本文整理汇总了C++中dBodyCreate函数的典型用法代码示例。如果您正苦于以下问题:C++ dBodyCreate函数的具体用法?C++ dBodyCreate怎么用?C++ dBodyCreate使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了dBodyCreate函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: createBallandPole
// Create a ball and a pole
void createBallandPole() {
dMass m1;
dReal x0 = 0.0, y0 = 0.0, z0 = 2.5;
// ball
ball.radius = 0.2;
ball.mass = 1.0;
ball.body = dBodyCreate(world);
dMassSetZero(&m1);
dMassSetSphereTotal(&m1, ball.mass, ball.radius);
dBodySetMass(ball.body, &m1);
dBodySetPosition(ball.body, x0, y0, z0);
ball.geom = dCreateSphere(space, ball.radius);
dGeomSetBody(ball.geom, ball.body);
// pole
pole.radius = 0.025;
pole.length = 1.0;
pole.mass = 1.0;
pole.body = dBodyCreate(world);
dMassSetZero(&m1);
dMassSetCapsule(&m1, pole.mass, 3, pole.radius, pole.length);
dBodySetMass(pole.body, &m1);
dBodySetPosition(pole.body, x0, y0, z0 - 0.5 * pole.length);
pole.geom = dCreateCCylinder(space, pole.radius, pole.length);
dGeomSetBody(pole.geom, pole.body);
// hinge joint
joint = dJointCreateHinge(world, 0);
dJointAttach(joint, ball.body, pole.body);
dJointSetHingeAnchor(joint, x0, y0, z0 - ball.radius);
dJointSetHingeAxis(joint, 1, 0, 0);
}
示例2: constructWorldForTest
void constructWorldForTest (dReal gravity, int bodycount,
/* body 1 pos */ dReal pos1x, dReal pos1y, dReal pos1z,
/* body 2 pos */ dReal pos2x, dReal pos2y, dReal pos2z,
/* body 1 rotation axis */ dReal ax1x, dReal ax1y, dReal ax1z,
/* body 1 rotation axis */ dReal ax2x, dReal ax2y, dReal ax2z,
/* rotation angles */ dReal a1, dReal a2)
{
// create world
world = dWorldCreate();
dWorldSetERP (world,0.2);
dWorldSetCFM (world,1e-6);
dWorldSetGravity (world,0,0,gravity);
dMass m;
dMassSetBox (&m,1,SIDE,SIDE,SIDE);
dMassAdjust (&m,MASS);
body[0] = dBodyCreate (world);
dBodySetMass (body[0],&m);
dBodySetPosition (body[0], pos1x, pos1y, pos1z);
dQuaternion q;
dQFromAxisAndAngle (q,ax1x,ax1y,ax1z,a1);
dBodySetQuaternion (body[0],q);
if (bodycount==2) {
body[1] = dBodyCreate (world);
dBodySetMass (body[1],&m);
dBodySetPosition (body[1], pos2x, pos2y, pos2z);
dQFromAxisAndAngle (q,ax2x,ax2y,ax2z,a2);
dBodySetQuaternion (body[1],q);
}
else body[1] = 0;
}
示例3: dBodyCreate
WheelPiece::WheelPiece(dWorldID& world,dSpaceID& space, float x, float y, float z)
{
dBodyCreate(world);
body = dBodyCreate(world);
radius = .35;
thickness = .25;
activationDirection = 0;
geom = dCreateCylinder(space, radius, thickness);
dGeomSetBody(geom, body);
dGeomSetData(geom, this);
dMass mass;
mass.setCylinder(.5, 1, radius, thickness);
dBodySetMass(body, &mass);
const dMatrix3 rotationMatrix = {1,0,0,0,
0,1,0,0,
0,0,1,0
};
dBodySetRotation(body, rotationMatrix);
dBodySetPosition(body,x,y,z);
attachmentOffset = thickness + .25;
color[0] = .5;
color[1] = 1;
color[2] = 1;
}
示例4: main
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.stop = 0;
fn.command = 0;
fn.path_to_textures = "../../drawstuff/textures";
dInitODE ();
// create world
world = dWorldCreate ();
space = dHashSpaceCreate (0);
dWorldSetGravity (world,0,0,0); //Original Gravity = -0.2
dWorldSetCFM (world,1e-5);
dCreatePlane (space,0,0,1,0);
contactgroup = dJointGroupCreate (0);
// create object
sphere0 = dBodyCreate (world);
sphere0_geom = dCreateSphere (space,0.5);
dMassSetSphere (&m,1,0.5);
