Merge pull request #1306 from nasa/1299-sim-pool

Trick Billiards Simulation (#1299)
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Jacqueline Deans 2022-07-20 11:37:13 -05:00 committed by GitHub
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@ -25,7 +25,9 @@ T_main_*
**/SIM_*/.trick
**/SIM_*/trick.zip
**/graphics/dist
**/graphics/java/dist
**/graphics/manifest
**/graphics/build
**/graphics/cpp/build
jitlib
build

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trick.real_time_enable()
trick.exec_set_software_frame(0.01)
trick.itimer_enable()
trick.exec_set_enable_freeze(True)
trick.exec_set_freeze_command(True)
simControlPanel = trick.SimControlPanel()
trick.add_external_application(simControlPanel)

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import math
exec(open("./Modified_data/realtime.py").read())
dyn.table.numBalls = 16
dyn.table.balls = trick.TMM_declare_var_1d("Ball*", dyn.table.numBalls)
ballRadius = 0.02
ballMass = 1
unit_pos = [math.sqrt(3)/2, 0.5]
unit_neg = [unit_pos[0], -unit_pos[1]]
center_x = 0.2;
center_y = 0;
tol = 1e-4;
dyn.table.addBall(-.3, 0, ballMass, ballRadius, False)
dyn.table.addBall(center_x, center_y, ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_neg[0]*2*(ballRadius+tol), center_y+unit_neg[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_pos[0]*2*(ballRadius+tol), center_y+unit_pos[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_neg[0]*4*(ballRadius+tol), center_y+unit_neg[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_pos[0]*4*(ballRadius+tol), center_y+unit_pos[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_pos[0]*4*(ballRadius+tol), center_y, ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_neg[0]*6*(ballRadius+tol), center_y+unit_neg[1]*6*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_pos[0]*6*(ballRadius+tol), center_y+unit_pos[1]*6*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_neg[0]*6*(ballRadius+tol), center_y+unit_neg[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_pos[0]*6*(ballRadius+tol), center_y+unit_pos[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_neg[0]*8*(ballRadius+tol), center_y+unit_neg[1]*8*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_pos[0]*8*(ballRadius+tol), center_y+unit_pos[1]*8*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_neg[0]*8*(ballRadius+tol), center_y+unit_neg[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_pos[0]*8*(ballRadius+tol), center_y+unit_pos[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_pos[0]*8*(ballRadius+tol), center_y, ballMass, ballRadius, False)
corners = [-.5, -.25, .5, .25]
# Make a normal pool table
pocketRadius = 0.04
bumperWidth = 0.03
dyn.table.numTablePoints = 2
dyn.table.tableShape = trick.TMM_declare_var_1d("Vec*", dyn.table.numTablePoints)
dyn.table.tableShapeType = 3 # rectangle
dyn.table.addPointToTable(corners[0], corners[1])
dyn.table.addPointToTable(corners[2], corners[3])
# Pockets
dyn.table.numPockets = 6
dyn.table.pockets = trick.TMM_declare_var_1d("Pocket*", dyn.table.numPockets)
pocketCenters = [[0, corners[1]],
[0, corners[3]],
[corners[0],corners[1]],
[corners[0],corners[3]],
[corners[2],corners[1]],
[corners[2],corners[3]] ]
for coord in pocketCenters:
dyn.table.addPocket(coord[0], coord[1], pocketRadius)
bumperBorders =[[corners[0]+pocketRadius+bumperWidth, corners[1]+bumperWidth, 0.0-pocketRadius-bumperWidth,corners[1]+bumperWidth], # Bottom left
[0.0+pocketRadius+bumperWidth, corners[1]+bumperWidth, corners[2]-pocketRadius-bumperWidth,corners[1]+bumperWidth], # Bottom Right
[corners[0]+pocketRadius+bumperWidth, corners[3]-bumperWidth, 0.0-pocketRadius-bumperWidth,corners[3]-bumperWidth], # Top left
[0.0+pocketRadius+bumperWidth, corners[3]-bumperWidth, corners[2]-pocketRadius-bumperWidth,corners[3]-bumperWidth], # Top right
[corners[0]+bumperWidth, corners[1]+pocketRadius+bumperWidth, corners[0]+bumperWidth, corners[3]-pocketRadius-bumperWidth], # Left
[corners[2]-bumperWidth, corners[1]+pocketRadius+bumperWidth, corners[2]-bumperWidth, corners[3]-pocketRadius-bumperWidth]] # Right
# triangles
bumperBorders.extend([[bumperBorders[0][0]-bumperWidth, bumperBorders[0][1]-bumperWidth, bumperBorders[0][0], bumperBorders[0][1]], # Bottom left
[bumperBorders[0][2], bumperBorders[0][1], bumperBorders[0][2]+bumperWidth, bumperBorders[0][1]-bumperWidth],
[bumperBorders[1][0]-bumperWidth, bumperBorders[1][1]-bumperWidth, bumperBorders[1][0], bumperBorders[1][1]], # Bottom Right
[bumperBorders[1][2], bumperBorders[1][1], bumperBorders[1][2]+bumperWidth, bumperBorders[1][1]-bumperWidth],
[bumperBorders[2][0]-bumperWidth, bumperBorders[2][1]+bumperWidth, bumperBorders[2][0], bumperBorders[2][1]], # Top left
[bumperBorders[2][2], bumperBorders[2][1], bumperBorders[2][2]+bumperWidth, bumperBorders[2][1]+bumperWidth],
[bumperBorders[3][0]-bumperWidth, bumperBorders[3][1]+bumperWidth, bumperBorders[3][0], bumperBorders[3][1]], # Top right
[bumperBorders[3][2], bumperBorders[3][1], bumperBorders[3][2]+bumperWidth, bumperBorders[3][1]+bumperWidth],
[bumperBorders[4][0], bumperBorders[4][1], bumperBorders[4][2]-bumperWidth, bumperBorders[4][1]-bumperWidth], # Left
[bumperBorders[4][0]-bumperWidth, bumperBorders[4][3]+bumperWidth, bumperBorders[4][2], bumperBorders[4][3]],
[bumperBorders[5][0], bumperBorders[5][1], bumperBorders[5][2]+bumperWidth, bumperBorders[5][1]-bumperWidth], # Left
[bumperBorders[5][0]+bumperWidth, bumperBorders[5][3]+bumperWidth, bumperBorders[5][2], bumperBorders[5][3]],
])
bumperShapes = [ [bumperBorders[0][0], bumperBorders[0][1]-bumperWidth, bumperBorders[0][2], bumperBorders[0][3]],
[bumperBorders[1][0], bumperBorders[1][1]-bumperWidth, bumperBorders[1][2], bumperBorders[1][3]],
[bumperBorders[2][0], bumperBorders[2][1]+bumperWidth, bumperBorders[2][2], bumperBorders[2][3]],
[bumperBorders[3][0], bumperBorders[3][1]+bumperWidth, bumperBorders[3][2], bumperBorders[3][3]],
[bumperBorders[4][0], bumperBorders[4][1], bumperBorders[4][2]-bumperWidth, bumperBorders[4][3],],
[bumperBorders[5][0]+bumperWidth, bumperBorders[5][1], bumperBorders[5][2], bumperBorders[5][3],],
[bumperBorders[6][0], bumperBorders[6][1], bumperBorders[6][2], bumperBorders[6][3], bumperBorders[6][2], bumperBorders[6][1]],
[bumperBorders[7][0], bumperBorders[7][1], bumperBorders[7][2], bumperBorders[7][3], bumperBorders[7][0], bumperBorders[7][3]],
[bumperBorders[8][0], bumperBorders[8][1], bumperBorders[8][2], bumperBorders[8][3], bumperBorders[8][2], bumperBorders[8][1]],
[bumperBorders[9][0], bumperBorders[9][1], bumperBorders[9][2], bumperBorders[9][3], bumperBorders[9][0], bumperBorders[9][3]],
[bumperBorders[10][0], bumperBorders[10][1], bumperBorders[10][2], bumperBorders[10][3], bumperBorders[10][2], bumperBorders[10][1]],
[bumperBorders[11][0], bumperBorders[11][1], bumperBorders[11][2], bumperBorders[11][3], bumperBorders[11][0], bumperBorders[11][3]],
[bumperBorders[12][0], bumperBorders[12][1], bumperBorders[12][2], bumperBorders[12][3], bumperBorders[12][2], bumperBorders[12][1]],
[bumperBorders[13][0], bumperBorders[13][1], bumperBorders[13][2], bumperBorders[13][3], bumperBorders[13][0], bumperBorders[13][3]],
[bumperBorders[14][0], bumperBorders[14][1], bumperBorders[14][2], bumperBorders[14][3], bumperBorders[14][2], bumperBorders[14][1]],
[bumperBorders[15][0], bumperBorders[15][1], bumperBorders[15][2], bumperBorders[15][3], bumperBorders[15][0], bumperBorders[15][3]],
[bumperBorders[16][0], bumperBorders[16][1], bumperBorders[16][2], bumperBorders[16][3], bumperBorders[16][2], bumperBorders[16][1]],
[bumperBorders[17][0], bumperBorders[17][1], bumperBorders[17][2], bumperBorders[17][3], bumperBorders[17][0], bumperBorders[17][3]]]
bumperShapeTypes = [3, 3, 3, 3, 3, 3, 2, 2,2,2,2, 2, 2, 2,2,2, 2, 2]
bumperNum = len(bumperBorders)
print("Num bumpers: ", len(bumperBorders))
dyn.table.numBumpers = bumperNum
dyn.table.bumpers = trick.TMM_declare_var_1d("Bumper*", dyn.table.numBumpers)
for i in range(bumperNum):
numPoints = len(bumperShapes[i])/2
id = dyn.table.addBumper(numPoints, bumperBorders[i][0], bumperBorders[i][1], bumperBorders[i][2],bumperBorders[i][3])
dyn.table.bumpers[id][0].numPoints = numPoints
dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Vec*", numPoints)
dyn.table.bumpers[id][0].shapeType = bumperShapeTypes[i]
for j in range(0, len(bumperShapes[i]), 2):
dyn.table.addPointToBumper(id, bumperShapes[i][j],bumperShapes[i][j+1])
dyn_integloop.getIntegrator(trick.Euler, 6*dyn.table.numBalls)
#==========================================
# Start the Graphics Client
#==========================================
varServerPort = trick.var_server_get_port();
PoolTableDisplay_path = "models/graphics/cpp/build/PoolTableDisplay"
if (os.path.isfile(PoolTableDisplay_path)) :
PoolTableDisplay_cmd = PoolTableDisplay_path \
+ " " + str(varServerPort) + " &" ;
print(PoolTableDisplay_cmd)
os.system( PoolTableDisplay_cmd);
else :
print('===================================')
print('PoolTableDisplay needs to be built.')
print('===================================')
# PoolTableDisplay_path = "models/graphics/java/dist/PoolTableDisplay.jar"
# if (os.path.isfile(PoolTableDisplay_path)) :
# PoolTableDisplay_cmd = "java -jar " \
# + PoolTableDisplay_path \
# + " " + str(varServerPort) + " &" ;
# print(PoolTableDisplay_cmd)
# os.system( PoolTableDisplay_cmd);
# else :
# print('=================================================================================================')
# print('PoolTableDisplay needs to be built. Please \"cd\" into ../models/graphics/java and type \"make\".')
# print('=================================================================================================')

