enum Error DepositAction::doAction(void) {
  io << "DO DEPOSIT\n";
  if((positionManager().getValue() - controlPoint()).norm() > 100) {
    io << "not at a good position\n";
    return IMPOSSIBLE;
  }
  
  s32 x = ((side == RED) ? 750 : -750);
  
  // So we first get a bit closer to the basket
  trajectoryManager().setMode(TrajectoryManager::FORWARD);
  trajectoryManager().gotoPosition(Vect<2, s32>(x, 450));
  while(!trajectoryManager().isEnded()) {
    if (robot().getValue()) {
      return SKATING;
    }
    if (check_for_collision(60)) {
      return IMPOSSIBLE;
    }
  }
  
  // We stick to the basket
  asserv_speed_slow();
  for(int i = 0; i < 3; i++) {
    trajectoryManager().gotoDistance(3000);
    while(!robot().getValue()) {
    }
    trajectoryManager().reset();
  }
  positionManager().setY(1050 - 300 - 125);
  robot().unlock();
  
  // Actually deposit the fruits now
  basket_servo.setValue(BASKET_SERVO_DOWN_CMD);  
  _delay_ms(1000);
  basket_servo.setValue(BASKET_SERVO_UP_CMD);  
  _fruit = 0;
  
  // Go far from the basket
  asserv_speed_normal();
  trajectoryManager().gotoDistance(-50);
  while(!trajectoryManager().isEnded()) {
    robot().unlock();
  }
  
  // And finally we return to the control point
  trajectoryManager().setMode(TrajectoryManager::FASTER);
  trajectoryManager().gotoPosition(Vect<2, s32>(x, 450));
  while(!trajectoryManager().isEnded()) {
    if (robot().getValue()) {
      return SKATING;
    }
    if (check_for_collision(60)) {
      return IMPOSSIBLE;
    }
  }
  
  //done();
  return SUCCESS;
}
Example #2
0
inline int getPErepresentingNodeContainingPE(int pe){

#if 1
    return pe;

#else

#if USE_CONTROL_POINTS
  std::vector<int> v;
  v.push_back(1);
  if(CkNumPes() >= 2)
    v.push_back(2);
  if(CkNumPes() >= 4)
    v.push_back(4);
  if(CkNumPes() >= 8)
    v.push_back(8);
  int pes_per_node = controlPoint("Number of PEs per Node", v);
#else
  int pes_per_node = 1;
#endif


    if(getenv("PE_PER_NODES") != NULL)
    	pes_per_node = CkNumPes()/atoi(getenv("PE_PER_NODES"));
	    
    if( pes_per_node > 1 && pes_per_node <= CkNumPes() ){
        ComlibPrintf("NODE AWARE Sending a message to a representative of the node instead of its real owner\n");
        int newpe = pe - (pe % pes_per_node);
        return newpe;
    } else {
    	return pe;
    }
#endif    
}
Example #3
0
  /*
  BezierPatchMesh::BezierPatchSample BezierPatchMesh::sample(double u, double v) const
  {
    BezierPatchSample ret;
    ret.uv = Vec2d(u,v);
	Vec3d x (0,0,0);
    // Programming TASK 2: implement this method
    // You need to compute ret.position and ret.normal!

