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Adding fully function simulation
This commit is contained in:
parent
8537601ccb
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@ -2,7 +2,7 @@ import math
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exec(open("./Modified_data/realtime.py").read())
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dyn.table.numBalls = 16
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dyn.table.numBalls = 11
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dyn.table.balls = trick.TMM_declare_var_1d("Ball*", dyn.table.numBalls)
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ballRadius = 0.02
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@ -30,11 +30,11 @@ dyn.table.addBall(center_x+unit_pos[0]*6*(ballRadius+tol), center_y+unit_pos[1]*
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dyn.table.addBall(center_x+unit_neg[0]*6*(ballRadius+tol), center_y+unit_neg[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
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dyn.table.addBall(center_x+unit_pos[0]*6*(ballRadius+tol), center_y+unit_pos[1]*2*(ballRadius+tol), ballMass, ballRadius, False)
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dyn.table.addBall(center_x+unit_neg[0]*8*(ballRadius+tol), center_y+unit_neg[1]*8*(ballRadius+tol), ballMass, ballRadius, False)
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dyn.table.addBall(center_x+unit_pos[0]*8*(ballRadius+tol), center_y+unit_pos[1]*8*(ballRadius+tol), ballMass, ballRadius, False)
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dyn.table.addBall(center_x+unit_neg[0]*8*(ballRadius+tol), center_y+unit_neg[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
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dyn.table.addBall(center_x+unit_pos[0]*8*(ballRadius+tol), center_y+unit_pos[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
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dyn.table.addBall(center_x+unit_pos[0]*8*(ballRadius+tol), center_y, ballMass, ballRadius, False)
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# dyn.table.addBall(center_x+unit_neg[0]*8*(ballRadius+tol), center_y+unit_neg[1]*8*(ballRadius+tol), ballMass, ballRadius, False)
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# dyn.table.addBall(center_x+unit_pos[0]*8*(ballRadius+tol), center_y+unit_pos[1]*8*(ballRadius+tol), ballMass, ballRadius, False)
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# dyn.table.addBall(center_x+unit_neg[0]*8*(ballRadius+tol), center_y+unit_neg[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
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# dyn.table.addBall(center_x+unit_pos[0]*8*(ballRadius+tol), center_y+unit_pos[1]*4*(ballRadius+tol), ballMass, ballRadius, False)
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# dyn.table.addBall(center_x+unit_pos[0]*8*(ballRadius+tol), center_y, ballMass, ballRadius, False)
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corners = [-.5, -.25, .5, .25]
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@ -46,7 +46,7 @@ bumperWidth = 0.03
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dyn.table.numTablePoints = 2
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dyn.table.tableShape = trick.TMM_declare_var_1d("Point*", dyn.table.numTablePoints)
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dyn.table.tableShape = trick.TMM_declare_var_1d("Vec*", dyn.table.numTablePoints)
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dyn.table.tableShapeType = 3 # rectangle
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dyn.table.addPointToTable(corners[0], corners[1])
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dyn.table.addPointToTable(corners[2], corners[3])
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@ -116,7 +116,7 @@ dyn.table.bumpers = trick.TMM_declare_var_1d("Bumper*", dyn.table.numBumpers)
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for i in range(len(bumperBorders)):
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id = dyn.table.addBumper(len(bumperShapes[i])/2, bumperBorders[i][0], bumperBorders[i][1], bumperBorders[i][2],bumperBorders[i][3])
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dyn.table.bumpers[id][0].numPoints = len(bumperShapes[i])/2
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dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Point*", dyn.table.bumpers[id].numPoints)
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dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Vec*", dyn.table.bumpers[id].numPoints)
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dyn.table.bumpers[id][0].shapeType = bumperShapeTypes[i]
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for j in range(0, len(bumperShapes[i]), 2):
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@ -130,8 +130,7 @@ dyn_integloop.getIntegrator(trick.Euler, 6*dyn.table.numBalls)
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#==========================================
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varServerPort = trick.var_server_get_port();
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# This will definitely change to something else
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PoolTableDisplay_path = "models/graphics/libigl-example-project/build/example"
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PoolTableDisplay_path = "models/graphics/cpp/build/PoolTableDisplay"
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if (os.path.isfile(PoolTableDisplay_path)) :
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@ -140,9 +139,9 @@ if (os.path.isfile(PoolTableDisplay_path)) :
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print(PoolTableDisplay_cmd)
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os.system( PoolTableDisplay_cmd);
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else :
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print('=================================================================================================')
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print('PoolTableDisplay needs to be built. Please \"cd\" into ../models/graphics/java and type \"make\".')
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print('=================================================================================================')
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print('===================================')
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print('PoolTableDisplay needs to be built.')
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print('===================================')
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# PoolTableDisplay_path = "models/graphics/java/dist/PoolTableDisplay.jar"
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@ -54,7 +54,7 @@ bumperWidth = 0.03
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dyn.table.numTablePoints = 6
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dyn.table.tableShape = trick.TMM_declare_var_1d("Point*", dyn.table.numTablePoints)
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dyn.table.tableShape = trick.TMM_declare_var_1d("Vec*", dyn.table.numTablePoints)
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dyn.table.tableShapeType = 0 # generic
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for corner in corners:
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dyn.table.addPointToTable(corner[0], corner[1])
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@ -77,7 +77,7 @@ for i in range(len(corners)):
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id = dyn.table.addBumper(3, p1[0], p1[1], p2[0], p2[1])
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dyn.table.bumpers[id][0].shapeType = 2 # Triangle i guess?
