Beispiel #1
0
BOOST_FIXTURE_TEST_CASE(TestValidQueryFilter, FaceQueryListFixture)
{
  Name queryName("/localhost/nfd/faces/query");
  ndn::nfd::FaceQueryFilter queryFilter;
  queryFilter.setUriScheme("dummy");
  queryName.append(queryFilter.wireEncode());

  shared_ptr<Interest> query(make_shared<Interest>(queryName));

  // add expected faces
  shared_ptr<DummyLocalFace> expectedFace1(make_shared<DummyLocalFace>());
  m_referenceFaces.push_back(expectedFace1);
  add(expectedFace1);

  shared_ptr<DummyFace> expectedFace2(make_shared<DummyFace>());
  m_referenceFaces.push_back(expectedFace2);
  add(expectedFace2);

  // add other faces
  shared_ptr<DummyFace> face1(make_shared<DummyFace>("udp://", "udp://"));
  add(face1);
  shared_ptr<DummyLocalFace> face2(make_shared<DummyLocalFace>("tcp://", "tcp://"));
  add(face2);

  m_face->onReceiveData +=
    bind(&FaceQueryStatusPublisherFixture::decodeFaceStatusBlock, this, _1);

  m_manager.listQueriedFaces(*query);
  BOOST_REQUIRE(m_finished);
}
        void testOpenFaceFromMemory()
        {
            FTFace face1((unsigned char*)100, 0);
            CPPUNIT_ASSERT_EQUAL(face1.Error(), 0x02);

            FTFace face2(HPGCalc_pfb.dataBytes, HPGCalc_pfb.numBytes);
            CPPUNIT_ASSERT_EQUAL(face2.Error(), 0);
        }
        void testOpenFace()
        {
            FTFace face1(BAD_FONT_FILE);
            CPPUNIT_ASSERT_EQUAL(face1.Error(), 0x06);

            FTFace face2(GOOD_FONT_FILE);
            CPPUNIT_ASSERT_EQUAL(face2.Error(), 0);
        }
// Morph two faces
// --morphfaces <targa filename1> <targa filename2> <eigenfaces filename> <distance (0.0=first, 1.0=second, in between is a morph)> <outfile name>
void Main::morphFaces()
{
	std::string filename1=args.nextArg();
	std::string filename2=args.nextArg();
	std::string eigfilename=args.nextArg();
	double distance = args.nextFloat();
	std::string outfilename=args.nextArg();
	EigFaces eigenfaces;
	eigenfaces.load(eigfilename);
	Face face1(eigenfaces.getWidth(), eigenfaces.getHeight());
	Face face2(eigenfaces.getWidth(), eigenfaces.getHeight());
	Face result;
	face1.loadTarga(filename1);
	face2.loadTarga(filename2);
	eigenfaces.morphFaces(face1, face2, distance, result);
	result.saveTarga(outfilename);
}
Beispiel #5
0
C3DModel CTriangulator<Real, Cylinder<Real> >::Triangulate(const Cylinder<Real> &pShape)
{

  Vector3<Real> center  = pShape.getCenter();
  Vector3<Real> u       = pShape.getU();
  Real height2           = pShape.getHalfLength();
  Real rad               = pShape.getRadius();

  C3DModel model;

  std::vector<Vector3<Real> > vVertices;
  std::vector<TriFace>         vFaces;

  int verticalsegments = 2;
  int pointsoncircle   = 24;

  Real dalpha = 2.0 * CMath<Real>::SYS_PI/(Real)pointsoncircle;

  Vector3<Real> vTop    = center + (height2 * u);
  Vector3<Real> vBottom = center - (height2 * u);
  vVertices.push_back(vTop);

  Real dheight = (2.0 * height2)/Real(verticalsegments+1);
  Real currentheight = center.z + height2;
  Real alpha = 0.0;

  //create the vertices
  for(int j=0;j<(verticalsegments+2);j++)
  {
    for(int i=0;i<pointsoncircle;i++)
    {
      Vector3<Real> vNext=pShape.eval(alpha);
      vNext.z = currentheight;
      vVertices.push_back(vNext);
      alpha+=dalpha;
    }
    alpha=0.0;
    currentheight-=dheight;
  }

  vVertices.push_back(vBottom);

