[ODE] Problems with friction and fdir1
Graham Fyffe
gfyffe at gmail.com
Sun Apr 10 23:25:13 MST 2005
Hey all. I've been playing more with friction and fdir1. It seems to
me that if I use fdir1 that is not exactly aligned with the X, Y or Z
axis, then my objects start going madly off in all directions. There
is a clear relationship between the fdir1 that I give the contact and
the deviation that I get. I have hacked up some code to show this
very, very clearly. I just push some boxes in the Z direction, and
each box has the *local* x-axis as fdir1. This means I just used
dBodyVectorToWorld to calculate the fdir1. Im just setting fdir1, and
not activating mu2, nor am I using motion1 or motion 2 or slip1 or
slip2... just plain vanilla MU.
In theory, all the boxes should behave exactly the same and just slide
along Z until they stop. In practise, the differing fdir1 values seem
to make the boxes deviate from Z, which I can only speculate has to do
with the friction pyramid calculations.
Is there any way to fix this? My my test code follows.
- Graham Fyffe
----- boxtest.cpp -----
#include <ode/ode.h>
#include <drawstuff/drawstuff.h>
#ifdef _MSC_VER
#pragma warning(disable:4244 4305) // for VC++, no precision loss complaints
#endif
// select correct drawing functions
#ifdef dDOUBLE
#define dsDrawBox dsDrawBoxD
#define dsDrawSphere dsDrawSphereD
#define dsDrawCylinder dsDrawCylinderD
#define dsDrawCappedCylinder dsDrawCappedCylinderD
#endif
// some constants
#define LENGTH 0.2 // box length & width
#define HEIGHT 0.05 // box height
#define MASS 0.2 // mass of box[i][j] = (i+1) * MASS
#define FORCE 0.05 // force applied to box[i][j] = (j+1) * FORCE
#define MU 0.5 // the global mu to use
#define GRAVITY 0.5 // the global gravity to use
#define N1 10 // number of different forces to try
#define N2 10 // number of different masses to try
// dynamics and collision objects
static dWorldID world;
static dSpaceID space;
static dBodyID body[N1][N2];
static dJointGroupID contactgroup;
static dGeomID ground;
static dGeomID box[N1][N2];
// this is called by dSpaceCollide when two objects in space are
// potentially colliding.
static void nearCallback (void *data, dGeomID o1, dGeomID o2)
{
int i;
// only collide things with the ground
bool g1 = (o1 == ground);
bool g2 = (o2 == ground);
if (g1 == g2) return;
dBodyID b1 = dGeomGetBody(o1);
dBodyID b2 = dGeomGetBody(o2);
if (g1)
{
dBodyID t = b1;
b1 = b2;
b2 = t;
}
dContact contact[3]; // up to 3 contacts per box
for (i=0; i<3; i++) {
contact[i].surface.mode = dContactSoftCFM | dContactApprox1 | dContactFDir1;
contact[i].surface.mu = MU;
contact[i].surface.soft_cfm = 0.01;
dBodyVectorToWorld(b1, 1, 0, 0, contact[i].fdir1);
}
if (int numc = dCollide (o1,o2,3,&contact[0].geom,sizeof(dContact))) {
for (i=0; i<numc; i++) {
dJointID c = dJointCreateContact (world,contactgroup,contact+i);
dJointAttach (c,b1,b2);
}
}
}
// start simulation - set viewpoint
static void start()
{
static float xyz[3] = {1.7772,-0.7924,2.7600};
static float hpr[3] = {90.0000,-54.0000,0.0000};
dsSetViewpoint (xyz,hpr);
}
// simulation loop
static void simLoop (int pause)
{
int i;
if (!pause) {
int const maxIt = 10;
for (int t = 0; t < maxIt; t ++)
{
dSpaceCollide (space,0,&nearCallback);
dWorldStep (world,0.05 / maxIt);
// remove all contact joints
dJointGroupEmpty (contactgroup);
}
}
dsSetColor (1,0,1);
dReal sides[3] = {LENGTH,LENGTH,HEIGHT};
for (i=0; i<N1; i++) {
for (int j=0; j<N2; j++) {
dsDrawBox (dGeomGetPosition(box[i][j]),dGeomGetRotation(box[i][j]),
sides);
}
}
}
static void reset()
{
int i,j;
// bodies
for (i=0; i<N1; i++)
{
for (j=0; j<N2; j++)
{
dBodySetPosition(body[i][j], i*2*LENGTH, j*2*LENGTH, HEIGHT*0.5);
dMatrix3 R;
dRFromAxisAndAngle(R, 0, 0, 1, i / (N1 - 1.0) * 3.14159 / 2.0);
dBodySetRotation(body[i][j], R);
dBodySetLinearVel(body[i][j], 0, j * 0.5, 0);
dBodySetAngularVel(body[i][j], 0, 0, 0);
}
}
}
static void command (int cmd)
{
switch (cmd)
{
case 'r':
reset();
break;
}
}
int main (int argc, char **argv)
{
int i,j;
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,-GRAVITY);
ground = dCreatePlane (space,0,0,1,0);
// bodies
for (i=0; i<N1; i++) {
for (j=0; j<N2; j++) {
body[i][j] = dBodyCreate (world);
dMassSetBox (&m,1,LENGTH,LENGTH,HEIGHT);
//dMassAdjust (&m,MASS*(j+1));
dBodySetMass (body[i][j],&m);
box[i][j] = dCreateBox (space,LENGTH,LENGTH,HEIGHT);
dGeomSetBody (box[i][j],body[i][j]);
}
}
reset();
// run simulation
dsSimulationLoop (argc,argv,352,288,&fn);
dJointGroupDestroy (contactgroup);
dSpaceDestroy (space);
dWorldDestroy (world);
return 0;
}
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