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dyn.table.bumpers[id][0].numPoints = 3
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dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Point*", dyn.table.bumpers[id].numPoints)
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dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Vec*", dyn.table.bumpers[id].numPoints)
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dyn.table.addPointToBumper(id, p1[0], p1[1])
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dyn.table.addPointToBumper(id, p2[0], p2[1])
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p3 = [(p1[0] + p2[0])/2,(p1[1] + p2[1])/2]
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@ -91,7 +91,7 @@ dyn_integloop.getIntegrator(trick.Euler, 6*dyn.table.numBalls)
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varServerPort = trick.var_server_get_port();
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# This will definitely change to something else
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PoolTableDisplay_path = "models/graphics/libigl-example-project/build/example"
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PoolTableDisplay_path = "models/graphics/cpp/build/PoolTableDisplay"
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if (os.path.isfile(PoolTableDisplay_path)) :
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@ -100,9 +100,9 @@ if (os.path.isfile(PoolTableDisplay_path)) :
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print(PoolTableDisplay_cmd)
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os.system( PoolTableDisplay_cmd);
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else :
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print('=================================================================================================')
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print('PoolTableDisplay needs to be built. Please \"cd\" into ../models/graphics/java and type \"make\".')
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print('=================================================================================================')
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print('===================================')
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print('PoolTableDisplay needs to be built.')
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print('===================================')
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# PoolTableDisplay_path = "models/graphics/java/dist/PoolTableDisplay.jar"
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@ -42,7 +42,7 @@ bumperWidth = 0.03
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dyn.table.numTablePoints = 2
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dyn.table.tableShape = trick.TMM_declare_var_1d("Point*", dyn.table.numTablePoints)
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dyn.table.tableShape = trick.TMM_declare_var_1d("Vec*", dyn.table.numTablePoints)
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dyn.table.tableShapeType = 3 # rectangle
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dyn.table.addPointToTable(corners[0], corners[1])
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dyn.table.addPointToTable(corners[2], corners[3])
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@ -112,7 +112,7 @@ dyn.table.bumpers = trick.TMM_declare_var_1d("Bumper*", dyn.table.numBumpers)
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for i in range(len(bumperBorders)):
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id = dyn.table.addBumper(len(bumperShapes[i])/2, bumperBorders[i][0], bumperBorders[i][1], bumperBorders[i][2],bumperBorders[i][3])
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dyn.table.bumpers[id][0].numPoints = len(bumperShapes[i])/2
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dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Point*", dyn.table.bumpers[id].numPoints)
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dyn.table.bumpers[id][0].renderedShape = trick.TMM_declare_var_1d("Vec*", dyn.table.bumpers[id].numPoints)
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dyn.table.bumpers[id][0].shapeType = bumperShapeTypes[i]
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for j in range(0, len(bumperShapes[i]), 2):
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@ -127,7 +127,7 @@ dyn_integloop.getIntegrator(trick.Euler, 6*dyn.table.numBalls)
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varServerPort = trick.var_server_get_port();
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# This will definitely change to something else
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PoolTableDisplay_path = "models/graphics/libigl-example-project/build/example"
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PoolTableDisplay_path = "models/graphics/cpp/build/PoolTableDisplay"
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if (os.path.isfile(PoolTableDisplay_path)) :
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@ -136,9 +136,9 @@ if (os.path.isfile(PoolTableDisplay_path)) :
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print(PoolTableDisplay_cmd)
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os.system( PoolTableDisplay_cmd);
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else :
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print('=================================================================================================')
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print('PoolTableDisplay needs to be built. Please \"cd\" into ../models/graphics/java and type \"make\".')
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print('=================================================================================================')
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print('===================================')
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print('PoolTableDisplay needs to be built.')
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print('===================================')
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# PoolTableDisplay_path = "models/graphics/java/dist/PoolTableDisplay.jar"
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@ -17,7 +17,6 @@ class PoolTableSimObject : public Trick::SimObject {
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("derivative") table.state_deriv() ;
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("integration") trick_ret = table.state_integ() ;
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("dynamic_event") table.collision() ;
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// ("dynamic_event") table.bumperCollision() ;
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}
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};
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16
trick_sims/SIM_pool/models/graphics/cpp/CMakeLists.txt
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16
trick_sims/SIM_pool/models/graphics/cpp/CMakeLists.txt
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@ -0,0 +1,16 @@
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cmake_minimum_required(VERSION 3.16)
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project(PoolTableDisplay)
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list(PREPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
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# Libigl
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option(LIBIGL_GLFW "Build target igl::glfw" ON)
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option(LIBIGL_IMGUI "Build target igl::imgui" ON)
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include(libigl)
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# Add your project files
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file(GLOB SRC_FILES *.cpp)
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add_executable(${PROJECT_NAME} ${SRC_FILES})
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target_link_libraries(${PROJECT_NAME} PUBLIC igl::glfw igl::imgui)
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363
trick_sims/SIM_pool/models/graphics/cpp/LICENSE
Normal file
363
trick_sims/SIM_pool/models/graphics/cpp/LICENSE
Normal file
@ -0,0 +1,363 @@
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Mozilla Public License, version 2.0
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1. Definitions
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1.1. "Contributor"
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means each individual or legal entity that creates, contributes to the
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creation of, or owns Covered Software.
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1.2. "Contributor Version"
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means the combination of the Contributions of others (if any) used by a
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Contributor and that particular Contributor's Contribution.
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1.3. "Contribution"
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means Covered Software of a particular Contributor.
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1.4. "Covered Software"
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means Source Code Form to which the initial Contributor has attached the
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notice in Exhibit A, the Executable Form of such Source Code Form, and
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Modifications of such Source Code Form, in each case including portions
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thereof.
