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Sam Varner snick-a-doo@comcast.net
Vamos is an automotive simulation framework with an emphasis on thorough physical modeling and good C++ design. Vamos includes a real-time, first-person, 3D driving application.
This file documents Vamos version 0.7.0.
1. Let's Go | Getting on the road. | |
1.3 Controls | Keyboard and joystick settings. | |
1.5 Dashboard | On-screen information. | |
1.6 Cars | Choosing and creating cars. | |
1.8 Tracks | Choosing and creating tracks. | |
1.10 Worlds | Specifying environments. | |
2. Units | A note about units of measure. | |
3. Code Reference | The inner workings. | |
A. Building Vamos | Downloading and compiling the program. | |
B. Copying | The GNU Free Documentation License. | |
Concept Index | An item for each concept. |
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The ‘vamos’ application lets you experience the simulation first hand. Its main purpose is to be a test bed for the libraries. It is not intended to be a polished end-user application. However, you can drive on a number of tracks and try to beat your best time. Or you can just have fun driving on, and over, the ragged edge.
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When you start the application with no arguments you will be looking out over the hood of your car, down the front straight of a simple, fictitious circuit. Give the car a little gas and shift into first by pressing and releasing the first joystick button. The clutch is engaged gradually, so you will need to increase the throttle to keep the engine revs up. If you stall, shift back to neutral (second button) and press the <s> key to restart the engine. See section Controls.
Once you get going you will need to shift into second. When you press the button to shift, the clutch is disengaged. It is re-engaged when you release the button. You will need to back off the throttle when the clutch is disengaged in order to make your shifts smooth. As with shifting to first gear, the clutch is engaged gradually, although much more quickly.
The first turn on the circuit is a sharp left-hander at the top of a hill. This is a good place to practice sliding the car through a turn. You will probably hear the tires slide as you enter the turn. Don't worry, the tires actually have more grip when they're sliding a little. However, you do lose some directional stability. So you point the nose a little toward the center of the turn and use the throttle to hold the car in the turn. If you slide the car more than a little, you will lose grip and probably find yourself in the gravel.
When driving on the edge, the throttle and brake do as much as the steering wheel to control the trajectory of the car. In general, accelerating tends to straighten out the car and braking tends to turn the car more. To demonstrate this, try backing off the throttle midway through a turn. You'll find that the back end steps out a little causing the car to turn in.
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You can race against computer-controlled opponents. Use the o
option with a numeric argument to race against other cars. Use the
d
if you just want to watch.
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The car can be driven with a joystick, keys, or even a mouse. A joystick is highly recommended.
Keys, buttons, and joystick axes are mapped to functions in an XML
file in the data directory (usually
‘/usr/local/share/vamos/controls’). By default the file
‘default-controls’ is used. You can specify a different file
with the -a
or --controls=
options. The default
control bindings are as follows:
Key | Stick | Action |
<Up>* | Forward | Throttle. |
<Down>* | Backward | Brake. |
<Left>* | Left | Turn left. |
<Right>* | Right | Turn right. |
<Insert>* | Button-1* | Shift up. |
<Delete>* | Button-2* | Shift down. |
<Home>* | Button-3* | Clutch. |
<a> | Place the car back at the starting line. | |
<r> | Place the car back on the road. | |
<s> | Start the engine after a stall. | |
<f> | Fill the fuel tank. | |
<c> | Reload the car definition file. | |
<t> | Reload the track definition file. | |
<p> | Pause the application. | |
<q> | Exit the application. | |
<F9> | Cycle through the views. |
The `*' symbol indicates that the action is performed gradually after the key or button is pressed.
When shifting, pressing the key or button causes the clutch to be disengaged before the new gear is selected. Releasing the button releases the clutch. The clutch is engaged slowly when shifting from neutral, and more quickly for other gears. The clutch is always disengaged quickly.
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Here's the format of a controls file.
<controls name="Name"> <!-- Key Binding --> <bind> <function>function name</function> <key>k</key>[<up|down/>] [<time>t</time>] </bind> <!-- Button Binding --> <bind> <function>function name</function> <button>b</button>[<up|down/>] </bind> <!-- Axis Binding --> <bind> <function>function name</function> <axis>a</axis> [<factor>f</factor>] [<offset>o</offset>] [<minimum>m</minimum>] </bind> </controls> |
The function
tag gives the name of the function to bind. Any
member funciton of Gl_Car_World that takes two double arguments and
returns a bool can be bound. The case of the name inside the
function
tag must match the actual function's name, and
underscores must be replaced with single spaces.
The down
tag binds the function to a key (or button) press;
up
binds it to a key release. If neither is specified, the
function is bound to a key press.
The time
tag sets how long it takes for setting to be ramped up
to its target value. It is used for controling continuous values,
like throttle, from the keyboard. The default time is 0.
For joystick axes, vaules range from -1 to 1. This number is
multiplied by the value in the factor
tag and then the value in
the offset
tag is added. The result is clipped at
minimum
. The defaults are 1, 0, 0, respectively.