    // This data will be used within the initialize() function for the 
    // triangle mesh construction.
	//Tensorprodukt
	//std::cout << "::::::::::::::::::::::::::::::::::::::::::::::::::" << std::endl;
	//std::cout << "claculating for u:" << u << " v: " << v << std::endl;
	for (int i = 0; i < mM ; ++i)
	{
		for (int j = 0; j < mN ; ++j)
		{
			double Bernsteinpolynom1;
			double Bernsteinpolynom2;
			double Binomialkoefizient1 = 1;
			double Binomialkoefizient2 = 1;
			if (i <= mM)
			{
				Binomialkoefizient1 = factorial(mM) / (factorial(mM - i) * factorial(i));
			}
			else Binomialkoefizient1 = 0;
			if (j <= mN)
			{
				Binomialkoefizient2 = factorial(mN) / (factorial(mN - j) * factorial(j));
			}
			else Binomialkoefizient2 = 0;
			//if (mM - 1 <= Math::safetyEps() && mM - 1 >= -Math::safetyEps())	Bernsteinpolynom1 = Binomialkoefizient1 * pow(u, i) * 1;
			Bernsteinpolynom1 = Binomialkoefizient1 * pow(u, i) * pow((1 - u), (mM - i));
			//if (mN - 1 <= Math::safetyEps() && mN - 1 >= -Math::safetyEps())	Bernsteinpolynom2 = Binomialkoefizient2 * pow(v, j) * 1;
			Bernsteinpolynom2 = Binomialkoefizient2 * pow(v, j) * pow((1 - v), (mN - j));
			x += (controlPoint(i, j) * Bernsteinpolynom1 * Bernsteinpolynom2);
			//std::cout << "i: " << i << "j: " << j << ", Bp1: " << Bernsteinpolynom1 << ", Bp2: " << Bernsteinpolynom2 << ", cP: " << controlPoint(i, j) << std::endl;
		}
	}
    ret.position = x;
    ret.normal = Vec3d();
    return ret;
  }
  */
  Vec3d BezierPatchMesh::deCasteljau(Vec3d b, double t, size_t r, size_t i) const
  {
	  if (r == 0) {
		  return controlPoint(r, i);
	  }
	  else {
		  return ((1 - t) * (deCasteljau(b, t, (r - 1), i) + (t * deCasteljau(b, t, (r - 1), (i + 1)))));
	  }
  }
Example #4
0
void CGUIControl::UnfocusFromPoint(const CPoint &point)
{
  if (HasFocus())
  {
    CPoint controlPoint(point);
    m_transform.InverseTransformPosition(controlPoint.x, controlPoint.y);
    if (!HitTest(controlPoint))
      SetFocus(false);
  }
}
Example #5
0
s16 HuntAction::priority(void) {
  if(_static_priority == 0) {
    return 0;
  }
  if(_static_priority < 10) _static_priority++;
  
  s16 dist = (controlPoint() - positionManager().getValue()).norm();
  if(dist != 0) {
    return _static_priority * (10000 / dist);
  }
  return 10000;
}
Example #6
0
BezierPatchMesh::BezierPatchSample BezierPatchMesh::sample(real u, real v) const
{

  // samples a Bezier curve and curve tangent at parameter t using
  // DeCasteljau algorithm
  
  BezierPatchSample ret;
  ret.normal = Vec3();
  ret.uv = Vec2(u,v);

  //perform DeCasteljau algorithm in both directions
  std::vector<Vec3> uControlPoints(mM), vControlPoints(mN);
  Vec3 utangent, vtangent;

  //compute v tangent
  {
    for(size_t j=0; j<mN; ++j)
    {
      //fill u curve
      for(size_t i=0; i<mM; ++i)
        uControlPoints[i] = controlPoint(i,j);

      //sample u curve
      vControlPoints[j] = this->deCasteljau(uControlPoints, u).first;
    }

    //sample v tangent
    vtangent = this->deCasteljau(vControlPoints, v).second;
  }

  //compute u tangent and surface point
  {
    for(size_t i=0; i<mM; ++i)
    {
      //fill v curve
      for(size_t j=0; j<mN; ++j)
        vControlPoints[j] = this->controlPoint(i,j);

      //sample u curve
      uControlPoints[i] = this->deCasteljau(vControlPoints, v).first;
    }

    //sample u tangent and surface point
    std::pair<Vec3,Vec3> point_tangent = this->deCasteljau(uControlPoints, u);
    ret.position = point_tangent.first;
    utangent  = point_tangent.second;
  }

  //compute normal vector from surface tangents
  ret.normal = (utangent % vtangent).normalize();

  return ret;
}
Example #7
0
  BezierPatchMesh::BezierPatchSample BezierPatchMesh::sample(double u, double v) const
  {
	  BezierPatchSample ret;
	  ret.uv = Vec2d(u, v);

	  //std::vector<Vec3d> P = mControlPoints;

	  size_t m = mM;
	  size_t n = mN;

	  //controlPoints(i,j)
	  std::vector<Vec3d> q;