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1.5. "Incompatible With Secondary Licenses"
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means
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a. that the initial Contributor has attached the notice described in
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Exhibit B to the Covered Software; or
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b. that the Covered Software was made available under the terms of
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version 1.1 or earlier of the License, but not also under the terms of
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a Secondary License.
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1.6. "Executable Form"
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means any form of the work other than Source Code Form.
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1.7. "Larger Work"
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means a work that combines Covered Software with other material, in a
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separate file or files, that is not Covered Software.
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1.8. "License"
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means this document.
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1.9. "Licensable"
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means having the right to grant, to the maximum extent possible, whether
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at the time of the initial grant or subsequently, any and all of the
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rights conveyed by this License.
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1.10. "Modifications"
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means any of the following:
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a. any file in Source Code Form that results from an addition to,
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deletion from, or modification of the contents of Covered Software; or
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b. any new file in Source Code Form that contains any Covered Software.
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1.11. "Patent Claims" of a Contributor
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means any patent claim(s), including without limitation, method,
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process, and apparatus claims, in any patent Licensable by such
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Contributor that would be infringed, but for the grant of the License,
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by the making, using, selling, offering for sale, having made, import,
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or transfer of either its Contributions or its Contributor Version.
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1.12. "Secondary License"
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means either the GNU General Public License, Version 2.0, the GNU Lesser
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General Public License, Version 2.1, the GNU Affero General Public
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License, Version 3.0, or any later versions of those licenses.
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1.13. "Source Code Form"
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means the form of the work preferred for making modifications.
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1.14. "You" (or "Your")
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means an individual or a legal entity exercising rights under this
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License. For legal entities, "You" includes any entity that controls, is
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controlled by, or is under common control with You. For purposes of this
|
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definition, "control" means (a) the power, direct or indirect, to cause
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the direction or management of such entity, whether by contract or
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otherwise, or (b) ownership of more than fifty percent (50%) of the
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outstanding shares or beneficial ownership of such entity.
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2. License Grants and Conditions
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2.1. Grants
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Each Contributor hereby grants You a world-wide, royalty-free,
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non-exclusive license:
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a. under intellectual property rights (other than patent or trademark)
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Licensable by such Contributor to use, reproduce, make available,
|
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modify, display, perform, distribute, and otherwise exploit its
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Contributions, either on an unmodified basis, with Modifications, or
|
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as part of a Larger Work; and
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b. under Patent Claims of such Contributor to make, use, sell, offer for
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sale, have made, import, and otherwise transfer either its
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Contributions or its Contributor Version.
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2.2. Effective Date
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The licenses granted in Section 2.1 with respect to any Contribution
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become effective for each Contribution on the date the Contributor first
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distributes such Contribution.
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2.3. Limitations on Grant Scope
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The licenses granted in this Section 2 are the only rights granted under
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this License. No additional rights or licenses will be implied from the
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distribution or licensing of Covered Software under this License.
|
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Notwithstanding Section 2.1(b) above, no patent license is granted by a
|
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Contributor:
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a. for any code that a Contributor has removed from Covered Software; or
|
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b. for infringements caused by: (i) Your and any other third party's
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modifications of Covered Software, or (ii) the combination of its
|
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Contributions with other software (except as part of its Contributor
|
||||
Version); or
|
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|
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c. under Patent Claims infringed by Covered Software in the absence of
|
||||
its Contributions.
|
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|
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This License does not grant any rights in the trademarks, service marks,
|
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or logos of any Contributor (except as may be necessary to comply with
|
||||
the notice requirements in Section 3.4).
|
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|
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2.4. Subsequent Licenses
|
||||
|
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No Contributor makes additional grants as a result of Your choice to
|
||||
distribute the Covered Software under a subsequent version of this
|
||||
License (see Section 10.2) or under the terms of a Secondary License (if
|
||||
permitted under the terms of Section 3.3).
|
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|
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2.5. Representation
|
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|
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Each Contributor represents that the Contributor believes its
|
||||
Contributions are its original creation(s) or it has sufficient rights to
|
||||
grant the rights to its Contributions conveyed by this License.
|
||||
|
||||
2.6. Fair Use
|
||||
|
||||
This License is not intended to limit any rights You have under
|
||||
applicable copyright doctrines of fair use, fair dealing, or other
|
||||
equivalents.
|
||||
|
||||
2.7. Conditions
|
||||
|
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Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted in
|
||||
Section 2.1.
|
||||
|
||||
|
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3. Responsibilities
|
||||
|
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3.1. Distribution of Source Form
|
||||
|
||||
All distribution of Covered Software in Source Code Form, including any
|
||||
Modifications that You create or to which You contribute, must be under
|
||||
the terms of this License. You must inform recipients that the Source
|
||||
Code Form of the Covered Software is governed by the terms of this
|
||||
License, and how they can obtain a copy of this License. You may not
|
||||
attempt to alter or restrict the recipients' rights in the Source Code
|
||||
Form.
|
||||
|
||||
3.2. Distribution of Executable Form
|
||||
|
||||
If You distribute Covered Software in Executable Form then:
|
||||
|
||||
a. such Covered Software must also be made available in Source Code Form,
|
||||
as described in Section 3.1, and You must inform recipients of the
|
||||
Executable Form how they can obtain a copy of such Source Code Form by
|
||||
reasonable means in a timely manner, at a charge no more than the cost
|
||||
of distribution to the recipient; and
|
||||
|
||||
b. You may distribute such Executable Form under the terms of this
|
||||
License, or sublicense it under different terms, provided that the
|
||||
license for the Executable Form does not attempt to limit or alter the
|
||||
recipients' rights in the Source Code Form under this License.
