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c2e42f4ef4
- Split VariableServerThread into VariableServerSession and VariableReference classes - Use C++ streams for data handling - Unit tests
833 lines
26 KiB
C++
833 lines
26 KiB
C++
#include <igl/opengl/glfw/Viewer.h>
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#include <igl/opengl/glfw/imgui/ImGuiPlugin.h>
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#include <igl/opengl/glfw/imgui/ImGuiMenu.h>
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#include <igl/opengl/glfw/imgui/ImGuiHelpers.h>
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#include <vector>
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#include <string>
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#include <iostream>
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#include <sstream>
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#include <stdlib.h>
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#include <string>
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#include "Socket.hh"
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#define STR_MAX 1024
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std::vector<Eigen::Vector3d> ball_colors = {Eigen::Vector3d(0.0,0.4,0.0), //green
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Eigen::Vector3d(1.0,1.0,0.0), //yellow
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Eigen::Vector3d(0.0,0.0,1.0), //blue
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Eigen::Vector3d(1.0,0.0,0.0), //red
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Eigen::Vector3d(0.5,0.0,0.3), //purple
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Eigen::Vector3d(0.7,0.5,0.0), //orange
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Eigen::Vector3d(0.0,0.0,0.0), //black
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Eigen::Vector3d(0.3,0.07,0.15), //maroon
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};
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const double layer_BALL = 0.005;
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const double layer_TABLE = 0.001;
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const double layer_BUMPER = 0.002;
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const double layer_RAIL = 0.000;
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const double layer_CUE = 0.008;
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const double layer_POCKET = 0.002;
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class RenderedShape {
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public:
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RenderedShape() {}
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int baseIndex = 0;
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int getNumVertices() {
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return vertices.size();
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}
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int getNumFaces() {
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return faces.size();
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}
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std::vector<Eigen::Vector3i> getFacesWithBaseIndex(int newBase) {
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std::vector<Eigen::Vector3i> newFaces;
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int offset = newBase - baseIndex;
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Eigen::Vector3i baseOffset(offset, offset, offset);
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for (Eigen::Vector3i& face : faces) {
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newFaces.emplace_back(face + baseOffset);
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}
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baseIndex = newBase;
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return newFaces;
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}
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std::vector<Eigen::Vector3d> vertices;
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std::vector<Eigen::Vector3i> faces;
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std::vector<Eigen::Vector3d> colors;
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};
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class Point {
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public:
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Point () : point(0, 0) {}
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Point (double x, double y) : point(x, y, 0) {}
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Point (double x, double y, double layer) : point(x, y, layer) {}
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Eigen::Vector3d toVec3 () const {
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return Eigen::Vector3d(point);
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}
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double x() const {
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return point[0];
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}
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double y() const {
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return point[1];
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}
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Eigen::Vector3d point;
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};
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class Polygon {
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public:
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Polygon(unsigned int verts, double layer) : vertexMax(verts), layer(layer) {}
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void addPoint(double x, double y) {
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if (points.size() < vertexMax)
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points.emplace_back(x, y, layer);
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}
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void setColor(double r, double g, double b) {
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color = Eigen::Vector3d(r, g, b);
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}
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void setColor(Eigen::Vector3d& c) {
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color = Eigen::Vector3d(c);
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}