	  Vec3d p;

	  for (int i = 0; i < m; ++i) {

		  for (size_t r = 1; r <= n; ++r) {
			  for (size_t j = 0; j <= (n - r); ++j) { // 3 - 1 = 2, 3 - 2 = 1, 3 - 3 = 0
				  q[i] = deCasteljau(controlPoint(j, 0), v, i + 1, j);
			  }
		  }


		  for (int j = 0; j < n; ++j) {

		  }

		  deCasteljauQ(q[i], u, , , q)

	  }






	  for (size_t r = 1; r <= n; ++r) {
		  for (size_t i = 0; i <= (n + r); ++i) {
			  p = deCasteljauQ(temp[i], u, r, i, temp);
		  }
	  }

	  // Programming TASK 2: implement this method
	  // You need to compute ret.position and ret.normal!

	  // This data will be used within the initialize() function for the 
	  // triangle mesh construction.

	  ret.position = p;
	  ret.normal = Vec3d();
	  return ret;
  }
Example #8
0
void SplinePath::AddControlPoint(Node* point, unsigned index)
{
    if (!point)
        return;

    WeakPtr<Node> controlPoint(point);

    point->AddListener(this);
    controlPoints_.Insert(index, controlPoint);
    spline_.AddKnot(point->GetWorldPosition(), index);

    UpdateNodeIds();
    CalculateLength();
}
s16 DepositAction::priority(void) {
  if(_fruit == 0) {
    return 0;
  }
  if(_static_priority == 0) {
    return 0;
  }

  _static_priority+= 3;
  
  s16 dist = (controlPoint() - positionManager().getValue()).norm();
  if(dist != 0) {
    return _static_priority * (_fruit * 7000 / dist);
  }
  return _static_priority * (_fruit * 7000);
}
Example #10
0
void SplinePath::ApplyAttributes()
{
    if (!dirty_)
        return;

    // Remove all old instance nodes before searching for new. Can not call RemoveAllInstances() as that would modify
    // the ID list on its own
    for (unsigned i = 0; i < controlPoints_.Size(); ++i)
    {
        Node* node = controlPoints_[i];
        if (node)
            node->RemoveListener(this);
    }

    controlPoints_.Clear();
    spline_.Clear();

    Scene* scene = GetScene();

    if (scene)
    {
        // The first index stores the number of IDs redundantly. This is for editing
        for (unsigned i = 1; i < controlPointIdsAttr_.Size(); ++i)
        {
            Node* node = scene->GetNode(controlPointIdsAttr_[i].GetUInt());
            if (node)
            {
                WeakPtr<Node> controlPoint(node);
                node->AddListener(this);
                controlPoints_.Push(controlPoint);
                spline_.AddKnot(node->GetWorldPosition());
            }
        }

        Node* node = scene->GetNode(controlledIdAttr_);
        if (node)
        {
            WeakPtr<Node> controlled(node);
            controlledNode_ = controlled;
        }
    }

    CalculateLength();
    dirty_ = false;
}
Example #11
0
void SplinePath::OnMarkedDirty(Node* point)
{
    if (!point)
        return;

    WeakPtr<Node> controlPoint(point);

    for (unsigned i = 0; i < controlPoints_.Size(); ++i)
    {
        if (controlPoints_[i] == controlPoint)
        {
            spline_.SetKnot(point->GetWorldPosition(), i);
            break;
        }
    }

    CalculateLength();
}
Example #12
0
void CGUIControl::UnfocusFromPoint(const CPoint &point)
{
  if (HasFocus())
  {
    CPoint controlPoint(point);
    m_transform.InverseTransformPosition(controlPoint.x, controlPoint.y);
    if (!HitTest(controlPoint))
    {
      SetFocus(false);

      // and tell our parent so it can unfocus
      if (m_parentControl)
      {
        CGUIMessage msgLostFocus(GUI_MSG_LOSTFOCUS, GetID(), GetID());
        m_parentControl->OnMessage(msgLostFocus);
      }
    }
  }
}
Example #13
0
void SplinePath::OnNodeSetEnabled(Node* point)
{
    if (!point)
        return;