dBodySetMass (sphere0,&m);
dGeomSetBody (sphere0_geom,sphere0);
sphere1 = dBodyCreate (world);
sphere1_geom = dCreateSphere (space,0.5);
dMassSetSphere (&m,1,0.5);
dBodySetMass (sphere1,&m);
dGeomSetBody (sphere1_geom,sphere1);
sphere2 = dBodyCreate (world);
sphere2_geom = dCreateSphere (space,0.5);
dMassSetSphere (&m,1,0.5);
dBodySetMass (sphere2,&m);
dGeomSetBody (sphere2_geom,sphere2);
// set initial position
dBodySetPosition (sphere0,0,0,4);
dBodySetPosition (sphere1,5,0,4);
dBodySetPosition (sphere2,-2,0,4);
// run simulation
dsSimulationLoop (argc,argv,352,288,&fn);
// clean up
dJointGroupDestroy (contactgroup);
dSpaceDestroy (space);
dWorldDestroy (world);
dCloseODE();
return 0;
}
示例5: main
int main (int argc, char **argv)
{
// set for drawing
dsFunctions fn;
fn.version = DS_VERSION;
fn.start = &start;
fn.step = &simLoop;
fn.command = NULL;
fn.stop = NULL;
fn.path_to_textures = "../textures";
dInitODE(); // init ODE
world = dWorldCreate(); // create a dynamic world
dWorldSetGravity(world,0,0,-0.1);
dMass m; // a parameter for mass
dMassSetZero (&m); // initialize the parameter
//@a sphere
sphere.body = dBodyCreate (world); // create a rigid body
dReal radius = 0.5; // radius [m]
dMassSetSphere (&m,DENSITY,radius); // calculate a mass parameter for a sphere
dBodySetMass (sphere.body,&m); // set the mass parameter to the body
dBodySetPosition (sphere.body,0,1, 1); // set the position of the body
//@a box
box.body = dBodyCreate (world);
dMassSetBox (&m,DENSITY,sides[0],sides[1],sides[2]);
dBodySetMass (box.body,&m);
dBodySetPosition (box.body,0,2,1);
// a capsule
capsule.body = dBodyCreate (world);
dMassSetCapsule(&m,DENSITY,3,radius,length);
dBodySetMass (capsule.body,&m);
dBodySetPosition (capsule.body,0,4,1);
// a cylinder
cylinder.body = dBodyCreate (world);
dMassSetCylinder(&m,DENSITY,3,radius,length);
dBodySetMass (cylinder.body,&m);
dBodySetPosition (cylinder.body,0,3,1);
// do the simulation
dsSimulationLoop (argc,argv,960,480,&fn);
dWorldDestroy (world); // destroy the world
dCloseODE(); // close ODE
return 0;
}
示例6: pos
void cPhysicsObject::InitCommon(cWorld* pWorld, const physvec_t& posOriginal, const physvec_t& rot)
{
math::cVec3 pos(posOriginal.x, posOriginal.y, posOriginal.z + fHeight);
rotation.LoadIdentity();
rotation.SetFromAngles(math::DegreesToRadians(rot));
const math::cMat4 m = rotation.GetMatrix();
dMatrix3 r;
r[0] = m[0]; r[1] = m[4]; r[2] = m[8]; r[3] = 0;
r[4] = m[1]; r[5] = m[5]; r[6] = m[9]; r[7] = 0;
r[8] = m[2]; r[9] = m[6]; r[10] = m[10]; r[11] = 0;
position = pos;
dGeomSetPosition(geom, position.x, position.y, position.z);
dGeomSetRotation(geom, r);
if (bBody) {
body = dBodyCreate(pWorld->GetWorld());
dBodySetPosition(body, position.x, position.y, position.z);
dBodySetRotation(body, r);
dBodySetAutoDisableFlag(body, 1);
dGeomSetBody(geom, body);
pWorld->AddPhysicsObject(shared_from_this());
}
}
示例7: dWorldCreate
void RigidBodyEnvironment::createWorld(void)
{
// BEGIN SETTING UP AN OPENDE ENVIRONMENT
// ***********************************
bodyWorld = dWorldCreate();
space = dHashSpaceCreate(0);
dWorldSetGravity(bodyWorld, 0, 0, -0.981);
double lx = 0.2;
double ly = 0.2;
double lz = 0.1;
dMassSetBox(&m, 1, lx, ly, lz);
boxGeom = dCreateBox(space, lx, ly, lz);
boxBody = dBodyCreate(bodyWorld);
