trick/trick_sims/SIM_billiards/models/graphics/cpp/main.cpp

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#include <igl/opengl/glfw/Viewer.h>
#include <igl/opengl/glfw/imgui/ImGuiPlugin.h>
#include <igl/opengl/glfw/imgui/ImGuiMenu.h>
#include <igl/opengl/glfw/imgui/ImGuiHelpers.h>
#include <vector>
#include <string>
#include <iostream>
#include <sstream>
#include <stdlib.h>
#include <string>
#include "Socket.hh"
#define STR_MAX 1024
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std::vector<Eigen::Vector3d> ball_colors = {Eigen::Vector3d(0.0,0.4,0.0), //green
Eigen::Vector3d(1.0,1.0,0.0), //yellow
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Eigen::Vector3d(0.0,0.0,1.0), //blue
Eigen::Vector3d(1.0,0.0,0.0), //red
Eigen::Vector3d(0.5,0.0,0.3), //purple
Eigen::Vector3d(0.7,0.5,0.0), //orange
Eigen::Vector3d(0.0,0.0,0.0), //black
Eigen::Vector3d(0.3,0.07,0.15), //maroon
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};
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const double layer_BALL = 0.005;
const double layer_TABLE = 0.001;
const double layer_BUMPER = 0.002;
const double layer_RAIL = 0.000;
const double layer_CUE = 0.008;
const double layer_POCKET = 0.002;
class RenderedShape {
public:
RenderedShape() {}
int baseIndex = 0;
int getNumVertices() {
return vertices.size();
}
int getNumFaces() {
return faces.size();
}
std::vector<Eigen::Vector3i> getFacesWithBaseIndex(int newBase) {
std::vector<Eigen::Vector3i> newFaces;
int offset = newBase - baseIndex;
Eigen::Vector3i baseOffset(offset, offset, offset);
for (Eigen::Vector3i& face : faces) {
newFaces.emplace_back(face + baseOffset);
}
baseIndex = newBase;
return newFaces;
}
std::vector<Eigen::Vector3d> vertices;
std::vector<Eigen::Vector3i> faces;
std::vector<Eigen::Vector3d> colors;
};
class Point {
public:
Point () : point(0, 0) {}
Point (double x, double y) : point(x, y, 0) {}
Point (double x, double y, double layer) : point(x, y, layer) {}
Eigen::Vector3d toVec3 () const {
return Eigen::Vector3d(point);
}
double x() const {
return point[0];
}
double y() const {
return point[1];
}
Eigen::Vector3d point;
};
class Polygon {
public:
Polygon(unsigned int verts, double layer) : vertexMax(verts), layer(layer) {}
void addPoint(double x, double y) {
if (points.size() < vertexMax)
points.emplace_back(x, y, layer);
}
void setColor(double r, double g, double b) {
color = Eigen::Vector3d(r, g, b);
}
void setColor(Eigen::Vector3d& c) {
color = Eigen::Vector3d(c);
}
void setLayer(double l) {
layer = l;
}
Eigen::Vector3d getColor() const {
return color;
}
// Works with any simple convex polygon where the points are in order
virtual RenderedShape* render() const {
RenderedShape * shape = new RenderedShape();
if (!isValid()) {
// Should maybe throw an error
std::cout << "Generic has incorrect number of corners" << std::endl;
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return shape;
}
for (int i = 0; i < points.size(); i++) {
shape->vertices.emplace_back(points[i].toVec3());
shape->colors.emplace_back(color);
}
for (int i = 1; i < points.size()-1; i++) {
shape->faces.emplace_back(0, i, i+1);
}
return shape;
}
virtual bool isValid() const {
return points.size() <= vertexMax;
}
protected:
std::vector<Point> points;
Eigen::Vector3d color;
unsigned int vertexMax;
double layer;
int id;
};
class Circle : public Polygon {
public:
Circle (double x, double y, double r, double layer) : Polygon(1, layer), radius(r) {
addPoint(x, y);
}
bool isValid() const {
return points.size() == 1 && radius >= 0;
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}
RenderedShape *render() const {
// Circle is broken down into wedges in order to be rendered here
RenderedShape *shape = new RenderedShape();
if (!isValid()) {
std::cout << "Circle has incorrect number of points" << std::endl;
return shape;
}
// Add colors
for (int i = 0; i < numWedges + 2; i++) {