|
||||
|
||||
3.3. Distribution of a Larger Work
|
||||
|
||||
You may create and distribute a Larger Work under terms of Your choice,
|
||||
provided that You also comply with the requirements of this License for
|
||||
the Covered Software. If the Larger Work is a combination of Covered
|
||||
Software with a work governed by one or more Secondary Licenses, and the
|
||||
Covered Software is not Incompatible With Secondary Licenses, this
|
||||
License permits You to additionally distribute such Covered Software
|
||||
under the terms of such Secondary License(s), so that the recipient of
|
||||
the Larger Work may, at their option, further distribute the Covered
|
||||
Software under the terms of either this License or such Secondary
|
||||
License(s).
|
||||
|
||||
3.4. Notices
|
||||
|
||||
You may not remove or alter the substance of any license notices
|
||||
(including copyright notices, patent notices, disclaimers of warranty, or
|
||||
limitations of liability) contained within the Source Code Form of the
|
||||
Covered Software, except that You may alter any license notices to the
|
||||
extent required to remedy known factual inaccuracies.
|
||||
|
||||
3.5. Application of Additional Terms
|
||||
|
||||
You may choose to offer, and to charge a fee for, warranty, support,
|
||||
indemnity or liability obligations to one or more recipients of Covered
|
||||
Software. However, You may do so only on Your own behalf, and not on
|
||||
behalf of any Contributor. You must make it absolutely clear that any
|
||||
such warranty, support, indemnity, or liability obligation is offered by
|
||||
You alone, and You hereby agree to indemnify every Contributor for any
|
||||
liability incurred by such Contributor as a result of warranty, support,
|
||||
indemnity or liability terms You offer. You may include additional
|
||||
disclaimers of warranty and limitations of liability specific to any
|
||||
jurisdiction.
|
||||
|
||||
4. Inability to Comply Due to Statute or Regulation
|
||||
|
||||
If it is impossible for You to comply with any of the terms of this License
|
||||
with respect to some or all of the Covered Software due to statute,
|
||||
judicial order, or regulation then You must: (a) comply with the terms of
|
||||
this License to the maximum extent possible; and (b) describe the
|
||||
limitations and the code they affect. Such description must be placed in a
|
||||
text file included with all distributions of the Covered Software under
|
||||
this License. Except to the extent prohibited by statute or regulation,
|
||||
such description must be sufficiently detailed for a recipient of ordinary
|
||||
skill to be able to understand it.
|
||||
|
||||
5. Termination
|
||||
|
||||
5.1. The rights granted under this License will terminate automatically if You
|
||||
fail to comply with any of its terms. However, if You become compliant,
|
||||
then the rights granted under this License from a particular Contributor
|
||||
are reinstated (a) provisionally, unless and until such Contributor
|
||||
explicitly and finally terminates Your grants, and (b) on an ongoing
|
||||
basis, if such Contributor fails to notify You of the non-compliance by
|
||||
some reasonable means prior to 60 days after You have come back into
|
||||
compliance. Moreover, Your grants from a particular Contributor are
|
||||
reinstated on an ongoing basis if such Contributor notifies You of the
|
||||
non-compliance by some reasonable means, this is the first time You have
|
||||
received notice of non-compliance with this License from such
|
||||
Contributor, and You become compliant prior to 30 days after Your receipt
|
||||
of the notice.
|
||||
|
||||
5.2. If You initiate litigation against any entity by asserting a patent
|
||||
infringement claim (excluding declaratory judgment actions,
|
||||
counter-claims, and cross-claims) alleging that a Contributor Version
|
||||
directly or indirectly infringes any patent, then the rights granted to
|
||||
You by any and all Contributors for the Covered Software under Section
|
||||
2.1 of this License shall terminate.
|
||||
|
||||
5.3. In the event of termination under Sections 5.1 or 5.2 above, all end user
|
||||
license agreements (excluding distributors and resellers) which have been
|
||||
validly granted by You or Your distributors under this License prior to
|
||||
termination shall survive termination.
|
||||
|
||||
6. Disclaimer of Warranty
|
||||
|
||||
Covered Software is provided under this License on an "as is" basis,
|
||||
without warranty of any kind, either expressed, implied, or statutory,
|
||||
including, without limitation, warranties that the Covered Software is free
|
||||
of defects, merchantable, fit for a particular purpose or non-infringing.
|
||||
The entire risk as to the quality and performance of the Covered Software
|
||||
is with You. Should any Covered Software prove defective in any respect,
|
||||
You (not any Contributor) assume the cost of any necessary servicing,
|
||||
repair, or correction. This disclaimer of warranty constitutes an essential
|
||||
part of this License. No use of any Covered Software is authorized under
|
||||
this License except under this disclaimer.
|
||||
|
||||
7. Limitation of Liability
|
||||
|
||||
Under no circumstances and under no legal theory, whether tort (including
|
||||
negligence), contract, or otherwise, shall any Contributor, or anyone who
|
||||
distributes Covered Software as permitted above, be liable to You for any
|
||||
direct, indirect, special, incidental, or consequential damages of any
|
||||
character including, without limitation, damages for lost profits, loss of
|
||||
goodwill, work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses, even if such party shall have been
|
||||
informed of the possibility of such damages. This limitation of liability
|
||||
shall not apply to liability for death or personal injury resulting from
|
||||
such party's negligence to the extent applicable law prohibits such
|
||||
limitation. Some jurisdictions do not allow the exclusion or limitation of
|
||||
incidental or consequential damages, so this exclusion and limitation may
|
||||
not apply to You.