dBodySetMass(boxBody, &m);
dGeomSetBody(boxGeom, boxBody);
// *********************************
// END SETTING UP AN OPENDE ENVIRONMENT
setPlanningParameters();
}
示例8: dBodyCreate
void TrackedVehicle::create() {
this->vehicleBody = dBodyCreate(this->environment->world);
this->vehicleGeom = dCreateBox(this->environment->space, this->leftTrack->m->distance, this->width, this->leftTrack->m->radius[0]);
this->environment->setGeomName(this->vehicleGeom, name + ".vehicleGeom");
dMassSetBox(&this->vehicleMass, this->density, this->leftTrack->m->distance, this->width, this->leftTrack->m->radius[0]);
//dMassAdjust(&this->vehicleMass, 2.40);
dGeomSetCategoryBits(this->vehicleGeom, Category::OBSTACLE);
dGeomSetCollideBits(this->vehicleGeom, Category::OBSTACLE | Category::TERRAIN);
dBodySetMass(this->vehicleBody, &this->vehicleMass);
dGeomSetBody(this->vehicleGeom, this->vehicleBody);
dGeomSetOffsetPosition(this->vehicleGeom, 0, 0, this->leftTrack->m->radius[0]);
this->leftTrack->create();
this->rightTrack->create();
dReal w = this->width + 2*trackWidth + 2 * trackVehicleSpace;
dRigidBodyArraySetPosition(leftTrack->bodyArray, -wheelBase/2, -(w - trackWidth)/2, 0);
dRigidBodyArraySetPosition(rightTrack->bodyArray, -wheelBase/2, (w - trackWidth)/2, 0);
this->leftTrackJoint = dJointCreateFixed(this->environment->world, 0);
this->rightTrackJoint = dJointCreateFixed(this->environment->world, 0);
dJointAttach(this->leftTrackJoint, this->vehicleBody, this->leftTrack->trackBody);
dJointAttach(this->rightTrackJoint, this->vehicleBody, this->rightTrack->trackBody);
dJointSetFixed(this->leftTrackJoint);
dJointSetFixed(this->rightTrackJoint);
this->bodyArray = dRigidBodyArrayCreate(this->vehicleBody);
dRigidBodyArrayAdd(this->bodyArray, this->leftTrack->bodyArray);
dRigidBodyArrayAdd(this->bodyArray, this->rightTrack->bodyArray);
}
示例9: createInvisibleHead
void createInvisibleHead( float* pos )
{
dMatrix3 head_orientation;
dRFromEulerAngles(head_orientation, 0.0, 0.0, 0.0);
//position and orientation
head.Body = dBodyCreate(World);
dBodySetPosition(head.Body, pos[ 0 ], pos[ 1 ], pos[ 2 ]);
dBodySetRotation(head.Body, head_orientation);
dBodySetLinearVel(head.Body, 0, 0, 0);
dBodySetData(head.Body, (void *)0);
//mass
dMass head_mass;
dMassSetBox(&head_mass, 1.0, 1.0, 1.0, 1.0);
dBodySetMass(head.Body, &head_mass);
//geometry
head.Geom = dCreateBox(Space, 1.0, 1.0, 1.0);
dGeomSetBody(head.Geom, head.Body);
//fixed joint
invis_box_joint = dJointCreateFixed(World, jointgroup);
dJointAttach(invis_box_joint, body.Body, head.Body);
dJointSetFixed(invis_box_joint);
}
示例10: createFixedLeg
/*
=================================================================================
createFixedLeg
Use parameters to create leg body/geom and attach to body with fixed joint
=================================================================================
*/
void createFixedLeg(ODEObject &leg,
ODEObject &bodyAttachedTo,
dJointID& joint,
dReal xPos, dReal yPos, dReal zPos,
dReal xRot, dReal yRot, dReal zRot,
dReal radius,
dReal length)
{
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);
//fixed joint
joint = dJointCreateFixed(World, jointgroup);
dJointAttach(joint, bodyAttachedTo.Body, leg.Body);
dJointSetFixed(joint);
}
示例11: dBodyCreate
