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spring_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 0.5
#define PENDULUM_RADIUS 0.25
#define PENDULUM_MASS 1.0
#define CUBOID_DX 1.0
#define CUBOID_DY 0.5
#define CUBOID_DZ 0.1
#define CUBOID_MASS 1.0
#define THETA 45.0
#define GRAVITY 9.81
#define SPRING_LENGTH 1.0
#define SPRING_DEFL 0.25
#define DAMPING_FACTOR 0.25
Body *datumBody = new DatumBody;
Body *pendulumBody;
ForceElement *gravity;
ForceElement *spring;
System mbsystem;
void init_system(void)
{
caams::matrix s1_p(3,1,0.0,0.0,0.0);
caams::matrix s2_p(3,1,0.0,0.6,0.0);
caams::matrix d_s(3,1,0.0,-SPRING_LENGTH,0.0);
caams::matrix p_pendulum(caams::pAA(glm::radians(THETA),
caams::matrix(3,1,0.0,0.0,1.0)));
caams::matrix r_pendulum(s1_p + d_s - caams::Ap(p_pendulum)*s2_p);
caams::matrix r_dot_pendulum(3,1,0.0,0.0,0.0);
caams::matrix p_dot_pendulum(4,1,0.0,0.0,0.0,0.0);
pendulumBody = new Cuboid(r_pendulum,p_pendulum,r_dot_pendulum,p_dot_pendulum,
CUBOID_MASS,CUBOID_DX,CUBOID_DY,CUBOID_DZ);
gravity = new SystemGravityForce(
caams::matrix(3,1,0.0,-GRAVITY,0.0),
mbsystem);
double k_spring = PENDULUM_MASS*GRAVITY/SPRING_DEFL;
double omega_n = sqrt(k_spring/PENDULUM_MASS);
double k_damper = DAMPING_FACTOR*2.0*PENDULUM_MASS*omega_n;
spring = new LinearSpringDamperForce(
datumBody,pendulumBody,
s1_p,s2_p,
SPRING_LENGTH,
k_spring,
k_damper);
mbsystem.AddBody(pendulumBody);
mbsystem.AddForce(gravity);
mbsystem.AddForce(spring);
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 ("Linear Spring Damper 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;
}