|
||||
|
||||
8. Litigation
|
||||
|
||||
Any litigation relating to this License may be brought only in the courts
|
||||
of a jurisdiction where the defendant maintains its principal place of
|
||||
business and such litigation shall be governed by laws of that
|
||||
jurisdiction, without reference to its conflict-of-law provisions. Nothing
|
||||
in this Section shall prevent a party's ability to bring cross-claims or
|
||||
counter-claims.
|
||||
|
||||
9. Miscellaneous
|
||||
|
||||
This License represents the complete agreement concerning the subject
|
||||
matter hereof. If any provision of this License is held to be
|
||||
unenforceable, such provision shall be reformed only to the extent
|
||||
necessary to make it enforceable. Any law or regulation which provides that
|
||||
the language of a contract shall be construed against the drafter shall not
|
||||
be used to construe this License against a Contributor.
|
||||
|
||||
|
||||
10. Versions of the License
|
||||
|
||||
10.1. New Versions
|
||||
|
||||
Mozilla Foundation is the license steward. Except as provided in Section
|
||||
10.3, no one other than the license steward has the right to modify or
|
||||
publish new versions of this License. Each version will be given a
|
||||
distinguishing version number.
|
||||
|
||||
10.2. Effect of New Versions
|
||||
|
||||
You may distribute the Covered Software under the terms of the version
|
||||
of the License under which You originally received the Covered Software,
|
||||
or under the terms of any subsequent version published by the license
|
||||
steward.
|
||||
|
||||
10.3. Modified Versions
|
||||
|
||||
If you create software not governed by this License, and you want to
|
||||
create a new license for such software, you may create and use a
|
||||
modified version of this License if you rename the license and remove
|
||||
any references to the name of the license steward (except to note that
|
||||
such modified license differs from this License).
|
||||
|
||||
10.4. Distributing Source Code Form that is Incompatible With Secondary
|
||||
Licenses If You choose to distribute Source Code Form that is
|
||||
Incompatible With Secondary Licenses under the terms of this version of
|
||||
the License, the notice described in Exhibit B of this License must be
|
||||
attached.
|
||||
|
||||
Exhibit A - Source Code Form License Notice
|
||||
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
|
||||
If it is not possible or desirable to put the notice in a particular file,
|
||||
then You may include the notice in a location (such as a LICENSE file in a
|
||||
relevant directory) where a recipient would be likely to look for such a
|
||||
notice.
|
||||
|
||||
You may add additional accurate notices of copyright ownership.
|
||||
|
||||
Exhibit B - "Incompatible With Secondary Licenses" Notice
|
||||
|
||||
This Source Code Form is "Incompatible
|
||||
With Secondary Licenses", as defined by
|
||||
the Mozilla Public License, v. 2.0.
|
||||
|
26
trick_sims/SIM_pool/models/graphics/cpp/README.md
Normal file
26
trick_sims/SIM_pool/models/graphics/cpp/README.md
Normal file
@ -0,0 +1,26 @@
|
||||
# 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 also 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
|
||||
|
52
trick_sims/SIM_pool/models/graphics/cpp/Socket.cpp
Normal file
52
trick_sims/SIM_pool/models/graphics/cpp/Socket.cpp
Normal file
@ -0,0 +1,52 @@
|
||||
#include "Socket.hh"
|
||||
|
||||
#define SOCKET_BUF_SIZE 2048
|
||||
|
||||
Socket::Socket (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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
if (connect(socket_fd, (struct sockaddr *)&serv_addr, sizeof(serv_addr)) < 0) {
|
||||
std::cout << "Connection failed" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
25
trick_sims/SIM_pool/models/graphics/cpp/Socket.hh
Normal file
25
trick_sims/SIM_pool/models/graphics/cpp/Socket.hh
Normal file
@ -0,0 +1,25 @@
|
||||
#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 (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;
|
||||
|
||||
};
|
11
trick_sims/SIM_pool/models/graphics/cpp/cmake/libigl.cmake
Normal file
11
trick_sims/SIM_pool/models/graphics/cpp/cmake/libigl.cmake
Normal file
@ -0,0 +1,11 @@
|
||||
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)
|
969
trick_sims/SIM_pool/models/graphics/cpp/main.cpp
Normal file
969
trick_sims/SIM_pool/models/graphics/cpp/main.cpp
Normal file
@ -0,0 +1,969 @@
|
||||
#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 <thread>
|
||||
#include <queue>
|
||||
|
||||
#include "Socket.hh"
|
||||
|
||||
// #include <sys/types.h>
|
||||
// #include <sys/socket.h>
|
||||
// #include <netinet/in.h>
|
||||
// #include <unistd.h>
|
||||
// #include <arpa/inet.h>
|
||||
|
||||
#include <mutex>
|
||||
|
||||
std::vector<Eigen::Vector3d> ball_colors = {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(0.0,0.7,0.0), //green
|
||||
Eigen::Vector3d(0.3,0.07,0.15), //maroon
|
||||
Eigen::Vector3d(0.0,0.0,0.0), //black
|
||||
};
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
~RenderedShape() {
|
||||
if (destructorPrint)
|
||||
std::cout << "Destroying rendered Shape" << std::endl;
|
||||
}
|
||||
|
||||