void Balaenidae::embody(dWorldID world, dSpaceID space)
{
me = dBodyCreate(world);
embody(me);
geom = dCreateBox( space, 100.0f, 40, 500.0f); // scale 50
dGeomSetBody(geom, me);
}
示例12: dBodyCreate
CubeBasePiece::CubeBasePiece(dWorldID& world,dSpaceID& space, float x, float y, float z)
{
body = dBodyCreate(world);
geom = dCreateBox(space, sides[0], sides[1], sides[2]);
dGeomSetBody(geom, body);
dGeomSetData(geom, this);
dMass mass;
mass.setBox(CUBE_PIECE_DENSITY, sides[0], sides[1], sides[2]);
dBodySetMass(body, &mass);
const dMatrix3 rotationMatrix = {1,0,0,0,
0,1,0,0,
0,0,1,0};
dBodySetRotation(body, rotationMatrix);
dBodySetPosition(body,x,y,z);
for(int i = 0 ; i < 6 ; i++)
attachedPieces[i] = NULL; // initialize attached piece array to all null pointers
color[0] = 1;
color[1] = 1;
color[2] = 1;
}
示例13: VERIFY
void CPHActivationShape::Create(const Fvector start_pos,const Fvector start_size,IPhysicsShellHolder* ref_obj,EType _type/*=etBox*/,u16 flags)
{
VERIFY(ref_obj);
R_ASSERT(_valid( start_pos ) );
R_ASSERT( _valid( start_size ) );
m_body = dBodyCreate (0) ;
dMass m;
dMassSetSphere(&m,1.f,100000.f);
dMassAdjust(&m,1.f);
dBodySetMass(m_body,&m);
switch(_type)
{
case etBox:
m_geom = dCreateBox (0,start_size.x,start_size.y,start_size.z) ;
break;
case etSphere:
m_geom = dCreateSphere (0,start_size.x);
break;
};
dGeomCreateUserData (m_geom) ;
dGeomUserDataSetObjectContactCallback(m_geom,ActivateTestDepthCallback) ;
dGeomUserDataSetPhysicsRefObject(m_geom,ref_obj) ;
dGeomSetBody (m_geom,m_body) ;
dBodySetPosition (m_body,start_pos.x,start_pos.y,start_pos.z) ;
Island() .AddBody (m_body) ;
dBodyEnable (m_body) ;
m_safe_state .create(m_body) ;
spatial_register () ;
m_flags.set(flags,TRUE);
}
示例14: main
int main(int argc, char** argv)
{
init_gfx();
init_2d();
world = dWorldCreate();
dBodyID ball = dBodyCreate(world);
dBodySetPosition(ball, 0, 0, 0);
for (;;) {
Uint8* chars = SDL_GetKeyState(NULL);
if (chars[SDLK_LEFT]) {
dBodyAddForce(ball, -force, 0, 0);
}
if (chars[SDLK_RIGHT]) {
dBodyAddForce(ball, +force, 0, 0);
}
if (chars[SDLK_UP]) {
dBodyAddForce(ball, 0, +force, 0);
}
if (chars[SDLK_DOWN]) {
dBodyAddForce(ball, 0, -force, 0);
}
const dReal* pos = dBodyGetPosition(ball);
glTranslatef(pos[0], pos[1], pos[2]);
draw_circle();
dWorldQuickStep(world, 0.01);
step();
}
}
示例15: Clear
void ODERigidObject::Create(dWorldID worldID,dSpaceID space,bool useBoundaryLayer)
{
Clear();
spaceID = space;
bodyID = dBodyCreate(worldID);
dMass mass;
mass.mass = obj.mass;
//NOTE: in ODE, COM must be zero vector! -- we take care of this by shifting geometry
//CopyVector3(mass.c,obj.com);
mass.c[0] = mass.c[1] = mass.c[2] = 0; mass.c[3] = 1.0;
CopyMatrix(mass.I,obj.inertia);
int res=dMassCheck(&mass);
if(res != 1) {
fprintf(stderr,"Uh... mass is not considered to be valid by ODE?\n");
std::cerr<<"Inertia: "<<obj.inertia<<std::endl;
}
dBodySetMass(bodyID,&mass);
geometry = new ODEGeometry;
geometry->Create(&obj.geometry,spaceID,-obj.com,useBoundaryLayer);
dGeomSetBody(geometry->geom(),bodyID);
dGeomSetData(geometry->geom(),(void*)-1);
geometry->SetPadding(defaultPadding);
geometry->surf().kRestitution = obj.kRestitution;
geometry->surf().kFriction = obj.kFriction;
geometry->surf().kStiffness = obj.kStiffness;
geometry->surf().kDamping = obj.kDamping;
SetTransform(obj.T);
}