shape->colors.emplace_back(color);
}
// Add center
shape->vertices.emplace_back(points[0].toVec3());
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// Add outside vertices
for (int i = 0; i <= numWedges; i++) {
shape->vertices.emplace_back(points[0].x() + radius * cos(2 * M_PI * i / numWedges),
points[0].y() + radius * sin(2 * M_PI * i / numWedges),
layer);
}
// Make the triangles
for (int j = 0; j <= numWedges; j++) {
shape->faces.emplace_back(0, j + 1, 1 + ((j + 1) % (numWedges + 1)));
}
return shape;
}
private:
double radius;
int numWedges = 20;
};
class Rectangle : public Polygon {
public:
// only need upper left and lower right corners
Rectangle(double layer) : Polygon(2, layer) {}
bool isValid() const {
return points.size() == vertexMax;
}
void addCorner (double x, double y) {
addPoint(x, y);
}
RenderedShape* render() const {
RenderedShape *shape = new RenderedShape();
if (!isValid()) {
// Should maybe throw an error
std::cerr << "Rectangle has incorrect number of corners" << std::endl;
return shape;
}
// Add colors
for (int i = 0; i < 6; i++) {
shape->colors.emplace_back(color);
}
// Add triangles within rectangle
shape->vertices.emplace_back(points[0].x(), points[1].y(), layer);
shape->vertices.emplace_back(points[1].x(), points[0].y(), layer);
shape->vertices.emplace_back(points[0].toVec3());
shape->faces.emplace_back(0, 1, 2);
shape->vertices.emplace_back(points[0].x(), points[1].y(), layer);
shape->vertices.emplace_back(points[1].toVec3());
shape->vertices.emplace_back(points[1].x(), points[0].y(), layer);
shape->faces.emplace_back(3, 4, 5);
return shape;
}
};
class Triangle : public Polygon {
public:
Triangle (double layer) : Polygon(3, layer) {}
void addCorner (double x, double y) {
addPoint(x, y);
}
RenderedShape* render() const {
RenderedShape *shape = new RenderedShape();
if (!isValid()) {
// Should maybe throw an error
std::cerr << "Triangle has incorrect number of corners" << std::endl;
return shape;
}
// Add colors and vertices at the same time
for (int i = 0; i < 3; i++) {
shape->colors.emplace_back(color);
shape->vertices.emplace_back(points[i].toVec3());
}
// just the 1 triangle
shape->faces.emplace_back(0, 1, 2);
return shape;
}
};
enum PolygonType {
GENERIC,
CIRCLE,
TRIANGLE,
RECTANGLE
};
class Table {
public:
Table () {}
void clearMovingShapes() {
for (int i = 0; i < movingShapes.size(); i++) {
delete movingShapes[i];
delete movingRenderedShapes[i];
}
movingShapes.clear();
movingRenderedShapes.clear();
}
void updateMovingShape(int id) {
// TODO
}
// Need to have an agreed upon way to send over variables
int addShape(std::vector<double> shapeData, Eigen::Vector3d color, bool isStatic, PolygonType type, double layer) {
Polygon *shape;
switch (type) {
case GENERIC: {
// Number of points is just data / 2 i guess
Polygon *newPolygon = new Polygon(shapeData.size()/2, layer);
for (int i = 0; i < shapeData.size(); i+=2) {
double x = shapeData[i];
double y = shapeData[i+1];
newPolygon->addPoint(x,y);
}
shape = newPolygon;
break;
}
case CIRCLE: {
if (shapeData.size() != 3) {
std::cout << "Bad shapedata size for circle" << std::endl;
return -1;
}
double x = shapeData[0];
double y = shapeData[1];
double r = shapeData[2];
Circle *newCircle = new Circle(x, y, r, layer);
shape = newCircle;
break;
}
case TRIANGLE: {
Triangle *newTriangle = new Triangle(layer);
if (shapeData.size() != 6) {
std::cout << "Bad shapedata size for triangle" << std::endl;
return -1;
}
for (int i = 0; i < shapeData.size(); i+=2) {
double x = shapeData[i];
double y = shapeData[i+1];
newTriangle->addCorner(x, y);
}
shape = newTriangle;
break;
}
case RECTANGLE: {
Rectangle *newRectangle = new Rectangle(layer);
if (shapeData.size() != 4) {
std::cout << "Bad shapedata size for rectangle" << std::endl;
return -1;
}
for (int i = 0; i < shapeData.size(); i+=2) {
double x = shapeData[i];
double y = shapeData[i+1];