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void setLayer(double l) {
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layer = l;
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}
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Eigen::Vector3d getColor() const {
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return color;
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}
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// Works with any simple convex polygon where the points are in order
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virtual RenderedShape* render() const {
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RenderedShape * shape = new RenderedShape();
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if (!isValid()) {
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// Should maybe throw an error
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std::cout << "Generic has incorrect number of corners" << std::endl;
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return shape;
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}
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for (int i = 0; i < points.size(); i++) {
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shape->vertices.emplace_back(points[i].toVec3());
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shape->colors.emplace_back(color);
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}
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for (int i = 1; i < points.size()-1; i++) {
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shape->faces.emplace_back(0, i, i+1);
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}
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return shape;
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}
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virtual bool isValid() const {
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return points.size() <= vertexMax;
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}
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protected:
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std::vector<Point> points;
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Eigen::Vector3d color;
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unsigned int vertexMax;
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double layer;
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int id;
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};
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class Circle : public Polygon {
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public:
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Circle (double x, double y, double r, double layer) : Polygon(1, layer), radius(r) {
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addPoint(x, y);
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}
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bool isValid() const {
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return points.size() == 1 && radius >= 0;
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}
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RenderedShape *render() const {
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// Circle is broken down into wedges in order to be rendered here
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RenderedShape *shape = new RenderedShape();
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if (!isValid()) {
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std::cout << "Circle has incorrect number of points" << std::endl;
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return shape;
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}
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// Add colors
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for (int i = 0; i < numWedges + 2; i++) {
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shape->colors.emplace_back(color);
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}
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// Add center
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shape->vertices.emplace_back(points[0].toVec3());
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// Add outside vertices
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for (int i = 0; i <= numWedges; i++) {
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shape->vertices.emplace_back(points[0].x() + radius * cos(2 * M_PI * i / numWedges),
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points[0].y() + radius * sin(2 * M_PI * i / numWedges),
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layer);
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}
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// Make the triangles
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for (int j = 0; j <= numWedges; j++) {
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shape->faces.emplace_back(0, j + 1, 1 + ((j + 1) % (numWedges + 1)));
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}
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return shape;
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}
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private:
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double radius;
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int numWedges = 20;
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};
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class Rectangle : public Polygon {
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public:
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// only need upper left and lower right corners
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Rectangle(double layer) : Polygon(2, layer) {}
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bool isValid() const {
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return points.size() == vertexMax;
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}
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void addCorner (double x, double y) {
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addPoint(x, y);
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}
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RenderedShape* render() const {
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RenderedShape *shape = new RenderedShape();
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if (!isValid()) {
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// Should maybe throw an error
