Ejemplo n.º 1
0
TEST(AsyncEmailWriterTest, TestMissingFile)
{
	Email email;
	InitEmail(email);
	
	fprintf(stderr, "Testing missing part file\n");
	
	MojRefCountedPtr<AsyncEmailWriter> writer( new AsyncEmailWriter(email) );

	// Create a body part
	EmailPartList partList;
	partList.push_back( CreateBodyPart("does-not-exist") );
	writer->SetPartList(partList);

	MojRefCountedPtr<ByteBufferOutputStream> bbos( new ByteBufferOutputStream() );
	writer->SetOutputStream(bbos);

	boost::shared_ptr<MockAsyncIOChannelFactory> ioFactory( new MockAsyncIOChannelFactory() );
	writer->SetAsyncIOChannelFactory(ioFactory);
	
	MojRefCountedPtr<AsyncEmailWriterResult> writeResult(new AsyncEmailWriterResult());
	writer->WriteEmail(writeResult->GetSlot());
	
	// Make sure it's done writing
	ASSERT_TRUE( writeResult->Done() );

	// Should have reported an exception
	ASSERT_TRUE( writeResult->GetException() );
}
Ejemplo n.º 2
0
void TestWriteEmail(int numAttachments)
{
	Email email;
	InitEmail(email);
	
	MojRefCountedPtr<AsyncEmailWriter> writer( new AsyncEmailWriter(email) );
	
	// Create a body part
	EmailPartList partList;
	partList.push_back( CreateBodyPart("test1") );
	
	// Create some attachments
	for(int i = 0; i < numAttachments; i++) {
		std::stringstream name;
		name << "attach" << i;
		
		EmailPartPtr attachmentPart( new EmailPart(EmailPart::ATTACHMENT) );
		attachmentPart->SetLocalFilePath(name.str());
		partList.push_back(attachmentPart);
	}
	writer->SetPartList(partList);
	
	// Set up a fake file "test1" in our mock factory
	boost::shared_ptr<MockAsyncIOChannelFactory> ioFactory( new MockAsyncIOChannelFactory() );
	writer->SetAsyncIOChannelFactory(ioFactory);
	ioFactory->SetFileData("test1", "Email body");
	
	// Make some fake attachments
	for(int i = 0; i < numAttachments; i++) {
		std::stringstream name, data;
		name << "attach" << i;
		data << "Attachment data " << i;
		ioFactory->SetFileData(name.str().c_str(), data.str());
	}
	
	std::string output;
	WriteEmail(writer, output);
	
	//fprintf(stderr, "Email:\n%s\n", output.c_str());
}
Ejemplo n.º 3
0
	void CreateRagdollExperiment_0(const dMatrix& location)
	{
		static dJointDefinition jointsDefinition[] =
		{
			{ "body" },
			{ "leg", 100.0f,{ -15.0f, 15.0f, 30.0f },{ 0.0f, 0.0f, 180.0f }, dAnimationRagdollJoint::m_threeDof },
			{ "foot", 100.0f,{ -15.0f, 15.0f, 30.0f },{ 0.0f, 90.0f, 0.0f }, dAnimationRagdollJoint::m_twoDof },
		};
		const int definitionCount = sizeof (jointsDefinition)/sizeof (jointsDefinition[0]);

		NewtonWorld* const world = GetWorld();
		DemoEntityManager* const scene = (DemoEntityManager*)NewtonWorldGetUserData(world);

		DemoEntity* const modelEntity = DemoEntity::LoadNGD_mesh("selfbalance_01.ngd", GetWorld(), scene->GetShaderCache());

		dMatrix matrix0(modelEntity->GetCurrentMatrix());
		//matrix0.m_posit = location;
		//modelEntity->ResetMatrix(*scene, matrix0);
		scene->Append(modelEntity);

		// add the root childBody
		NewtonBody* const rootBody = CreateBodyPart(modelEntity);

		// build the rag doll with rigid bodies connected by joints
		dDynamicsRagdoll* const dynamicRagdoll = new dDynamicsRagdoll(rootBody, dGetIdentityMatrix());
		AddModel(dynamicRagdoll);
		dynamicRagdoll->SetCalculateLocalTransforms(true);

		// save the controller as the collision user data, for collision culling
		NewtonCollisionSetUserData(NewtonBodyGetCollision(rootBody), dynamicRagdoll);

		int stackIndex = 0;
		DemoEntity* childEntities[32];
		dAnimationJoint* parentBones[32];

		for (DemoEntity* child = modelEntity->GetChild(); child; child = child->GetSibling()) {
			parentBones[stackIndex] = dynamicRagdoll;
			childEntities[stackIndex] = child;
			stackIndex++;
		}

