void QSegmentWidget::addSegment(int cyl, qreal startAngle, qreal stopAngle, QColor color) { // Segment s(startAngle, stopAngle, color); QSegmentWidget::Segment s; s.first = startAngle; s.second = stopAngle; s.color = color; SegmentList sl; sl.push_back(s); addSegments(cyl, sl); }
void NestedBoxTestModel::setup(tgWorld& world) { const double edge = 30.0; const double height = tgUtil::round(std::sqrt(3.0)/2 * edge); std::cout << "edge: " << edge << "; height: " << height << std::endl; // Create the tetrahedra tgStructure tetra; addNodes(tetra, edge, height); addPairs(tetra); // Move the first one so we can create a longer snake. // Or you could move the snake at the end, up to you. tetra.move(btVector3(0.0, 2.0, 100.0)); // Create our snake segments tgStructure snake; addSegments(snake, tetra, edge, m_segments); addMuscles(snake); // Create the build spec that uses tags to turn the structure into a real model // Note: This needs to be high enough or things fly apart... const double density = 4.2 / 3000.0; // kg / length^3 - see app for length const double radius = 0.5; const double h = 0.5; const tgBox::Config rodConfig(radius, density); tgBuildSpec spec; spec.addBuilder("rod", new tgBoxInfo(rodConfig)); tgSpringCableActuator::Config muscleConfig(1000, 10); //spec.addBuilder("muscle", new tgBasicActuatorInfo(muscleConfig)); const tgSphere::Config sphereConfig(0.5, 0.5); spec.addBuilder("light", new tgSphereInfo(sphereConfig)); const tgSphere::Config sphereConfig2(0.5, 2.5); spec.addBuilder("light", new tgSphereInfo(sphereConfig2)); // Create your structureInfo tgStructureInfo structureInfo(snake, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the models (e.g. muscles) // that we want to control. allMuscles = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); mapMuscles(muscleMap, *this); trace(structureInfo, *this); // Actually setup the children tgModel::setup(world); }
static void init() { addSegments(); self->dirX = self->face == LEFT ? -self->speed : self->speed; self->action = &headMove; if (self->mental >= 2) { self->touch = &greenTouch; } self->creditsAction = &creditsMove; }
void BigDoxieNoFeet::setup(tgWorld& world) { //Rod and Muscle configuration. const double density = 4.2/300.0; //Note: this needs to be high enough or things fly apart... const double radius = 0.5; const double rod_space = 10.0; const double rod_space2 = 8.0; const double friction = 0.5; const double rollFriction = 0.0; const double restitution = 0.0; const tgRod::Config rodConfig(radius, density, friction, rollFriction, restitution); const double stiffness = 1000.0; const double stiffnessPassive = 5000.0; const double stiffnessPassive4 = 3000.0; const double damping = .01*stiffness; const double pretension = 0.0; //units of pretension is in Newtons. const bool history = true; const double maxTens = 7000.0; const double maxSpeed = 12.0; const double passivePretension = 1000; const double passivePretension2 = 2500; const double passivePretension3 = 13000; // was 2500 const double passivePretension4 = 4000; #ifdef USE_KINEMATIC const double mRad = 1.0; const double motorFriction = 10.0; const double motorInertia = 1.0; const bool backDrivable = false; #ifdef PASSIVE_STRUCTURE tgKinematicActuator::Config motorConfigSpine(2*stiffness, damping, pretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigStomach(3*stiffness, damping, passivePretension3, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigOther(stiffnessPassive, damping, passivePretension2, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigFeet(stiffnessPassive, damping, passivePretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigLegs(stiffnessPassive4, damping, passivePretension4, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); #else tgKinematicActuator::Config motorConfigSpine(2*stiffness, damping, pretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigStomach(3*stiffness, damping, passivePretension3, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigOther(stiffnessPassive, damping, passivePretension2, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigFeet(stiffnessPassive, damping, passivePretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigLegs(stiffnessPassive4, damping, passivePretension4, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); #endif #else #ifdef PASSIVE_STRUCTURE