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std::cerr << "Rectangle has incorrect number of corners" << std::endl;
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return shape;
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}
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// Add colors
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for (int i = 0; i < 6; i++) {
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shape->colors.emplace_back(color);
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}
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// Add triangles within rectangle
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shape->vertices.emplace_back(points[0].x(), points[1].y(), layer);
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shape->vertices.emplace_back(points[1].x(), points[0].y(), layer);
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shape->vertices.emplace_back(points[0].toVec3());
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shape->faces.emplace_back(0, 1, 2);
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shape->vertices.emplace_back(points[0].x(), points[1].y(), layer);
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shape->vertices.emplace_back(points[1].toVec3());
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shape->vertices.emplace_back(points[1].x(), points[0].y(), layer);
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shape->faces.emplace_back(3, 4, 5);
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return shape;
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}
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};
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class Triangle : public Polygon {
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public:
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Triangle (double layer) : Polygon(3, layer) {}
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void addCorner (double x, double y) {
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addPoint(x, y);
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}
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RenderedShape* render() const {
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RenderedShape *shape = new RenderedShape();
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if (!isValid()) {
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// Should maybe throw an error
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std::cerr << "Triangle has incorrect number of corners" << std::endl;
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return shape;
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}
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// Add colors and vertices at the same time
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for (int i = 0; i < 3; i++) {
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shape->colors.emplace_back(color);
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shape->vertices.emplace_back(points[i].toVec3());
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}
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// just the 1 triangle
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shape->faces.emplace_back(0, 1, 2);
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return shape;
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}
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};
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enum PolygonType {
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GENERIC,
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CIRCLE,
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TRIANGLE,
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RECTANGLE
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};
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class Table {
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public:
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Table () {}
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void clearMovingShapes() {
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for (int i = 0; i < movingShapes.size(); i++) {
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delete movingShapes[i];
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delete movingRenderedShapes[i];
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}
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movingShapes.clear();
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movingRenderedShapes.clear();
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}
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void updateMovingShape(int id) {
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// TODO
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}
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// Need to have an agreed upon way to send over variables
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int addShape(std::vector<double> shapeData, Eigen::Vector3d color, bool isStatic, PolygonType type, double layer) {
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Polygon *shape;
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switch (type) {
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case GENERIC: {
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// Number of points is just data / 2 i guess
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Polygon *newPolygon = new Polygon(shapeData.size()/2, layer);
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for (int i = 0; i < shapeData.size(); i+=2) {
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double x = shapeData[i];
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double y = shapeData[i+1];
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newPolygon->addPoint(x,y);
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}
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shape = newPolygon;
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break;
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}
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case CIRCLE: {
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if (shapeData.size() != 3) {
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std::cout << "Bad shapedata size for circle" << std::endl;
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return -1;
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}
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double x = shapeData[0];