		// walk model hierarchic adding all children designed as rigid body bones. 
		while (stackIndex) {
			stackIndex--;
			DemoEntity* const entity = childEntities[stackIndex];
			dAnimationJoint* parentNode = parentBones[stackIndex];

			const char* const name = entity->GetName().GetStr();
			for (int i = 0; i < definitionCount; i++) {
				if (!strcmp(jointsDefinition[i].m_boneName, name)) {
					NewtonBody* const childBody = CreateBodyPart(entity);
					// connect this body part to its parent with a rag doll joint
					parentNode = CreateChildNode(childBody, parentNode, jointsDefinition[i]);

					NewtonCollisionSetUserData(NewtonBodyGetCollision(childBody), parentNode);
					break;
				}
			}

			for (DemoEntity* child = entity->GetChild(); child; child = child->GetSibling()) {
				parentBones[stackIndex] = parentNode;
				childEntities[stackIndex] = child;
				stackIndex++;
			}
		}

		SetModelMass (100.0f, dynamicRagdoll);

		// set the collision mask
		// note this container work best with a material call back for setting bit field 
		//dAssert(0);
		//controller->SetDefaultSelfCollisionMask();

		// transform the entire contraction to its location
		dMatrix worldMatrix(modelEntity->GetCurrentMatrix() * location);
		worldMatrix.m_posit = location.m_posit;
		NewtonBodySetMatrixRecursive(rootBody, &worldMatrix[0][0]);

		// attach effectors here
		for (dAnimationJoint* joint = GetFirstJoint(dynamicRagdoll); joint; joint = GetNextJoint(joint)) {
			if (joint->GetAsRoot()) {
				dAssert(dynamicRagdoll == joint);
				dynamicRagdoll->SetHipEffector(joint);
			} else if (joint->GetAsLeaf()) {
				dynamicRagdoll->SetFootEffector(joint);
			}
		}

		dynamicRagdoll->Finalize();
		//return controller;
	}
	dAnimationCharacterRig* MakeKukaRobot(DemoEntityManager* const scene, const dMatrix& origin)
	{
		DemoEntity* const model = DemoEntity::LoadNGD_mesh("robotArm.ngd", scene->GetNewton());
		scene->Append(model);
		model->ResetMatrix(*scene, origin);

		NewtonBody* const rootBody = CreateBodyPart(model, armRobotConfig[0]);
		NewtonBodySetMassMatrix(rootBody, 0.0f, 0.0f, 0.0f, 0.0f);
dAssert(0);
return NULL;
/*
		dAnimationCharacterRig* const rig = CreateCharacterRig (rootBody);

		int stackIndex = 0;
		DemoEntity* childEntities[32];
		dAnimationRigJoint* parentBones[32];
		for (DemoEntity* child = model->GetChild(); child; child = child->GetSibling()) {
			parentBones[stackIndex] = rig;
			childEntities[stackIndex] = child;
			stackIndex++;
		}

		const int partCount = sizeof(armRobotConfig) / sizeof(armRobotConfig[0]);
		while (stackIndex) {
			stackIndex--;
			DemoEntity* const entity = childEntities[stackIndex];
			dAnimationRigJoint* const parentJoint = parentBones[stackIndex];

			const char* const name = entity->GetName().GetStr();
			for (int i = 0; i < partCount; i++) {
				if (!strcmp(armRobotConfig[i].m_partName, name)) {

					if (strstr (name, "bone")) {
						// add a bone and all it children
						NewtonBody* const limbBody = CreateBodyPart(entity, armRobotConfig[i]);

						dMatrix matrix;
						NewtonBodyGetMatrix(limbBody, &matrix[0][0]);
						dAnimationRigHinge* const limbJoint = new dAnimationRigHinge(matrix, parentJoint, limbBody);

						limbJoint->SetFriction(armRobotConfig[i].m_mass * DEMO_GRAVITY * 50.0f);
						limbJoint->SetLimits(armRobotConfig[i].m_minLimit * dDegreeToRad, armRobotConfig[i].m_maxLimit * dDegreeToRad);

						for (DemoEntity* child = entity->GetChild(); child; child = child->GetSibling()) {
							parentBones[stackIndex] = limbJoint;
							childEntities[stackIndex] = child;
							stackIndex++;
						}
					} else if (strstr(name, "effector")) {
						// add an end effector (end effector can't have children)
						dMatrix pivot (entity->CalculateGlobalMatrix());
						dAnimationRigEffector* const effector = new dAnimationRigEffector(parentJoint->GetAsRigLimb(), pivot);
						effector->SetLinearSpeed(2.0f);
						effector->SetMaxLinearFriction(armRobotConfig[i].m_mass * DEMO_GRAVITY * 50.0f);
					}
					break;
				}
			}
		}

		rig->Finalize();
		return rig;
*/
	}
	void MakeKukaRobot(DemoEntityManager* const scene, DemoEntity* const model)
	{
		m_kinematicSolver = NewtonCreateInverseDynamics(scene->GetNewton());

