Beispiel #1
0
// Wraps objects that go outside the screen's bounds
void wrapPosition(object *o) {
	
	// Convert object position to screen space
	vector toCheck = fromWorld(&(o->pos));
	
	// If a laser, deactivate the object
	if (o->type == LAZOR &&
		(toCheck.x > 1.0 || toCheck.x < -1.0 || 
		toCheck.y > 1.0 || toCheck.y < -1.0)) {
			o->state &= !LAZER_ACTIVE;
			return;
	}
	
	// Adjust position
	if (toCheck.x > 1.0) toCheck.x = -1.0;
	else if (toCheck.x < -1.0) toCheck.x = 1.0;
	if (toCheck.y > 1.0) toCheck.y = -1.0;
	else if (toCheck.y < -1.0) toCheck.y = 1.0;
	
	// Convert position back to world space
	o->pos = toWorld(&toCheck);
}
Beispiel #2
0
vrpn_HapticBoolean TexturePlane::collisionDetect(gstPHANToM *PHANToM)
{ 
	vrpn_HapticPosition phantomPos, lastPhantPos, intersectionPoint;
	
	double depth = 0;
	vrpn_HapticPosition SCP;
	vrpn_HapticVector SCPnormal;
	double deltaT;
	static double deltaDist;
	vrpn_HapticPosition diff;
	deltaT = PHANToM->getDeltaT();

	if (fadeActive)
		incrementFade(deltaT);

	vrpn_HapticVector phantomForce = PHANToM->getReactionForce_WC();
	PHANToM->getLastPosition_WC(lastPhantPos);
	PHANToM->getPosition_WC(phantomPos);
	diff = lastPhantPos - phantomPos;
	deltaDist = diff.distToOrigin();

	if (dataCB){
		dataCB(data_time, lastPhantPos, phantomForce, userdata);
		data_time += deltaT;
	}

	//if the plane node is not in effect
	if(inEffect == FALSE){
		safety_ineffect = TRUE;
		return FALSE;
	}

	inContact = getStateForPHANToM(PHANToM);

#ifdef VRPN_USE_GHOST_31
	if(!_touchableByPHANToM || _resetPHANToMContacts) {
#else // Ghost 4.0 (and the default case)
	if(!isTouchableByPHANToM() || _resetPHANToMContacts) {
#endif
		_resetPHANToMContacts = FALSE;
		
		inContact = FALSE;
		(void) updateStateForPHANToM(PHANToM,inContact);
		//printf("in if incontact is false\n");

		return inContact;
	}

	phantomPos = fromWorld(phantomPos);

	//project the current phantomPosition onto the plane to get the SCP
	
	// if we don't have the constant plane assumed by texture computing
	// functions
	if (!usingTexture || !usingAssumedTextureBasePlane(plane) || 
			!dynamicParent){
		depth = -(phantomPos[0]*plane.a() + phantomPos[1]*plane.b() +
			phantomPos[2]*plane.c() + plane.d());
		SCP = plane.projectPoint(phantomPos);
		//set the SCPnormal to be the normal of the plane
		SCPnormal = plane.normal();
		texAmp = 0;	// extra precaution in case plane happens to 
					// become (0,1,0,0) we don't want to suddenly add
					// texture
	} else {

		// adjust things so plane update for parent node preserves 
		// projection of phantom position in our coordinate system
		// 
		if (dynamicParent){
			if (newCoordinates){
				t_elapsed = 0;
				newCoordinates = FALSE;
			} else {
				t_elapsed += deltaT;
			}
			vrpn_HapticPosition posInPreviousCoordinates;
			PHANToM->getPosition_WC(posInPreviousCoordinates);
			posInPreviousCoordinates = dynamicParent->fromWorldLast(posInPreviousCoordinates);
			posInPreviousCoordinates = fromParent(posInPreviousCoordinates);