// std::vector<Eigen::Vector3d> getVerticesWithOffset(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;
|
||||
|
||||
bool destructorPrint = false;
|
||||
|
||||
};
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
~Polygon() {
|
||||
if (destructorPrint)
|
||||
std::cout << "Destroying a polygon" << std::endl;
|
||||
}
|
||||
|
||||
// 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::cerr << "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;
|
||||
bool destructorPrint = false;
|
||||
};
|
||||
|
||||
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());
|
||||
// std::cout << "Center: " << points[0].toVec3() << std::endl;
|
||||
// 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 Generic : public Polygon {
|
||||
|
||||
// public:
|
||||
// Generic(int numPoints, double layer) : Polygon(numPoints, layer) {}
|
||||
|
||||
// // Assumes a simple convex polygon
|
||||
// virtual RenderedShape* render() const {
|
||||
// RenderedShape * shape = new RenderedShape();
|
||||
|
||||
// if (!isValid()) {
|
||||
// // Should maybe throw an error
|
||||
// std::cerr << "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;
|
||||
// }
|
||||
// };
|
||||
|
||||
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();
|
||||
renderedShape->destructorPrint = true;
|
||||
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;
|
||||
}
|
||||
|
||||
void launchViewer (igl::opengl::glfw::Viewer *viewer) {
|
||||
viewer->launch();
|
||||
}
|
||||
|
||||
bool mousePressed = false;
|
||||
double mouseX = 0;
|
||||
double mouseY = 0;
|
||||
|
||||
std::queue<std::string> messageQueue;
|
||||
std::mutex messageLock;
|
||||
|
||||
bool sendCue = false;
|
||||
std::mutex renderLock;
|
||||
|
||||
Eigen::MatrixXd V;
|
||||
Eigen::MatrixXi F;
|
||||
Eigen::MatrixXd C;
|
||||
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) {
|
||||
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;
|
||||
}
|
||||
|
||||
int port = 0;
|
||||
port = std::stoi(argv[1]);
|
||||
if (port == 0) {
|
||||
printUsage();
|
||||
return -1;
|
||||
}
|
||||
|
||||
std::cout << "Port received: " << port << std::endl;
|
||||
|
||||
Socket socket("localhost", port);
|
||||
|
||||
socket << "trick.var_set_client_tag(\"PoolTableDisplay\") \n";
|
||||
|
||||
// Should request all the static data first - table, bumper, and pocket shapes
|
||||
// Hardcoded for now
|
||||
|
||||
socket << "trick.var_add(\"dyn.table.numBalls\")\ntrick.var_send() \ntrick.var_clear() \n";
|
||||
|
||||
std::string reply;
|
||||
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;
|
||||
// std::cout << "Radius reply: " << reply << std::endl;
|
||||
auto radii = parseTrickResponse(split(reply, '\t'));
|
||||
|
||||
// To be able to account for balls being added and subtracted, probably need to request numBalls every time, and just delete the moving objects each render cycle
|
||||
// Probably a more optimized way to do this
|
||||
// TODO: figure that out
|
||||
|
||||
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::cout << "Table shape reply: " << reply << std::endl;
|
||||
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) {
|
||||
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 {
|
||||
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);
|
||||
|
||||
// Pockets
|
||||
socket << "trick.var_add(\"dyn.table.numPockets\")\n \ntrick.var_send() \ntrick.var_clear() \n";
|
||||
|
||||
socket >> reply;
|
||||
double numPockets = stod(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);
|
||||
}
|
||||
|
||||
|
||||
// std::vector<double> table_corners = {-.5, -.25, .5, .25};
|
||||
// Eigen::Vector3d table_color(0.2, 0.6, 0.2);
|
||||
// table.addShape(table_corners, table_color, true, RECTANGLE);
|
||||
|
||||
// Bumpers
|
||||
|
||||
socket << "trick.var_add(\"dyn.table.numBumpers\")\n \ntrick.var_send() \ntrick.var_clear() \n";
|
||||
|
||||
socket >> reply;
|
||||
double numBumpers = stod(split(reply, '\t')[1]);
|
||||
|
||||
std::cout << "Num bumpers: " << numBumpers << std::endl;
|
||||
|
||||
//templateString = "trick.var_add(\"dyn.table.bumpers[%d][0].border.p1.x\") \ntrick.var_add(\"dyn.table.bumpers[%d][0].border.p1.y\")\ntrick.var_add(\"dyn.table.bumpers[%d][0].border.p2.x\") \ntrick.var_add(\"dyn.table.bumpers[%d][0].border.p2.y\")\n";
|
||||
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<double> bumperData = parseTrickResponse(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);
|
||||
}
|
||||
|
||||
renderLock.lock();
|
||||
std::tie(V, F, C) = table.getMesh();
|
||||
renderLock.unlock();
|
||||
|
||||
igl::opengl::glfw::Viewer * viewer = new igl::opengl::glfw::Viewer();
|
||||
igl::opengl::glfw::imgui::ImGuiPlugin *plugin = new igl::opengl::glfw::imgui::ImGuiPlugin();
|
||||
viewer->plugins.push_back(plugin);
|
||||
menu = new igl::opengl::glfw::imgui::ImGuiMenu();
|
||||
plugin->widgets.push_back(menu);
|
||||
|
||||
|
||||
viewer->callback_mouse_down = mouse_down;
|
||||
viewer->callback_mouse_up = mouse_up;
|
||||
viewer->callback_mouse_move = mouse_move;
|
||||
viewer->callback_pre_draw = pre_draw;
|
||||
menu->callback_draw_viewer_menu = draw_viewer_menu;
|
||||
|
||||
viewer->core().orthographic = true;
|
||||
viewer->core().camera_zoom = 2;
|
||||
viewer->data().show_lines = false;