		NewtonBody* const baseFrameBody = CreateBodyPart(model, armRobotConfig[0]);
		void* const baseFrameNode = NewtonInverseDynamicsAddRoot(m_kinematicSolver, baseFrameBody);
		NewtonBodySetMassMatrix(baseFrameBody, 0.0f, 0.0f, 0.0f, 0.0f);	

		dMatrix boneAligmentMatrix(
			dVector(0.0f, 1.0f, 0.0f, 0.0f),
			dVector(0.0f, 0.0f, 1.0f, 0.0f),
			dVector(1.0f, 0.0f, 0.0f, 0.0f),
			dVector(0.0f, 0.0f, 0.0f, 1.0f));

		int stackIndex = 0;
		DemoEntity* childEntities[32];
		void* parentBones[32];
		for (DemoEntity* child = model->GetChild(); child; child = child->GetSibling()) {
			parentBones[stackIndex] = baseFrameNode;
			childEntities[stackIndex] = child;
			stackIndex++;
		}

		dKukaEffector* effector = NULL;
		const int partCount = sizeof(armRobotConfig) / sizeof(armRobotConfig[0]);
		while (stackIndex) {
			stackIndex--;
			DemoEntity* const entity = childEntities[stackIndex];
			void* const parentJoint = parentBones[stackIndex];

			const char* const name = entity->GetName().GetStr();
			for (int i = 0; i < partCount; i++) {
				if (!strcmp(armRobotConfig[i].m_partName, name)) {

					if (strstr(name, "bone")) {
						// add a bone and all it children
						dMatrix matrix;
						NewtonBody* const limbBody = CreateBodyPart(entity, armRobotConfig[i]);
						NewtonBodyGetMatrix(limbBody, &matrix[0][0]);

						NewtonBody* const parentBody = NewtonInverseDynamicsGetBody(m_kinematicSolver, parentJoint);
						dCustomInverseDynamics* const rotatingColumnHinge = new dCustomInverseDynamics(boneAligmentMatrix * matrix, limbBody, parentBody);
						rotatingColumnHinge->SetJointTorque(armRobotConfig[i].m_mass * DEMO_GRAVITY * 50.0f);
						rotatingColumnHinge->SetTwistAngle(armRobotConfig[i].m_minLimit * dDegreeToRad, armRobotConfig[i].m_maxLimit * dDegreeToRad);
						void* const limbJoint = NewtonInverseDynamicsAddChildNode(m_kinematicSolver, parentJoint, rotatingColumnHinge->GetJoint());

						for (DemoEntity* child = entity->GetChild(); child; child = child->GetSibling()) {
							parentBones[stackIndex] = limbJoint;
							childEntities[stackIndex] = child;
							stackIndex++;
						}
					} else if (strstr(name, "effector")) {
						// add effector
						dMatrix gripperMatrix(entity->CalculateGlobalMatrix());
						effector = new dKukaEffector(m_kinematicSolver, parentJoint, baseFrameBody, gripperMatrix);
						effector->SetAsThreedof();
						effector->SetLinearSpeed(2.0f);
						effector->SetMaxLinearFriction(armRobotConfig[i].m_mass * DEMO_GRAVITY * 50.0f);
					}
					break;
				}
			}
		}

		// create the Animation tree for manipulation 
		DemoEntity* const effectoBone = model->Find("effector_arm");
		dMatrix baseFrameMatrix(model->GetCurrentMatrix());
		dMatrix effectorLocalMatrix(effectoBone->CalculateGlobalMatrix(model));

		dVector upAxis(baseFrameMatrix.UnrotateVector(dVector(0.0f, 1.0f, 0.0f, 1.0f)));
		dVector planeAxis(baseFrameMatrix.UnrotateVector(dVector(0.0f, 0.0f, 1.0f, 1.0f)));

		dEffectorTreeFixPose* const fixPose = new dEffectorTreeFixPose(baseFrameBody);
		m_inputModifier = new dEffectorTreeInputModifier(fixPose, upAxis, planeAxis);
		m_animTreeNode = new dEffectorTreeRoot(baseFrameBody, m_inputModifier);

		// set base pose
		dEffectorTreeInterface::dEffectorTransform frame;
		frame.m_effector = effector;
		frame.m_posit = effectorLocalMatrix.m_posit;
		frame.m_rotation = dQuaternion(effectorLocalMatrix);

		fixPose->GetPose().Append(frame);
		m_animTreeNode->GetPose().Append(frame);

		NewtonInverseDynamicsEndBuild(m_kinematicSolver);
	}