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import math
exec(open("./Modified_data/realtime.py").read())
dyn.table.numBalls = 4
dyn.table.balls = trick.TMM_declare_var_1d("Ball*", dyn.table.numBalls)
ballRadius = 0.02
ballMass = 1
unit_pos = [math.sqrt(3)/2, 0.5]
unit_neg = [unit_pos[0], -unit_pos[1]]
center_x = 0.2;
center_y = 0;
tol = 1e-4;
dyn.table.addBall(-.3, 0, ballMass, ballRadius, False)
dyn.table.addBall(center_x, center_y, ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_neg[0]*2*(ballRadius+tol), center_y+unit_neg[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
dyn.table.addBall(center_x+unit_pos[0]*2*(ballRadius+tol), center_y+unit_pos[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_neg[0]*4*(ballRadius+tol), center_y+unit_neg[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_pos[0]*4*(ballRadius+tol), center_y+unit_pos[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_pos[0]*4*(ballRadius+tol), center_y, ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_neg[0]*6*(ballRadius+tol), center_y+unit_neg[1]*6*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_pos[0]*6*(ballRadius+tol), center_y+unit_pos[1]*6*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_neg[0]*6*(ballRadius+tol), center_y+unit_neg[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_pos[0]*6*(ballRadius+tol), center_y+unit_pos[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
# Make a Hexagonal table
corners = [ [1, 0],
[1/2, math.sqrt(3)/2],
[-1/2, math.sqrt(3)/2],
[-1, 0],
[-1/2, -math.sqrt(3)/2],
[1/2, -math.sqrt(3)/2]]
scale = 0.5
for i in range(len(corners)):
corners[i][0] *= scale
corners[i][1] *= scale
pocketRadius = 0.04
bumperWidth = 0.03
dyn.table.numTablePoints = 6
dyn.table.tableShape = trick.TMM_declare_var_1d("Vec*", dyn.table.numTablePoints)
dyn.table.tableShapeType = 0 # generic
for corner in corners:
dyn.table.addPointToTable(corner[0], corner[1])
# Pockets - Just put 1 in the center
dyn.table.numPockets = 1
dyn.table.pockets = trick.TMM_declare_var_1d("Pocket*", dyn.table.numPockets)
dyn.table.addPocket(0, 0, pocketRadius)
# for coord in corners:
# dyn.table.addPocket(coord[0], coord[1], pocketRadius)
# dyn.table.numBumpers = 0
dyn.table.numBumpers = len(corners)
dyn.table.bumpers = trick.TMM_declare_var_1d("Bumper*", dyn.table.numBumpers)
# Put bumpers along each edge
for i in range(len(corners)):
p1 = [corners[i][0], corners[i][1]]
p2 = [corners[(i+1) % 6][0], corners[(i+1) % 6][1]]
id = dyn.table.addBumper(3, p1[0], p1[1], p2[0], p2[1])
dyn.table.bumpers[id][0].shapeType = 2 # Triangle i guess?
dyn.table.bumpers[id][0].numPoints = 3
dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Vec*", dyn.table.bumpers[id].numPoints)
dyn.table.addPointToBumper(id, p1[0], p1[1])
dyn.table.addPointToBumper(id, p2[0], p2[1])
p3 = [(p1[0] + p2[0])/2,(p1[1] + p2[1])/2]
dyn.table.addPointToBumper(id, p3[0], p3[1])
dyn_integloop.getIntegrator(trick.Euler, 6*dyn.table.numBalls)
#==========================================
# Start the Graphics Client
#==========================================
varServerPort = trick.var_server_get_port();
# This will definitely change to something else
PoolTableDisplay_path = "models/graphics/cpp/build/PoolTableDisplay"
if (os.path.isfile(PoolTableDisplay_path)) :
PoolTableDisplay_cmd = PoolTableDisplay_path \
+ " " + str(varServerPort) + " &" ;
print(PoolTableDisplay_cmd)
os.system( PoolTableDisplay_cmd);
else :
print('===================================')
print('PoolTableDisplay needs to be built.')
print('===================================')
# PoolTableDisplay_path = "models/graphics/java/dist/PoolTableDisplay.jar"
# if (os.path.isfile(PoolTableDisplay_path)) :
# PoolTableDisplay_cmd = "java -jar " \
# + PoolTableDisplay_path \
# + " " + str(varServerPort) + " &" ;
# print(PoolTableDisplay_cmd)
# os.system( PoolTableDisplay_cmd);
# else :
# print('=================================================================================================')
# print('PoolTableDisplay needs to be built. Please \"cd\" into ../models/graphics/java and type \"make\".')
# print('=================================================================================================')