|
||||
viewer->data().set_face_based(false);
|
||||
viewer->data().double_sided = true;
|
||||
|
||||
viewer->core().is_animating = true;
|
||||
|
||||
// Plot the mesh
|
||||
viewer->data().set_mesh(V, F);
|
||||
viewer->data().set_colors(C);
|
||||
|
||||
// Viewer is blocking, have to launch it in a separate thread
|
||||
std::thread viewerThread (launchViewer, viewer);
|
||||
|
||||
// std::this_thread::sleep_for(std::chrono::milliseconds(1000));
|
||||
|
||||
|
||||
std::cout << "After launch " << std::endl;
|
||||
// Need to get nBalls and posititions every time
|
||||
// Maybe should add some coordinating by ID logic too
|
||||
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";
|
||||
|
||||
int badReplies = 10;
|
||||
|
||||
// Start the actual draw loop
|
||||
int drawIteration = 0;
|
||||
while (true) {
|
||||
// std::cout << "Draw loop iteration" << drawIteration++ << std::endl;
|
||||
|
||||
messageLock.lock();
|
||||
while (!messageQueue.empty()) {
|
||||
std::string message = messageQueue.front();
|
||||
messageQueue.pop();
|
||||
socket.send(message);
|
||||
}
|
||||
messageLock.unlock();
|
||||
|
||||
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;
|
||||
badReplies--;
|
||||
if (badReplies > 0)
|
||||
continue;
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
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.unlock();
|
||||
}
|
||||
|
||||
viewerThread.join();
|
||||
}
|
@ -6,12 +6,15 @@ 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() {}
|
||||
Vec() : _x(0), _y(0), _z(0) {}
|
||||
|
||||
Vec operator+ (const Vec& other) {
|
||||
Vec sum;
|
||||
@ -21,6 +24,14 @@ class Vec {
|
||||
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;
|
||||
@ -29,7 +40,21 @@ class Vec {
|
||||
return ret;
|
||||
}
|
||||
|
||||
double& operator() (int index) {
|
||||
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) {
|
||||
@ -41,20 +66,32 @@ class Vec {
|
||||
// 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 norm;
|
||||
|
||||
Vec ret(*this);
|
||||
|
||||
return ret * (1.0 / this->norm());
|
||||
}
|
||||
|
||||
double& x () { return _x; }
|
||||
double& y () { return _y; }
|
||||
double& z () { return _z; }
|
||||
|
||||
|
||||
private:
|
||||
double _x;
|
||||
double _y;
|
||||
double _z;
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
class Line {
|
||||
@ -74,4 +111,6 @@ enum PolygonType {
|
||||
QUAD
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
@ -13,10 +13,9 @@ 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) {}
|
||||
Pocket(double x, double y, double r) : pos(x,y), radius(r) {}
|
||||
|
||||
double x;
|
||||
double y;
|
||||
Vec pos;
|
||||
double radius;
|
||||
|
||||
};
|
||||
|
@ -82,7 +82,7 @@ class PoolTable {
|
||||
double frictionScale = 1;
|
||||
double frictionTolerance = 0.0005;
|
||||
double coefficientOfElasticity = .95;
|
||||
double cueForceScale = 1.0;
|
||||
double cueForceScale = 0.6;
|
||||
double cueMass = 1.0;
|
||||
|
||||
int cueBallIndex = 0;
|
||||
|
@ -11,6 +11,8 @@ LIBRARY DEPENDENCY:
|
||||
#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 */
|
||||
@ -34,9 +36,6 @@ void mProduct (double product[2], double matrix[2][2], double vec[2]) {
|
||||
product[1] = matrix[0][1] * vec[0] + matrix[1][1] * vec[1];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
int PoolTable::default_data() {
|
||||
// balls.clear();
|
||||
// bumpers.clear();
|
||||
@ -66,6 +65,7 @@ int PoolTable::state_init() {
|
||||
}
|
||||
}
|
||||
|
||||
// Bumper/ball collisions
|
||||
bumperBallCombos = numBalls * numBumpers;
|
||||
bumperAssociations = (REGULA_FALSI*)TMM_declare_var_1d("REGULA_FALSI", bumperBallCombos);
|
||||
for (ii=0; ii<numBalls; ii++) {
|
||||
@ -112,9 +112,8 @@ int PoolTable::state_deriv() {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (abs(dv_mag(balls[i]->vel)) > frictionTolerance) {
|
||||
double velocityNorm[3];
|
||||
dv_norm(velocityNorm, balls[i]->vel);
|
||||
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]);
|
||||
@ -147,8 +146,6 @@ int PoolTable::state_integ() {
|
||||
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;
|
||||
load_indexed_state(n*i + inner_index++, balls[i]->pos[0]);
|
||||
load_indexed_state(n*i + inner_index++, balls[i]->pos[1]);
|
||||
@ -159,16 +156,14 @@ int PoolTable::state_integ() {
|
||||
load_indexed_state(n*i + inner_index++, balls[i]->vel[2]);
|
||||
|
||||
// Derivatives of all of this junk
|
||||
// vel[0] vel[1] accel[0] accel[1]
|
||||
|
||||
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]); // Needs to be accel[0]
|
||||
load_indexed_deriv(n*i + inner_index++, balls[i]->accel[1]); // Needs to be accel[1]
|
||||
load_indexed_deriv(n*i + inner_index++, balls[i]->accel[2]); // Needs to be accel[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]);
|
||||
|
||||
}
|
||||
|
||||
@ -179,7 +174,7 @@ int PoolTable::state_integ() {
|
||||
continue;
|
||||
}
|
||||
|
||||
// pos[0] pos[1] vel[0] vel[1]
|
||||
// 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++);
|
||||
@ -198,19 +193,13 @@ int PoolTable::state_integ() {
|
||||
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];
|
||||
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;
|
||||
|
||||