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These are the functions that can be bound to controls.
pause
Pause the simulation.
quit
Quit the program.
cycle view
Change the point-of-view from car to trackside to overhead.
read car
Read the car definition file.
read track
Read the track definition file.
read world
Read the world definition file.
restart car
Put the car at the starting line.
reset car
Put the car back on the track.
fill tank
Fill the car's gas tank.
gas
Operate the throttle.
brake
Operate the brakes.
steer
steer left
steer right
Operate the steering wheel. The 'steer left' and 'steer right' functions are useful for binding to keys.
shift up
shift down
Select an adjacent gear, except when in neutral.
shift up disengage
shift down disengage
Select an adjacent gear and operate the clutch, except when in neutral.
initial shift up
initial shift down
Select an adjacent gear when in neutral.
initial shift up disengage
initial shift down disengage
Select an adjacent gear and operate the clutch when in neutral.
clutch
Operate the clutch.
engage clutch
disengage clutch
Operate the clutch, except when in neutral
initial engage clutch
initial disengage clutch
Operate the clutch when in neutral
A function can be bound to more than one control. However, when the simulation is running, the joystick is read after the keys. If, for example, you bind the throttle to the up arrow key and to a joystick axis, the joystick (if present) will override the keyboard.
Similarly, more than one function can be bound to a control. Each function is called in turn until one of them returns true.
For shifting, you will likely bind two functions to each shifting
control, one for shifting from neutral (e.g. initial shift up
)
and the other for shifting from other gears (e.g. shift up
).
If you bind the clutch to a key or button, rather than a continuous
contral, you will also bind two functions to the clutch controls. The
reason is that you may want different behavior from the clutch in
these two situations.
When shifting from neutral to first, you will let the clutch out
slowly to get the car started without stalling. When shifting to
other gears you will operate the clutch more quickly. You can make
this happen by binding both initial shift up disegnage
and
shift up disengage
to the same key or button, and using a
larger value in the time
tage for initial shift up
disengage
.
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Several rows of text are printed along the bottom of the screen to provide some information about the car, similar to the gauges on a car's dashboard. You also get some information that you would not normally see on a dashboard. Here's what is shown, going down the columns, starting on the left.
The engine speed in revolutions per minute.
The current engine torque in Newton-meters.
The car's speed in kilometers per hour.
The currently selected gear. ‘N’ stands for neutral and ‘R’ is for reverse.
The cyan bar shows the current brake setting. The magenta bar shows the throttle setting. These bars are useful for evaluating robot cars.
The slip ratios for each of the tires as a percentage. A slip ratio is the difference between the speed of the contact patch and the road moving beneath it, divided by the speed of the wheel's hub. Rolling without sliding yields a slip ratio of zero. Locking the wheels results in a slip ratio of 100%. Slip ratios are useful for seeing how close you are to the limit of adhesion. A ratio of 9% or 10% is usually close to optimal.
Amount of fuel remaining in liters.
The current density of the air that the car is driving through. This number decreases in another car's slipstream.
The elapsed time for the current lap.
The time taken to complete the previous lap and the difference between this time and the best time.
The shortest lap time so far.
The current frame rate.
The number of the current timing sector and the elapsed time for that sector.
The best time for the current sector.
The time taken to complete the previous sector and the difference between this time and the best time for that sector.
The distance from the start/finish line in meters.
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A number of different car definitions are provided. The car can be
selected with -c <car>
or --car=<car>
, where
<car>
is one of the following
A modern Formula One car.
A late sixties Formula One car. For reasons I don't yet understand, this car is very difficult to control.
A front wheel drive car.
A rear wheel drive sports car.
An under-powered car for beginners.
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The car definition goes inside a car
tag. You can assign a
name to the car with the name
attribute.
<car name="GT"> ... </car> |
The sections below show how the various subsystems are defined.
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These settings define the target performance of the robot car. The robot will use the specified slip ratio for acceleration. Deceleration and lateral acceleration give the performance targets for braking and cornering on a flat and level road with no aerodynamic assistance. The actual targets are adjusted in real time for the slope of the track and aerodynamic downforce.
Note that these are just targets. If they are set to values that can't be achieved by the car the robot will drive the car off the road.
<robot> <slip-ratio>9.0</slip-ratio> <deceleration>1.4</deceleration> <lateral-acceleration>1.5</lateral-acceleration> </robot> |
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The driver's point-of-view is set with the position
tag. You
may use whatever units you like, as long as you're consistent.
See section Units. The horizontal field-of-view is set with the
field-width
tag. The vertical field-of-view is calculated
automatically from the current window geometry.
<view> <position>[ 1.3, 1.0, 0.8 ]</position> <field-width>60.0</field-width> </view> |
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The maximum steering angle is set with the max-angle
tag. The
exponent
detemines how linear the steering response is. A
higher number makes the steering less sensitive at small angles.
<steering> <max-angle>10.0</max-angle> <exponent>3.0</exponent> </steering> |
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The drivetrain section defines the engine, clutch, transmission and differential.
<drivetrain> <engine> ... </engine> <clutch> ... </clutch> <transmission> ... </transmission> <differential> ... </differential> </drivetrain> |
The subsections of the drivetrain are described below.