newRectangle->addCorner(x, y);
}
shape = newRectangle;
break;
}
default: {
break;
}
}
shape->setColor(color);
if (isStatic) {
std::cout << "Adding to static shapes" << std::endl;
staticShapes.emplace_back(shape);
} else {
// std::cout << "Adding to moving shapes" << std::endl;
movingShapes.emplace_back(shape);
}
return 0;
}
// Call this once
void renderStaticShapes() {
staticRendered = true;
numStaticVertices = 0;
numStaticFaces = 0;
int i = 0;
staticRenderedShapes.clear();
for (Polygon* shape : staticShapes) {
std::cout << "Rendering shape " << i++ << std::endl;
RenderedShape *renderedShape = shape->render();
numStaticVertices += renderedShape->getNumVertices();
numStaticFaces += renderedShape->getNumFaces();
staticRenderedShapes.emplace_back(renderedShape);
}
}
// Should think about how to make sure we aren't making big unnessary copies of stuff
std::tuple<Eigen::MatrixXd, Eigen::MatrixXi, Eigen::MatrixXd> getMesh() {
// if (!staticRendered) {
// renderStaticShapes();
// }
numStaticVertices = 0;
numStaticFaces = 0;
int i = 0;
staticRenderedShapes.clear();
for (Polygon* shape : staticShapes) {
RenderedShape *renderedShape = shape->render();
numStaticVertices += renderedShape->getNumVertices();
numStaticFaces += renderedShape->getNumFaces();
staticRenderedShapes.emplace_back(renderedShape);
}
int totalFaces = numStaticFaces;
int totalVertices = numStaticVertices;
for (Polygon* shape : movingShapes) {
RenderedShape *renderedShape = shape->render();
totalVertices += renderedShape->getNumVertices();
totalFaces += renderedShape->getNumFaces();
movingRenderedShapes.push_back(renderedShape);
}
// std::cout << "Total Vertices: " << totalVertices << std::endl;
// std::cout << "Total Faces: " << totalFaces << std::endl;
// std::cout << "Total Colors: " << totalVertices << std::endl;
// Now have to put all of these into giant matrices
Eigen::MatrixXd renderV;
renderV.resize(totalVertices, 3);
Eigen::MatrixXi renderF;
renderF.resize(totalFaces, 3);
Eigen::MatrixXd renderC;
renderC.resize(totalVertices, 3);
// TODO: Ideally have some matrix with preloaded static shapes
// For now do them all here
int vertexIndex = 0;
int faceIndex = 0;
for (RenderedShape* shape : staticRenderedShapes) {
// Add vertices and colors
for (int i = 0; i < shape->getNumVertices(); i++) {
renderV.row(i+vertexIndex) = shape->vertices[i];
renderC.row(i+vertexIndex) = shape->colors[i];
}
auto newFaces = shape->getFacesWithBaseIndex(vertexIndex);
// Add faces - with the correct offset
for (int i = 0; i < newFaces.size(); i++) {
renderF.row(i+faceIndex) = newFaces[i];
}
vertexIndex += shape->getNumVertices();
faceIndex += newFaces.size();
}
for (RenderedShape* shape : movingRenderedShapes) {
// Add vertices and colors
for (int i = 0; i < shape->getNumVertices(); i++) {
renderV.row(i+vertexIndex) = shape->vertices[i];
renderC.row(i+vertexIndex) = shape->colors[i];
}
auto newFaces = shape->getFacesWithBaseIndex(vertexIndex);
// Add faces - with the correct offset
for (int i = 0; i < newFaces.size(); i++) {
renderF.row(i+faceIndex) = newFaces[i];
}
vertexIndex += shape->getNumVertices();
faceIndex += newFaces.size();
}
return std::make_tuple(renderV, renderF, renderC);
}
private:
std::vector<Polygon *> staticShapes;
std::vector<Polygon *> movingShapes;
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std::vector<RenderedShape *> staticRenderedShapes;
std::vector<RenderedShape *> movingRenderedShapes;
int numStaticVertices;
int numStaticFaces;
bool staticRendered = false;
};
void printUsage() {
std::cout << "Usage: program <portNumber>" << std::endl;
}
std::vector<std::string> split (std::string& str, const char delim) {
std::stringstream ss(str);
std::string s;
std::vector<std::string> ret;
while (std::getline(ss, s, delim)) {
ret.push_back(s);
}
return ret;
}
double totalTime = 0;
std::vector<double> requestTime;
template <typename T>
T stringConvert (const std::string& str)
