Saving working state

This commit is contained in:
Deans 2022-07-14 09:17:00 -05:00
parent b869f851f5
commit 8537601ccb
19 changed files with 1130 additions and 128 deletions

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trick.real_time_enable()
trick.exec_set_software_frame(0.1)
trick.exec_set_software_frame(0.01)
trick.itimer_enable()
trick.exec_set_enable_freeze(True)

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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("Point*", 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]
dyn.table.numBumpers = len(bumperBorders)
dyn.table.bumpers = trick.TMM_declare_var_1d("Bumper*", dyn.table.numBumpers)
for i in range(len(bumperBorders)):
id = dyn.table.addBumper(len(bumperShapes[i])/2, bumperBorders[i][0], bumperBorders[i][1], bumperBorders[i][2],bumperBorders[i][3])
dyn.table.bumpers[id][0].numPoints = len(bumperShapes[i])/2
dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Point*", dyn.table.bumpers[id].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/libigl-example-project/build/example"
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. Please \"cd\" into ../models/graphics/java and type \"make\".')
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("Point*", 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("Point*", 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/libigl-example-project/build/example"
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. Please \"cd\" into ../models/graphics/java and type \"make\".')
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)
id1 = dyn.table.addBall(-2, .5, 1, 1, False);
id2 = dyn.table.addBall(1, .5, 1, 1, False);
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("Point*", 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]
dyn.table.numBumpers = len(bumperBorders)
dyn.table.bumpers = trick.TMM_declare_var_1d("Bumper*", dyn.table.numBumpers)
for i in range(len(bumperBorders)):
id = dyn.table.addBumper(len(bumperShapes[i])/2, bumperBorders[i][0], bumperBorders[i][1], bumperBorders[i][2],bumperBorders[i][3])
dyn.table.bumpers[id][0].numPoints = len(bumperShapes[i])/2
dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Point*", dyn.table.bumpers[id].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.table.setBallVel(id1, 0.5, 0);
dyn_integloop.getIntegrator(trick.Euler, 6*dyn.table.numBalls)
@ -16,15 +125,31 @@ dyn_integloop.getIntegrator(trick.Euler, 6*dyn.table.numBalls)
# Start the Graphics Client
#==========================================
varServerPort = trick.var_server_get_port();
PoolTableDisplay_path = "models/graphics/dist/PoolTableDisplay.jar"
# This will definitely change to something else
PoolTableDisplay_path = "models/graphics/libigl-example-project/build/example"
if (os.path.isfile(PoolTableDisplay_path)) :
PoolTableDisplay_cmd = "java -jar " \
+ PoolTableDisplay_path \
PoolTableDisplay_cmd = PoolTableDisplay_path \
+ " " + str(varServerPort) + " &" ;
print(PoolTableDisplay_cmd)
os.system( PoolTableDisplay_cmd);
else :
print('============================================================================================')
print('PoolTableDisplay needs to be built. Please \"cd\" into ../models/graphics and type \"make\".')
print('============================================================================================')
print('=================================================================================================')
print('PoolTableDisplay needs to be built. Please \"cd\" into ../models/graphics/java and type \"make\".')
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('=================================================================================================')

View File

@ -17,8 +17,9 @@ class PoolTableSimObject : public Trick::SimObject {
("derivative") table.state_deriv() ;
("integration") trick_ret = table.state_integ() ;
("dynamic_event") table.collision() ;
// ("dynamic_event") table.bumperCollision() ;
}
};
PoolTableSimObject dyn;
IntegLoop dyn_integloop(0.1) dyn;
IntegLoop dyn_integloop(0.001) dyn;