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;
|
||||
double t = (diff * m) / (m * m);
|
||||
|
||||
if (t < 0)
|
||||
t = 0;
|
||||
@ -218,10 +207,8 @@ double closestPointOnLine(Line& line, double pos[2], double result[2], bool prin
|
||||
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;
|
||||
m = m * t;
|
||||
result = a + m;
|
||||
|
||||
return t;
|
||||
}
|
||||
@ -253,19 +240,14 @@ double PoolTable::collision() {
|
||||
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
|
||||
double distanceBetweenBalls = (balls[ii]->pos - balls[jj]->pos).norm();
|
||||
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) {
|
||||
@ -276,6 +258,7 @@ double PoolTable::collision() {
|
||||
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]) );
|
||||
@ -288,25 +271,16 @@ double PoolTable::collision() {
|
||||
|
||||
// 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[3];
|
||||
dv_copy(q1, balls[index1]->pos);
|
||||
double q2[3];
|
||||
dv_copy(q2, balls[index2]->pos);
|
||||
|
||||
Vec q1(balls[index1]->pos);
|
||||
Vec q2(balls[index2]->pos);
|
||||
|
||||
// dg = (q1 - q2) / (|q1 - q2|)
|
||||
double diff[3];
|
||||
dv_sub(diff, q1, q2);
|
||||
double dg[3];
|
||||
dv_norm(dg, diff);
|
||||
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
|
||||
@ -320,22 +294,14 @@ double PoolTable::collision() {
|
||||
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};
|
||||
Vec impulse1(dg4[0], dg4[1], 0);
|
||||
Vec impulse2(dg4[2], dg4[3], 0);
|
||||
|
||||
double newV1[3];
|
||||
dv_copy(newV1, balls[index1]->vel);
|
||||
double newV2[3];
|
||||
dv_copy(newV2, balls[index2]->vel);
|
||||
Vec newV1(balls[index1]->vel);
|
||||
Vec 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);
|
||||
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;
|
||||
|
||||
@ -346,46 +312,22 @@ double PoolTable::collision() {
|
||||
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;
|
||||
|
||||
Vec closestPointOnBumper;
|
||||
double t = closestPointOnLine(bumper->border, ball->pos, closestPointOnBumper, true);
|
||||
double distanceToBumper = (ball->pos - closestPointOnBumper).norm() - 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;
|
||||
@ -394,25 +336,21 @@ double PoolTable::collision() {
|
||||
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)
|
||||
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;
|
||||
}
|
||||
|
||||
double q1[3];
|
||||
dv_copy(q1, ball->pos);
|
||||
double q2[3];
|
||||
dv_copy(q2, closestPointOnBumper);
|
||||
q1[2] = 0;
|
||||
q2[2] = 0;
|
||||
Vec q1(ball->pos);
|
||||
Vec q2(closestPointOnBumper);
|
||||
|
||||
|
||||
// dg = (q1 - q2) / (|q1 - q2|)
|
||||
double diff[3];
|
||||
dv_sub(diff, q1, q2);
|
||||
double dg[3];
|
||||
dv_norm(dg, diff);
|
||||
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
|
||||
@ -432,21 +370,13 @@ double PoolTable::collision() {
|
||||
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};
|
||||
Vec impulse1(dg4[0], dg4[1], 0);
|
||||
Vec impulse2(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);
|
||||
Vec newV1 (ball->vel);
|
||||
|
||||
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);
|
||||
newV1 = ((newV1 * ball->mass) - impulse1) * (1.0 / ball->mass);
|
||||
|
||||
std::cout << "Impulses applied: \n\tV1: " << newV1[0] << " " << newV1[1] << std::endl;
|
||||
|
||||
@ -472,16 +402,11 @@ double PoolTable::collision() {
|
||||
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);
|
||||
|
||||
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) {
|
||||
@ -489,7 +414,7 @@ double PoolTable::collision() {
|
||||
}
|
||||
|
||||
if (this_tgo == 0) {
|
||||
std::cout << "Found pocketed ball" << std::endl;
|
||||
std::cout << "Found pocketed ball " << ii << std::endl;
|
||||
reset_regula_falsi( now, &(pocketAssociations[association_index]) );
|
||||
removeBall(ii);
|
||||
}
|
||||
@ -510,20 +435,17 @@ void PoolTable::resetCueBall(double x, double 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]};
|
||||
Vec cueEnd(x_end, y_end);
|
||||
Vec cueBallPos(balls[cueIndex]->pos);
|
||||
|
||||
double r = balls[cueIndex]->radius;
|
||||
double m = balls[cueIndex]->mass;
|
||||
@ -535,37 +457,21 @@ void PoolTable::applyCueForce(double x_end, double y_end, double cueHorizontalDi
|
||||
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);
|
||||
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_b[2] = {0, -force/m * cos(theta)};
|
||||
double v_multiplier = -force/m * cos(theta);
|
||||
Vec velocityAfterHit = cueAxis * v_multiplier;
|
||||
|
||||
// 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;
|
||||
}
|
||||
std::cout << "Velocity of ball after cue hit: " << velocityAfterHit[0] << " " << velocityAfterHit[1] << std::endl;
|
||||
|
||||
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];
|
||||
balls[cueIndex]->vel = velocityAfterHit;
|
||||
|
||||
// TODO: logic for angular and relative velocity
|
||||
|
||||
@ -605,8 +511,8 @@ int PoolTable::addPointToBumper(int id, double x, double y) {
|
||||
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));
|
||||
Vec * point = (Vec*) TMM_declare_var_s("Vec");
|
||||
tableShape[id] = (new (point) Vec(x, y));
|
||||
return id;
|
||||
}
|
||||
return -1;
|
||||
|
Loading…
x
Reference in New Issue
Block a user