setInertia(inertia);
setAllColors(soft, dart::Color::Fuchsia());
return soft;
}
SkeletonPtr createHybridBody()
{
SkeletonPtr hybrid = Skeleton::create("hybrid");
// Add a soft body
BodyNode* bn = addSoftBody<FreeJoint>(hybrid, "soft sphere", SOFT_ELLIPSOID);
// Add a rigid body attached by a WeldJoint
bn = hybrid->createJointAndBodyNodePair<WeldJoint>(bn).second;
bn->setName("rigid box");
double box_shape_height = default_shape_height;
std::shared_ptr<BoxShape> box
= std::make_shared<BoxShape>(box_shape_height * Eigen::Vector3d::Ones());
bn->createShapeNodeWith<VisualAspect, CollisionAspect, DynamicsAspect>(box);
Eigen::Isometry3d tf(Eigen::Isometry3d::Identity());
tf.translation() = Eigen::Vector3d(box_shape_height / 2.0, 0, 0);
bn->getParentJoint()->setTransformFromParentBodyNode(tf);
Inertia inertia;
inertia.setMass(default_shape_density * box->getVolume());
inertia.setMoment(box->computeInertia(inertia.getMass()));
bn->setInertia(inertia);
setAllColors(hybrid, dart::Color::Green());
return hybrid;
}
SkeletonPtr createGround()
{
SkeletonPtr ground = Skeleton::create("ground");
BodyNode* bn = ground->createJointAndBodyNodePair<WeldJoint>().second;
std::shared_ptr<BoxShape> shape = std::make_shared<BoxShape>(Eigen::Vector3d(
default_ground_width, default_ground_width, default_wall_thickness));
auto shapeNode
= bn->createShapeNodeWith<VisualAspect, CollisionAspect, DynamicsAspect>(
shape);
shapeNode->getVisualAspect()->setColor(Eigen::Vector3d(1.0, 1.0, 1.0));
return ground;
}
SkeletonPtr createWall()
{
SkeletonPtr wall = Skeleton::create("wall");
BodyNode* bn = wall->createJointAndBodyNodePair<WeldJoint>().second;
std::shared_ptr<BoxShape> shape = std::make_shared<BoxShape>(Eigen::Vector3d(
default_wall_thickness, default_ground_width, default_wall_height));
auto shapeNode
= bn->createShapeNodeWith<VisualAspect, CollisionAspect, DynamicsAspect>(
shape);
shapeNode->getVisualAspect()->setColor(Eigen::Vector3d(0.8, 0.8, 0.8));
Eigen::Isometry3d tf(Eigen::Isometry3d::Identity());
tf.translation() = Eigen::Vector3d(
(default_ground_width + default_wall_thickness) / 2.0,
0.0,
(default_wall_height - default_wall_thickness) / 2.0);
bn->getParentJoint()->setTransformFromParentBodyNode(tf);
shapeNode->getDynamicsAspect()->setRestitutionCoeff(0.2);
return wall;
}
int main(int argc, char* argv[])
{
WorldPtr world = std::make_shared<World>();
world->addSkeleton(createGround());
world->addSkeleton(createWall());
MyWindow window(
world,
createBall(),
createSoftBody(),
createHybridBody(),
createRigidChain(),
createRigidRing());
std::cout << "space bar: simulation on/off" << std::endl;
std::cout << "'1': toss a rigid ball" << std::endl;
std::cout << "'2': toss a soft body" << std::endl;
std::cout << "'3': toss a hybrid soft/rigid body" << std::endl;
std::cout << "'4': toss a rigid chain" << std::endl;
std::cout << "'5': toss a ring of rigid bodies" << std::endl;
std::cout << "\n'd': delete the oldest object" << std::endl;
std::cout << "'r': toggle randomness" << std::endl;
std::cout << "\nWarning: Let objects settle before tossing a new one, or the "
"simulation could explode."
<< std::endl;
std::cout << " If the simulation freezes, you may need to force quit "
"the application.\n"
<< std::endl;
glutInit(&argc, argv);
window.initWindow(640, 480, "Collisions");
glutMainLoop();
}
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