View File

@ -0,0 +1,36 @@
SHELL = /bin/sh
PROJECT_NAME = PoolTableDisplay
SRC_DIR = src
BUILD_DIR = build
CLASSES_DIR = $(BUILD_DIR)/classes
JAR_DIR = dist
MAIN_CLASS = PoolTableDisplay
all: jar
clean:
rm -rf $(BUILD_DIR)
rm -f manifest
spotless: clean
rm -rf dist
$(CLASSES_DIR):
@ mkdir -p $(CLASSES_DIR)
compile: | $(CLASSES_DIR)
javac -sourcepath $(SRC_DIR) -d $(CLASSES_DIR) $(SRC_DIR)/PoolTableDisplay.java
manifest:
@ echo "Main-Class: $(MAIN_CLASS)" > $@
$(JAR_DIR):
@ mkdir -p $(JAR_DIR)
jar: compile manifest | $(JAR_DIR)
jar cvfm $(JAR_DIR)/$(PROJECT_NAME).jar manifest -C $(CLASSES_DIR) .
@ echo "-------------------------------------------------------------------------------"
@ echo " BUILD COMPLETE"
@ echo "The Java jar file (the Java Executable) is located at: $(JAR_DIR)/$(PROJECT_NAME).jar"
@ echo "-------------------------------------------------------------------------------"

Binary file not shown.

View File

@ -0,0 +1 @@
Main-Class: PoolTableDisplay

View File

@ -24,7 +24,7 @@ import javax.swing.JPanel;
class Ball {
static int numColors = 9;
static int numColors = 8;
static Color[] colorList = {
Color.WHITE,
Color.YELLOW,
@ -45,7 +45,7 @@ class Ball {
identity = id;
x = 0.0;
y = 0.0;
radius = 0.5;
radius = 1.0;
color = colorList[id % numColors];
}
}
@ -159,8 +159,8 @@ class RangeView extends JPanel {
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.setPaint(Color.BLACK);
// g2d.drawString ( String.format("%d",ii), bx,by);
}
g2d.drawString ( String.format("SCALE: %d pixels/meter",scale), 20,20);
@ -294,7 +294,7 @@ public class PoolTableDisplay extends JFrame {
line = poolTableDisplay.in.readLine();
field = line.split("\t");
for ( ii=0; ii < nballs; ii++) {
// poolTableDisplay.rangeView.balls[ii].radius = Double.parseDouble( field[ii+1]);
poolTableDisplay.rangeView.balls[ii].radius = Double.parseDouble( field[ii+1]);
}
} catch (IOException | NullPointerException e ) {
go = false;

@ -0,0 +1 @@
Subproject commit a9b087f9d8e9cce32ab68705128164cd5d4ad81a

View File

@ -7,9 +7,9 @@ LIBRARY DEPENDENCY:
#define _ball_hh_
// #include <Eigen/Core>
#include "common_geometry.hh"
// monotonically increasing ID
static int id = 0;
class Ball {
@ -17,20 +17,48 @@ class Ball {
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];
double vel[3];
// Used to store derivatives between deriv and integration steps
double accel[3];
// 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];
// // 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 color[3];
double mass;
double radius;
@ -38,6 +66,8 @@ class Ball {
bool isCue;
int sliding;
bool inPlay = true;
unsigned int id;
};

View File

@ -7,39 +7,25 @@ LIBRARY DEPENDENCY:
#define _bumper_hh_
#include <vector>
// this should definitely go somewhere else
// maybe make a geometry libary
class Point {
public:
double x;
double y;
Point(double x, double y) : x(x), y(y) {}
Point() {}
};
class Line {
public:
Point p1;
Point p2;
Line (Point p1, Point p2) : p1(p1), p2(p2) {}
Line () {}
};
#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:
// Actual line that can be collided with
Line border;
// Shape that should be rendered
// Size should be dynamic
std::vector<Point *> renderedShape;
int nextPointSlot = 0;
};

View File

@ -0,0 +1,77 @@
/********************************* TRICK HEADER *******************************
PURPOSE: ( Geometry primitives to be used elsewhere. )
LIBRARY DEPENDENCY:
(())
*******************************************************************************/
#ifndef _common_hh_
#define _common_hh_
// 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() {}
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& 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
}
Vec normalized () {
Vec norm;
}
double& x () { return _x; }
double& y () { return _y; }
double& z () { return _z; }
private:
double _x;
double _y;
double _z;
};
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

View File

@ -0,0 +1,24 @@
/********************************* 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) : x(x), y(y), radius(r) {}
double x;
double y;
double radius;
};
#endif