<engine> <position>[ 1.5, 1.0, 0.2 ]</position> <mass>200.0</mass> <max-power>3.0e5</max-power> <peak-engine-rpm>8000.0</peak-engine-rpm> <rpm-limit>10000.0</rpm-limit> <inertia>0.10</inertia> <idle>0.05</idle> <start-rpm>1000</start-rpm> <stall-rpm>500</stall-rpm> <fuel-consumption>0.0001</fuel-consumption> <sound> <file>engine.wav</file> <pitch>0.01</pitch> <volume>0.8</volume> <throttle-volume-factor>1.0</throttle-volume-factor> <engine-speed-volume-factor>0.001</engine-speed-volume-factor> </sound> </engine> |
The position
and mass
parameters affect the weight
distribution of the car. The torque curve is calculated from
max-power
and peak-engine-rpm
using a polynomial
expression given in Motor Vehicle Dynamics, Genta (1997), where
peak-engine-rpm
is the engine speed at which the maximum power
output (max-power
) is achieved. A rev limit can be set with
rpm-limit
. The rotational inertia of the moving parts is
inertia
. idle
is the throttle position at idle.
Starting the engine initially sets the engine speed to
start-rpm
. Letting the engine speed drop below
stall-rpm
makes the engine stall. The rate of fuel
consumption is set with fuel-consumption
.
The engine sound is set in the sound
section. file
is
the name of a WAV file in the ‘data/sounds’ directory.
throttle-volume-factor
and engine-speed-volume-factor
determine how the loudness of the sound changes.
<clutch> <sliding>0.5</sliding> <radius>0.25</radius> <area>0.2</area> <max-pressure>1.0e4</max-pressure> </clutch> |
The torque on the clutch is found by dividing the clutch pressure by
the value in the area
tag and multiplying by the radius
and sliding
(friction) parameters.
The gear ratios can be defined in two different ways inside the
transmission
tag. The ratios can be defined individually as in
the example below. The first number inside the brackets is the gear
(-1 is reverse), and the second is the clutch speed divided by the
driveshaft speed.
<transmission> <gear-ratio>[ -1, -2.69 ]</gear-ratio> <gear-ratio>[ 1, 2.53 ]</gear-ratio> <gear-ratio>[ 2, 1.71 ]</gear-ratio> <gear-ratio>[ 3, 1.42 ]</gear-ratio> <gear-ratio>[ 4, 1.19 ]</gear-ratio> <gear-ratio>[ 5, 1.04 ]</gear-ratio> <shift-delay>0.2</shift-delay> </transmission> |
Alternatively, the number of gears and the highest and lowest ratios can be specified. The other gears will be calculate such that the reciprocals of the ratios are equally spaced.
<transmission> <forward-gears>5</forward-gears> <first-ratio>3.21</first-ratio> <last-ratio>1.10</last-ratio> <shift-delay>0.2</shift-delay> </transmission> |
The shift-delay
tag tells how long it takes to change gears.
For a paddle-shifter, like a modern Formula One car,
shift-delay
can be set to zero.
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The fuel tank's position, the current volume of fuel and the density
of the fuel affect the car's weight distribution. The capacity
tag sets the maximum volume of fuel that the tank can hold. The
initial volume is set with the volume
tag. The density of the
fuel is set with fuel-density
.
<fuel-tank> <position>[ 1.00, 1.00, 0.25 ]</position> <capacity>100.0</capacity> <volume>100.0</volume> <fuel-density>0.8</fuel-density> </fuel-tank> |
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The wheel
section contains information about the suspension,
tire, and brakes as well as the wheel itself. The side
and
end
attributes tell where the wheel is located. The values of
these attributes are important.
The steered
tag tells that the wheel responds to steering
input. The driven
tag tells that torque from the engine is
applied to the wheel. Only two wheels may have a steered
tag,
and only two may have a driven
tag.
<wheel side="right" end="front"> <steered/> <driven/> <position>[ 3.0, 0.05, -0.1 ]</position> <mass>30.0</mass> <restitution>0.1</restitution> <suspension> ... </suspension> <tire> ... </tire> <brakes> ... </brakes> <wheel> |
Values set in one wheel section are persistent; if you want the same value for another wheel, you do not need set it.
The suspension, tire, and brakes sections are described below.
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<suspension> <position>[ 3.0, 0.35, -0.1 ]</position> <hinge>[ 2.0, 0.35, 0.3 ]</hinge> <spring-constant>22000.0</spring-constant> <bounce>2000.0</bounce> <rebound>2000.0</rebound> <travel>0.4</travel> <max-compression-velocity>10.0</max-compression-velocity> <camber>-2.0</camber> <caster>5.0</caster> <toe>-2.0</toe> </suspension> |
The hinge
is the center of the wheel's path as the suspension
moves. The location of the hinge is determined by suspension
geometry, and may be outside of the car itself. Currently, this
parameter has no effect of performance. It may be used in the future
for configuring anti-dive and anti-squat suspension geometries.
bounce
and rebound
are the damping coefficients for
compression and expansion of the suspension, respectively. If the
speed at which the suspension is compressed, or expanded exceeds the
value in max-compression-velocity
, the dampers “lock up.”
Wheel alignment is set with the camber
, caster
, and
toe
tags. All angles are in degrees.
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The longitudinal
, transverse
, and aligning
section each contain a vector of “magic formula” coefficients as
presented in Motor Vehicle Dynamics, Genta (1997). The two
elements of rolling-resistance
are the constant and
velocity-squared terms, respectively.