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import math
exec(open("./Modified_data/realtime.py").read())
dyn.table.numBalls = 2
dyn.table.balls = trick.TMM_declare_var_1d("Ball*", dyn.table.numBalls)
ballRadius = 0.02
ballMass = 1
unit_pos = [math.sqrt(3)/2, 0.5]
unit_neg = [unit_pos[0], -unit_pos[1]]
center_x = 0.2;
center_y = 0;
tol = 1e-4;
dyn.table.defaultCueBallX = -0.05;
dyn.table.defaultCueBallY = 0.1;
dyn.table.addBall(-0.05, 0.1, ballMass, ballRadius, False)
dyn.table.addBall(-0.055, 0.15, ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_neg[0]*2*(ballRadius+tol), center_y+unit_neg[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_pos[0]*2*(ballRadius+tol), center_y+unit_pos[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_neg[0]*4*(ballRadius+tol), center_y+unit_neg[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_pos[0]*4*(ballRadius+tol), center_y+unit_pos[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_pos[0]*4*(ballRadius+tol), center_y, ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_neg[0]*6*(ballRadius+tol), center_y+unit_neg[1]*6*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_pos[0]*6*(ballRadius+tol), center_y+unit_pos[1]*6*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_neg[0]*6*(ballRadius+tol), center_y+unit_neg[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
# dyn.table.addBall(center_x+unit_pos[0]*6*(ballRadius+tol), center_y+unit_pos[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
corners = [-.5, -.25, .5, .25]
# Make a normal pool table
pocketRadius = 0.04
bumperWidth = 0.03
dyn.table.numTablePoints = 2
dyn.table.tableShape = trick.TMM_declare_var_1d("Vec*", dyn.table.numTablePoints)
dyn.table.tableShapeType = 3 # rectangle
dyn.table.addPointToTable(corners[0], corners[1])
dyn.table.addPointToTable(corners[2], corners[3])
# Pockets
dyn.table.numPockets = 6
dyn.table.pockets = trick.TMM_declare_var_1d("Pocket*", dyn.table.numPockets)
pocketCenters = [[0, corners[1]],
[0, corners[3]],
[corners[0],corners[1]],
[corners[0],corners[3]],
[corners[2],corners[1]],
[corners[2],corners[3]] ]
for coord in pocketCenters:
dyn.table.addPocket(coord[0], coord[1], pocketRadius)
bumperBorders =[[corners[0]+pocketRadius+bumperWidth, corners[1]+bumperWidth, 0.0-pocketRadius-bumperWidth,corners[1]+bumperWidth], # Bottom left
[0.0+pocketRadius+bumperWidth, corners[1]+bumperWidth, corners[2]-pocketRadius-bumperWidth,corners[1]+bumperWidth], # Bottom Right
[corners[0]+pocketRadius+bumperWidth, corners[3]-bumperWidth, 0.0-pocketRadius-bumperWidth,corners[3]-bumperWidth], # Top left
[0.0+pocketRadius+bumperWidth, corners[3]-bumperWidth, corners[2]-pocketRadius-bumperWidth,corners[3]-bumperWidth], # Top right
[corners[0]+bumperWidth, corners[1]+pocketRadius+bumperWidth, corners[0]+bumperWidth, corners[3]-pocketRadius-bumperWidth], # Left
[corners[2]-bumperWidth, corners[1]+pocketRadius+bumperWidth, corners[2]-bumperWidth, corners[3]-pocketRadius-bumperWidth]] # Right
# triangles
bumperBorders.extend([[bumperBorders[0][0]-bumperWidth, bumperBorders[0][1]-bumperWidth, bumperBorders[0][0], bumperBorders[0][1]], # Bottom left
[bumperBorders[0][2], bumperBorders[0][1], bumperBorders[0][2]+bumperWidth, bumperBorders[0][1]-bumperWidth],
[bumperBorders[1][0]-bumperWidth, bumperBorders[1][1]-bumperWidth, bumperBorders[1][0], bumperBorders[1][1]], # Bottom Right
[bumperBorders[1][2], bumperBorders[1][1], bumperBorders[1][2]+bumperWidth, bumperBorders[1][1]-bumperWidth],
[bumperBorders[2][0]-bumperWidth, bumperBorders[2][1]+bumperWidth, bumperBorders[2][0], bumperBorders[2][1]], # Top left
[bumperBorders[2][2], bumperBorders[2][1], bumperBorders[2][2]+bumperWidth, bumperBorders[2][1]+bumperWidth],
[bumperBorders[3][0]-bumperWidth, bumperBorders[3][1]+bumperWidth, bumperBorders[3][0], bumperBorders[3][1]], # Top right
[bumperBorders[3][2], bumperBorders[3][1], bumperBorders[3][2]+bumperWidth, bumperBorders[3][1]+bumperWidth],
[bumperBorders[4][0], bumperBorders[4][1], bumperBorders[4][2]-bumperWidth, bumperBorders[4][1]-bumperWidth], # Left
[bumperBorders[4][0]-bumperWidth, bumperBorders[4][3]+bumperWidth, bumperBorders[4][2], bumperBorders[4][3]],
[bumperBorders[5][0], bumperBorders[5][1], bumperBorders[5][2]+bumperWidth, bumperBorders[5][1]-bumperWidth], # Left
[bumperBorders[5][0]+bumperWidth, bumperBorders[5][3]+bumperWidth, bumperBorders[5][2], bumperBorders[5][3]],
])
bumperShapes = [ [bumperBorders[0][0], bumperBorders[0][1]-bumperWidth, bumperBorders[0][2], bumperBorders[0][3]],
[bumperBorders[1][0], bumperBorders[1][1]-bumperWidth, bumperBorders[1][2], bumperBorders[1][3]],
[bumperBorders[2][0], bumperBorders[2][1]+bumperWidth, bumperBorders[2][2], bumperBorders[2][3]],
[bumperBorders[3][0], bumperBorders[3][1]+bumperWidth, bumperBorders[3][2], bumperBorders[3][3]],
[bumperBorders[4][0], bumperBorders[4][1], bumperBorders[4][2]-bumperWidth, bumperBorders[4][3],],
[bumperBorders[5][0]+bumperWidth, bumperBorders[5][1], bumperBorders[5][2], bumperBorders[5][3],],
[bumperBorders[6][0], bumperBorders[6][1], bumperBorders[6][2], bumperBorders[6][3], bumperBorders[6][2], bumperBorders[6][1]],
[bumperBorders[7][0], bumperBorders[7][1], bumperBorders[7][2], bumperBorders[7][3], bumperBorders[7][0], bumperBorders[7][3]],
[bumperBorders[8][0], bumperBorders[8][1], bumperBorders[8][2], bumperBorders[8][3], bumperBorders[8][2], bumperBorders[8][1]],
[bumperBorders[9][0], bumperBorders[9][1], bumperBorders[9][2], bumperBorders[9][3], bumperBorders[9][0], bumperBorders[9][3]],
[bumperBorders[10][0], bumperBorders[10][1], bumperBorders[10][2], bumperBorders[10][3], bumperBorders[10][2], bumperBorders[10][1]],
[bumperBorders[11][0], bumperBorders[11][1], bumperBorders[11][2], bumperBorders[11][3], bumperBorders[11][0], bumperBorders[11][3]],
[bumperBorders[12][0], bumperBorders[12][1], bumperBorders[12][2], bumperBorders[12][3], bumperBorders[12][2], bumperBorders[12][1]],
[bumperBorders[13][0], bumperBorders[13][1], bumperBorders[13][2], bumperBorders[13][3], bumperBorders[13][0], bumperBorders[13][3]],
[bumperBorders[14][0], bumperBorders[14][1], bumperBorders[14][2], bumperBorders[14][3], bumperBorders[14][2], bumperBorders[14][1]],
[bumperBorders[15][0], bumperBorders[15][1], bumperBorders[15][2], bumperBorders[15][3], bumperBorders[15][0], bumperBorders[15][3]],
[bumperBorders[16][0], bumperBorders[16][1], bumperBorders[16][2], bumperBorders[16][3], bumperBorders[16][2], bumperBorders[16][1]],
[bumperBorders[17][0], bumperBorders[17][1], bumperBorders[17][2], bumperBorders[17][3], bumperBorders[17][0], bumperBorders[17][3]]]
bumperShapeTypes = [3, 3, 3, 3, 3, 3, 2, 2,2,2,2, 2, 2, 2,2,2, 2, 2]
bumperNum = len(bumperBorders)
print("Num bumpers: ", len(bumperBorders))
dyn.table.numBumpers = bumperNum
dyn.table.bumpers = trick.TMM_declare_var_1d("Bumper*", dyn.table.numBumpers)
for i in range(bumperNum):
numPoints = len(bumperShapes[i])/2
id = dyn.table.addBumper(numPoints, bumperBorders[i][0], bumperBorders[i][1], bumperBorders[i][2],bumperBorders[i][3])
dyn.table.bumpers[id][0].numPoints = numPoints
dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Vec*", numPoints)
dyn.table.bumpers[id][0].shapeType = bumperShapeTypes[i]
for j in range(0, len(bumperShapes[i]), 2):
dyn.table.addPointToBumper(id, bumperShapes[i][j],bumperShapes[i][j+1])
dyn_integloop.getIntegrator(trick.Euler, 6*dyn.table.numBalls)
#==========================================
# Start the Graphics Client
#==========================================
varServerPort = trick.var_server_get_port();
# This will definitely change to something else
PoolTableDisplay_path = "models/graphics/cpp/build/PoolTableDisplay"
if (os.path.isfile(PoolTableDisplay_path)) :
PoolTableDisplay_cmd = PoolTableDisplay_path \
+ " " + str(varServerPort) + " &" ;
print(PoolTableDisplay_cmd)
os.system( PoolTableDisplay_cmd);
else :
print('===================================')
print('PoolTableDisplay needs to be built.')
print('===================================')
# PoolTableDisplay_path = "models/graphics/java/dist/PoolTableDisplay.jar"
# if (os.path.isfile(PoolTableDisplay_path)) :
# PoolTableDisplay_cmd = "java -jar " \
# + PoolTableDisplay_path \
# + " " + str(varServerPort) + " &" ;
# print(PoolTableDisplay_cmd)
# os.system( PoolTableDisplay_cmd);
# else :
# print('=================================================================================================')
# print('PoolTableDisplay needs to be built. Please \"cd\" into ../models/graphics/java and type \"make\".')
# print('=================================================================================================')

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/************************************************************
PURPOSE:
( Simulation of Pool Table. )
LIBRARY DEPENDENCIES:
((pool_table/src/pool_table.cpp))
*************************************************************/
#include "sim_objects/default_trick_sys.sm"
##include "pool_table/include/pool_table.hh"
class PoolTableSimObject : public Trick::SimObject {
public:
PoolTable table;
PoolTableSimObject() {
("default_data") table.default_data() ;
("initialization") table.state_init() ;
("derivative") table.state_deriv() ;
("integration") trick_ret = table.state_integ() ;
("dynamic_event") table.collision() ;
}
};
PoolTableSimObject dyn;
IntegLoop dyn_integloop(0.001) dyn;

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TRICK_CFLAGS += -Imodels
TRICK_CXXFLAGS += -Imodels

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cmake_minimum_required(VERSION 3.16)
project(PoolTableDisplay)
list(PREPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
# Libigl
option(LIBIGL_GLFW "Build target igl::glfw" ON)
option(LIBIGL_IMGUI "Build target igl::imgui" ON)
include(libigl)
# Add your project files
file(GLOB SRC_FILES *.cpp)
add_executable(${PROJECT_NAME} ${SRC_FILES})
target_link_libraries(${PROJECT_NAME} PUBLIC igl::glfw igl::imgui)

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# Pool Table Display
Uses the Libigl library for visualization. Connects to SIM_billiards
## Compile
libigl must be downloaded from Github : https://github.com/libigl/libigl
Clone it somewhere accessible, like your home directory. It does not need to be compiled.
libigl depends on Eigen3, which may need to be downloaded and installed : https://eigen.tuxfamily.org/index.php?title=Main_Page
To compile:
mkdir build
cd build
cmake ..
make
## Run
From within the `build` directory:
./PoolTableDisplay

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#include "Socket.hh"
#define SOCKET_BUF_SIZE 20480
Socket::Socket() : _initialized(false) {}
int Socket::init (std::string hostname, int port) {
_hostname = hostname;
_port = port;
_socket_fd = socket(AF_INET, SOCK_STREAM, 0);
if (_socket_fd < 0) {
std::cout << "Socket connection failed" << std::endl;
return -1;
}
struct sockaddr_in serv_addr;
serv_addr.sin_family = AF_INET;
serv_addr.sin_port = htons(port); // convert to weird network byte format
if(inet_pton(AF_INET, "127.0.0.1", &serv_addr.sin_addr)<=0) {
std::cout << "Invalid address/ Address not supported" << std::endl;
return -1;
}
if (connect(_socket_fd, (struct sockaddr *)&serv_addr, sizeof(serv_addr)) < 0) {
std::cout << "Connection failed" << std::endl;
return -1;
}
_initialized = true;
}
int Socket::send (std::string message) {
// weird syntax I've never used before - since the send syscall that i'm trying to use is overloaded in this class,
// I have to append :: to the front of it so that the compiler knows to look in the global namespace
int success = ::send(_socket_fd, message.c_str(), message.size(), 0);
if (success < message.size()) {
std::cout << "Failed to send message" << std::endl;
}
return success;
}
int Socket::operator<< (std::string message) {
return send(message);
}
std::string Socket::receive () {
char buffer[SOCKET_BUF_SIZE];
int numBytes = read(_socket_fd, buffer, SOCKET_BUF_SIZE);
if (numBytes < 0) {
std::cout << "Failed to read from socket" << std::endl;
} else if (numBytes < SOCKET_BUF_SIZE) {
buffer[numBytes] = '\0';
}
return std::string(buffer);
}
void Socket::operator>> (std::string& ret) {
ret = receive();
}