{
std::istringstream ss(str);
T num;
ss >> num;
return num;
}
template <typename T>
std::vector<T> trickResponseConvert (std::string& response)
{
auto responseSplit = split(response, '\t');
std::vector<T> result;
// ignore index 0
for (int i = 1; i < responseSplit.size(); i++) {
result.push_back(stringConvert<T>(responseSplit[i]));
}
return result;
}
template <typename T>
T getVar(Socket& socket, std::string varName) {
std::string requestString = "trick.var_send_once(\"" + varName + "\")\n";
std::string reply;
socket << requestString;
socket >> reply;
return stringConvert<T>(split(reply, '\t')[1]);
}
// Wrapper for sprintf use case bc im tired of dealing with std::string vs char* stuff
std::string format(const std::string& formatString, int num) {
char *buf = (char *)malloc(formatString.size() + 10);
sprintf(buf, formatString.c_str(), num);
return std::string(buf);
}
// Assumes the varName string has a %d in it
template <typename T>
std::vector<T> getVarList(Socket& socket, std::string varName, int num) {
std::string totalRequest = "";
std::vector<T> result;
totalRequest += format(varName, 0);
for (int i = 1; i < num; i++) {
totalRequest += ", ";
totalRequest += format(varName, i);
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}
std::string requestString = "trick.var_send_once(\"" + totalRequest + "\", " + std::to_string(num) + ")\n";
std::string reply;
socket << requestString;
socket >> reply;
return trickResponseConvert<T>(reply);
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}
template <typename T>
std::vector<T> fold (const std::vector<T> a, const std::vector<T> b) {
std::vector<T> result;
for (int i = 0; i < a.size() && i < b.size(); i++) {
result.emplace_back (a[i]);
result.emplace_back (b[i]);
}
return result;
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}
int main(int argc, char *argv[])
{
// Parse socket number out of argv
if (argc != 2) {
printUsage();
return -1;
}
bool socketOn = true;
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int port = 0;
port = std::stoi(argv[1]);
if (port == 0) {
socketOn = false;
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}
std::cout << "Port received: " << port << std::endl;
Socket socket;
socket.init("localhost", port);
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std::string reply;
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socket << "trick.var_set_client_tag(\"PoolTableDisplay\") \n";
int numBalls = getVar<int>(socket, "dyn.table.numBalls");
// int numBalls = 16;
std::vector<double> radii = getVarList<double>(socket, "dyn.table.balls[%d][0].radius", numBalls);
int numTablePoints = getVar<int>(socket, "dyn.table.numTablePoints");
enum PolygonType tableShape = PolygonType(getVar<int>(socket, "dyn.table.tableShapeType"));
std::vector<double> table_x = getVarList<double>(socket, "dyn.table.tableShape[%d][0]._x", numTablePoints);
std::vector<double> table_y = getVarList<double>(socket, "dyn.table.tableShape[%d][0]._y", numTablePoints);
std::vector<double> tablePoints = fold(table_x, table_y);
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Table table;
table.addShape(tablePoints, Eigen::Vector3d(0.2, 0.6, 0.2), true, tableShape, layer_TABLE);
// Make the rail - translate each point on the table out from center by railWidth
std::vector<double> railData;
if (tableShape == RECTANGLE) {
// If it's a rectangle then the rail is a bigger rectangle
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double railWidth = 0.07;
railData.push_back(tablePoints[0] - railWidth);
railData.push_back(tablePoints[1] - railWidth);
railData.push_back(tablePoints[2] + railWidth);
railData.push_back(tablePoints[3] + railWidth);
} else {
// If it's just a shape then rail is bigger shape
// Works with simple convex polygons centered at 0,0
// Could probably calculate center and make it more general but i dont want to