<tire> <friction> <longitudinal> [ 1.65, 0.0, 1690.0, 0.0, 229.0, 0.0, 0.0, 0.0, -10.0, 0.0, 0.0 ] </longitudinal> <transverse> [ 1.80, 0.0, 1690.0, 800.0, 6.03, 0.0, -0.359, 1.0, 0.0, -6.11e-3, -3.22e-2, 0.0, 0.0, 0.0, 0.0 ] </transverse> <aligning> [ 2.07, -6.49, -21.9, 0.416, -21.3, 2.94e-2, 0.0, -1.20, 5.23, -14.8, 0.0, 0.0, -3.74e-3, 3.89e-2, 0.0, 0.0, 0.639, 1.69 ] </aligning> </friction> <radius>0.310</radius> <rolling-resistance>[ 1.3e-2, 6.5e-6 ]</rolling-resistance> <rotational-inertia>10.0</rotational-inertia> </tire> |
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<brakes> <friction>0.8</friction> <max-pressure>2.0e6</max-pressure> <front-bias>0.55</front-bias> <radius>0.2</radius> <area>0.01</area> </brakes> |
front-bias
is the fraction of braking pressure applied to the
front brakes.
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Particles affect the mass distribution of the car.
<particle> <position>[ 2.0, 1.0, 0.5 ]</position> <mass>100.0</mass> </particle> |
Contact points are particles that participate in collisions. The
material specified in the material
tag (either “metal” or
“rubber”) determines the sound made when contact is detected. The
coefficients of friction and restitution are set with the
friction
and restitution
tags, respectively.
<contact-point> <mass>40.0</mass> <position>[ 0.0, 0.0, 0.0 ]</position> <material>metal</material> <friction>0.5</friction> <restitution>0.1</restitution> </contact-point> |
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The aerodynamic properties of the car are determined by the
drag
and wing
sections. The frontal area and
coefficient of drag, set it frontal-area
and
drag-coefficient
, are used to calculate the drag force.
<drag> <position>[ 2.0, 1.0, 0.25 ]</position> <frontal-area>2.0</frontal-area> <drag-coefficient>0.3</drag-coefficient> </drag> |
Downforce can be added with wings. The amount of downforce is
determined by the value in the lift-coefficient
tag. If the
lift coefficient is positive, upforce is generated. This is usually
undesirable for cars. The efficiency
determines how much drag
is added as downforce increases. The surface-area
is the
surface area of the wing. This value is also used in the drag
calculation.
<wing> <position>[ 0.0, 0.9, 0.5 ]</position> <frontal-area>0.2</frontal-area> <surface-area>0.5</surface-area> <lift-coefficient>-4.0</lift-coefficient> <efficiency>0.5</efficiency> </wing> |
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Once you get bored with the default, you might want to try driving on
some different tracks. The track can be selected using command line
arguments. Use either vamos -t <track>
or vamos
--track==<track>
, where <track>
, is the name of one of the
XML files in the ‘data/tracks’ directory. There are files for
almost all of the Formula One circuits for the past couple of decades,
plus a few more. These include
A striaight flat strip of road.
The high-speed Italian circuit.
A simple track.
The Georgia-shaped track in Georgia.
The home of the British grand prix.
A cirular track for testing handling.
The Spa-Francorchamps track in Belgium.
The track for many Japanase Grands Prix.
You can use the trk-convert
program to turn a track file for
RARS (Robot Auto Racing http://rars.sourceforge.net) into a
C++ track file for Vamos. The converted files usually need
some adjusting, so you'll have to learn a little about Vamos track
files.
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Tracks are defined in XML files. Here's the beginning of a track file.
<track name="Peanut"> <racing-line show="0"> <iterations>800</iterations> <stiffness>1.0</stiffness> <damping>0.01</damping> <margin>1.6</margin> <resolution>14.0</resolution> </racing-line> |
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The racing line section is optional. A good line is calculated for
almost all tracks using the default parameters (shown). Changing the
show
parameter to 1 will cause the racing line to be drawn on the
track. However, the -l
option is a more convenient way to do
this.
Use more iterations if the racing line does not converge to something reasonable. You can try fewer to reduce the calculation time.
The racing line is calculated by simulating a chain of masses with springs that tend to straighten the chain. Stiffness sets the spring constant. Damping prevents runaway oscillation.
The margin is how close to the edge of the road the line is allowed to get.
Resolution is the distance between masses. This parameter defaults to the width of the road at the starting line.
The racing line can be modified by the tags
racing-line-adjustment
and curvature-factor
in the
road
. See below.
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<sky> <sides>textures/sky_sides.png</sides> <top>textures/sky_top.png</top> <bottom>textures/sky_bottom.png</bottom> <smooth/> </sky> |
The sky
section describes the sky box, which is a cube onto which
a background is mapped. The sides
image is wrapped around the
front, right, back, and left sides of the sky box. The optional
smooth
tag can improve the quality of the sky box images.
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After the sky box, the properties of the various materials that make up the track are defined.
<material name="track" type="asphalt"> <friction>1.0</friction> <restitution>0.1</restitution> <rolling>1.0</rolling> <drag>0.0</drag> <bump-amplitude>0.01</bump-amplitude> <bump-wavelength>100.0</bump-wavelength> <texture> <file>textures/track2.png</file> <length>200.0</length> <smooth/> <mipmap/> </texture> </material> |
The name is used to identify the material in other parts of the file. The type helps determine what sound is played. The type must be one of rubber, metal, asphalt, concrete, grass, gravel, or dirt.
The friction
tag sets the relative friction of the surface.