  //add the top triangle fan
  for(int i=0;i<pointsoncircle;i++)
  {
    int verts[3];
    verts[0]=0;
    verts[1]=1+i;
    verts[2]=1+(i+1)%pointsoncircle;
    TriFace face(verts);
    vFaces.push_back(face);
  }

  //add the body of the cylinder
  int index = 1;
  for(int i=0;i<verticalsegments+1;i++)
  {
	  int index=1+i*pointsoncircle;
	  for(int j=0;j<pointsoncircle;j++)
	  {
	    int verts[3];
	    verts[0]=index+j;
	    verts[1]=index+pointsoncircle+j;
	    verts[2]=index+(j+1)%pointsoncircle;

	    TriFace face1(verts);
	    vFaces.push_back(face1);
	    verts[0]=index+(j+1)%pointsoncircle;
	    verts[1]=index+pointsoncircle+j;
	    verts[2]=index+pointsoncircle+(j+1)%pointsoncircle;
	    TriFace face2(verts);
	    vFaces.push_back(face2);
	  }
  }//end for i

  int ilast=vVertices.size()-1;
  int ilastrow=ilast-pointsoncircle;
  //add lower triangle fan
  for(int i=0;i<pointsoncircle;i++)
  {
	int verts[3];
	verts[0]=ilast;
	verts[1]=ilastrow+(i+1)%pointsoncircle;
	verts[2]=ilastrow+i;
	TriFace face(verts);
	vFaces.push_back(face);
  }

  model.CreateFrom(vVertices,vFaces);

  return model;

}
Beispiel #6
0
C3DModel CTriangulator<Real, Ellipsoid<Real> >::Triangulate(const Ellipsoid<Real> &pShape)
{
  //-Pi/2 to Pi/2
  Real phi;
  //0 to 2Pi
  Real theta;
  //points on the sphere
  //x=x0+r*cos(theta)*cos(phi)
  //y=y0+r*cos(theta)*sin(phi)
  //z=z0+r*sin(theta)

  C3DModel model;

  std::vector<Vector3<Real> > vVertices;
  std::vector<TriFace>         vFaces;

  int lat  =8;
  int longi=8;

  Real dphi   = CMath<Real>::SYS_PI/(Real)longi;
  Real dtheta = CMath<Real>::SYS_PI/(Real)lat;
  Real halfpi = CMath<Real>::SYS_PI/2.0;

  Vector3<Real> vTop=pShape.eval(halfpi,0);
  Vector3<Real> vBottom=pShape.eval(-halfpi,0);
  vVertices.push_back(vTop);
  
  phi  = halfpi-dphi;
  for(int j=1;j<longi;j++)
  {

	theta=0.0f;
	for(int i=0;i<2*lat;i++)
	{
	  Vector3<Real> vNext=pShape.eval(phi,theta);
	  vVertices.push_back(vNext);
	  theta+=dtheta;
	}//end for i
	phi-=dphi;
  }//end for j

  vVertices.push_back(vBottom);

 // for(int i=0;i<vVertices.size();i++)
	//cout<<vVertices[i]<<endl;

  int lat2=2*lat;
  //add upper triangle fan
  for(int i=0;i<lat2;i++)
  {
	int verts[3];
	verts[0]=0;
	verts[1]=1+i;
	verts[2]=1+(i+1)%lat2;
	TriFace face(verts);
	vFaces.push_back(face);
  }

  //add body
  for(int i=0;i<longi-2;i++)
  {
	int index=1+i*lat2;
	for(int j=0;j<lat2;j++)
	{
	  int verts[3];
	  verts[0]=index+j;
	  verts[1]=index+lat2+j;
	  verts[2]=index+(j+1)%lat2;

	  TriFace face1(verts);
	  vFaces.push_back(face1);
	  verts[0]=index+(j+1)%lat2;
	  verts[1]=index+lat2+j;
	  verts[2]=index+lat2+(j+1)%lat2;
	  TriFace face2(verts);
	  vFaces.push_back(face2);
	}
  }
  int ilast=vVertices.size()-1;
  int ilastrow=ilast-lat2;
  //add lower triangle fan
  for(int i=0;i<lat2;i++)
  {
	int verts[3];
	verts[0]=ilast;
	verts[1]=ilastrow+(i+1)%lat2;
	verts[2]=ilastrow+i;
	TriFace face(verts);
	vFaces.push_back(face);
  }

  model.CreateFrom(vVertices,vFaces);

  return model;
}
Beispiel #7
0
//**********************************************************************************
void Simulator::serviceSensor( Robot * r, Sensor& sens )
{
    double s = sin(r->loc.theta);
    double c = cos(r->loc.theta);
    Vector2 location( sens.location.x*c +-sens.location.y*s ,sens.location.x*s +sens.location.y*c ) ;
    location+=r->loc.point;