			if (posInPreviousCoordinates != phantomPos){

//				if (t_elapsed > 0.0){
//					printf("big t_elapsed: %f\n", t_elapsed);
//				}
				vrpn_HapticPosition currProj = plane.projectPoint(phantomPos);
				vrpn_HapticPosition prevProj = 
					plane.projectPoint(posInPreviousCoordinates); 
					// this is the projection of the
					// current position onto the
					// previous plane (as defined by
					// the parent transformation)
				if (!dynamicParent->dynamicMoveThisServoLoop())
					printf("error: dynamicParent move not detected\n");

				textureOrigin[0] = textureOrigin[0] - prevProj[0] + currProj[0];
				textureOrigin[1] = 0;
				textureOrigin[2] = textureOrigin[2] - prevProj[2] + currProj[2];
			}
		}

		// move textureOrigin from its current location towards current
		// position in steps of length texWL until it is within texWL of
		// the current position
		updateTextureOrigin(phantomPos[0], phantomPos[2]);

		// translate to texture coordinates - note: this is a translation in the plane of
		// the phantom position
		vrpn_HapticPosition texturePos = phantomPos - textureOrigin;

		SCP = computeSCPfromGradient(texturePos);
		vrpn_HapticPlane texPlane;
		texPlane = computeTangentPlaneAt(texturePos);
		depth = -(texturePos.x()*texPlane.a() + texturePos.y()*texPlane.b() +
			texturePos.z()*texPlane.c() + texPlane.d());

		// go back to untranslated (non-texture) plane coordinates
		SCP = SCP + textureOrigin;
		SCPnormal = texPlane.normal();

		// if (|texturePos| is close to 0.25*texWL or 0.75*texWL then we
		//  are near a zero crossing so its relatively safe to
		//  update texture shape
		double old_wl = texWL;
		double radius = sqrt(texturePos[0]*texturePos[0] + texturePos[2]*texturePos[2]);// this is between 0 and texWL
		if (fabs(radius - 0.25*texWL) < deltaDist ||
			fabs(radius - 0.75*texWL) < deltaDist){
			if (texWN_needs_update) updateTextureWavelength();
			if (texAmp_needs_update) updateTextureAmplitude();
			if (texSize_needs_update) updateTextureSize();
			if (texAspect_needs_update) updateTextureAspectRatio();

			if (old_wl != texWL && old_wl != 0){	// adjust to maintain phase continuity
				textureOrigin[0] = -texWL*texturePos[0]/old_wl + phantomPos[0];
				textureOrigin[2] = -texWL*texturePos[2]/old_wl + phantomPos[2];
			}
		}
	}

	if (depth <= 0) {	// positive depth is below surface
	    inContact = FALSE;
		lastDepth = 0;
		safety_ineffect = FALSE;
	    (void) updateStateForPHANToM(PHANToM,inContact);
	    return inContact;
	}
	// if we suddenly get a new plane that causes the depth in the
	// plane to be large then we don't want to let the phantom force
	// get large
	else if (safety_ineffect) {
		inContact = FALSE;
		lastDepth = 0;
		(void) updateStateForPHANToM(PHANToM,inContact);
		return inContact;
	}
	else if ((depth - lastDepth)*getSurfaceKspring() > MAX_FORCE){
		inContact = FALSE;
		lastDepth = 0;
		fprintf(stderr, "Warning: exceeded max force change\n");
		fprintf(stderr, "  move out of surface to re-enable forces\n");
		safety_ineffect = TRUE;
		(void) updateStateForPHANToM(PHANToM,inContact);
		return inContact;
	}
	else {	// In contact
	    inContact = TRUE;
	    (void)updateStateForPHANToM(PHANToM, inContact);
	    addCollision(PHANToM,SCP,SCPnormal);  
	}	

	// this value is important for safety checks
	lastDepth = depth;

	return inContact;
}
#endif

void TexturePlane::incrementFade(double dT){
	double curr_spr = getSurfaceKspring();
	double next_spr = curr_spr - dT*dSpring_dt;

	if (next_spr > 0)
		setSurfaceKspring(next_spr);
	else{
		inEffect = FALSE;
		fadeActive = FALSE;
		setSurfaceKspring(fadeOldKspring);
	}
}