tgSpringCableActuator::Config muscleConfigSpine(2*stiffness, damping, passivePretension); tgSpringCableActuator::Config muscleConfigStomach(2*stiffnessPassive, damping, passivePretension3); tgSpringCableActuator::Config muscleConfigOther(stiffnessPassive, damping, passivePretension2); tgSpringCableActuator::Config muscleConfigFeet(stiffnessPassive, damping, passivePretension); tgSpringCableActuator::Config muscleConfigLegs(stiffnessPassive4, damping, passivePretension4); #else tgSpringCableActuator::Config muscleConfigSpine(2*stiffness, damping, pretension, history, maxTens, 2*maxSpeed); tgSpringCableActuator::Config muscleConfigStomach(3*stiffnessPassive, damping, passivePretension3, history, maxTens, 2*maxSpeed); tgSpringCableActuator::Config muscleConfigOther(stiffnessPassive, damping, passivePretension2); tgSpringCableActuator::Config muscleConfigFeet(stiffnessPassive, damping, passivePretension); tgSpringCableActuator::Config muscleConfigLegs(stiffnessPassive4, damping, passivePretension4); #endif #endif //Foot: tgStructure foot; addNodesFoot(foot,rod_space,rod_space2); addRodsFoot(foot); //Leg: tgStructure leg; addNodesLeg(leg,rod_space); addRodsLeg(leg); //Create the basic unit of the puppy tgStructure vertebra; addNodesVertebra(vertebra,rod_space); addRodsVertebra(vertebra); //Create the basic unit for the hips/shoulders. tgStructure hip; addNodesHip(hip,rod_space); addRodsHip(hip); //Build the puppy tgStructure puppy; const double yOffset_foot = -(2*rod_space+6); addSegments(puppy,vertebra,hip,leg,foot,rod_space); //,m_segments,m_hips,m_legs,m_feet puppy.move(btVector3(0.0,-yOffset_foot,0.0)); addMuscles(puppy); //,m_segments,m_hips,m_legs,m_feet //Time to add the muscles to the structure. Todo: make this a function; also try to clean this up. std::vector<tgStructure*> children = puppy.getChildren(); // Create the build spec that uses tags to turn the structure into a real model tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); #ifdef USE_KINEMATIC #ifdef PASSIVE_STRUCTURE spec.addBuilder("muscleAct1", new tgKinematicContactCableInfo(motorConfigSpine)); spec.addBuilder("muscleAct2", new tgKinematicContactCableInfo(motorConfigStomach)); spec.addBuilder("muscle ", new tgKinematicContactCableInfo(motorConfigOther)); spec.addBuilder("muscle2 ", new tgKinematicContactCableInfo(motorConfigFeet)); spec.addBuilder("muscle3 ", new tgKinematicContactCableInfo(motorConfigLegs)); #else spec.addBuilder("muscleAct1", new tgKinematicContactCableInfo(motorConfigSpine)); spec.addBuilder("muscleAct2", new tgKinematicContactCableInfo(motorConfigStomach)); spec.addBuilder("muscle ", new tgKinematicContactCableInfo(motorConfigOther)); spec.addBuilder("muscle2 ", new tgKinematicContactCableInfo(motorConfigFeet)); spec.addBuilder("muscle3 ", new tgKinematicContactCableInfo(motorConfigLegs)); #endif #else #ifdef PASSIVE_STRUCTURE spec.addBuilder("muscleAct1", new tgBasicActuatorInfo(muscleConfigSpine)); spec.addBuilder("muscleAct2", new tgBasicActuatorInfo(muscleConfigStomach)); spec.addBuilder("muscle " , new tgBasicActuatorInfo(muscleConfigOther)); spec.addBuilder("muscle2 " , new tgBasicActuatorInfo(muscleConfigFeet)); spec.addBuilder("muscle3 " , new tgBasicActuatorInfo(muscleConfigLegs)); #else spec.addBuilder("muscleAct1" , new tgBasicActuatorInfo(muscleConfigSpine)); spec.addBuilder("muscleAct2" , new tgBasicActuatorInfo(muscleConfigStomach)); spec.addBuilder("muscle " , new tgBasicActuatorInfo(muscleConfigOther)); spec.addBuilder("muscle2 " , new tgBasicActuatorInfo(muscleConfigFeet)); spec.addBuilder("muscle3 " , new tgBasicActuatorInfo(muscleConfigLegs)); #endif #endif // Create your structureInfo tgStructureInfo structureInfo(puppy, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the // models (e.g. muscles) that we want to control. m_allMuscles = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); m_allSegments = this->find<tgModel> ("spine segment"); // Actually setup the children, notify controller that the setup has finished BaseSpineModelLearning::setup(world); children.clear(); }