View File

@ -9,6 +9,7 @@ LIBRARY DEPENDENCIES:
#include "trick/regula_falsi.h"
#include "ball.hh"
#include "bumper.hh"
#include "pocket.hh"
#include <vector>
@ -17,42 +18,78 @@ class PoolTable {
public:
PoolTable () : numBalls(0), numAssociations(0) {}
int addBall (double x, double y, double mass, double radius, bool fixed);
int addBumper (double x1, double y1, double x2, double y2);
int setBallPos(int id, double x, double y);
int setBallVel(int id, double v_x, double v_y);
// Ball ** balls;
// Bumper ** bumpers;
Ball** balls;
Bumper** bumpers;
// Ball-ball collisions
int nextBallSlot = 0;
unsigned int numBalls;
unsigned int numAssociations;
REGULA_FALSI* ballAssociations;
// Ball-bumper collisions
unsigned int numBumpers;
unsigned int numCombos;
REGULA_FALSI* bumperAssociations;
//void ballCollision(Ball &b1, Ball &b2);
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 = 0.99;
double coefficientOfElasticity = .95;
double cueForceScale = 1.0;
double cueMass = 1.0;
int cueBallIndex = 0;
double defaultCueBallX = -0.3;
double defaultCueBallY = 0;
bool allowCollisions = true;
};
#endif

View File

@ -6,30 +6,57 @@ LIBRARY DEPENDENCY:
#include "../include/ball.hh"
// #include "trick/memorymanager_c_intf.h"
#include "trick/MemoryManager.hh"
extern Trick::MemoryManager* trick_MM;
// #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[0] = x;
pos[1] = y;
pos[2] = 0;
pos = Vec(x, y, 0);
}
// Ball* CreateBall(double x, double y, double mass, double radius, bool isFixed) {
// // Ball* b = (Ball*)TMM_declare_var_s("Ball");
// Ball *b = new Ball(x, y, mass, radius, isFixed, 0);
// trick_MM->declare_extern_var ( b, "Ball");
// // Ball *b = (Ball*)trick_MM->declare_var("Ball");
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;
}
// // return (new (b) Ball(x, y, mass, radius, isFixed, 0));
// return b;
// }

