Example #1
0
int main(int argc, char *argv[])
{
    //embed fonts
    QFile res1(":/fonts/bell-gothic-black.ttf");
    if (res1.open(QIODevice::ReadOnly))
    {
        QFontDatabase::addApplicationFontFromData(res1.readAll());
    }
    QFile res2(":/fonts/bell-gothic-bold.ttf");
    if (res2.open(QIODevice::ReadOnly))
    {
        QFontDatabase::addApplicationFontFromData(res2.readAll());
    }
    QFile res3(":/fonts/bell-gothic-light.ttf");
    if (res3.open(QIODevice::ReadOnly))
    {
        QFontDatabase::addApplicationFontFromData(res3.readAll());
    }

    QApplication a(argc, argv);

    MainWindow w;
    w.show();

    return a.exec();
}
int btPersistentManifold::sortCachedPoints(const btManifoldPoint& pt) 
{

		//calculate 4 possible cases areas, and take biggest area
		//also need to keep 'deepest'
		
		int maxPenetrationIndex = -1;
#define KEEP_DEEPEST_POINT 1
#ifdef KEEP_DEEPEST_POINT
		btScalar maxPenetration = pt.getDistance();
		for (int i=0;i<4;i++)
		{
			if (m_pointCache[i].getDistance() < maxPenetration)
			{
				maxPenetrationIndex = i;
				maxPenetration = m_pointCache[i].getDistance();
			}
		}
#endif //KEEP_DEEPEST_POINT
		
		btScalar res0(btScalar(0.)),res1(btScalar(0.)),res2(btScalar(0.)),res3(btScalar(0.));
		if (maxPenetrationIndex != 0)
		{
			btVector3 a0 = pt.m_localPointA-m_pointCache[1].m_localPointA;
			btVector3 b0 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA;
			btVector3 cross = a0.cross(b0);
			res0 = cross.length2();
		}
		if (maxPenetrationIndex != 1)
		{
			btVector3 a1 = pt.m_localPointA-m_pointCache[0].m_localPointA;
			btVector3 b1 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA;
			btVector3 cross = a1.cross(b1);
			res1 = cross.length2();
		}

		if (maxPenetrationIndex != 2)
		{
			btVector3 a2 = pt.m_localPointA-m_pointCache[0].m_localPointA;
			btVector3 b2 = m_pointCache[3].m_localPointA-m_pointCache[1].m_localPointA;
			btVector3 cross = a2.cross(b2);
			res2 = cross.length2();
		}

		if (maxPenetrationIndex != 3)
		{
			btVector3 a3 = pt.m_localPointA-m_pointCache[0].m_localPointA;
			btVector3 b3 = m_pointCache[2].m_localPointA-m_pointCache[1].m_localPointA;
			btVector3 cross = a3.cross(b3);
			res3 = cross.length2();
		}

		btVector4 maxvec(res0,res1,res2,res3);
		int biggestarea = maxvec.closestAxis4();
		return biggestarea;
}
Example #3
0
void test_verify_1()
{
  cout << "Verify Test 1" << endl;
  vector<int> res1 (100);
  vector<int> res2 (100);
  cout << "res1 == res2: " << TestEnvironment::verify(res1, res2) << endl;
  vector<int> res3 (50);
  vector<int> res4 (100);
  cout << "res3 == res4: " << TestEnvironment::verify(res3, res4) << endl;
  cout << endl;
}
Example #4
0
void
afslink::sendreply (svccb *sbp)
{
  if (sbp->vers () == 2)
    sbp->reply (&res);
  else if (res.status)
    nfs_error (sbp, res.status);
  else {
    readlink3res res3 (NFS3_OK);
    res3.resok->data = *res.data;
    mkpoattr (res3.resok->symlink_attributes, sbp2aid (sbp));
    sbp->reply (&res3);
  }
}
Example #5
0
int main(int argc, char *argv[])
{
    //embed fonts
    QFile res1(":/fonts/bell-gothic-black.ttf");
    if (res1.open(QIODevice::ReadOnly))
    {
        QFontDatabase::addApplicationFontFromData(res1.readAll());
    }
    QFile res2(":/fonts/bell-gothic-bold.ttf");
    if (res2.open(QIODevice::ReadOnly))
    {
        QFontDatabase::addApplicationFontFromData(res2.readAll());
    }
    QFile res3(":/fonts/bell-gothic-light.ttf");
    if (res3.open(QIODevice::ReadOnly))
    {
        QFontDatabase::addApplicationFontFromData(res3.readAll());
    }

    bool quiet = false;