If, for example, you want to specify another surface that has half the
friction of asphalt, you whould set the friction value to 0.5. The
calculation of the actual frictional force involves the car.
Similarly, relative values of the coefficient of restitution, rolling
resistance, and velocity-dependent drag are set with the
restitution
, rolling
, and drag
tags.
The bumpiness of the surface is set with the bump-amplitude
,
and bump-wavelength
tags. They define a sinusiodal variation
in the track's elevation. You may use whatever units you like, as
long as you're consistent. See section Units.
The texture image is set in the texture
section. The file is
the name of a PNG image file. The physical size that the image covers
is set with the length
and width
tags. In this example,
the width
tag is omitted. As a result, the texture is
stretched to fit the width of the track.
The smooth
and mipmap
tags improve the quality of the
images, but they also reduce the frame rate.
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The materials are grouped into “segments” that describe the materials for the track, kerbs, shoulders, and barriers.
<segment name="left turn"> [ wall grass kerb track kerb gravel tires ] </segment> |
The name is used to identify the segment in other parts of the file.
Inside the segment
tag is an array of material names. The
material of the right-side barrier (as seen from a car traveling
forward around the track) is first.
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The track is made up of road
sections. Here is a simple
road
section
<road segment="left turn"> <resolution>5.0</resolution> <length>130.0</length> <radius>160.0</radius> </road> |
The segment
attribute names a list of materials defined earlier
in the file. The resolution
sets the size of the quadrilateral
divisions in the road section. The smaller the resolution, the more
closely the section approximates a smooth curve. The length and width
are given in meters. However, any system of units can be used as long
as they are used consistently throughout the simulation for both
derived and fundamental quantities.
The first road section must set the width of the track and shoulder, and also the height of the barriers. These dimensions are specified as (distance, width) pairs. Any number of pairs may be specified for a given width, the program will interpolate linearly between specified points.
<!-- front straight --> <road segment="straight pit"> <resolution>10.0</resolution> <length>100.0</length> <left-width>[ 0.0, 25.0 ]</left-width> <right-width>[ 0.0, 25.0 ]</right-width> <left-road-width>[ 0.0, 8.0 ]</left-road-width> <right-road-width>[ 0.0, 8.0 ]</right-road-width> <left-wall-height>2.0</left-wall-height> <right-wall-height>2.0</right-wall-height> <elevation>[ 20.0, 0.0 ]</elevation> <elevation>[ 200.0, 5.0 ]</elevation> </road> |
Similarly, any number of elevation points may be specified. A spline is used to interpolate between elevation points to achieve smooth elevation changes.
The racing-line-adjustment
adjusts the edges of the track left
(positive) or right (negative) for the purpose of calculating the racing
line. It is often useful to do this to shift the line toward the edge
of the track so that the robot cars will run onto the kerbs.
If the cars go too fast or too slow for on a particular segment, the
curvature-factor
can be specified to make the robots think the
racing line is curved more or less than it actually is. The actual
curvature is multiplied by this number. If it's greater than one the
cars will go slower; if it's less they'll go faster.
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Braking markers are signs that show the distance to an upcoming turn. For turns approached a high speed, markers at 150 m, 100 m, and 50 m are typically shown.
<road> ... <braking-marker> <file>textures/50.png</file> <distance>50.0</distance> <size>[ 1.4, 0.7 ]</size> <offset>[ 2.0, 0.0 ]</offset> <side>right</side> </braking-marker> <braking-marker> <file>textures/100.png</file> <distance>100.0</distance> </braking-marker> <braking-marker> <file>textures/150.png</file> <distance>150.0</distance> </braking-marker> ... </road> |
Once the size and offset parameters have been set, they do not need to be specified again unless you want to use different values.
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Concrete kerbs are often placed along the insides of curves, and on the opposite side at the curve exits. I'm not really sure why. Nonetheless, kerbs can be specified in the road sections.
<road> ... <left-kerb> <start> <distance>10.0</distance> <transition> <length>4.0</length> <width>1.0</width> </transition> </start> <end> <distance>100.0</distance> <transition> <length>4.0</length> <width>1.0</width> </transition> </end> <profile>[ 1.0, 0.1 ][ 3.0, 0.1 ][ 3.1, 0.0 ]</profile> </left-kerb> <right-kerb> ... </right-kerb> ... </road> |
Each road section can have a left-side and a right-side kerb. A set
of coordinates of the form [ distance-from-edge-of-track,
elevation-above-track ] set the shape of the kerb in the
profile
tag. A [ 0.0, 0.0 ] coordinate is inserted
automatically.
The start
and end
tags tell where and how the kerb begins
and ends. If the distance is positive it is relative to the beginning
of the road section. If it's negative it is measured from the end. The
distance may be omitted for either or both ends. The default start and
end distances are zero and the end of the track, respectively.
The transition
section tells how the ends of the kerb are capped.
In the example above, the kerb tapers down track level and a width of
1.0 m in a distance of 4.0 m. The transition does not add length to the
kerb. The start
and end
tags specify the endpoints of the
kerb including the transitions.
If the end
tag is omitted on one segment and the start
tag
is omitted on the next, the kerb will run seamlessly across the segment
boundary. If the kerb should run through the segment and connect with
kerbs on the next and previous segments an empty tag
(<left-kerb/>
or <right-kerb/>
) will do.