// This is basically a manual setup of a model. // There are things that do this for us (@todo: reference the things that do this for us) void TetraSpineGoal::setup(tgWorld& world) { const double edge = 3.8 * scaleFactor; const double height = tgUtil::round(std::sqrt(3.0)/2 * edge); std::cout << "edge: " << edge << "; height: " << height << std::endl; // Create the tetrahedra tgStructure tetra; addNodes(tetra, edge, height, scaleFactor); addPairs(tetra); // Move the first one so we can create a longer snake. // Or you could move the snake at the end, up to you. tetra.move(btVector3(0.0, 8.0, 10.0)); // Create our snake segments tgStructure snake; addSegments(snake, tetra, -2.30 * scaleFactor, m_segments); addMuscles(snake); // Create the build spec that uses tags to turn the structure into a real model // Note: This needs to be high enough or things fly apart... // Params for In Won const double radius = 0.635 * scaleFactor / 10.0; const double sphereRadius = 0.635 * scaleFactor / (10.0); const double density = 2.0 *.0201 / (pow(radius, 2) * M_PI * edge); // Mass divided by volume... should there be a way to set this automatically?? const double friction = 0.5; const tgRod::Config rodConfig(radius, density, friction); tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); // 1000 is so the units below can be in grams const double sphereVolume1 = 1000.0 * 4.0 / 3.0 * M_PI * pow(sphereRadius, 3); const double sphereVolume2 = 1000.0 * 4.0 / 3.0 * M_PI * pow(sphereRadius, 3); const double baseCornerMidD = 180.0 / sphereVolume1; const tgSphere::Config baseCornerMidConfig(sphereRadius, baseCornerMidD, friction); spec.addBuilder("base", new tgSphereInfo(baseCornerMidConfig)); const double tipCornerMidD = 120.0 / sphereVolume1; const tgSphere::Config tipCornerMidConfig(sphereRadius, tipCornerMidD, friction); spec.addBuilder("tip", new tgSphereInfo(tipCornerMidConfig)); const double PCBD = 70.0 / sphereVolume2; const tgSphere::Config PCB_1_Config(radius, PCBD, friction); spec.addBuilder("PCB", new tgSphereInfo(PCB_1_Config)); const double elasticity = 1000.0; const double damping = 10.0; const double pretension = 0.0; const bool history = false; const double maxTens = 7000.0; const double maxSpeed = 12.0; const double mRad = 1.0; const double motorFriction = 10.0; const double motorInertia = 1.0; const bool backDrivable = false; tgKinematicActuator::Config motorConfig(elasticity, damping, pretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); spec.addBuilder("muscle", new tgKinematicContactCableInfo(motorConfig)); // Create your structureInfo tgStructureInfo structureInfo(snake, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the models (e.g. muscles) // that we want to control. m_allMuscles = this->find<tgSpringCableActuator> ("muscle"); m_allSegments = this->find<tgModel> ("segment"); mapMuscles(m_muscleMap, *this); //addMarkers(snake, *this); #if (0) trace(structureInfo, *this); #endif // Actually setup the children BaseSpineModelGoal::setup(world); }
void RibModelMixedContact::setup(tgWorld& world) { double v_size = 3.0; // Create the spinal processes tgStructure vertebrae; addNodes(vertebrae, v_size); addPairs(vertebrae); // Move the first one so we can create a longer snake. // Or you could move the snake at the end, up to you. vertebrae.move(btVector3(0.0, 2 * v_size, v_size * m_segments)); // Create ribs and add them to the vertebrae double majorAxis = 6.0; double minorAxis = 4.0; double startTheta = M_PI / 2.0; double endTheta = 5.0 * M_PI / 4.0; size_t segs = 15; tgStructure ribs; ellipseNodes(ribs, majorAxis, minorAxis, startTheta, endTheta, segs); makePairs(ribs); #if (0) // Attempt at compliant rib attachments ribs.move(btVector3(v_size / 3.0, 2 * v_size - minorAxis, v_size * m_segments)); #else ribs.move(btVector3(0.0, 2 * v_size - minorAxis -.3, v_size * m_segments)); #endif // Create our snake segments tgStructure snake; addSegments(snake, vertebrae, ribs, v_size, m_segments); snake.move(btVector3(0.0, majorAxis, 0.0)); addMuscles(snake); // Create the build spec that uses tags to turn the structure into a real model // Note: This needs to be high enough or things fly apart... const double density = 4.2 / 300.0; const double radius = 0.5; const double friction = 0.5; // Default is 0.5 const double rollFriction = 0.5; // Default is 0.0 const double restitution = 0.0; // Default const tgRod::Config rodConfig(radius, density, friction, rollFriction, restitution); tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); const double elasticity = 500.0; const double elasticityAct = 1000.0; const double damping = 5.0; const double dampingAct = 