func main() { ode.Init(0, ode.AllAFlag) world = ode.NewWorld() space = ode.NilSpace().NewHashSpace() body = make([]ode.Body, numSpheres) joint = make([]ode.BallJoint, numSpheres-1) ctGrp = ode.NewJointGroup(1000000) sphere = make([]ode.Sphere, numSpheres) mass = ode.NewMass() world.SetGravity(ode.V3(0, 0, -0.5)) space.NewPlane(ode.V4(0, 0, 1, 0)) for i := 0; i < numSpheres; i++ { k := float64(i) * sideLen body[i] = world.NewBody() body[i].SetPosition(ode.V3(k, k, k+0.4)) mass.SetBox(1, ode.V3(sideLen, sideLen, sideLen)) mass.Adjust(sphereMass) body[i].SetMass(mass) sphere[i] = space.NewSphere(sphereRadius) sphere[i].SetBody(body[i]) } for i := 0; i < numSpheres-1; i++ { joint[i] = world.NewBallJoint(ode.JointGroup(0)) joint[i].Attach(body[i], body[i+1]) k := (float64(i) + 0.5) * sideLen joint[i].SetAnchor(ode.V3(k, k, k+0.4)) } if err := qml.Run(run); err != nil { fmt.Fprintf(os.Stderr, "error: %v\n", err) os.Exit(1) } }
func init() { /* Initialize Open Dynamics Engine */ ode.Init(0, ode.AllAFlag) }