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double y = shapeData[1];
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double r = shapeData[2];
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Circle *newCircle = new Circle(x, y, r, layer);
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shape = newCircle;
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break;
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}
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case TRIANGLE: {
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Triangle *newTriangle = new Triangle(layer);
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if (shapeData.size() != 6) {
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std::cout << "Bad shapedata size for triangle" << std::endl;
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return -1;
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}
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for (int i = 0; i < shapeData.size(); i+=2) {
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double x = shapeData[i];
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double y = shapeData[i+1];
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newTriangle->addCorner(x, y);
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}
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shape = newTriangle;
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break;
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}
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case RECTANGLE: {
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Rectangle *newRectangle = new Rectangle(layer);
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if (shapeData.size() != 4) {
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std::cout << "Bad shapedata size for rectangle" << std::endl;
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return -1;
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}
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for (int i = 0; i < shapeData.size(); i+=2) {
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double x = shapeData[i];
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double y = shapeData[i+1];
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newRectangle->addCorner(x, y);
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}
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shape = newRectangle;
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break;
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}
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default: {
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break;
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}
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}
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shape->setColor(color);
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if (isStatic) {
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std::cout << "Adding to static shapes" << std::endl;
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staticShapes.emplace_back(shape);
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} else {
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// std::cout << "Adding to moving shapes" << std::endl;
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movingShapes.emplace_back(shape);
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}
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return 0;
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}
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// Call this once
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void renderStaticShapes() {
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staticRendered = true;
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numStaticVertices = 0;
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numStaticFaces = 0;
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int i = 0;
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staticRenderedShapes.clear();
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for (Polygon* shape : staticShapes) {
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std::cout << "Rendering shape " << i++ << std::endl;
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RenderedShape *renderedShape = shape->render();
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numStaticVertices += renderedShape->getNumVertices();
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numStaticFaces += renderedShape->getNumFaces();
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staticRenderedShapes.emplace_back(renderedShape);
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}
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}
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// Should think about how to make sure we aren't making big unnessary copies of stuff
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std::tuple<Eigen::MatrixXd, Eigen::MatrixXi, Eigen::MatrixXd> getMesh() {
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// if (!staticRendered) {
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// renderStaticShapes();
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// }
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numStaticVertices = 0;
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numStaticFaces = 0;
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int i = 0;
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staticRenderedShapes.clear();
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for (Polygon* shape : staticShapes) {
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RenderedShape *renderedShape = shape->render();
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numStaticVertices += renderedShape->getNumVertices();
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numStaticFaces += renderedShape->getNumFaces();
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staticRenderedShapes.emplace_back(renderedShape);
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}
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int totalFaces = numStaticFaces;
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int totalVertices = numStaticVertices;
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for (Polygon* shape : movingShapes) {
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RenderedShape *renderedShape = shape->render();
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totalVertices += renderedShape->getNumVertices();