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#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <unistd.h>
#include <arpa/inet.h>
#include <string>
#include <iostream>
class Socket {
public:
Socket ();
int init(std::string hostname, int port);
int send (std::string message);
int operator<< (std::string message);
std::string receive ();
void operator>> (std::string& ret);
private:
int _port;
std::string _hostname;
int _socket_fd;
bool _initialized;
};

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if(TARGET igl::core)
return()
endif()
include(FetchContent)
FetchContent_Declare(
libigl
GIT_REPOSITORY https://github.com/libigl/libigl.git
GIT_TAG v2.4.0
)
FetchContent_MakeAvailable(libigl)

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#include <igl/opengl/glfw/Viewer.h>
// #include <igl/readOFF.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"
std::vector<Eigen::Vector3d> ball_colors = {Eigen::Vector3d(0.0,0.4,0.0), //green
Eigen::Vector3d(1.0,1.0,0.0), //yellow
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
};
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;
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() == vertexMax;
}
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());
// 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) {
// std::cout << "In AddShape" << std::endl;
Polygon *shape;
switch (type) {
case GENERIC: {
// Number of points is just data / 2 i guess
// std::cout << "Creating generic polygon with " << shapeData.size()/2 << " points" << std::endl;
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: {
// std::cout << "Adding circle" << std::endl;
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: {
// std::cout << "In rectangle" << std::endl;
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<RenderedShape *> staticRenderedShapes;
std::vector<RenderedShape *> movingRenderedShapes;
int numStaticVertices;
int numStaticFaces;
bool staticRendered = false;
std::vector<Polygon *> movingShapes;
};
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;
}
std::vector<double> parseTrickResponse(std::vector<std::string> list) {
std::vector<double> ret;
for (int i = 1; i < list.size(); i++) {
ret.push_back(stod(list[i]));
}
return ret;
}
std::vector<int> parseTrickResponseInt(std::vector<std::string> list) {
std::vector<int> ret;
for (int i = 1; i < list.size(); i++) {
ret.push_back(stoi(list[i]));
}
return ret;
}
// void launchViewer (igl::opengl::glfw::Viewer *viewer) {
// std::cout << "About to launch the viewer" << std::endl;
// viewer->launch();
// }
// std::queue<std::string> messageQueue;
// std::mutex messageLock;
// std::mutex renderLock;
// igl::opengl::glfw::imgui::ImGuiMenu* menu;
// bool mouse_down (igl::opengl::glfw::Viewer& viewer, int button, int modifier) {
// mousePressed = true;
// return true;
// }
// bool mouse_up (igl::opengl::glfw::Viewer& viewer, int button, int modifier) {
// mousePressed = false;
// std::string cueRequest = "";
// std::string templateString = "dyn.table.applyCueForce(%.3f, %.3f) \n";
// char buf[128];
// sprintf(buf, templateString.c_str(), mouseX, mouseY);
// cueRequest += std::string(buf);
// messageLock.lock();
// messageQueue.push(cueRequest);
// messageLock.unlock();
// return true;
// }
// bool 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;
// Eigen::Vector3f unproj = igl::unproject(pos, model, viewer.core().proj, viewer.core().viewport);
// mouseX = unproj[0];
// mouseY = -unproj[1];
// return true;
// }
// bool pre_draw (igl::opengl::glfw::Viewer& viewer) {
// std::string reply;
// socket >> reply;
// // std::cout << "Got data: " << reply << std::endl;
// std::vector<double> replyData = parseTrickResponse(split(reply, '\t'));
// // numBalls = (int)replyData[0];
// if (replyData.size() <= 1) {
// // std::cout << "Received bad reply" << std::endl;
// return false;
// }
// table.clearMovingShapes();
// Eigen::Vector2d cueBallPos(0,0);
// 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);
// }
// renderLock.lock();
// std::tie(V, F, C) = table.getMesh();
// renderLock.lock();
// 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;
// viewer.data().set_mesh(V, F);
// viewer.data().set_colors(C);
// renderLock.unlock();
// }
// void draw_viewer_menu () {
// ImGui::Text("Menu");
// if (ImGui::Button("Reset Cue Ball", ImVec2(-1, 0)))
// {
// std::string message = "dyn.table.resetCueBall() \n";
// messageLock.lock();
// messageQueue.push(message);
// messageLock.unlock();
// }
// }
int main(int argc, char *argv[])
{
// Parse socket number out of argv
if (argc != 2) {
printUsage();
return -1;
}
bool socketOn = true;
int port = 0;
port = std::stoi(argv[1]);
if (port == 0) {
socketOn = false;
}
std::cout << "Port received: " << port << std::endl;
Socket socket;
socket.init("localhost", port);
std::string reply;
socket << "trick.var_set_client_tag(\"PoolTableDisplay\") \n";
socket << "trick.var_add(\"dyn.table.numBalls\")\ntrick.var_send() \ntrick.var_clear() \n";
socket >> reply;
auto parsed = split(reply, '\t');
int numBalls = stoi(parsed[1]);
std::cout << "Number of balls received: " << numBalls << std::endl;
std::string radiusRequest = "";
char* templateString = "trick.var_add(\"dyn.table.balls[%d][0].radius\")\n";
for (int i = 0; i < numBalls; i++) {
char buf[64];
sprintf(buf, templateString, i);
radiusRequest += std::string(buf);
}
socket << radiusRequest;
socket << "trick.var_send() \ntrick.var_clear() \n";
socket >> reply;
auto radii = parseTrickResponse(split(reply, '\t'));
Table table;
socket << "trick.var_add(\"dyn.table.numTablePoints\") \ntrick.var_add(\"dyn.table.tableShapeType\")\n \ntrick.var_send() \ntrick.var_clear() \n";
socket >> reply;
std::vector<double> tableData = parseTrickResponse(split(reply, '\t'));
int numTablePoints = tableData[0];
enum PolygonType tableShape = PolygonType((int)tableData[1]);
std::string pointRequest = "";
for (int i = 0; i < numTablePoints; i++) {
templateString = "trick.var_add(\"dyn.table.tableShape[%d][0]._x\")\ntrick.var_add(\"dyn.table.tableShape[%d][0]._y\")\n";
char buf[256];
sprintf(buf, templateString, i, i);
pointRequest += std::string(buf);
}
socket << pointRequest;
socket << "trick.var_send() \ntrick.var_clear() \n";
socket >> reply;
std::vector<double> tablePoints = parseTrickResponse(split(reply, '\t'));
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
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
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 *= railWidth;
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);
socket << "trick.var_add(\"dyn.table.numPockets\")\n \ntrick.var_send() \ntrick.var_clear() \n";
socket >> reply;
int numPockets = stoi(split(reply, '\t')[1]);
for (int i = 0; i < numPockets; i++) {
templateString = "trick.var_add(\"dyn.table.pockets[%d][0].pos._x\")\ntrick.var_add(\"dyn.table.pockets[%d][0].pos._y\")\n\ntrick.var_add(\"dyn.table.pockets[%d][0].radius\")\n";
char buf[256];
sprintf(buf, templateString, i, i, i);
std::string pocketRequest = std::string(buf);
socket << pocketRequest;
socket << "trick.var_send() \ntrick.var_clear() \n";
socket >> reply;
std::vector<double> pocketData = parseTrickResponse(split(reply, '\t'));
table.addShape(pocketData, Eigen::Vector3d(0.0, 0.0, 0.0), true, CIRCLE, layer_POCKET);
}
// Bumpers
socket << "trick.var_add(\"dyn.table.numBumpers\")\n \ntrick.var_send() \ntrick.var_clear() \n";
socket >> reply;
int numBumpers = stoi(split(reply, '\t')[1]);
std::cout << "Num bumpers: " << numBumpers << std::endl;
for (int i = 0; i < numBumpers; i++) {
std::string bumperRequests = "";
templateString = "trick.var_add(\"dyn.table.bumpers[%d][0].numPoints\")\ntrick.var_add(\"dyn.table.bumpers[%d][0].shapeType\") \n";
char buf[256];
sprintf(buf, templateString, i, i);
bumperRequests += std::string(buf);
socket << bumperRequests;
socket << "trick.var_send() \ntrick.var_clear() \n";
socket >> reply;
std::vector<int> bumperData = parseTrickResponseInt(split(reply, '\t'));
int bumperPoints = bumperData[0];
enum PolygonType bumperShape = PolygonType((int)bumperData[1]);
templateString = "trick.var_add(\"dyn.table.bumpers[%d][0].renderedShape[%d][0]._x\")\ntrick.var_add(\"dyn.table.bumpers[%d][0].renderedShape[%d][0]._y\")\n";
bumperRequests = "";
for (int j = 0; j < bumperPoints; j++) {
char buf[256];
sprintf(buf, templateString, i, j, i, j);
bumperRequests += std::string(buf);
}
socket << bumperRequests;
socket << "trick.var_send() \ntrick.var_clear() \n";
socket >> reply;
std::vector<double> bumperBorder = parseTrickResponse(split(reply, '\t'));
table.addShape(bumperBorder, Eigen::Vector3d(0.2,0.4,0.2), true, bumperShape, layer_BUMPER);
}
// socket << "trick.var_pause()\n";
// Request all of the ball positions
std::string positionRequest = "";
templateString = "trick.var_add(\"dyn.table.balls[%d][0].pos._x\")\ntrick.var_add(\"dyn.table.balls[%d][0].pos._y\")\n";
for (int i = 0; i < numBalls; i++) {
char buf[128];
sprintf(buf, templateString, i, i);
positionRequest += std::string(buf);
}
socket << positionRequest;
socket << "trick.var_send() \ntrick.var_clear() \n";