    WeakPtr<Node> controlPoint(point);

    for (unsigned i = 0; i < controlPoints_.Size(); ++i)
    {
        if (controlPoints_[i] == controlPoint)
        {
            if (point->IsEnabled())
                spline_.AddKnot(point->GetWorldPosition(), i);
            else
                spline_.RemoveKnot(i);

            break;
        }
    }

    CalculateLength();
}
Example #14
0
void SplinePath::RemoveControlPoint(Node* point)
{
    if (!point)
        return;

    WeakPtr<Node> controlPoint(point);

    point->RemoveListener(this);

    for (unsigned i = 0; i < controlPoints_.Size(); ++i)
    {
        if (controlPoints_[i] == controlPoint)
        {
            controlPoints_.Erase(i);
            spline_.RemoveKnot(i);
            break;
        }
    }

    UpdateNodeIds();
    CalculateLength();
}
Example #15
0
FTContour::FTContour( FT_Vector* contour, char* pointTags, unsigned int numberOfPoints)
{
    for( unsigned int pointIndex = 0; pointIndex < numberOfPoints; ++ pointIndex)
    {
        char pointTag = pointTags[pointIndex];
        
        if( pointTag == FT_Curve_Tag_On || numberOfPoints < 2)
        {
            AddPoint( contour[pointIndex].x, contour[pointIndex].y);
            continue;
        }
        
        FTPoint controlPoint( contour[pointIndex]);
        FTPoint previousPoint = ( 0 == pointIndex)
                                ? FTPoint( contour[numberOfPoints - 1])
                                : pointList[pointList.size() - 1];

        FTPoint nextPoint = ( pointIndex == numberOfPoints - 1)
                            ? pointList[0]
                            : FTPoint( contour[pointIndex + 1]);

        if( pointTag == FT_Curve_Tag_Conic)
        {
            char nextPointTag = ( pointIndex == numberOfPoints - 1)
                                ? pointTags[0]
                                : pointTags[pointIndex + 1];
            
            while( nextPointTag == FT_Curve_Tag_Conic)
            {
                nextPoint = ( controlPoint + nextPoint) * 0.5f;

                controlPoints[0][0] = previousPoint.X(); controlPoints[0][1] = previousPoint.Y();
                controlPoints[1][0] = controlPoint.X();  controlPoints[1][1] = controlPoint.Y();
                controlPoints[2][0] = nextPoint.X();     controlPoints[2][1] = nextPoint.Y();
                
                evaluateQuadraticCurve();
                ++pointIndex;
                
                previousPoint = nextPoint;
                controlPoint = FTPoint( contour[pointIndex]);
                nextPoint = ( pointIndex == numberOfPoints - 1)
                            ? pointList[0]
                            : FTPoint( contour[pointIndex + 1]);
                nextPointTag = ( pointIndex == numberOfPoints - 1)
                               ? pointTags[0]
                               : pointTags[pointIndex + 1];
            }
            
            controlPoints[0][0] = previousPoint.X(); controlPoints[0][1] = previousPoint.Y();
            controlPoints[1][0] = controlPoint.X();  controlPoints[1][1] = controlPoint.Y();
            controlPoints[2][0] = nextPoint.X();     controlPoints[2][1] = nextPoint.Y();
            
            evaluateQuadraticCurve();
            continue;
        }

        if( pointTag == FT_Curve_Tag_Cubic)
        {
            FTPoint controlPoint2 = nextPoint;
            
            FTPoint nextPoint = ( pointIndex == numberOfPoints - 2)
                                ? pointList[0]
                                : FTPoint( contour[pointIndex + 2]);
            
            controlPoints[0][0] = previousPoint.X(); controlPoints[0][1] = previousPoint.Y();
            controlPoints[1][0] = controlPoint.X();  controlPoints[1][1] = controlPoint.Y();
            controlPoints[2][0] = controlPoint2.X(); controlPoints[2][1] = controlPoint2.Y();
            controlPoints[3][0] = nextPoint.X();     controlPoints[3][1] = nextPoint.Y();
        
            evaluateCubicCurve();
            ++pointIndex;
            continue;
        }
    }
}