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totalFaces += renderedShape->getNumFaces();
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movingRenderedShapes.push_back(renderedShape);
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}
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// std::cout << "Total Vertices: " << totalVertices << std::endl;
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// std::cout << "Total Faces: " << totalFaces << std::endl;
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// std::cout << "Total Colors: " << totalVertices << std::endl;
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// Now have to put all of these into giant matrices
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Eigen::MatrixXd renderV;
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renderV.resize(totalVertices, 3);
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Eigen::MatrixXi renderF;
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renderF.resize(totalFaces, 3);
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Eigen::MatrixXd renderC;
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renderC.resize(totalVertices, 3);
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// TODO: Ideally have some matrix with preloaded static shapes
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// For now do them all here
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int vertexIndex = 0;
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int faceIndex = 0;
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for (RenderedShape* shape : staticRenderedShapes) {
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// Add vertices and colors
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for (int i = 0; i < shape->getNumVertices(); i++) {
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renderV.row(i+vertexIndex) = shape->vertices[i];
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renderC.row(i+vertexIndex) = shape->colors[i];
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}
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auto newFaces = shape->getFacesWithBaseIndex(vertexIndex);
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// Add faces - with the correct offset
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for (int i = 0; i < newFaces.size(); i++) {
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renderF.row(i+faceIndex) = newFaces[i];
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}
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vertexIndex += shape->getNumVertices();
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faceIndex += newFaces.size();
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}
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for (RenderedShape* shape : movingRenderedShapes) {
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// Add vertices and colors
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for (int i = 0; i < shape->getNumVertices(); i++) {
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renderV.row(i+vertexIndex) = shape->vertices[i];
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renderC.row(i+vertexIndex) = shape->colors[i];
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}
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auto newFaces = shape->getFacesWithBaseIndex(vertexIndex);
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// Add faces - with the correct offset
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for (int i = 0; i < newFaces.size(); i++) {
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renderF.row(i+faceIndex) = newFaces[i];
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}
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vertexIndex += shape->getNumVertices();
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faceIndex += newFaces.size();
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}
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return std::make_tuple(renderV, renderF, renderC);
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}
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private:
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std::vector<Polygon *> staticShapes;
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std::vector<Polygon *> movingShapes;
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std::vector<RenderedShape *> staticRenderedShapes;
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std::vector<RenderedShape *> movingRenderedShapes;
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int numStaticVertices;
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int numStaticFaces;
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bool staticRendered = false;
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};
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void printUsage() {
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std::cout << "Usage: program <portNumber>" << std::endl;
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}
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std::vector<std::string> split (std::string& str, const char delim) {
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std::stringstream ss(str);
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std::string s;
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std::vector<std::string> ret;
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while (ss >> s) {
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ret.push_back(s);
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}
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return ret;
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}
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double totalTime = 0;
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std::vector<double> requestTime;
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template <typename T>
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T stringConvert (const std::string& str)
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{
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std::istringstream ss(str);
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T num;
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ss >> num;
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return num;
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}
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template <typename T>