    QApplication a(argc, argv);

    #ifdef Q_OS_WIN
        if (argc>1)
        {
            QString arg1 = argv[1];
            qDebug() << arg1;
            if (arg1 == "-q" || arg1 == "-quiet" || arg1 == "-s" || arg1 == "-silent")
            {
                quiet = true;

                QuietInstaller qi = QuietInstaller();
            }
            else
            {
                qWarning() << "Unknown argument";
            }
        }
    #endif

    MainWindow w;
    w.show();

    return a.exec();
}
void SIMPLE_Agents::get_IR_reading( vector <double> &_reading){
    double x,z,X,Z,rotation = 0.0;
    this->pos = this->get_pos();
    double y = pos[1] + 0.011;
    btMatrix3x3 m = btMatrix3x3(body->getWorldTransform().getRotation());
    double rfPAngle = btAsin(-m[1][2]);
       if ( rfPAngle < SIMD_HALF_PI )   {
           if ( rfPAngle > -SIMD_HALF_PI ) rotation = btAtan2(m[0][2],m[2][2]);
            else rotation = -btAtan2(-m[0][1],m[0][0]);
        }
        else rotation = btAtan2(-m[0][1],m[0][0]);

 //   IR0 reading
      x = pos[0]+((robot_radius) * cos(-rotation + 0.3));   //calc IR sensor X based on robot radius
      z = pos[2]+((robot_radius) * sin(-rotation + 0.3));
      from1[0] = btVector3(x, y, z);                        //sensor position based on robot rotation vector to hold btVector
      X = x+((IR_range) * cos(-rotation + 0.3 ));           //calc IR ray end position based on IR range and placement of sensor on the robot
      Z = z+((IR_range) * sin(-rotation + 0.3 ));
      to1[0] = btVector3( X, y, Z );                        //Max reading pos of the IR based on rotation and IR range
      btCollisionWorld::ClosestRayResultCallback res0(from1[0], to1[0]); //struct for the closest ray callback
      //uncomment below line if you experience any ray pentration problem to the object this might happened with very slow machine
      //res0.m_flags = 0xFFFFFFFF;
       this->world->rayTest(from1[0], to1[0], res0);        //check for ray collision between the coords sets
    if(res0.hasHit()){
        _reading[0] = IR_range*res0.m_closestHitFraction ;
        to1[0]=res0.m_hitPointWorld;                        //update the vector with the btVector results -> used to render it in openGL
    }

 //   IR7 reading
      x = pos[0]+((robot_radius) * cos(-rotation - 0.3));
      z = pos[2]+((robot_radius) * sin(-rotation - 0.3));
      from1[1] = btVector3(x, y, z);
      X = x+((IR_range) * cos(-rotation - 0.3 ));
      Z = z+((IR_range) * sin(-rotation - 0.3 ));
      to1[1] = btVector3( X, y, Z );
      btCollisionWorld::ClosestRayResultCallback res7(from1[1], to1[1]);
      //uncomment below line if you experience any ray pentration problem to the object this might happened with very slow machine
      //res7.m_flags = 0xFFFFFFFF;
      this->world->rayTest(from1[1], to1[1], res7);
      if(res7.hasHit()){
          _reading[1] = IR_range*res7.m_closestHitFraction;
          to1[1]=res7.m_hitPointWorld;
      }

 //   IR1 reading corrospond to epuck
      x = pos[0]+((robot_radius) * cos(-rotation + 0.8));
      z = pos[2]+((robot_radius) * sin(-rotation + 0.8));
      from1[2] = btVector3(x, y, z);
      X = x+((IR_range) * cos(-rotation + 0.8 ));
      Z = z+((IR_range) * sin(-rotation + 0.8 ));
      to1[2] = btVector3( X, y, Z );
      btCollisionWorld::ClosestRayResultCallback res1(from1[2], to1[2]);
      //uncomment below line if you experience any ray pentration problem to the object this might happened with very slow machine
      //res1.m_flags = 0xFFFFFFFF;
      this->world->rayTest(from1[2], to1[2], res1);
      if(res1.hasHit()){
        _reading[2] = IR_range*res1.m_closestHitFraction;
        to1[2]=res1.m_hitPointWorld;
      }