10.0; const double pretension = 0.0; const bool history = true; const double maxTens = 1000.0; const double maxTensAct = 7000.0; const double maxSpeed = 100.0; const double maxSpeedAct = 24.0; const double mRad = 1.0; const double motorFriction = 10.0; const double motorInertia = 1.0; const bool backDrivable = false; #if (0) //Replacing with tgKinematicActuator, leaving option to turn it off. 9/9/15. tgKinematicActuator::Config muscleConfig(elasticity, damping, pretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); spec.addBuilder("muscle", new tgKinematicContactCableInfo(muscleConfig)); tgKinematicActuator::Config muscleConfigAct(elasticityAct, dampingAct, pretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTensAct, maxSpeedAct); spec.addBuilder("muscleAct", new tgKinematicContactCableInfo(muscleConfigAct)); #else tgSpringCableActuator::Config muscleConfig(elasticity, damping, pretension, history); spec.addBuilder("muscle", new tgBasicContactCableInfo(muscleConfig)); /// @todo acceleration constraint was removed on 12/10/14 Replace with tgKinematicActuator as appropreate tgSpringCableActuator::Config muscleConfigAct(elasticityAct, dampingAct, pretension, history, 7000, 24); spec.addBuilder("muscleAct", new tgBasicContactCableInfo(muscleConfigAct)); #endif #if (0) // Compliant Rib Attachments const double stiffness = 1000; const double damping = .01 * stiffness; tgSpringCableActuator::Config muscleConfig1(stiffness, damping, -M_PI / 2.0); tgSpringCableActuator::Config muscleConfig2(stiffness, damping, M_PI / 2.0); tgSpringCableActuator::Config muscleConfig3(stiffness, damping, M_PI); tgSpringCableActuator::Config muscleConfig4(stiffness, damping, 0); spec.addBuilder("multiMuscle", new tgBasicActuatorInfo(muscleConfig1)); spec.addBuilder("multiMuscle", new tgBasicActuatorInfo(muscleConfig2)); spec.addBuilder("multiMuscle", new tgBasicActuatorInfo(muscleConfig3)); spec.addBuilder("multiMuscle", new tgBasicActuatorInfo(muscleConfig4)); #endif // Create your structureInfo tgStructureInfo structureInfo(snake, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the models (e.g. muscles) // that we want to control. m_allMuscles = find<tgSpringCableActuator> ("muscleAct"); m_allSegments = find<tgModel> ("segment"); #if (0) trace(structureInfo, *this); #endif // Actually setup the children BaseSpineModelLearning::setup(world); }
// This is basically a manual setup of a model. // There are things that do this for us (@todo: reference the things that do this for us) void TetraSpineStaticModel_hf::setup(tgWorld& world) { const double edge = 38; const double height = tgUtil::round(std::sqrt(3.0)/2 * edge); std::cout << "edge: " << edge << "; height: " << height << std::endl; // Create the tetrahedra tgStructure tetra; addNodes(tetra, edge, height); addPairs(tetra); // Move the first one so we can create a longer snake. // Or you could move the snake at the end, up to you. tetra.move(btVector3(0.0, 2.0, 100.0)); // Create our snake segments tgStructure snake; addSegments(snake, tetra, edge, m_segments); addMuscles(snake); // Create the build spec that uses tags to turn the structure into a real model // Note: This needs to be high enough or things fly apart... // Params for In Won const double oldDensity = .00311; const double radius = 0.635 / 2.0; const double density = 0.0201 / (pow(radius, 2) * M_PI * edge); // Mass divided by volume... should there be a way to set this automatically?? const double friction = 0.15; const tgRod::Config rodConfig(radius, density, friction); tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); // 1000 is so the units below can be in grams const double sphereVolume = 1000.0 * 4.0 / 3.0 * M_PI * pow(radius, 3); const double baseCornerFrontD = 140.0 / sphereVolume; const tgSphere::Config baseCornerFrontConfig(radius, baseCornerFrontD, friction); spec.addBuilder("num0 base", new tgSphereInfo(baseCornerFrontConfig)); const double baseCornerMidD = 180.0 / sphereVolume; const tgSphere::Config baseCornerMidConfig(radius, baseCornerMidD, friction); spec.addBuilder("num1 base", new tgSphereInfo(baseCornerMidConfig)); const double baseCornerRearD = 100.0 / sphereVolume; const tgSphere::Config baseCornerRearConfig(radius, baseCornerRearD, friction); spec.addBuilder("num2 base", new tgSphereInfo(baseCornerRearConfig)); const double tipCornerFrontD = 40.0 / sphereVolume; const tgSphere::Config tipCornerFrontConfig(radius, tipCornerFrontD, friction); spec.addBuilder("num0 tip", new tgSphereInfo(tipCornerFrontConfig)); const double tipCornerMidD = 120.0 / sphereVolume; const tgSphere::Config tipCornerMidConfig(radius, tipCornerMidD, friction); spec.addBuilder("num1 tip", new tgSphereInfo(tipCornerMidConfig)); spec.addBuilder("num2 tip", new tgSphereInfo(tipCornerMidConfig)); const double PCBD = 70.0 / sphereVolume; const tgSphere::Config PCB_1_Config(radius, PCBD, friction); spec.addBuilder("PCB num0", new tgSphereInfo(PCB_1_Config)); spec.addBuilder("PCB num1", new tgSphereInfo(PCB_1_Config)); const double PCB2D = 95.0 / sphereVolume; const tgSphere::Config PCB_2_Config(radius, PCB2D, friction); spec.addBuilder("PCB num2", new tgSphereInfo(PCB_2_Config)); // Two different string configs /// @todo acceleration constraint was removed on 12/10/14 Replace with tgKinematicActuator as appropreate tgSpringCableActuator::Config muscleConfig(229.16, 20, 2000.0, true, 5000, 7.0, 1.0, 1.0); tgSpringCableActuator::Config muscleConfig2(229.16, 20, 700.0, true, 5000, 7.0, 1.0, 1.0); spec.addBuilder("top muscle", new tgBasicActuatorInfo(muscleConfig)); spec.addBuilder("left muscle", new tgBasicActuatorInfo(muscleConfig2)); spec.addBuilder("right muscle", new tgBasicActuatorInfo(muscleConfig2)); // Create your structureInfo tgStructureInfo structureInfo(snake, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the models (e.g. muscles) // that we want to control. m_allMuscles = this->find<tgSpringCableActuator> ("muscle"); m_allSegments = this->find<tgModel> ("segment"); mapMuscles(m_muscleMap, *this); addMarkers(snake, *this); #if (0) trace(structureInfo, *this); #endif // Actually setup the children BaseSpineModelLearning::setup(world); }
/*************************************** * The primary functions., called from other classes. **************************************/ void VerticalSpineModel::setup(tgWorld& world) { // debugging output: edge and height length //std::cout << "edge: " << c.edge << "; height: " << c.height << std::endl; // Create the first fixed snake segment // @todo move these hard-coded parameters into config tgStructure tetraB; addNodes(tetraB, c.edge, c.height); addPairsB(tetraB); tetraB.move(btVector3(0.0, 2, 0)); // Create our snake segments tgStructure snake; // add 1st child to snake tgStructure* const tB = new tgStructure(tetraB); snake.addChild(tB); tB->addTags(tgString("segment", 1)); // Create the first non-fixed tetrahedra tgStructure tetra; addNodes(tetra, c.edge, c.height); addPairs(tetra); // Move the first tetrahedra // @todo move these hard-coded parameters into config tetra.move(btVector3(0.0, -6, 0)); // add rest of segments using original tetra configuration addSegments(snake, tetra, c.edge, m_segments); addMuscles(snake); // Create the build spec that uses tags to turn the structure into a real model // Note: This needs to be high enough or things fly apart... // length of inner strut = 12.25 cm // m = 1 kg // volume of 1 rod = 9.62 cm^3 // total volume = 38.48 cm^3 //const double density = 1/38.48; = 0.026 // kg / length^3 - see app for length const tgRod::Config rodConfigA(c.radius, c.densityA, c.friction, c.rollFriction, c.restitution); const tgRod::Config rodConfigB(c.radius, c.densityB, c.friction, c.rollFriction, c.restitution); //holder const tgRod::Config rodConfigHA(0.1, c.densityA, c.friction, c.rollFriction, c.restitution); const tgRod::Config rodConfigHB(0.1, c.densityB, c.friction, c.rollFriction, c.restitution); tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfigA)); spec.addBuilder("rodB", new tgRodInfo(rodConfigB)); // set muscle (string) parameters // @todo replace acceleration constraint with tgKinematicActuator if needed... tgSpringCableActuator::Config muscleConfig(c.stiffness, c.damping, c.pretension, c.hist, c.maxTens, c.targetVelocity); spec.addBuilder("muscle", new tgBasicActuatorInfo(muscleConfig)); // Create your structureInfo tgStructureInfo structureInfo(snake, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the models (e.g. muscles) // that we want to control. allMuscles = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); mapMuscles(muscleMap, *this, m_segments); //trace(structureInfo, *this); // Actually setup the children notifySetup(); tgModel::setup(world); }