socket >> reply;
auto positions = parseTrickResponse(split(reply, '\t'));
for (int i = 0; i < numBalls; i++) {
std::vector<double> circleData = {positions[(i*2)], positions[(i*2 + 1)], radii[i]};
Eigen::Vector3d circleColor = ball_colors[i % ball_colors.size()];
table.addShape(circleData, circleColor, false, CIRCLE, layer_BALL);
}
bool mousePressed = false;
double mouseX = 0;
double mouseY = 0;
Eigen::MatrixXd V;
Eigen::MatrixXi F;
Eigen::MatrixXd C;
std::tie(V, F, C) = table.getMesh();
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();
view->plugins.push_back(plugin);
plugin->widgets.push_back(menu);
view->callback_mouse_down = [&](igl::opengl::glfw::Viewer& viewer, int button, int modifier) -> bool {
std::cout << "Mouse down" << std::endl;
mousePressed = true;
return false;
};
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";
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
socket >> reply;
std::vector<double> replyData = parseTrickResponse(split(reply, '\t'));
if (replyData.size() <= 1) {
return false;
}
table.clearMovingShapes();
Eigen::Vector2d cueBallPos;
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);
// 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";
positionRequest = "";
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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/*
* Trick
* 2020 (c) National Aeronautics and Space Administration (NASA)
*
*/
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Graphics;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.BufferedOutputStream;
import java.io.BufferedReader;
import java.io.DataOutputStream;
import java.io.IOException;
import java.io.InputStreamReader;
import java.net.Socket;
import javax.swing.BoxLayout;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
class Ball {
static int numColors = 8;
static Color[] colorList = {
Color.WHITE,
Color.YELLOW,
Color.BLUE,
Color.RED,
Color.MAGENTA,
Color.GREEN,
Color.MAGENTA,
Color.BLACK
};
public Color color;
public double x;
public double y;
public double radius;
public int identity;
public Ball (int id) {
identity = id;
x = 0.0;
y = 0.0;
radius = 1.0;
color = colorList[id % numColors];
}
}
class ControlPanel extends JPanel implements ActionListener {
private RangeView rangeView;
private JButton zoomOutButton, zoomInButton;
public ControlPanel(RangeView view) {
rangeView = view;
setLayout(new BoxLayout(this, BoxLayout.X_AXIS));
zoomOutButton = new JButton("Zoom Out");
zoomOutButton.addActionListener(this);
zoomOutButton.setActionCommand("zoomout");
zoomOutButton.setToolTipText("Zoom Out");
add(zoomOutButton);
zoomInButton = new JButton("Zoom In");
zoomInButton.addActionListener(this);
zoomInButton.setActionCommand("zoomin");
zoomInButton.setToolTipText("Zoom In");
add(zoomInButton);
}
public void actionPerformed(ActionEvent e) {
String s = e.getActionCommand();
switch (s) {
case "zoomout":
rangeView.setScale( rangeView.getScale() / 2 );
break;
case "zoomin":
rangeView.setScale( rangeView.getScale() * 2 );
break;
default:
System.out.println("Unknown Action Command:" + s);
break;
}
}
} // class ControlPanel
class RangeView extends JPanel {
private int scale;
private Color backGroundColor;
// Origin of world coordinates in jpanel coordinates.
private int worldOriginX;
private int worldOriginY;
public Ball[] balls;
/**
* Class constructor.
*/
public RangeView( int mapScale, int numberOfBalls) {
setScale(mapScale);
backGroundColor = new Color(0.2f, 0.6f, 0.2f);
balls = new Ball[numberOfBalls];
for (int ii=0 ; ii<numberOfBalls ; ii++) {
balls[ii] = new Ball(ii);
}
}
public void setScale (int mapScale) {
if (mapScale < 4) {
scale = 4;
} else if (mapScale > 128) {
scale = 128;
} else {
scale = mapScale;
}
repaint();
}
public int getScale() {
return scale;
}
public void drawCenteredCircle(Graphics2D g, int x, int y, int d) {
x = x-(d/2);
y = y-(d/2);
g.fillOval(x,y,d,d);
}
private void doDrawing(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
RenderingHints rh = new RenderingHints(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
rh.put(RenderingHints.KEY_RENDERING,
RenderingHints.VALUE_RENDER_QUALITY);
int width = getWidth();
int height = getHeight();
worldOriginX = (width/2);
worldOriginY = (height/2);
// Draw Background
g2d.setPaint(backGroundColor);
g2d.fillRect(0, 0, width, height);
// Draw balls
for (int ii = 0; ii < balls.length ; ii++) {
g2d.setPaint(balls[ii].color);
int bx = (int)(worldOriginX + scale * balls[ii].x);
int by = (int)(worldOriginY - scale * balls[ii].y);
drawCenteredCircle(g2d, bx, by, (int)(scale * 2 * balls[ii].radius));
// g2d.setPaint(Color.BLACK);
// g2d.drawString ( String.format("%d",ii), bx,by);
}
g2d.drawString ( String.format("SCALE: %d pixels/meter",scale), 20,20);
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
}
public class PoolTableDisplay extends JFrame {
private RangeView rangeView;
private BufferedReader in;
private DataOutputStream out;
public PoolTableDisplay() {
rangeView = null;
setTitle("Ball Arena");
setSize(800, 500);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setFocusable(true);
}
public void connectToServer(String host, int port ) throws IOException {
Socket socket = new Socket(host, port);
in = new BufferedReader( new InputStreamReader( socket.getInputStream()));
out = new DataOutputStream(new BufferedOutputStream(socket.getOutputStream()));
}
public void createGUI( int mapScale, int numberOfBalls ) {
rangeView = new RangeView(mapScale, numberOfBalls);
JPanel panel1 = new JPanel();
panel1.setLayout(new BoxLayout(panel1, BoxLayout.X_AXIS));
panel1.add(rangeView);
ControlPanel controlPanel = new ControlPanel(rangeView);
JPanel panel0 = new JPanel();
panel0.setLayout(new BoxLayout(panel0, BoxLayout.Y_AXIS));
panel0.add(panel1);
panel0.add(controlPanel);
add(panel0);
setVisible(true);
}
private static void printHelpText() {
System.out.println(
"----------------------------------------------------------------------\n"
+ "usage: java jar PoolTableDisplay.jar <port-number>\n"
+ "----------------------------------------------------------------------\n"
);
}
public static void main(String[] args) throws IOException, InterruptedException {
String host = "localHost";
int port = 0;
boolean boom = false;
// Handle program arguments.
int ii = 0;
while (ii < args.length) {
switch (args[ii]) {
case "-help" :
case "--help" : {
printHelpText();
System.exit(0);
} break;
default : {
port = (Integer.parseInt(args[ii]));
} break;
}
++ii;
}
boolean go = true;
double dt = 0.100; // Time between updates (seconds).
int mapScale = 32 ; // pixels per meter.
int nballs = 7;
if (port == 0) {
System.out.println("No variable server port specified.");
printHelpText();
System.exit(0);
}
PoolTableDisplay poolTableDisplay = new PoolTableDisplay();
// Connect to the Trick simulation's variable server.
System.out.println("Connecting to: " + host + ":" + port);
poolTableDisplay.connectToServer(host, port);
poolTableDisplay.out.writeBytes("trick.var_set_client_tag(\"PoolTableDisplay\") \n");
poolTableDisplay.out.flush();
// Get the number of balls.
poolTableDisplay.out.writeBytes(
"trick.var_add(\"dyn.table.numBalls\")\n" +
"trick.var_send() \n" +
"trick.var_clear() \n");
poolTableDisplay.out.flush();
try {
String line;
String field[];
line = poolTableDisplay.in.readLine();
field = line.split("\t");
nballs = Integer.parseInt( field[1]);
} catch (IOException | NullPointerException e ) {
go = false;
}
poolTableDisplay.createGUI(mapScale, nballs);
// Get the Radii of the balls.
for ( ii = 0; ii < nballs; ii ++) {
poolTableDisplay.out.writeBytes( String.format("trick.var_add(\"dyn.table.balls[%d][0].radius\")\n", ii));
}
poolTableDisplay.out.flush();
poolTableDisplay.out.writeBytes(
"trick.var_send() \n" +
"trick.var_clear() \n");
poolTableDisplay.out.flush();
try {
String line;
String field[];
line = poolTableDisplay.in.readLine();
field = line.split("\t");
for ( ii=0; ii < nballs; ii++) {
poolTableDisplay.rangeView.balls[ii].radius = Double.parseDouble( field[ii+1]);
}
} catch (IOException | NullPointerException e ) {
go = false;
}
// Get the Positions of the balls, and update the display, periodically.
poolTableDisplay.out.writeBytes( "trick.var_pause() \n");
for ( ii = 0; ii < nballs; ii ++) {
poolTableDisplay.out.writeBytes(
String.format("trick.var_add(\"dyn.table.balls[%d][0].pos[0]\")\n", ii)
+ String.format("trick.var_add(\"dyn.table.balls[%d][0].pos[1]\")\n", ii)
);
}
poolTableDisplay.out.writeBytes("trick.var_ascii() \n" +
String.format("trick.var_cycle(%.3f)\n", dt) +
"trick.var_unpause() \n" );
poolTableDisplay.out.flush();
while (go) {
try {
String line;
String field[];
line = poolTableDisplay.in.readLine();
// System.out.println("Sim->Client:" + line);
field = line.split("\t");
for ( ii=0; ii < nballs; ii++) {
poolTableDisplay.rangeView.balls[ii].x = Double.parseDouble( field[2*ii+1]);
poolTableDisplay.rangeView.balls[ii].y = Double.parseDouble( field[2*ii+2]);
}
} catch (IOException | NullPointerException e ) {
go = false;
}
// Update the scene.
poolTableDisplay.rangeView.repaint();
} // while
} // main
} // class