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std::vector<T> trickResponseConvert (std::string& response)
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{
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auto responseSplit = split(response, '\t');
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std::vector<T> result;
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// ignore index 0
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for (int i = 1; i < responseSplit.size(); i++) {
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result.push_back(stringConvert<T>(responseSplit[i]));
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}
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return result;
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}
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template <typename T>
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T getVar(Socket& socket, std::string varName) {
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std::string requestString = "trick.var_send_once(\"" + varName + "\")\n";
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std::string reply;
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// std::cout << "Request: " << requestString << std::endl;
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socket << requestString;
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socket >> reply;
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// std::cout << "Reply: " << reply << std::endl;
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return stringConvert<T>(split(reply, '\t')[1]);
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}
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// Wrapper for sprintf use case bc im tired of dealing with std::string vs char* stuff
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std::string format(const std::string& formatString, int num) {
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size_t buf_len = formatString.size() + 10;
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char *buf = (char *)malloc(buf_len);
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snprintf(buf, buf_len, formatString.c_str(), num);
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return std::string(buf);
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}
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// Assumes the varName string has a %d in it
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template <typename T>
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std::vector<T> getVarList(Socket& socket, std::string varName, int num) {
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std::string totalRequest = "";
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std::vector<T> result;
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totalRequest += format(varName, 0);
|
|
for (int i = 1; i < num; i++) {
|
|
totalRequest += ", ";
|
|
totalRequest += format(varName, i);
|
|
}
|
|
|
|
std::string requestString = "trick.var_send_once(\"" + totalRequest + "\", " + std::to_string(num) + ")\n";
|
|
// std::cout << "Request: " << requestString << std::endl;
|
|
|
|
std::string reply;
|
|
socket << requestString;
|
|
socket >> reply;
|
|
|
|
// std::cout << "Reply: " << reply << std::endl;
|
|
return trickResponseConvert<T>(reply);
|
|
}
|
|
|
|
template <typename T>
|
|
std::vector<T> fold (const std::vector<T> a, const std::vector<T> b) {
|
|
std::vector<T> result;
|
|
for (int i = 0; i < a.size() && i < b.size(); i++) {
|
|
result.emplace_back (a[i]);
|
|
result.emplace_back (b[i]);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
// Parse socket number out of argv
|
|
if (argc != 2) {
|
|
printUsage();
|
|
return -1;
|
|
}
|
|
|
|
bool socketOn = true;
|
|
int port = 0;
|
|
port = std::stoi(argv[1]);
|
|
if (port == 0) {
|
|
socketOn = false;
|
|
}
|
|
|
|
std::cout << "Port received: " << port << std::endl;
|
|
Socket socket;
|
|
socket.init("localhost", port);
|
|
|
|
std::string reply;
|
|
|
|
socket << "trick.var_set_client_tag(\"PoolTableDisplay\") \n";
|
|
|
|
int numBalls = getVar<int>(socket, "dyn.table.numBalls");
|
|
// int numBalls = 16;
|
|
std::vector<double> radii = getVarList<double>(socket, "dyn.table.balls[%d][0].radius", numBalls);
|
|
int numTablePoints = getVar<int>(socket, "dyn.table.numTablePoints");
|
|
enum PolygonType tableShape = PolygonType(getVar<int>(socket, "dyn.table.tableShapeType"));
|
|
std::vector<double> table_x = getVarList<double>(socket, "dyn.table.tableShape[%d][0]._x", numTablePoints);
|
|
std::vector<double> table_y = getVarList<double>(socket, "dyn.table.tableShape[%d][0]._y", numTablePoints);
|
|
std::vector<double> tablePoints = fold(table_x, table_y);
|
|
|
|
Table table;
|
|
// std::cout << "TablePoints: ";
|
|
|
|
for (auto point : tablePoints ) {
|
|
// std::cout << point << " ";
|
|
}
|
|
// std::cout << "\ttableShape: " << tableShape << std::endl;
|
|
|
|
table.addShape(tablePoints, Eigen::Vector3d(0.2, 0.6, 0.2), true, tableShape, layer_TABLE);
|
|
|
|
// Make the rail - translate each point on the table out from center by railWidth
|
|
std::vector<double> railData;
|
|
|
|
if (tableShape == RECTANGLE) {
|
|
// If it's a rectangle then the rail is a bigger rectangle
|
|
double railWidth = 0.07;
|
|
railData.push_back(tablePoints[0] - railWidth);
|
|
railData.push_back(tablePoints[1] - railWidth);
|
|
railData.push_back(tablePoints[2] + railWidth);
|
|
railData.push_back(tablePoints[3] + railWidth);
|
|
} else {
|
|
// If it's just a shape then rail is bigger shape
|
|
// Works with simple convex polygons centered at 0,0
|
|
// Could probably calculate center and make it more general but i dont want to
|
|
double railWidth = 0.15;
|
|
for (int i = 0; i < tablePoints.size(); i+=2) {
|
|
Eigen::Vector2d point(tablePoints[i], tablePoints[i+1]);
|
|
Eigen::Vector2d railPoint(tablePoints[i], tablePoints[i+1]);
|
|
point = point.normalized() * railWidth;
|
|
railPoint = railPoint + point;
|
|
railData.push_back(railPoint(0));
|
|
railData.push_back(railPoint(1));
|
|
}
|
|
}
|
|
|
|
table.addShape(railData, Eigen::Vector3d(.3, .2, .15), true, tableShape, layer_RAIL);
|
|
|
|
// pockets
|
|
int numPockets = getVar<int>(socket, "dyn.table.numPockets");
|
|
|
|
std::vector<double> pocket_x = getVarList<double>(socket, "dyn.table.pockets[%d][0].pos._x", numPockets);
|
|
std::vector<double> pocket_y = getVarList<double>(socket, "dyn.table.pockets[%d][0].pos._y", numPockets);
|
|
std::vector<double> pocket_r = getVarList<double>(socket, "dyn.table.pockets[%d][0].radius", numPockets);
|
|