Once the transition length and width, and the profile are set they do
not need to be specified again unless you want to use different
values. You can use <transition/>
to specify a transition with
the previously set values. For example, this kerb runs the entire
length of its road section and is capped with transitions at both
ends.
<right-kerb> <start><transition/></start> <end><transition/></end> </right-kerb> |
If there's no start
tag, the kerb starts at the beginning of
the road section with no transition. If there's to end
, the
kerb ends at the end of the road section. To make the kerb join
smoothly across two road sections, omit the end
in the first
section, and omit the start
in the second.
Kerbs are typically serrated. Again, I don't know why. This can be simulated by setting the bump parameters on the kerb material defined near the beginning of the track file.
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Adjusting a track to make meet the beginning seamlessly is tedious.
If a <circuit/>
tag is included, the program will make the
adjustments automatically. You can specify how many of the last
segments will be adjusted with the segments
attribute. For
example, with <circuit segments="2"/>
only the last two
segments will be changed. Note the quotes around the value (required
by the XML standard) and the trailing slash.
Allowed values for the segments
tag are 0, 1, 2, and 3. The
default is 3.
Adjust the length of the next-to-last segment (which must be a curve), to make the last segment parallel to the first. Adjust the length of the third-to-last segment (which must be straight) to put the last segment in line with the first. Adjust the length of the last segment so that it meets the beginning of the first.
Adjust the radius and length of the next-to-last segment to align the last with the first. Adjust the length of the last segment so that it meets the beginning of the first.
Adjust the length of the last segment so that it meets the beginning of the first.
Adjust nothing.
In all cases (including 0) the elevation curve is forced to close.
If the track can not be closed with the specified adjustments, or the
requirements about what segments must be stright or curved, the
exception Vamos_Track::Can_Not_Close
is thrown.
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The “world” specifies various environmental factors. Here's the entire default world file.
<world name="Earth"> <!-- Acceleration due to gravity --> <gravity>9.8</gravity> <maximum-time-step>0.01</maximum-time-step> <atmosphere> <!-- Air density --> <density>1.2</density> <!-- Wind velocity --> <velocity>[ 0.0, 0.0, 0.0 ]</velocity> </atmosphere> <lighting> <!-- Direction to the light source --> <source-position>[ 0.0, -1.0, 1.0 ]</source-position> <!-- RGB for ambient light --> <ambient>[ 0.7 , 0.7, 0.7 ]</ambient> </lighting> </world> |
Here is a description of the sections.
gravity
Acceleration due to gravity. The typical value for Earth is 9.8 m/s^2.
maximum-time-step
Each frame in the simulation will be sub-divided into time steps no larger than this value. If you see jitter when the car is stopped, try lowering the maximum time step. However, you may take a performance hit, if the value is too small.
atmosphere
Density of the air and wind velocity.
lighting
Light source position and ambient light level.
Other world files can be specified with the --world=
or
-w
options. Just for fun, a world file for the moon is
provided.
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A number that describes a physical quantity is meaningless unless the units of measure are given. If we have a length of 20, we don't know if it's 20 meters, 20 feet, or 20 light years. Despite this fact, there are no units specified in Vamos.
Consider the fundamental quantities to be time, length, and mass. From these, you can derive the units for any quantity used in the simulation. For instance, the units on velocity are a length unit divided by a time unit. Force units are mass times length divided by time squared. As long as the fundamental and derived units are consistent, it does not matter what base units are used.
There's one exception. Since the simulation relies on library functions for timing information, and these libraries use seconds, the unit of time must be seconds.
I always use SI (metric) units because it's easy to keep the base and derived units consistent. The SI base units are the meter (m) for length and kilogram (kg) for mass. Power is derived quantity with units of Watts. A Watt is a kg*m^2/s^3. If you use feet and slugs as your base unit, then your power will be in slug*ft^2/s^3; you can't simply use horsepower.
Derived units used in the simulation are
There are some places where non-SI units are used. All angles are specified in degrees. Engine speeds are specified in rotations per minute (RPM). The coefficients for tire friction have their customary units.
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The code is devided into four modules that reside in four namespaces,
Vamos_Geometry
, Vamos_Body
, Vamos_Track
and
Vamos_World
. Each namespace contains the code for a library.
These libraries are libvamos-geometry
, libvamos-body
,
libvamos-track
, and libvamos-world
. The geometry library
has classes for vectors, matrices and curves. The body library has a
class for a rigid body and classes for a car and its parts. It also has
other classes that are needed by more than one of the other libraries.
The track library has the classes needed for building a track. The
world library handles a rigid body's interaction with the track.
3.1 The Geometry Library | Vectors, matrices, curves, etc. | |
3.10 The Media Library | Code for sound, images, 3D models. | |
3.11 The Track Library | The driving surface. | |
3.12 The Body Library | Cars and other rigid bodies. | |
3.13 The World Library | The world mediates interactions. |
The geometry library is used by both the body and world libraries. The body library is used by the world library. The dependency graph looks like this:
libvamos-geometry / | / | libvamos-media | \ | \ | ----+---- / | \ / | \ libvamos-track | libvamos-body \ | / \ | / libvamos-world |
Libraries farther down the graph depend on the libraries above them. If
you only need the services of the geometry library, then you only have
one library to link. If you use the body library, then you need to link
the geometry and media libraries as well. If you use the world library,
then you need to link all five. When linking multiple libraries you may
need to make sure that libvamos-geometry
is linked first,
followed by libvamos-body
, and then libvamos-world
. If
you get errors from the linker about undefined references to functions
defined in one of these libraries, then you may have to adjust the link
order.