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/********************************* TRICK HEADER *******************************
PURPOSE: ( Simulate pool balls. )
LIBRARY DEPENDENCY:
((ball.o))
*******************************************************************************/
#ifndef _ball_hh_
#define _ball_hh_
// #include <Eigen/Core>
#include "common_geometry.hh"
// monotonically increasing ID
class Ball {
public:
Ball(double x, double y, double mass, double radius, bool isFixed, int id);
Ball () {}
void setPos(double x, double y);
void setPos(double x, double y, double z);
void setVel(double x, double y);
void setVel(double x, double y, double z);
void setAccel(double x, double y);
void setAccel(double x, double y, double z);
// void setRelativeVel(double x, double y);
void setRelativeVel(double x, double y, double z);
// void setAngularVel(double x, double y);
void setAngularVel(double x, double y, double z);
// void setAngularAccel(double x, double y);
void setAngularAccel(double x, double y, double z);
void clearAllState();
// Z component should always be 0, unless someone tries to add jumps in the future
// double pos[3];
// double prevPos[3]; // Maybe don't need this anymore?
// double vel[3];
// // Used to store derivatives between deriv and integration steps
// double accel[3];
// // Relating to angular velocity
// double relativeVel[3];
// double w[3];
// double angular_accel[3];
Vec pos;
Vec prevPos;
Vec vel;
Vec accel;
Vec relativeVel;
Vec w;
Vec angularAccel;
// double color[3];
double mass;
double radius;
bool fixed;
bool isCue;
int sliding;
bool inPlay = true;
unsigned int id;
};
// Ball* CreateBall(double x, double y, double mass, double radius, bool isFixed);
#endif

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/********************************* TRICK HEADER *******************************
PURPOSE: ( Pool bumper class. )
LIBRARY DEPENDENCY:
((bumper.o))
*******************************************************************************/
#ifndef _bumper_hh_
#define _bumper_hh_
#include <vector>
#include "common_geometry.hh"
class Bumper {
public:
// Have to have a default constructor or trick freaks out
Bumper();
Bumper(int numPoints, double x1, double y1, double x2, double y);
void AddPointToRender(double x, double y);
void AddBorder (double x1, double y1, double x2, double y2);
int id;
Line border;
Vec ** renderedShape;
unsigned int numPoints;
enum PolygonType shapeType;
private:
int nextPointSlot = 0;
};
#endif

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/********************************* TRICK HEADER *******************************
PURPOSE: ( Geometry primitives to be used elsewhere. )
LIBRARY DEPENDENCY:
(())
*******************************************************************************/
#ifndef _common_hh_
#define _common_hh_
#include "math.h"
#include "iostream"
// Should maybe swap this for eigen stuff at some point
class Vec {
public:
Vec(double x, double y) : _x(x), _y(y), _z(0) {}
Vec(double x, double y, double z) : _x(x), _y(y), _z(z) {}
Vec() : _x(0), _y(0), _z(0) {}
Vec operator+ (const Vec& other) {
Vec sum;
sum._x = _x + other._x;
sum._y = _y + other._y;
sum._z = _z + other._z;
return sum;
}
Vec operator- (const Vec& other) {
Vec sum;
sum._x = _x - other._x;
sum._y = _y - other._y;
sum._z = _z - other._z;
return sum;
}
Vec operator* (double scale) {
Vec ret;
ret._x = _x * scale;
ret._y = _y * scale;
ret._z = _z * scale;
return ret;
}
double dot(const Vec& other) {
double ret = 0;
ret += _x * other._x;
ret += _y * other._y;
ret += _z * other._z;
return ret;
}
// Dot product
double operator* (const Vec& other) {
return dot(other);
}
double& operator[] (int index) {
if (index == 0) {
return _x;
} else if (index == 1) {
return _y;
} else if (index == 2) {
return _z;
}
// Throw an error i guess
}
void setZero() {
_x = 0;
_y = 0;
_z = 0;
}
double norm() {
return sqrt(_x*_x + _y*_y + _z*_z);
}
Vec normalized () {
Vec ret(*this);
return ret * (1.0 / this->norm());
}
double& x () { return _x; }
double& y () { return _y; }
double& z () { return _z; }
double _x;
double _y;
double _z;
private:
};
class Line {
public:
Vec p1;
Vec p2;
Line (Vec p1, Vec p2) : p1(p1), p2(p2) {}
Line () {}
};
enum PolygonType {
GENERIC,
CIRCLE,
TRIANGLE,
RECTANGLE,
QUAD
};
#endif

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/********************************* TRICK HEADER *******************************
PURPOSE: ( Pool pocket class. )
LIBRARY DEPENDENCY:
(())
*******************************************************************************/
#ifndef _pocket_hh_
#define _pocket_hh_
#include <vector>
#include "common_geometry.hh"
class Pocket {
public:
// Have to have a default constructor or trick freaks out
Pocket() {}
Pocket(double x, double y, double r) : pos(x,y), radius(r) {}
Vec pos;
double radius;
};
#endif

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/************************************************************************
PURPOSE: (Simulate a pool table.)
LIBRARY DEPENDENCIES:
((pool_table/src/pool_table.o))
**************************************************************************/
#ifndef _POOL_TABLE_H_
#define _POOL_TABLE_H_
#include "trick/regula_falsi.h"
#include "ball.hh"
#include "bumper.hh"
#include "pocket.hh"
#include <vector>
class PoolTable {
public:
PoolTable () : numBalls(0), numAssociations(0) {}
int default_data();
int state_init();
int state_deriv();
int state_integ();
double collision();
// double bumperCollision();
int addBall (double x, double y, double mass, double radius, bool fixed);
int addBumper (int numPoints, double x1, double y1, double x2, double y2);
int addPointToBumper(int id, double x, double y);
int addPointToTable(double x, double y);
int addPocket(double x, double y, double r);
int setBallPos(int id, double x, double y);
int setBallVel(int id, double v_x, double v_y);
void applyCueForce(double x_end, double y_end);
void applyCueForce(double x_end, double y_end, double cueHorizontalDisplacement, double cueVerticalDisplacement, double cueAngle);
void resetCueBall(double x, double y);
void resetCueBall();
double removeBall(int id);
// State variables
Ball** balls;
// Table parameters
// Bumpers and pockets are used by sim, tableShape is just used by graphics client
Bumper** bumpers;
Pocket** pockets;
Vec** tableShape;
unsigned int numBumpers;
unsigned int numPockets;
unsigned int numTablePoints;
int nextBallSlot = 0;
int nextBumperSlot = 0;
int nextPocketSlot = 0;
int nextTablePointSlot = 0;
enum PolygonType tableShapeType;
// Ball-ball collisions
unsigned int numBalls;
unsigned int numAssociations;
REGULA_FALSI* ballAssociations;
// Ball-bumper collisions
unsigned int bumperBallCombos;
REGULA_FALSI* bumperAssociations;
// Ball-pocket collisions
unsigned int pocketBallCombos;
REGULA_FALSI* pocketAssociations;
// Sim constants that should be user-controllable
double frictionRolling = 0.05;
double frictionSliding = 0.25;
double frictionScale = 1;
double frictionTolerance = 0.0005;
double coefficientOfElasticity = .95;
double cueForceScale = 0.6;
double cueMass = 1.0;
int cueBallIndex = 0;
double defaultCueBallX = -0.3;
double defaultCueBallY = 0;
bool allowCollisions = true;
};
#endif

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/********************************* TRICK HEADER *******************************
PURPOSE: ( Simulate balls contacting boundaries. )
LIBRARY DEPENDENCY:
((ball.o))
*******************************************************************************/
#include "../include/ball.hh"
// #include "trick/memorymanager_c_intf.h"
// #include "trick/MemoryManager.hh"
// extern Trick::MemoryManager* trick_MM;
#include <new>
Ball::Ball(double x, double y, double mass, double radius, bool isFixed, int id) :
mass(mass),
radius(radius),
fixed(isFixed),
id(id)
{
pos = Vec(x, y, 0);
}
void Ball::setPos(double x, double y) { setPos(x, y, 0); }
void Ball::setPos(double x, double y, double z) {
pos = Vec(x, y, z);
}
void Ball::setVel(double x, double y) { setVel(x, y, 0); }
void Ball::setVel(double x, double y, double z) {
vel = Vec(x, y, z);
}
void Ball::setAccel(double x, double y) { setAccel(x, y, 0); }
void Ball::setAccel(double x, double y, double z) {
accel = Vec(x, y, z);
}
void Ball::setRelativeVel(double x, double y, double z) {
relativeVel = Vec(x, y, z);
}
void Ball::setAngularVel(double x, double y, double z) {
w = Vec(x, y, z);
}
void Ball::setAngularAccel(double x, double y, double z) {
angularAccel = Vec(x, y, z);
}
void Ball::clearAllState() {
setPos(0, 0, 0);
setVel(0, 0, 0);
setAccel(0, 0, 0);
setRelativeVel(0, 0, 0);
setAngularVel(0, 0, 0);
setAngularAccel(0, 0, 0);
sliding = false;
}