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double railWidth = 0.15;
for (int i = 0; i < tablePoints.size(); i+=2) {
Eigen::Vector2d point(tablePoints[i], tablePoints[i+1]);
Eigen::Vector2d railPoint(tablePoints[i], tablePoints[i+1]);
point = point.normalized() * railWidth;
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railPoint = railPoint + point;
railData.push_back(railPoint(0));
railData.push_back(railPoint(1));
}
}
table.addShape(railData, Eigen::Vector3d(.3, .2, .15), true, tableShape, layer_RAIL);
// pockets
int numPockets = getVar<int>(socket, "dyn.table.numPockets");
std::vector<double> pocket_x = getVarList<double>(socket, "dyn.table.pockets[%d][0].pos._x", numPockets);
std::vector<double> pocket_y = getVarList<double>(socket, "dyn.table.pockets[%d][0].pos._y", numPockets);
std::vector<double> pocket_r = getVarList<double>(socket, "dyn.table.pockets[%d][0].radius", numPockets);
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for (int i = 0; i < numPockets; i++) {
table.addShape(std::vector<double>({pocket_x[i],pocket_y[i],pocket_r[i]}), Eigen::Vector3d(0.0, 0.0, 0.0), true, CIRCLE, layer_POCKET);
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}
// bumpers
int numBumpers = getVar<int>(socket, "dyn.table.numBumpers");
for (int i = 0; i < numBumpers; i++) {
int numPoints = getVar<int>(socket,format("dyn.table.bumpers[%d][0].numPoints", i));
PolygonType bumperShapeType = PolygonType(getVar<int>(socket,format("dyn.table.bumpers[%d][0].shapeType", i)));
std::string request_bumper = format("dyn.table.bumpers[%d][0]", i);
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std::string request_x = request_bumper + ".renderedShape[%d][0]._x";
std::string request_y = request_bumper + ".renderedShape[%d][0]._y";
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std::vector<double> list_x = getVarList<double>(socket, request_x, numPoints);
std::vector<double> list_y = getVarList<double>(socket, request_y, numPoints);
std::vector<double> bumperBorder = fold(list_x, list_y);
table.addShape(bumperBorder, Eigen::Vector3d(0.2,0.4,0.2), true, bumperShapeType, layer_BUMPER);
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}
// Request all of the ball positions
std::vector<double> ball_x = getVarList<double>(socket, "dyn.table.balls[%d][0].pos._x", numBalls);
std::vector<double> ball_y = getVarList<double>(socket, "dyn.table.balls[%d][0].pos._y", numBalls);
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for (int i = 0; i < numBalls; i++) {
Eigen::Vector3d circleColor = ball_colors[i % ball_colors.size()];
table.addShape(std::vector<double>({ball_x[i], ball_y[i], radii[i]}), circleColor, false, CIRCLE, layer_BALL);
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}
bool mousePressed = false;
double mouseX = 0;
double mouseY = 0;
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Eigen::MatrixXd V;
Eigen::MatrixXi F;
Eigen::MatrixXd C;
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std::tie(V, F, C) = table.getMesh();
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igl::opengl::glfw::Viewer * view = new igl::opengl::glfw::Viewer();
igl::opengl::glfw::imgui::ImGuiPlugin *plugin = new igl::opengl::glfw::imgui::ImGuiPlugin();
igl::opengl::glfw::imgui::ImGuiMenu *menu = new igl::opengl::glfw::imgui::ImGuiMenu();
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view->plugins.push_back(plugin);
plugin->widgets.push_back(menu);
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view->callback_mouse_down = [&](igl::opengl::glfw::Viewer& viewer, int button, int modifier) -> bool {
mousePressed = true;
return false;
};
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view->callback_mouse_up = [&] (igl::opengl::glfw::Viewer& viewer, int button, int modifier) -> bool {
mousePressed = false;
std::string cueRequest = "";
std::string templateString = "dyn.table.applyCueForce(%.3f, %.3f) \n";