 //   IR6 reading
      x = pos[0]+((robot_radius) * cos(-rotation - 0.8));
      z = pos[2]+((robot_radius) * sin(-rotation - 0.8));
      from1[3] = btVector3(x, y, z);
      X = x+((IR_range) * cos(-rotation - 0.8 ));
      Z = z+((IR_range) * sin(-rotation - 0.8 ));
      to1[3] = btVector3( X, y, Z );
      btCollisionWorld::ClosestRayResultCallback res6(from1[3], to1[3]);
      //uncomment below line if you experience any ray pentration problem to the object this might happened with very slow machine
      //res6.m_flags = 0xFFFFFFFF;
      this->world->rayTest(from1[3], to1[3], res6);
      if(res6.hasHit()){
          _reading[3] = IR_range*res6.m_closestHitFraction;
          to1[3]=res6.m_hitPointWorld;
     }

 //   IR2 reading
      x = pos[0]+((0.028) * cos(-rotation + 1.57));
      z = pos[2]+((0.028) * sin(-rotation + 1.57));
      from1[4] = btVector3(x, y, z);
      X = x+((0.049) * cos(-rotation + 1.57 ));
      Z = z+((0.049) * sin(-rotation + 1.57));
      to1[4] = btVector3( X, y, Z );
      btCollisionWorld::ClosestRayResultCallback res2(from1[4], to1[4]);
      //uncomment below line if you experience any ray pentration problem to the object this might happened with very slow machine
      //res2.m_flags = 0xFFFFFFFF;
      this->world->rayTest(from1[4], to1[4], res2);
      if(res2.hasHit()){
          _reading[4] = 0.049*(res2.m_closestHitFraction) - 0.009;
          to1[4]=res2.m_hitPointWorld;
      }

 //   IR5 reading
      x = pos[0]+((0.028) * cos(-rotation - 1.57));
      z = pos[2]+((0.028) * sin(-rotation - 1.57));
      from1[5] = btVector3(x, y, z);
      X = x+((0.049) * cos(-rotation - 1.57 ));
      Z = z+((0.049) * sin(-rotation - 1.57 ));
      to1[5] = btVector3( X, y, Z );
      btCollisionWorld::ClosestRayResultCallback res5(from1[5], to1[5]);
      //uncomment below line if you experience any ray pentration problem to the object this might happened with very slow machine
      //res5.m_flags = 0xFFFFFFFF;
      this->world->rayTest(from1[5], to1[5], res5);
      if(res5.hasHit()){
           _reading[5] = 0.049*res5.m_closestHitFraction - 0.009;
           to1[5]=res5.m_hitPointWorld;
      }


 //   IR3 reading
      x = pos[0]+((robot_radius) * cos(-rotation + 2.64));
      z = pos[2]+((robot_radius) * sin(-rotation + 2.64));
      from1[6] = btVector3(x, y, z);
      X = x+((IR_range) * cos(-rotation + 2.64 ));
      Z = z+((IR_range) * sin(-rotation + 2.64 ));
      to1[6] = btVector3( X, y, Z );
      btCollisionWorld::ClosestRayResultCallback res3(from1[6], to1[6]);
      //uncomment below line if you experience any ray pentration problem to the object this might happened with very slow machine
      //res3.m_flags = 0xFFFFFFFF;
      this->world->rayTest(from1[6], to1[6], res3);
      if(res3.hasHit()){
          _reading[6] = IR_range*res3.m_closestHitFraction;
          to1[6]=res3.m_hitPointWorld;
      }

  //   IR4 reading
      x = pos[0]+((robot_radius) * cos(-rotation - 2.64));
      z = pos[2]+((robot_radius) * sin(-rotation - 2.64));
      from1[7] = btVector3(x, y, z);
      X = x+((IR_range) * cos(-rotation - 2.64 ));
      Z = z+((IR_range) * sin(-rotation - 2.64 ));
      to1[7] = btVector3( X, y, Z );
      btCollisionWorld::ClosestRayResultCallback res4(from1[7], to1[7]);
      //uncomment below line if you experience any ray pentration problem to the object this might happened with very slow machine
      //res4.m_flags = 0xFFFFFFFF;
      this->world->rayTest(from1[7], to1[7], res4);
      if(res4.hasHit()){
          _reading[7] = IR_range*res4.m_closestHitFraction;
          to1[7]=res4.m_hitPointWorld;
      }

//        for( int i = 0; i < num_IR_sensors; i++){
//            printf(" \nIR%d distance reading= %f ",i,_reading[i]);
//        }