	//
	//  Goal sensor
	//
    if( sens.type == GoalSensor )
    {
        Vector2 toGoal = goal-r->loc.point;
        double angle = atan2( toGoal.y, toGoal.x );
        angle -= r->loc.theta;
        if( angle < 0 )
            angle += 2*M_PI;
        sens.fov = angle;
        r->updateSensor( &sens, time, toGoal.mag() );
    }
    else if( sens.type == Compass )
    {
         r->updateSensor( &sens, time, r->loc.theta );
    }
    else if( sens.type == TapeSensor )
    {

	//Tape Sensor
        double fStrip = 0;

	//First see if there is grid in this location
        if( strip > 0 )
        {
            double xdiff = location.x - strip*round( location.x/strip );
            double ydiff = location.y - strip*round( location.y/strip );
            if( fabs( xdiff ) < 0.5*swidth || fabs( ydiff ) < 0.5*swidth )
            {
                fStrip = 1;
            }
            else
            {
                
            }

        }
	//Then check for overlap on all the strips.
        vector< Entity* >::iterator itr2 =entities.begin() ;
        for( ; itr2 != entities.end(); itr2++ )
        {
            if( *itr2 == r || (*itr2)->getType() != Entity::kStrip)
                continue;
            double range;
            (*itr2)->getShape()->closest(location, &range );
            if( range < ((Strip *)(*itr2))->width*0.5 )
            {
                fStrip = 1;
            }

        }

        r->updateSensor( &sens, time, fStrip );
    }
    else if( sens.type == SonarFOV )
    {
        //first, find the zones
        //do this later

        double s1 = sin(r->loc.theta+sens.fov);
        double c1 = cos(r->loc.theta+sens.fov);
        double s2 = sin(r->loc.theta-sens.fov);
        double c2 = cos(r->loc.theta-sens.fov);
        double min = sens.range;
        Vector2 face ( sens.face.x*c +-sens.face.y*s, sens.face.x*s +sens.face.y*c ) ;
        Vector2 face1 ( sens.face.x*c1 +-sens.face.y*s1, sens.face.x*s1 +sens.face.y*c1 );
        Vector2 face2 ( sens.face.x*c2 +-sens.face.y*s2, sens.face.x*s2 +sens.face.y*c2 ) ;
        vector< Entity* >::iterator itr2 =entities.begin() ;
	
	
        
        for( ; itr2 != entities.end(); itr2++ )
        {
            //for each wall, clip it to the bounds of the cone, and find how close it is.
            //return the closest reading
           
            if( *itr2 == r || (*itr2)->getType() != Entity::kWall)
                continue;
            Vector2 where1, where2 ;
            Entity::Line *l = (Entity::Line *)(*itr2)->getShape();
            Vector2 a1 = l->p1-location;
            Vector2 a2 = l->p2-location;
            double range = 1000;
            double t1 = a1.dot(face)/a1.mag();
            double t2 = a2.dot(face)/a2.mag();
            if( t1 < 0 && t2 < 0 )
                continue;  //can't be in the area if it is behind it.
			double closestRange;
			(*itr2)->getShape()->closest( location,&closestRange );
            if( closestRange > sens.range )
				continue;
			
            double cosTheta = cos( sens.fov );
			
			double range1 = (*itr2)->getShape()->rangeTo(location, face1, &where1 );
            double range2 = (*itr2)->getShape()->rangeTo(location, face2, &where2 );
            
            
            if( range1 >=  0 )
            {
                if( range2 >= 0 )
                {
                    
                    Entity::Line( where2, where1 ).closest( location,&range );
                   
                }
                else if( t1 > cosTheta )
                {
                     Entity::Line( l->p1, where1 ).closest( location ,&range);
                    
                }
                else if( t2 > cosTheta )
                {
                    Entity::Line( l->p2, where1 ).closest( location,&range );
                }
                