View File

@ -1,9 +1,25 @@
#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));
}

View File

@ -29,6 +29,11 @@ void scaleInPlace (double vec[], double scale, int dim) {
}
}
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];
}
@ -36,14 +41,6 @@ int PoolTable::default_data() {
// balls.clear();
// bumpers.clear();
// Dev Testing only - should be deleted
// int id1 = addBall(0.5, 0.5, 1, 1, false);
// int id2 = addBall(0.75, 0.5, 1, 1, false);
// setBallVel(id1, 0.1, 0);
///////////////////////////////////////////
numBalls = 0;
numBumpers = 0;
return 0;
@ -69,7 +66,30 @@ int PoolTable::state_init() {
}
}
// Need to do the same thing with rail/ball associations
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;
}
@ -85,15 +105,13 @@ int PoolTable::state_deriv() {
for (int i = 0; i < numBalls; i++) {
// Frictional force a constant applied in the opposing direction of velocity.
// Magnitude of velocity is irrelevant
// std::cout << "ActuaVelocity: " << balls[i]->vel[0] << " " << balls[i]->vel[1] << std::endl;
// std::cout << "Velocity Norm: " << velocityNorm[0] << " " << velocityNorm[1] << std::endl;
// balls[i]->accel[0] = 0;
// balls[i]->accel[1] = 0;
// 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 (abs(dv_mag(balls[i]->vel)) > frictionTolerance) {
double velocityNorm[3];
dv_norm(velocityNorm, balls[i]->vel);
@ -125,6 +143,10 @@ int PoolTable::state_integ() {
int n = 6;
for (int i = 0; i < numBalls; i++) {
if (!balls[i]->inPlay) {
continue;
}
// State - Need to load 4 values for each ball, but will have to have more when we add angular stuff
// pos[0] pos[1] vel[0] vel[1]
int inner_index = 0;
@ -153,6 +175,10 @@ int PoolTable::state_integ() {
int integration_step = integrate();
for (int i = 0; i < numBalls; i++) {
if (!balls[i]->inPlay) {
continue;
}
// pos[0] pos[1] vel[0] vel[1]
int inner_index = 0;
balls[i]->pos[0] = unload_indexed_state(n*i + inner_index++);
@ -162,23 +188,55 @@ int PoolTable::state_integ() {
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 0;
return integration_step;
}
double closestPointOnLine(Line& line, double pos[2], double result[2], bool print) {
double m[3];
double a[3] = {line.p1.x, line.p1.y};
double b[3] = {line.p2.x, line.p2.y};
double diff[3];
dv_sub(diff, pos, a);
dv_sub(m, b, a);
double t = dot(diff, m, 2) / dot(m, m, 2);
// if (print)
// std::cout << "t: " << t << std::endl;
if (t < 0)
t = 0;
if (t > 1)
t = 1;
scaleInPlace(m, t, 2);
dv_add(result, a, m);
// if (print)
// std::cout << "Result: " << result[0] << " " << result[1] << std::endl;
return t;
}
double PoolTable::removeBall(int id) {
balls[id]->inPlay = false;
balls[id]->clearAllState();
}
// Maybe need a separate scheduled job to handle pockets?
// And the cue?
// Maybe see if there's some "callback" that can handle user input
// There must be, since other sims have control panels too
double PoolTable::collision() {
// Handle when the balls collide with others or with a bumper
// Handle when the balls collide with others
double now ; /* current integration time. */
unsigned int first, second;
unsigned int association_index;
double event_tgo;
unsigned int ii,jj;
@ -188,14 +246,26 @@ double PoolTable::collision() {
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;
}
double diff[3];
dv_sub(diff, balls[ii]->pos, balls[jj]->pos);
double distanceBetweenBalls = dv_mag(diff);
unsigned int associationIndex = ii*(ii-1)/2+jj;
// boundary is distance between balls - radiuses of balls
ballAssociations[associationIndex].error = distanceBetweenBalls - (balls[ii]->radius + balls[jj]->radius);
double error = distanceBetweenBalls - (balls[ii]->radius + balls[jj]->radius);
// std::cout << "Distance between centers: " << distanceBetweenBalls << std::endl;
// std::cout << "Radiuses: " << balls[ii]->radius << " " << balls[jj]->radius << std::endl;
// std::cout << "Error calculation: " << error << std::endl;
ballAssociations[associationIndex].error = error;
double this_tgo = regula_falsi( now, &(ballAssociations[associationIndex])) ;
if (this_tgo < event_tgo) {
@ -203,20 +273,33 @@ double PoolTable::collision() {
}
if (this_tgo == 0) {
std::cout << "Found colliding balls" << std::endl;
// Add this collision to a list of collisions to process
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) {
// if (allowCollisions == false) {
// return event_tgo;
// }
// allowCollisions = false;
int index1 = collisionsToProcess[i];
int index2 = collisionsToProcess[i+1];
std::cout << "Collision detected between balls " << index1 << " and " << index2 << std::endl;
double *q1 = balls[index1]->pos;
double *q2 = balls[index2]->pos;
double q1[3];
dv_copy(q1, balls[index1]->pos);
double q2[3];
dv_copy(q2, balls[index2]->pos);
// dg = (q1 - q2) / (|q1 - q2|)
@ -234,15 +317,261 @@ double PoolTable::collision() {