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#include "bumper.hh"
#include "stdlib.h"
#include "trick/memorymanager_c_intf.h"
Bumper::Bumper() {}
Bumper::Bumper(int numPoints, double x1, double y1, double x2, double y2) :
border(Line(Vec(x1, y1), Vec(x2, y2))),
numPoints(numPoints)
{
}
void Bumper::AddPointToRender(double x, double y) {
int id = nextPointSlot++;
if (id < numPoints) {
Vec * point = (Vec*) TMM_declare_var_s("Vec");
renderedShape[id] = (new (point) Vec(x, y));
}
}
void Bumper::AddBorder (double x1, double y1, double x2, double y2) {
border = Line(Vec(x1, y1), Vec(x2, y2));
}

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/********************************* TRICK HEADER *******************************
PURPOSE: (Simulate a pool table.)
LIBRARY DEPENDENCY:
((pool_table.o)
(ball.o))
*******************************************************************************/
#include <math.h>
#include <iostream>
#include "trick/integrator_c_intf.h"
#include "trick/memorymanager_c_intf.h"
#include "../include/pool_table.hh"
#include "trick/trick_math_proto.h"
// Leaving these here, but should probably go somewhere else
double dot( /* Return: Scalar dot or inner product */
double vec1[], /* In: Vector 1 */
double vec2[], /* In: Vector 2 */
int dim)
{
double dot = 0;
for (int i = 0; i < dim; i++) {
dot += vec1[i] * vec2[i];
}
return dot;
}
void scaleInPlace (double vec[], double scale, int dim) {
for (int i = 0; i < dim; i++) {
vec[i] *= scale;
}
}
void mProduct (double product[2], double matrix[2][2], double vec[2]) {
product[0] = matrix[0][0] * vec[0] + matrix[1][0] * vec[1];
product[1] = matrix[0][1] * vec[0] + matrix[1][1] * vec[1];
}
int PoolTable::default_data() {
// balls.clear();
// bumpers.clear();
numBalls = 0;
numBumpers = 0;
return 0;
}
// Input stage runs before this, which populates balls and bumpers
int PoolTable::state_init() {
// Do regula falsi setup here
// Vars for ball/ball collisions
double now ;
numAssociations = (numBalls*(numBalls-1))/2;
ballAssociations = (REGULA_FALSI*)TMM_declare_var_1d("REGULA_FALSI", numAssociations);
unsigned int ii,jj;
for (ii=1; ii<numBalls; ii++) {
for (jj=0; jj<ii; jj++) {
unsigned int association_index = ii*(ii-1)/2+jj;
ballAssociations[association_index].mode = Decreasing;
ballAssociations[association_index].error_tol = 0.0000001;
now = get_integ_time() ;
reset_regula_falsi( now, &ballAssociations[association_index] );
}
}
// Bumper/ball collisions
bumperBallCombos = numBalls * numBumpers;
bumperAssociations = (REGULA_FALSI*)TMM_declare_var_1d("REGULA_FALSI", bumperBallCombos);
for (ii=0; ii<numBalls; ii++) {
for (jj=0; jj<numBumpers; jj++) {
unsigned int association_index = (ii*numBumpers) + jj;
bumperAssociations[association_index].mode = Any;
bumperAssociations[association_index].error_tol = 0.0000001;
now = get_integ_time() ;
reset_regula_falsi( now, &bumperAssociations[association_index] );
}
}
// Need to do the same thing with pocket/ball associations
pocketBallCombos = numBalls * numPockets;
pocketAssociations = (REGULA_FALSI*)TMM_declare_var_1d("REGULA_FALSI", pocketBallCombos);
for (ii=0; ii<numBalls; ii++) {
for (jj=0; jj<numPockets; jj++) {
unsigned int association_index = (ii*numPockets) + jj;
pocketAssociations[association_index].mode = Decreasing;
pocketAssociations[association_index].error_tol = 0.0000001;
now = get_integ_time() ;
reset_regula_falsi( now, &pocketAssociations[association_index] );
}
}
return 0;
}
int PoolTable::state_deriv() {
// derivative - determine the acceleration here
// This is probably just friction
// And angular stuff
// F = MA => A = M^-1 * F
// Will have to account for rolling vs sliding here
// For now, just rolling
for (int i = 0; i < numBalls; i++) {
// Frictional force a constant applied in the opposing direction of velocity.
// Magnitude of velocity is irrelevant unless very close to 0
// Has weird behavior when velocity is very small, so only apply friction if velocity is greater than a tolerance
if (!balls[i]->inPlay) {
continue;
}
if (balls[i]->vel.norm() > frictionTolerance) {
Vec velocityNorm = balls[i]->vel.normalized();
balls[i]->accel[0] = - (frictionScale * frictionRolling * velocityNorm[0]);
balls[i]->accel[1] = - (frictionScale * frictionRolling * velocityNorm[1]);
balls[i]->accel[2] = 0;
} else {
balls[i]->vel[0] = 0;
balls[i]->vel[1] = 0;
balls[i]->vel[2] = 0;
balls[i]->accel[0] = 0;
balls[i]->accel[1] = 0;
balls[i]->accel[2] = 0;
}
}
return 0;
}
int PoolTable::state_integ() {
// Apply the acceleration by changing the velocity by the appropriate amount over the time step
// How many state variables are needed for each ball
int n = 6;
for (int i = 0; i < numBalls; i++) {
if (!balls[i]->inPlay) {
continue;
}
int inner_index = 0;
load_indexed_state(n*i + inner_index++, balls[i]->pos[0]);
load_indexed_state(n*i + inner_index++, balls[i]->pos[1]);
load_indexed_state(n*i + inner_index++, balls[i]->pos[2]);
load_indexed_state(n*i + inner_index++, balls[i]->vel[0]);
load_indexed_state(n*i + inner_index++, balls[i]->vel[1]);
load_indexed_state(n*i + inner_index++, balls[i]->vel[2]);
// Derivatives of all of this junk
inner_index = 0;
load_indexed_deriv(n*i + inner_index++, balls[i]->vel[0]);
load_indexed_deriv(n*i + inner_index++, balls[i]->vel[1]);
load_indexed_deriv(n*i + inner_index++, balls[i]->vel[2]);
load_indexed_deriv(n*i + inner_index++, balls[i]->accel[0]);
load_indexed_deriv(n*i + inner_index++, balls[i]->accel[1]);
load_indexed_deriv(n*i + inner_index++, balls[i]->accel[2]);
}
int integration_step = integrate();
for (int i = 0; i < numBalls; i++) {
if (!balls[i]->inPlay) {
continue;
}
// pos[0] pos[1] pos[2] vel[0] vel[1] vel[2]
int inner_index = 0;
balls[i]->pos[0] = unload_indexed_state(n*i + inner_index++);
balls[i]->pos[1] = unload_indexed_state(n*i + inner_index++);
balls[i]->pos[2] = unload_indexed_state(n*i + inner_index++);
balls[i]->vel[0] = unload_indexed_state(n*i + inner_index++);
balls[i]->vel[1] = unload_indexed_state(n*i + inner_index++);
balls[i]->vel[2] = unload_indexed_state(n*i + inner_index++);
balls[i]->accel[0] = 0;
balls[i]->accel[1] = 0;
balls[i]->accel[2] = 0;
}
return integration_step;
}
double closestPointOnLine(Line& line, Vec pos, Vec& result, bool print) {
Vec a(line.p1);
Vec b(line.p2);
Vec diff = pos - a;
Vec m = b - a;
double t = (diff * m) / (m * m);
if (t < 0)
t = 0;
if (t > 1)
t = 1;
m = m * t;
result = a + m;
return t;
}
double PoolTable::removeBall(int id) {
balls[id]->inPlay = false;
balls[id]->clearAllState();
}
double PoolTable::collision() {
// Handle when the balls collide with others
double now ; /* current integration time. */
double event_tgo;
unsigned int ii,jj;
now = get_integ_time() ;
event_tgo = BIG_TGO;
std::vector<unsigned int> collisionsToProcess;
for (ii=1; ii<numBalls; ii++) {
if (!balls[ii]->inPlay) {
continue;
}
for (jj=0; jj<ii; jj++) {
if (!balls[jj]->inPlay) {
continue;
}
unsigned int associationIndex = ii*(ii-1)/2+jj;
// boundary is distance between balls - radiuses of balls
double distanceBetweenBalls = (balls[ii]->pos - balls[jj]->pos).norm();
double error = distanceBetweenBalls - (balls[ii]->radius + balls[jj]->radius);
ballAssociations[associationIndex].error = error;
double this_tgo = regula_falsi( now, &(ballAssociations[associationIndex])) ;
if (this_tgo < event_tgo) {
event_tgo = this_tgo;
}
if (this_tgo == 0) {
std::cout << "Found colliding balls" << std::endl;
// Add this collision to a list of collisions to process
// probably don't need to do this
collisionsToProcess.push_back(ii);
collisionsToProcess.push_back(jj);
reset_regula_falsi( now, &(ballAssociations[associationIndex]) );
} else {
regula_falsi_set_upper (now, error, &ballAssociations[associationIndex]);
}
}
}
// Handle collisions
for (int i = 0; i < collisionsToProcess.size(); i+=2) {
int index1 = collisionsToProcess[i];
int index2 = collisionsToProcess[i+1];
std::cout << "Collision detected between balls " << index1 << " and " << index2 << std::endl;
Vec q1(balls[index1]->pos);
Vec q2(balls[index2]->pos);
// dg = (q1 - q2) / (|q1 - q2|)