                     
            }
            else if( range2 >=  0 )
            {
                //cout << "Here\n";
                if( t1 > cosTheta )
                {
                    Entity::Line( l->p1, where2 ).closest( location,&range );
                }
                else if( t2 > cosTheta )
                {
                    Entity::Line( l->p2, where2 ).closest( location,&range );
                }
            }
            else if( t1 > cosTheta )
            {
                range = closestRange;
            }
                
            if( range > 0 && range < min)
            {
                min = range;
            }

        }
        
        r->updateSensor( &sens, time, min );
    }
    else if( sens.type == Sonar )
    {
        //find sensor location
        //do a rotation
        //cout << "Sonar:" << sens.id << endl;
        Vector2 face ( sens.face.x*c +-sens.face.y*s, sens.face.x*s +sens.face.y*c ) ;

        //find the zones I need to check
        vector<int> *myZones = Entity::getLineZones( location , location + face* 100, w,h,zX,zY);

        //go through zone by zone compareing agains walls,
        //but only check the walls we havn;t already checked
        if( myZones == NULL  )
        {
            cout << "no zones returned\n";
            return;
        }
#ifdef BLOCK_REDUNDANT_LINE
        list< Entity* > checked;
#endif
        bool cont = true;
        double min = sens.range; //return maximum range if no reading
        int size = myZones->size() ;
        //cout<< "here\n";
        for( int  i = 0; i < size && cont; i++ )
        {
            
            int z = myZones->operator [] (i);
            //cout << z << endl; 
            if( z < 0 || z >= (zX+1) * (zY+1) )
            {
                cout << "dodged bad zone \n";
                cout << z << ':' << z%(zX+1) << endl;
                continue;
            }
            //if( z % (zX+1) >=zX )
            //    cout << "here" << endl;
            list< Entity* >& e( zones[z] );
            list< Entity* >::iterator eitr,citr;
            eitr =e.begin() ;
            //cout << "Here\n";
            for( ; eitr != e.end(); eitr++ )
            {
                
                if( *eitr == r || (*eitr)->getType() != Entity::kWall)
                {
                   // cout << "rejecting non-wall\n";
                    continue;
                }
                //cout << *eitr << endl;
#ifdef BLOCK_REDUNDANT_LINE
                bool found = false;
                citr = checked.begin();
                for(; citr != checked.end() && (*citr) <= (*eitr); citr++)
                {
                    if( *citr == *eitr )
                    {
                        found = true;
                        break;
                    }
                }
                if( found  )
                    continue;
#endif
                Vector2 loc;
                double range = (*eitr)->getShape()->rangeTo(location, face , &loc);
                if( range >= 0 && range < min)
                {
                    min = range;
                    //if our intersection point is in our zone... no need to continue
                    if( int(loc.x * zX / h ) + int(loc.y * zY / w )* (zX+1) == z )
                        cont = false;

                }
#ifdef BLOCK_REDUNDANT_LINE
                else
                {
                    //use an inserction sort
                    citr = checked.begin();
                    for(; citr != checked.end() && (*citr) < (*eitr); citr++)
                    {}
                    checked.insert( citr, *eitr );
                }
#endif

            }
        }


        /*
         vector< Entity* >::iterator itr2 =entities.begin() ;

         for( ; itr2 != entities.end(); itr2++ )
         {
             if( *itr2 == r || (*itr2)->getType() == Entity::kStrip)
                 continue;
             double range = (*itr2)->getShape()->rangeTo(location, face );
             if( range > 0 && range < min)
             {
                 min = range;
             }

         }*/
        //cout << min << endl;
        if( min < 1e10 )
        {
            r->updateSensor( &sens, time, min );

        }
        else
        {
            r->updateSensor( &sens, time, 100 );
        }
        delete( myZones );
    }
}
//////////////////////////////////////////////////////////////////////////////////
// Build the actual convex hull. The hull is build using the incremental convex hull
// algorithm. It start by building a thethaedron and then add all other points one by
// one. If the points is in the hull, nothing is done, else, the points is include to
// the hull.
//
// Return the four firts point that can be use to build a tethrahedron.
//////////////////////////////////////////////////////////////////////////////////
bool ConvexHullIncremental::buildHull()
{
    if ( m_allPoints.size() < 3 )
        return false;
    
    //Compute the fisrt convex tetrahedron
    //Get 4 point that do not lie on a common plane
    std::vector< Vector > fourPoint = getFourFirstPoint();
    if ( fourPoint.size() < 4 )
        return false; //All points are in the same plane. The incremental method cannot be use.