Care was taken to avoid a dependency of libvamos-track
on
libvamos-body
and vice versa. This allows cars and tracks to
tested independently.
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The geometry module is a collection of mathematical constants, functions, and objects. There are also a few less mathematical classes that are required by more than one other module. This is done to avoid dependency problems.
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A Three_Vector
represents a vector in three dimensions. Some
supported operations are
[]
+
and -
*
and /
*
dot()
and cross()
methods
project()
method
abs()
method
Matrix multiplication is done with a Three_Matrix
.
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A Three_Matrix
represents 3x3 matrix. It's suitable for
representing a three-dimensional rotation matrix or inertia tensor.
Some suported operations are
[]
+
and -
*
and /
*
*
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An inertia tensor is a matrix that describes a rigid body's responce
to torques. The Inertia_Tensor
generates the tensor from the
locations of masses on a body. The masses and positions are specified
using the add()
method. The inertia()
method returns
the moment of inertia for a force applied at a particular point on the
body.
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A Two_Point
describes a point in a plane. It is a struct
with two data members, x
and y
. A constructor is provided
for initializing the members. No vector operations are supported, and
some of the supported operations are undefined for vectors. That's why
this class is called Two_Point
and not Two_Vector
. The
supported operations are scalar and member-wise addition, subtraction,
multiplication, and division. For the scalar versions, the operation is
performed on each member.
Spline
is the only user of Two_Point
. Perhaps it should
be defined in Spline
's header so that there's less temptation to
use Two_Point
inappropriately.
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Spline
is a class for a parametric cubic spline interpolation
between points. A vector of Two_Point
s through which the curve
passes and angle of the curve at the first and last points are passed to
the constructor.
Spline
s are used to make smooth road elevation changes and banking
transitions.
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A Surface
describes the friction, rolling resistance, restitution
and texture image of a surface such as pavement, grass or gravel.
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The Texture Image
class provides a convenient way of reading a
‘*.ppm’ image file from the disk and for getting information about
the image.
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The header file ‘Conversions.h’ contains a few functions for performing frequently-used unit conversions. Currently, there are conversions for radians and degress, radians per second and revolutions per minute, and meters per second and kilometers per hour.
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A Track
is a collection of straight and curved pieces of road.
These pieces are described by classes derived from Road_Segment
.
Currently, we have a straight segment class (Straight_Road
), and
a circle arc segment class (Arc_Road
). The track is assembled so
that there are no corners where two segments join.
If you look at the code you'll find a class for a segment that smoothly
curves through a set of given points (Spline_Road
). This class
has been commented out because I don't know how to do the transformation
from world coordinates to track coordinates for a spline.
The elevation and banking at any number of points on a segment can be specified. The specified points are interpolated with a cubic spline so that the transitions are smooth.
Track o---Road_Segment ^ ^ / \ Straight_Road Arc_Road |
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A Body
describes a three-dimensional rigid body made up of point
particles. These particles are described by Particle
and its
subclasses. Position and orientation for both Body
s and
Particle
s is provided by the Frame
base class. The
Car
class is derived from Body
Frame ^ ^ / \ Body o---Particle ^ | Car |
3.12.1 Frame | A coordinate system. | |
3.12.2 Particle | A body is made up of point particles. | |
3.12.3 Body | A rigid body. | |
3.12.4 Car | A drivable body. |
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To avoid dependencies, Track
, Atmosphere
, and
Body
were each designed so that they know nothing about the
others. It is the purpose of the World
class to mediate any
interactions among those classes. Because Track
,
Atmosphere
, and Body
are independent, it is neccessary
that World
depend on each of these classes. A subclass of
World
that provides an interface to the input methods of
Car
is provided. It's called Car_World
. (Apologies to
Marcus Hewat, creator of the Carworld program,
http://perso.club-internet.fr/hewat/carworld/carworld.htm.
Aside from some bits of code I stole for reading textures from files
and drawing text on the screen, this project is unrelated to
Carworld.)
World o ^ o o---. / | \ \ Track | Body Atmosphere | ^ Car_World | o | \ | Car |
The World
base class doesn't do any graphics. If you want to see
the results of the simulation on screen, you must derive an appropriate
class and define the draw()
method. An example of such a class
that uses OpenGL, Gl_Car_World
, is provided. You must also use
subclasses of Track and Car (such as Gl_Track
and Gl_Car
)
that use the same graphics system if you wish to see instances of those
objects.
A typical application will construct a Track
, Atmosphere
,
and Car
, and then construct a World
by passing pointers to those
objects. The simulation is started by calling the World
's
start()
method. The World
is responsible for initializing the
graphics system (if used) and starting the event loop.
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To be written.
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You can get the latest release by going to the Vamos home page, http://vamos.sourceforge.net, and following the “Download” link. Another way to get there is to go through the SourceForge project page, http://sourceforge.net/projects/vamos.
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Vamos makes use of some external libraries. These libraries need to be present in order to compile Vamos.
OpenGL-compatible libraries, including the OpenGL Utility Library (GLU) and the OpenGL Utility Toolkit (GLUT) must be installed. Mesa http://www.mesa-3d.org works fine. In addition, you need accelerated video hardware. Some video cards require specific GL implementations.