for (int i = 0; i < numPockets; i++) {
|
|
table.addShape(std::vector<double>({pocket_x[i],pocket_y[i],pocket_r[i]}), Eigen::Vector3d(0.0, 0.0, 0.0), true, CIRCLE, layer_POCKET);
|
|
}
|
|
|
|
// bumpers
|
|
int numBumpers = getVar<int>(socket, "dyn.table.numBumpers");
|
|
for (int i = 0; i < numBumpers; i++) {
|
|
int numPoints = getVar<int>(socket,format("dyn.table.bumpers[%d][0].numPoints", i));
|
|
PolygonType bumperShapeType = PolygonType(getVar<int>(socket,format("dyn.table.bumpers[%d][0].shapeType", i)));
|
|
|
|
std::string request_bumper = format("dyn.table.bumpers[%d][0]", i);
|
|
|
|
std::string request_x = request_bumper + ".renderedShape[%d][0]._x";
|
|
std::string request_y = request_bumper + ".renderedShape[%d][0]._y";
|
|
|
|
std::vector<double> list_x = getVarList<double>(socket, request_x, numPoints);
|
|
std::vector<double> list_y = getVarList<double>(socket, request_y, numPoints);
|
|
std::vector<double> bumperBorder = fold(list_x, list_y);
|
|
table.addShape(bumperBorder, Eigen::Vector3d(0.2,0.4,0.2), true, bumperShapeType, layer_BUMPER);
|
|
|
|
}
|
|
|
|
// Request all of the ball positions
|
|
|
|
std::vector<double> ball_x = getVarList<double>(socket, "dyn.table.balls[%d][0].pos._x", numBalls);
|
|
std::vector<double> ball_y = getVarList<double>(socket, "dyn.table.balls[%d][0].pos._y", numBalls);
|
|
for (int i = 0; i < numBalls; i++) {
|
|
Eigen::Vector3d circleColor = ball_colors[i % ball_colors.size()];
|
|
table.addShape(std::vector<double>({ball_x[i], ball_y[i], radii[i]}), circleColor, false, CIRCLE, layer_BALL);
|
|
}
|
|
|
|
bool mousePressed = false;
|
|
double mouseX = 0;
|
|
double mouseY = 0;
|
|
|
|
Eigen::MatrixXd V;
|
|
Eigen::MatrixXi F;
|
|
Eigen::MatrixXd C;
|
|
|
|
std::tie(V, F, C) = table.getMesh();
|
|
|
|
igl::opengl::glfw::Viewer * view = new igl::opengl::glfw::Viewer();
|
|
igl::opengl::glfw::imgui::ImGuiPlugin *plugin = new igl::opengl::glfw::imgui::ImGuiPlugin();
|
|
igl::opengl::glfw::imgui::ImGuiMenu *menu = new igl::opengl::glfw::imgui::ImGuiMenu();
|
|
|
|
view->plugins.push_back(plugin);
|
|
plugin->widgets.push_back(menu);
|
|
|
|
view->callback_mouse_down = [&](igl::opengl::glfw::Viewer& viewer, int button, int modifier) -> bool {
|
|
mousePressed = true;
|
|
return false;
|
|
};
|
|
|
|
view->callback_mouse_up = [&] (igl::opengl::glfw::Viewer& viewer, int button, int modifier) -> bool {
|
|
mousePressed = false;
|
|
std::string cueRequest = "";
|
|
std::string templateString = "dyn.table.applyCueForce(%.3f, %.3f) \n";
|
|
|
|
char buf[2048];
|
|
snprintf(buf, sizeof(buf), templateString.c_str(), mouseX, mouseY);
|
|
cueRequest += std::string(buf);
|
|
socket << cueRequest;
|
|
return false;
|
|
};
|
|
|
|
view->callback_mouse_move = [&] (igl::opengl::glfw::Viewer& viewer, int mouse_x, int mouse_y) {
|
|
Eigen::Vector3f pos(mouse_x, mouse_y, 0);
|
|
Eigen::Matrix4f model = viewer.core().view;
|
|
// Viewer is made for 3d, so we have to do math to figure out what the 2d mouse coordinates are
|
|
Eigen::Vector3f unproj = igl::unproject(pos, model, viewer.core().proj, viewer.core().viewport);
|
|
mouseX = unproj[0];
|
|
mouseY = -unproj[1];
|
|
return true;
|
|
};
|
|
|
|
view->callback_pre_draw = [&](igl::opengl::glfw::Viewer& viewer) -> bool {
|
|
// Look for new data and redraw
|
|
// std::cout << "Waiting vars" << std::endl;
|
|
socket >> reply;
|
|
// std::cout << "Got vars: " << reply << std::endl;
|
|
|
|
std::vector<double> replyData = trickResponseConvert<double>(reply);
|
|
|
|
if (replyData.size() <= 1) {
|
|
return false;
|
|
}
|
|
|
|
table.clearMovingShapes();
|
|
|
|
Eigen::Vector2d cueBallPos;
|
|
int cueBallIndex = 0;
|
|
|
|
for (int i = 0; i < numBalls; i++) {
|
|
double inPlay = replyData[1+(i*3 + 2)];
|
|
if (inPlay == 0) {
|
|
continue;
|
|
}
|
|
std::vector<double> circleData = {replyData[1+(i*3)], replyData[1+(i*3 + 1)], radii[i]};
|
|
Eigen::Vector3d circleColor;
|
|
if (i == cueBallIndex) {
|
|
circleColor = Eigen::Vector3d(1,1,1);
|
|
cueBallPos = Eigen::Vector2d(replyData[1+(i*2)], replyData[1+(i*2 + 1)]);
|
|
} else {
|
|
circleColor = ball_colors[i % ball_colors.size()];
|
|
}
|
|
table.addShape(circleData, circleColor, false, CIRCLE, layer_BALL);
|
|
}
|
|
|
|
if (mousePressed) {
|
|
// Draw the cue
|
|
double cue_width = 0.03;
|
|
Eigen::Vector2d cue_end(mouseX, mouseY);
|
|
Eigen::Vector2d vec = (cue_end - cueBallPos).normalized();
|
|
Eigen::Vector2d off1(-vec(1), vec(0));
|
|
Eigen::Vector2d off2(vec(1), -vec(0));
|
|
Eigen::Vector2d point1 = cue_end + (off1 * cue_width);
|
|
Eigen::Vector2d point2 = cue_end + (off2 * cue_width);
|
|
std::vector<double> triangleData = {cueBallPos(0), cueBallPos(1), point1(0), point1(1), point2(0), point2(1)};
|
|
table.addShape(triangleData, Eigen::Vector3d(0, 0, 0), false, TRIANGLE, layer_CUE);
|
|
}
|
|
|
|
std::tie(V, F, C) = table.getMesh();
|
|
|
|
viewer.data().clear();
|
|
viewer.core().orthographic = true;
|
|
viewer.data().show_lines = false;
|
|
viewer.data().set_face_based(false);
|
|
viewer.data().double_sided = true;
|
|
viewer.core().is_animating = true;
|
|
viewer.core().camera_zoom = 2;
|
|
|
|
// Set mesh and colors to new positions
|
|
viewer.data().set_mesh(V, F);
|
|
viewer.data().set_colors(C);
|
|
|
|
return false;
|
|
};
|
|
|
|
menu->callback_draw_viewer_menu = [&] () {
|
|
ImGui::Text("Menu");
|
|
if (ImGui::Button("Reset Cue Ball", ImVec2(-1, 0)))
|
|
{
|
|
std::string message = "dyn.table.resetCueBall() \n";
|
|
socket << message;
|
|
}
|
|
};
|
|
|
|
|
|
// Initial viewer setup
|
|
view->core().orthographic = true;
|
|
view->core().camera_zoom = 2;
|
|
view->data().show_lines = false;
|
|
view->data().set_face_based(false);
|
|
view->data().double_sided = true;
|
|
view->core().is_animating = true;
|
|
|
|
// Plot the mesh
|
|
view->data().set_mesh(V, F);
|
|
view->data().set_colors(C);
|
|
|
|
// Viewer is blocking, have to launch it in a separate thread
|
|
|
|
// Need to get nBalls and positions every time
|
|
socket << "trick.var_pause() \n";
|
|
socket << "trick.var_add(\"dyn.table.numBalls\")\n";
|
|
std::string positionRequest = "";
|
|
char * templateString = "trick.var_add(\"dyn.table.balls[%d][0].pos._x\")\ntrick.var_add(\"dyn.table.balls[%d][0].pos._y\")\ntrick.var_add(\"dyn.table.balls[%d][0].inPlay\")\n";
|
|
for (int i = 0; i < numBalls; i++) {
|
|
char buf[2048];
|
|
snprintf(buf, sizeof(buf), templateString, i, i, i);
|
|
positionRequest += std::string(buf);
|
|
}
|
|
socket << positionRequest;
|
|
socket << "trick.var_ascii() \n";
|
|
socket << "trick.var_cycle(0.010) \n";
|
|
socket << "trick.var_unpause() \n";
|
|
|
|
view->launch();
|
|
}
|