    //Create a first face with the three first point we have
    Face3D face( fourPoint[0], fourPoint[1], fourPoint[2] );

    //Compute the centroid of the thethraedron. All face normal should point in the opposite direction
    //The thethrahedron is made with the fist four points of the array
    Vector thethaCenter = getCentroid( fourPoint[3], face );

    //Create all three remaining face and make sure all four face are in the good direction
    if ( face.isVisible( thethaCenter ) )
        face.FlipFace();

    Face3D face0( fourPoint[3], face.getPt1(), face.getPt2() );
    if ( face0.isVisible( thethaCenter ) )
        face0.FlipFace();

    Face3D face1( fourPoint[3], face.getPt2(), face.getPt3() );
    if ( face1.isVisible( thethaCenter ) ) 
        face1.FlipFace();

    Face3D face2( fourPoint[3], face.getPt3(), face.getPt1() );
    if ( face2.isVisible( thethaCenter ) ) 
        face2.FlipFace();

    m_hullTriangles.clear();
    m_hullPoints.clear();
    //Add the thethrahedron to the valid face
    m_hullTriangles.push_back(face);
    m_hullTriangles.push_back(face0);
    m_hullTriangles.push_back(face1);
    m_hullTriangles.push_back(face2);

    //Main loop - Add all the remaining points to the hull
    std::vector< Face3D > visiblesFaces; //Faces that are visibles from the current point
    std::vector< Face3D > tempFaces;

    for ( unsigned int i(4); i < m_allPoints.size(); i++ )
    {
        visiblesFaces.clear();
        //Check if the vertice i is visible from all valid face
        std::list< Face3D >::iterator it = m_hullTriangles.begin();
        for ( ; it != m_hullTriangles.end(); it++ )
        {
            if ( it->isVisible( m_allPoints[i] ) )
                visiblesFaces.push_back( *it );
        }

        if ( visiblesFaces.size() == 0 )
            continue; //The current point is inside the convex hull
        
        //The vertex is outside the convex hull. We must delete all faces that can
        //see it.
        for ( unsigned int j(0); j<visiblesFaces.size(); j++ )
        {
            m_hullTriangles.remove( visiblesFaces[j] );
        }

        //Create new faces to include the new point in the hull
        //Only one face see the points. We can directly create the 3 faces as they won't enclose any other point
        if ( visiblesFaces.size() == 1 )
        {
            face = visiblesFaces[ 0 ];
            m_hullTriangles.push_back( Face3D( m_allPoints[i], face.getPt1(), face.getPt2() ) );
            m_hullTriangles.push_back( Face3D( m_allPoints[i], face.getPt2(), face.getPt3() ) );
            m_hullTriangles.push_back( Face3D( m_allPoints[i], face.getPt3(), face.getPt1() ) );
            continue;
        }

        //creates all possible new faces from the visibleFaces
        tempFaces.clear();
        for ( unsigned int j(0); j < visiblesFaces.size(); j++ )
        {
            tempFaces.push_back( Face3D( m_allPoints[i], visiblesFaces[j].getPt1(), visiblesFaces[j].getPt2() ) );
            tempFaces.push_back( Face3D( m_allPoints[i], visiblesFaces[j].getPt2(), visiblesFaces[j].getPt3() ) );
            tempFaces.push_back( Face3D( m_allPoints[i], visiblesFaces[j].getPt3(), visiblesFaces[j].getPt1() ) );
        }

        Face3D ot, cur;
        bool isValid = true;
        for ( unsigned int j(0); j < tempFaces.size(); j++ )
        {
            cur = tempFaces[j];
            //search if there is a point in front of the face : 
            //this means the face doesn't belong to the convex hull
            for ( unsigned int k(0); k < tempFaces.size(); k++ )
            {
                if (k != j){
                    ot = tempFaces[k];
                    if ( cur.isVisible( ot.getCentroid() ) )
                    {
                        isValid = false;
                        break;
                    }
                }
            }
            //the face has no point in front of it
            if ( isValid ) 
                m_hullTriangles.push_back( cur );
            isValid = true;
        }
    }

    return true;
}