SDL http://www.libsdl.org is used for event handling (keys, mouse, and joystick). Sound is handled by OpenAL http://connect.creativelabs.com/openal.
You will also need a reasonably up-to-date C++ compiler. Specifically, it must handle namespaces. Gcc version 2.96 and later, including 3.x, and 4.x should do. See http://gcc.gnu.org. The code is intended to be portable, standard C++, so other compilers should work as well.
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After downloading the source archive (the ‘tar.gz’ file), unpack
it with the tar
command, or some other utility. All of the
files in the archive are placed in a subdirectory. If the
archive is ‘vamos-1.2.3.tar.gz’, the files are placed in
‘vamos-1.2.3’.
Vamos uses the GNU Autotools (automake
, autoconf
,
and libtool
) to check for prerequisites and handle different
architectures. Change to the directory created by un-archiving and
type ./configure
. Type ./configure --help
to see
the options accepted by configure
. I have only tried to
compile Vamos on GNU/Linux and Cygwin/Win32 platforms. Please write
me if you find an architecture that is not handled correctly.
The configure
script generates the ‘Makefile’s needed
to compile the program. Issue the make
command to start the
compilation. If you encounter errors, or warnings that you think I
should know about, please contact me.
If the compilation succeeds, you can install the libraries, headers,
and application by typing make install
. You may need to be
a privileged user to install software on your system. You do not need
to install the program to run the application. Switch to the
‘vamos’ directory and run ./vamos
to try the
application without installing.
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Vamos may be copied according to the terms of the GNU General Public License (GNU GPL). The license is in the file COPYING in the top-level directory of the source code.
This documentation may be copied according to the terms of the GNU Free Documentation License (GNU FDL) which is printed below.
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Version 1.1, March 2000
Copyright © 2000 Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. |
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This License is a kind of “copyleft”, which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software.
We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference.
This License applies to any manual or other work that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. The “Document”, below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as “you”.
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You may combine the Document with other documents released under this License, under the terms defined in section 4 above for modified versions, provided that you include in the combination all of the Invariant Sections of all of the original documents, unmodified, and list them all as Invariant Sections of your combined work in its license notice.
The combined work need only contain one copy of this License, and multiple identical Invariant Sections may be replaced with a single copy. If there are multiple Invariant Sections with the same name but different contents, make the title of each such section unique by adding at the end of it, in parentheses, the name of the original author or publisher of that section if known, or else a unique number. Make the same adjustment to the section titles in the list of Invariant Sections in the license notice of the combined work.
In the combination, you must combine any sections entitled “History” in the various original documents, forming one section entitled “History”; likewise combine any sections entitled “Acknowledgments”, and any sections entitled “Dedications”. You must delete all sections entitled “Endorsements.”
You may make a collection consisting of the Document and other documents released under this License, and replace the individual copies of this License in the various documents with a single copy that is included in the collection, provided that you follow the rules of this License for verbatim copying of each of the documents in all other respects.
You may extract a single document from such a collection, and distribute it individually under this License, provided you insert a copy of this License into the extracted document, and follow this License in all other respects regarding verbatim copying of that document.
A compilation of the Document or its derivatives with other separate and independent documents or works, in or on a volume of a storage or distribution medium, does not as a whole count as a Modified Version of the Document, provided no compilation copyright is claimed for the compilation. Such a compilation is called an “aggregate”, and this License does not apply to the other self-contained works thus compiled with the Document, on account of their being thus compiled, if they are not themselves derivative works of the Document.
If the Cover Text requirement of section 3 is applicable to these copies of the Document, then if the Document is less than one quarter of the entire aggregate, the Document's Cover Texts may be placed on covers that surround only the Document within the aggregate. Otherwise they must appear on covers around the whole aggregate.
Translation is considered a kind of modification, so you may distribute translations of the Document under the terms of section 4. Replacing Invariant Sections with translations requires special permission from their copyright holders, but you may include translations of some or all Invariant Sections in addition to the original versions of these Invariant Sections. You may include a translation of this License provided that you also include the original English version of this License. In case of a disagreement between the translation and the original English version of this License, the original English version will prevail.
You may not copy, modify, sublicense, or distribute the Document except as expressly provided for under this License. Any other attempt to copy, modify, sublicense or distribute the Document is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
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Each version of the License is given a distinguishing version number. If the Document specifies that a particular numbered version of this License “or any later version” applies to it, you have the option of following the terms and conditions either of that specified version or of any later version that has been published (not as a draft) by the Free Software Foundation. If the Document does not specify a version number of this License, you may choose any version ever published (not as a draft) by the Free Software Foundation.
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To use this License in a document you have written, include a copy of the License in the document and put the following copyright and license notices just after the title page:
Copyright (C) year your name. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with the Invariant Sections being list their titles, with the Front-Cover Texts being list, and with the Back-Cover Texts being list. A copy of the license is included in the section entitled ``GNU Free Documentation License''. |
If you have no Invariant Sections, write “with no Invariant Sections” instead of saying which ones are invariant. If you have no Front-Cover Texts, write “no Front-Cover Texts” instead of “Front-Cover Texts being list”; likewise for Back-Cover Texts.
If your document contains nontrivial examples of program code, we recommend releasing these examples in parallel under your choice of free software license, such as the GNU General Public License, to permit their use in free software.
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