// 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(dg, impulse, 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
double impulse1[3] = {dg4[0], dg4[1], 0};
double impulse2[3] = {dg4[2], dg4[3], 0};
double newV1[3];
dv_copy(newV1, balls[index1]->vel);
double newV2[3];
dv_copy(newV2, balls[index2]->vel);
scaleInPlace(newV1, balls[index1]->mass, 3);
scaleInPlace(newV2, balls[index2]->mass, 3);
dv_sub(newV1, newV1, impulse1);
dv_sub(newV2, newV2, impulse2);
scaleInPlace(newV1, 1.0 / balls[index1]->mass, 3);
scaleInPlace(newV2, 1.0 / balls[index2]->mass, 3);
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];
}
// std::cout << "Ball 0 pos: " << balls[0]->pos[0] << " " << balls[0]->pos[1] << std::endl;
// std::cout << "Bumper 0 pos: " << bumpers[0]->border.p1.x << " " << bumpers[0]->border.p1.y << " " << bumpers[0]->border.p2.x << " " << bumpers[0]->border.p2.y << std::endl;
int numBumperCollisions = 0;
for (ii=0; ii<numBalls; ii++) {
if (!balls[ii]->inPlay) {
continue;
}
// if (numBumperCollisions > 0)
// break;
for (jj=0; jj<numBumpers; jj++) {
// if (numBumperCollisions > 0)
// break;
unsigned int association_index = (ii*numBumpers) + jj;
Ball *ball = balls[ii];
Bumper *bumper = bumpers[jj];
//Point ballPos(ball->pos[0], ball->pos[1]);
double closestPointOnBumper[3] = {0, 0, 0};
if (ii == 0 && jj == 3) {
double t = closestPointOnLine(bumper->border, ball->pos, closestPointOnBumper, true);
// std::cout << "Closest point on bumper: " << closestPointOnBumper[0] << " " << closestPointOnBumper[1] << std::endl;
} else {
double t = closestPointOnLine(bumper->border, ball->pos, closestPointOnBumper, false);
}
double diff[3];
// dv_sub(diff, ball->pos, closestPointOnBumper);
diff[0] = ball->pos[0] - closestPointOnBumper[0];
diff[1] = ball->pos[1] - closestPointOnBumper[1];
diff[2] = 0;
double distanceToBumper = abs(dv_mag(diff)) - ball->radius;
bumperAssociations[association_index].error = distanceToBumper;
// if (ii == 0 && jj == 3) {
// std::cout << "Ball pos: " << balls[ii]->pos[0] << " " << balls[ii]->pos[1] << std::endl;
// std::cout << "Closest point on bumper: " << closestPointOnBumper[0] << " " << closestPointOnBumper[1] << std::endl;
// std::cout << "Distance to bumper: " << bumperAssociations[association_index].error << std::endl;
// }
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)
continue;
double q1[3];
dv_copy(q1, ball->pos);
double q2[3];
dv_copy(q2, closestPointOnBumper);
q1[2] = 0;
q2[2] = 0;
// dg = (q1 - q2) / (|q1 - q2|)
double diff[3];
dv_sub(diff, q1, q2);
double dg[3];
dv_norm(dg, diff);
// 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
double impulse1[3] = {dg4[0], dg4[1], 0};
double impulse2[3] = {dg4[2], dg4[3], 0};
double newV1[3];
dv_copy(newV1, ball->vel);
// double newV2[3] = {0, 0};
scaleInPlace(newV1, ball->mass, 3);
// scaleInPlace(newV2, balls[index2]->mass, 3);
dv_sub(newV1, newV1, impulse1);
// dv_sub(newV2, newV2, impulse2);
scaleInPlace(newV1, 1.0 / ball->mass, 3);
// scaleInPlace(newV2, 1.0 / balls[index2]->mass, 3);
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];
double pocketPos[3] = {pocket->x, pocket->y, 0};
double diff[3];
dv_sub(diff, ball->pos, pocketPos);
double distance = dv_mag(diff);
// Ball is pocketed when center is within pocket radius
double error = distance - (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" << 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;
double cueEnd[3] = {x_end, y_end};
double cueBallPos[3] = {balls[cueIndex]->pos[0], balls[cueIndex]->pos[1]};
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);
double cueAxis[3];
dv_sub(cueAxis, cueEnd, cueBallPos);
double cue_v = dv_mag(cueAxis) * cueForceScale * angleScaling;
dv_norm(cueAxis, cueAxis);
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_b[2] = {0, -force/m * cos(theta)};
// Rotate to table frame
double y_unit[2] = {0, 1};
double rot = acos(dot(axis2, y_unit, 2) / 1.0);
if (cueAxis[0] < 0) {
rot = -rot;
}
double rotationMatrix[2][2];
rotationMatrix[0][0] = cos(rot);
rotationMatrix[0][1] = -sin(rot);
rotationMatrix[1][0] = sin(rot);
rotationMatrix[1][1] = cos(rot);
double v_table[2];
mProduct(v_table, rotationMatrix, v_b);
std::cout << "Velocity of ball after cue hit: " << v_table[0] << " " << v_table[1] << std::endl;
balls[cueIndex]->vel[0] = v_table[0];
balls[cueIndex]->vel[1] = v_table[1];
// 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++;
@ -256,11 +585,45 @@ int PoolTable::addBall (double x, double y, double mass, double radius, bool fix
// 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 (double x1, double y1, double x2, double y2) {
// bumpers.push_back(bumper);
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) {
Point * point = (Point*) TMM_declare_var_s("Point");
tableShape[id] = (new (point) Point(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;