Vec diff = q1 - q2;
Vec dg = diff.normalized();
// Have to stuff both velocities and dg values into 4d vector to do the calculation
// Otherwise I have to do more math
double dg4[4] = {dg[0], dg[1], -dg[0], -dg[1]};
double vel4[4] = {balls[index1]->vel[0], balls[index1]->vel[1], balls[index2]->vel[0], balls[index2]->vel[1]};
// Calculate the impulse
// J = ((-(1 + c) * dg * v) / (dg * M^-1 * dg^T) ) dg
// For now let's just pretend all the masses are 1
double impulse = ((1.0 + coefficientOfElasticity) * dot(dg4, vel4, 4)) / (dot(dg4, dg4, 4));
scaleInPlace(dg4, impulse, 4);
// Impulse[0:1] is x and y components of what should be applied to v1, Impulse[2:3] goes to v2
Vec impulse1(dg4[0], dg4[1], 0);
Vec impulse2(dg4[2], dg4[3], 0);
Vec newV1(balls[index1]->vel);
Vec newV2(balls[index2]->vel);
newV1 = ((newV1 * balls[index1]->mass) - impulse1) * (1.0 / balls[index1]->mass);
newV2 = ((newV2 * balls[index2]->mass) - impulse2) * (1.0 / balls[index2]->mass);
std::cout << "Impulses applied: \n\tV1: " << newV1[0] << " " << newV1[1] << " \n\tV2: " << newV2[0] << " " << newV2[1] << std::endl;
balls[index1]->vel[0] = newV1[0];
balls[index1]->vel[1] = newV1[1];
balls[index2]->vel[0] = newV2[0];
balls[index2]->vel[1] = newV2[1];
}
int numBumperCollisions = 0;
for (ii=0; ii<numBalls; ii++) {
if (!balls[ii]->inPlay) {
continue;
}
for (jj=0; jj<numBumpers; jj++) {
unsigned int association_index = (ii*numBumpers) + jj;
Ball *ball = balls[ii];
Bumper *bumper = bumpers[jj];
Vec closestPointOnBumper;
double t = closestPointOnLine(bumper->border, ball->pos, closestPointOnBumper, true);
double distanceToBumper = (ball->pos - closestPointOnBumper).norm() - ball->radius;
bumperAssociations[association_index].error = distanceToBumper;
double this_tgo = regula_falsi( now, &(bumperAssociations[association_index])) ;
if (this_tgo < event_tgo) {
event_tgo = this_tgo;
}
if (this_tgo == 0) {
numBumperCollisions++;
std::cout << "Found colliding ball " << ii << " and bumper " << jj << std::endl;
reset_regula_falsi( now, &(bumperAssociations[association_index]) );
if (numBumperCollisions > 1) {
// When a ball hits exactly a corner of 2 bumpers, both collisions will be detected and impulses applied.
// But since an impulse takes into consideration the original velocity, the second impulse applied
// just cancels out the first one most of the time. Both impulses should be identical since the
// collision point is the same, so make sure only 1 gets applied. This is kind of hacky
continue;
}
Vec q1(ball->pos);
Vec q2(closestPointOnBumper);
Vec diff = q1 - q2;
Vec dg = diff.normalized();
// Have to stuff both velocities and dg values into 4d vector to do the calculation
// Otherwise I have to do more math
double dg4[4] = {dg[0], dg[1], -dg[0], -dg[1]};
double vel4[4] = {ball->vel[0], ball->vel[1], 0, 0};
// Calculate the impulse
// J = ((-(1 + c) * dg * v) / (dg * M^-1 * dg^T) ) dg
// Really need to get some better matrix math in here
// only used the dot product of the first 2 in the last term since it's supposed to be dg * minv * dg
// and since the bumpers are immovable the mass is infinite which inverse is 0
// So this isn't robust at all
// Setting the CoE to be 1 always - perfectly elastic
// Otherwise there's a weird bouncy thing
double impulse = ((1.0 + 1.0) * dot(dg4, vel4, 4)) / (dot(dg4, dg4, 2));
std::cout << "Impulse: " << impulse << std::endl;
scaleInPlace(dg4, impulse, 4);
// Impulse[0:1] is x and y components of what should be applied to v1, Impulse[2:3] goes to v2
Vec impulse1(dg4[0], dg4[1], 0);
Vec impulse2(dg4[2], dg4[3], 0);
Vec newV1 (ball->vel);
newV1 = ((newV1 * ball->mass) - impulse1) * (1.0 / ball->mass);
std::cout << "Impulses applied: \n\tV1: " << newV1[0] << " " << newV1[1] << std::endl;
ball->vel[0] = newV1[0];
ball->vel[1] = newV1[1];
} else {
regula_falsi_set_upper (now, distanceToBumper, &bumperAssociations[association_index]);
}
}
}
if (numBumperCollisions > 0) {
std::cout << "In this time step, " << numBumperCollisions << " collisions applied" << std::endl;
}
// Pockets
for (ii=0; ii<numBalls; ii++) {
if (!balls[ii]->inPlay) {
continue;
}
for (jj=0; jj<numPockets; jj++) {
unsigned int association_index = (ii*numPockets) + jj;
Ball *ball = balls[ii];
Pocket *pocket = pockets[jj];
// Ball is pocketed when center is within pocket radius
double error = (ball->pos - pocket->pos).norm() - (pocket->radius);
pocketAssociations[association_index].error = error;
double this_tgo = regula_falsi( now, &(pocketAssociations[association_index]));
if (this_tgo < event_tgo) {
event_tgo = this_tgo;
}
if (this_tgo == 0) {
std::cout << "Found pocketed ball " << ii << std::endl;
reset_regula_falsi( now, &(pocketAssociations[association_index]) );
removeBall(ii);
}
}
}
return event_tgo;
}
void PoolTable::resetCueBall() {
resetCueBall(defaultCueBallX, defaultCueBallY);
}
void PoolTable::resetCueBall(double x, double y) {
balls[cueBallIndex]->clearAllState();
balls[cueBallIndex]->setPos(x, y);
balls[cueBallIndex]->inPlay = true;
}
void PoolTable::applyCueForce(double x_end, double y_end) {
applyCueForce(x_end, y_end, 0, 0, 0);
}
void PoolTable::applyCueForce(double x_end, double y_end, double cueHorizontalDisplacement, double cueVerticalDisplacement, double cueAngle) {
std::cout << "Applying cue force" << std::endl;
// assume index 0 is cue ball
int cueIndex = 0;
Vec cueEnd(x_end, y_end);
Vec cueBallPos(balls[cueIndex]->pos);
double r = balls[cueIndex]->radius;
double m = balls[cueIndex]->mass;
double a = cueHorizontalDisplacement * r;
double b = cueVerticalDisplacement * r;
double c = abs(sqrt(pow(r,2) - pow(a,2) - pow(b,2)));
double theta = cueAngle * M_PI / 180.0;
double angleScaling = 1.0 + (cueAngle / 25.0);
Vec cueAxis = cueEnd - cueBallPos;
double cue_v = cueAxis.norm() * cueForceScale * angleScaling;
cueAxis = cueAxis.normalized();
double axis2[2] = {cueAxis[0], cueAxis[1]};
double force = (2 * m * cue_v) / (1.0 * (m / cueMass) + (5.0 / (2.0*pow(r, 2))) * (pow(a,2) + pow(b,2)*pow(cos(theta),2) + pow(c,2)*pow(sin(theta),2) - 2*b*c*sin(theta)*cos(theta)));
// Velocity in the frame of the cue
double v_multiplier = -force/m * cos(theta);
Vec velocityAfterHit = cueAxis * v_multiplier;
std::cout << "Velocity of ball after cue hit: " << velocityAfterHit[0] << " " << velocityAfterHit[1] << std::endl;
balls[cueIndex]->vel = velocityAfterHit;
// TODO: logic for angular and relative velocity
}
// Add a ball to the table and return the ID
int PoolTable::addBall (double x, double y, double mass, double radius, bool fixed) {
int id = nextBallSlot++;
if (id < numBalls) {
Ball * ball = (Ball*) TMM_declare_var_s("Ball");
balls[id] = (new (ball) Ball(x,y,mass,radius, fixed, id));
return id;
}
return -1;
}
// Add a bumper to the table and return the ID
// Only takes in the actual effective line, need to add something else for the rendered shape
int PoolTable::addBumper (int numPoints, double x1, double y1, double x2, double y2) {
int id = nextBumperSlot++;
if (id < numBumpers) {
Bumper * bumper = (Bumper*) TMM_declare_var_s("Bumper");
bumpers[id] = (new (bumper) Bumper(numPoints, x1, y1, x2, y2));
return id;
}
return -1;
}
int PoolTable::addPointToBumper(int id, double x, double y) {
Bumper * bumper = bumpers[id];
bumper->AddPointToRender(x, y);
return 0;
}
int PoolTable::addPointToTable(double x, double y) {
int id = nextTablePointSlot++;
if (id < numTablePoints) {
Vec * point = (Vec*) TMM_declare_var_s("Vec");
tableShape[id] = (new (point) Vec(x, y));
return id;
}
return -1;
}
int PoolTable::addPocket(double x, double y, double r) {
int id = nextPocketSlot++;
if (id < numPockets) {
Pocket * pocket = (Pocket*) TMM_declare_var_s("Pocket");
pockets[id] = (new (pocket) Pocket(x, y, r));
return id;
}
return -1;
}
int PoolTable::setBallPos(int id, double x, double y) {
if (id < numBalls && balls[id] != NULL) {
balls[id]->pos[0] = x;
balls[id]->pos[1] = y;
return 1;
}
return -1;
}
int PoolTable::setBallVel(int id, double v_x, double v_y) {
if (id < numBalls && balls[id] != NULL) {
balls[id]->vel[0] = v_x;
balls[id]->vel[1] = v_y;
return 1;
}
return -1;
}