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char buf[128];
sprintf(buf, templateString.c_str(), mouseX, mouseY);
cueRequest += std::string(buf);
socket << cueRequest;
return false;
};
view->callback_mouse_move = [&] (igl::opengl::glfw::Viewer& viewer, int mouse_x, int mouse_y) {
Eigen::Vector3f pos(mouse_x, mouse_y, 0);
Eigen::Matrix4f model = viewer.core().view;
// Viewer is made for 3d, so we have to do math to figure out what the 2d mouse coordinates are
Eigen::Vector3f unproj = igl::unproject(pos, model, viewer.core().proj, viewer.core().viewport);
mouseX = unproj[0];
mouseY = -unproj[1];
return true;
};
view->callback_pre_draw = [&](igl::opengl::glfw::Viewer& viewer) -> bool {
// Look for new data and redraw
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socket >> reply;
std::vector<double> replyData = trickResponseConvert<double>(reply);
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if (replyData.size() <= 1) {
return false;
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}
table.clearMovingShapes();
Eigen::Vector2d cueBallPos;
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int cueBallIndex = 0;
for (int i = 0; i < numBalls; i++) {
double inPlay = replyData[1+(i*3 + 2)];
if (inPlay == 0) {
continue;
}
std::vector<double> circleData = {replyData[1+(i*3)], replyData[1+(i*3 + 1)], radii[i]};
Eigen::Vector3d circleColor;
if (i == cueBallIndex) {
circleColor = Eigen::Vector3d(1,1,1);
cueBallPos = Eigen::Vector2d(replyData[1+(i*2)], replyData[1+(i*2 + 1)]);
} else {
circleColor = ball_colors[i % ball_colors.size()];
}
table.addShape(circleData, circleColor, false, CIRCLE, layer_BALL);
}
if (mousePressed) {
// Draw the cue
double cue_width = 0.03;
Eigen::Vector2d cue_end(mouseX, mouseY);
Eigen::Vector2d vec = (cue_end - cueBallPos).normalized();
Eigen::Vector2d off1(-vec(1), vec(0));
Eigen::Vector2d off2(vec(1), -vec(0));
Eigen::Vector2d point1 = cue_end + (off1 * cue_width);
Eigen::Vector2d point2 = cue_end + (off2 * cue_width);
std::vector<double> triangleData = {cueBallPos(0), cueBallPos(1), point1(0), point1(1), point2(0), point2(1)};
table.addShape(triangleData, Eigen::Vector3d(0, 0, 0), false, TRIANGLE, layer_CUE);
}
std::tie(V, F, C) = table.getMesh();
viewer.data().clear();
viewer.core().orthographic = true;
viewer.data().show_lines = false;
viewer.data().set_face_based(false);
viewer.data().double_sided = true;
viewer.core().is_animating = true;
viewer.core().camera_zoom = 2;
// Set mesh and colors to new positions
viewer.data().set_mesh(V, F);
viewer.data().set_colors(C);
return false;
};
menu->callback_draw_viewer_menu = [&] () {
ImGui::Text("Menu");
if (ImGui::Button("Reset Cue Ball", ImVec2(-1, 0)))
{
std::string message = "dyn.table.resetCueBall() \n";
socket << message;
}
};
// Initial viewer setup
view->core().orthographic = true;
view->core().camera_zoom = 2;
view->data().show_lines = false;
view->data().set_face_based(false);
view->data().double_sided = true;
view->core().is_animating = true;
// Plot the mesh
view->data().set_mesh(V, F);
view->data().set_colors(C);
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// Viewer is blocking, have to launch it in a separate thread
// Need to get nBalls and positions every time
socket << "trick.var_pause() \n";
socket << "trick.var_add(\"dyn.table.numBalls\")\n";
std::string positionRequest = "";
char * templateString = "trick.var_add(\"dyn.table.balls[%d][0].pos._x\")\ntrick.var_add(\"dyn.table.balls[%d][0].pos._y\")\ntrick.var_add(\"dyn.table.balls[%d][0].inPlay\")\n";
for (int i = 0; i < numBalls; i++) {
char buf[128];
sprintf(buf, templateString, i, i, i);
positionRequest += std::string(buf);
}
socket << positionRequest;
socket << "trick.var_ascii() \n";
socket << "trick.var_cycle(0.010) \n";
socket << "trick.var_unpause() \n";
view->launch();
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}