    //calibrating distance to IR value reading according to a line equations
  for(int i = 0; i < num_IR_sensors; i++){
       if (_reading[i] > 0.03 && _reading[i] <= 0.04)
           _reading[i] = -20600 * _reading[i] + 924;
       else if (_reading[i] > 0.02 && _reading[i] <= 0.03)
           _reading[i] = -37000 * _reading[i] + 1416;
       else if (_reading[i] > 0.01 && _reading[i] <= 0.02)
           _reading[i] = -153500 * _reading[i] + 3746;
       else if (_reading[i] > 0.005 && _reading[i] <= 0.01)
           _reading[i] = -252600 * _reading[i] + 4737;
       else if (_reading[i] >= 0.0 && _reading[i] <= 0.005 )
           _reading[i] = -124200 * _reading[i] + 4095;

  }
//  for( int i = 0; i < num_IR_sensors; i++){
//      printf("\n IR%d distance reading= %f ",i,_reading[i]);
//  }

//    take_occupancy_reading(_reading, get_rotation(), get_pos()[0], get_pos()[2] );


}
Example #7
0
TEST(TEmaSpVec, Simple1) {
	try {
		TSignalProc::TEmaSpVec sum(100, TSignalProc::TEmaType::etLinear, 0, 10000, 0.001);

		TSignalProc::TEma ema2(100, TSignalProc::TEmaType::etLinear, 0, 10000);
		TSignalProc::TEma ema5(100, TSignalProc::TEmaType::etLinear, 0, 10000);
		TSignalProc::TEma ema6(100, TSignalProc::TEmaType::etLinear, 0, 10000);

		uint64 timestamp1 = 10;
		TIntFltKdV in1;
		in1.Add(TIntFltKd(2, 1.0));
		
		sum.Update(in1, timestamp1);
		ema2.Update(1.0, timestamp1);
		ema5.Update(0.0, timestamp1);
		ema6.Update(0.0, timestamp1);

		EXPECT_EQ(sum.GetTmMSecs(), timestamp1);
		const TIntFltKdV& res1 = sum.GetValue();
		EXPECT_EQ(res1.Len(), 1);
		EXPECT_EQ(res1[0].Key, 2);
		EXPECT_EQ(res1[0].Dat, 1.0);

		// add another sparse vector, don't remove anything
		uint64 timestamp2 = timestamp1 + 1000;
		TIntFltKdV in2;
		in2.Add(TIntFltKd(5, 2.0));

		sum.Update(in2, timestamp2);
		ema2.Update(0.0, timestamp2);
		ema5.Update(2.0, timestamp2);
		ema6.Update(0.0, timestamp2);
		printf("ema2: %f\n", ema2.GetValue());
		printf("ema5: %f\n", ema5.GetValue());
		printf("ema6: %f\n", ema6.GetValue());

		EXPECT_EQ(sum.GetTmMSecs(), timestamp2);
		const TIntFltKdV& res2 = sum.GetValue();
		EXPECT_EQ(res2.Len(), 2);
		EXPECT_EQ(res2[0].Key, 2);
		EXPECT_EQ(res2[0].Dat, ema2.GetValue());
		EXPECT_EQ(res2[1].Key, 5);
		EXPECT_EQ(res2[1].Dat, ema5.GetValue());

		uint64 timestamp3 = timestamp2 + 1000;
		TIntFltKdV in3;
		in3.Add(TIntFltKd(5, 3.0));
		in3.Add(TIntFltKd(6, 6.0));

		sum.Update(in3, timestamp3);
		ema2.Update(0.0, timestamp3);
		ema5.Update(3.0, timestamp3);
		ema6.Update(6.0, timestamp3);
		printf("ema2: %f\n", ema2.GetValue());
		printf("ema5: %f\n", ema5.GetValue());
		printf("ema6: %f\n", ema6.GetValue());

		EXPECT_EQ(sum.GetTmMSecs(), timestamp3);
		TIntFltKdV res3(sum.GetValue());
		EXPECT_EQ(res3.Len(), 3);
		EXPECT_EQ(res3[0].Key, 2);
		EXPECT_EQ(res3[0].Dat, ema2.GetValue());
		EXPECT_EQ(res3[1].Key, 5);
		EXPECT_EQ(res3[1].Dat, ema5.GetValue());
		EXPECT_EQ(res3[2].Key, 6);
		EXPECT_EQ(res3[2].Dat, ema6.GetValue());
		printf("ema2: %f\n", ema2.GetValue());
		printf("ema5: %f\n", ema5.GetValue());
		printf("ema6: %f\n", ema6.GetValue());

	} catch (PExcept& Except) {
		printf("Error: %s", Except->GetStr());
		throw Except;
	}
}