Exemple #1
0
void Robot::drawWing(Pose pose,int midYIndex ,int yIndex, int zIndex) const
{
    //glRotatef(0,pose.angles_[yIndex], pose.angles_[zIndex],1);
    glRotatef(0,0,430 ,1);
    glTranslatef(-WB1/2.0,0,0);
    drawCuboid(3,.3,.3);

    // joint 2
    glPushMatrix();
    glTranslatef(-WB1/2.0,0,0);
    glRotatef(pose.angles_[midYIndex],0,0,1);
    glTranslatef(-WB1/2.0,0,0);
    drawCuboid(3,.3,.3);
    // joint3 
    glPushMatrix();
    glTranslatef(-WB1/2.0,0,0);
    glRotatef(20,0,0,1);
    glTranslatef(-WBL/2,0,0);
    drawCuboid(WBL,.3,.3);
    glPopMatrix();
    
    glTranslatef(-WB1/2.0,0,0);
    glRotatef(90,0,0,1);
    glTranslatef(-WBL/2,0,0);
    drawCuboid(WBL,.2,.2);
    glPopMatrix();
    glTranslatef(-WB1/2.0,0,0);
    glRotatef(90,0,0,1);
    glTranslatef(-WBL/2,0,0);
    drawCuboid(WBL,.2,.2);


}
Exemple #2
0
void Schema3Layer::draw()
{
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0, 0.0, -10.0);
    glRotatef(rotationX, 0.0, 0.0, 0.0);
    glRotatef(rotationY, 0.0, 0.0, 0.0);
    glRotatef(rotationZ, 0.0, 0.0, 0.0);


    // Right
    static GLfloat center1[3] = {1.5, 0.0, 0.0};
    static GLfloat  color1[3] = {0.0, 0.0, 1.0};
    static GLfloat length1[3] = {1.0, 0.5, 0.5};
    drawCuboid(center1, length1, color1);

    // Center
    static GLfloat center2[3] = {0.0, 0.0, 0.0};
    static GLfloat  color2[3] = {0.0, 1.0, 0.0};
    static GLfloat length2[3] = {0.5, 0.5, 0.5};
    drawCuboid(center2, length2, color2);

    // Left
    static GLfloat center3[3] = {-1.5, 0.0, 0.0};
    static GLfloat  color3[3] = { 0.0, 0.0, 1.0};
    static GLfloat length3[3] = { 1.0, 0.5, 0.5};
    drawCuboid(center3, length3, color3);


    glBegin(GL_LINES);
        glColor3f(0.0f,0.0f,0.0f);
        glVertex3f(0.0f, 0.0f, 0.0f);
        glVertex3f(0.0f, 1.0f, 0.0f);
    glEnd();
}
Exemple #3
0
void Robot::drawArm(Pose pose, int shoulderIndex, int elbowIndex) const
{
    //Rotate shouler join
    glRotatef(pose.angles_[shoulderIndex],0,0,1); //Rotate WORLDDDD
    glTranslatef(0, -UARM_LEN/2.0,0); //translate so we draw the arm rotating WRT shoulder joint
    drawCuboid(UARM_WIDTH, UARM_LEN, UARM_WIDTH);
    // Move to elbow link point
    glTranslatef(0, -UARM_LEN/2.0,0);
    glRotatef(pose.angles_[elbowIndex],0,0,1); //Rotate WORLDDDD
    glTranslatef(0, -UARM_LEN/2.0,0);
    drawCuboid(LARM_WIDTH, LARM_LEN, LARM_WIDTH);
}
Exemple #4
0
void Robot::drawLeg(Pose pose, int hipIndex, int kneeIndex, int ankleIndex) const
{
    //Rotate hips
    glRotatef(pose.angles_[hipIndex], 0, 0, 1);
    //Extend thighs to shift origin
    glTranslatef(0, -LEG_LEN/2.0,0);
    drawCuboid(LEG_WIDTH,LEG_LEN,LEG_WIDTH);
    //shift origin to knee joint
    glTranslatef(0, -LEG_LEN/2.0,0);
    //rotate knees
    glRotatef(pose.angles_[kneeIndex], 0, 0, 1);
    //shift knees
    glTranslatef(0, -LEG_LEN/2.0,0);
    drawCuboid(LEG_WIDTH,LEG_LEN,LEG_WIDTH);
    //shift to ankles
    glTranslatef(0, -LEG_LEN/2.0,0);
    glRotatef(pose.angles_[ankleIndex], 0, 0, 1);
    glTranslatef(FEET_LEN/4.0,0,0);
    drawCuboid(FEET_LEN,FEET_THICK,FEET_WIDTH);
}
Exemple #5
0
void drawBody(const DYN_Body *body)
{
    const double LINEAR_VELOCITY_SCALE_FACTOR = 50;
    const double ANGULAR_VELOCITY_SCALE_FACTOR = 50;
    // graw velocity and angular momentum
    glBegin(GL_LINES);
    {
        glColor3f(1, 0.5, 0);
        glVertex3f(
            body->position[0],
            body->position[1],
            body->position[2]
        );
        glVertex3f(
            body->position[0] + body->velocity[0] * LINEAR_VELOCITY_SCALE_FACTOR,
            body->position[1] + body->velocity[1] * LINEAR_VELOCITY_SCALE_FACTOR,
            body->position[2] + body->velocity[2] * LINEAR_VELOCITY_SCALE_FACTOR
        );
        glColor3f(0, 0.5, 1);
        glVertex3f(
            body->position[0],
            body->position[1],
            body->position[2]
        );
        glVertex3f(
            body->position[0] + body->angularVelocity[0] * ANGULAR_VELOCITY_SCALE_FACTOR,
            body->position[1] + body->angularVelocity[1] * ANGULAR_VELOCITY_SCALE_FACTOR,
            body->position[2] + body->angularVelocity[2] * ANGULAR_VELOCITY_SCALE_FACTOR
        );
    }
    glEnd();
    if (body->inContact)
    {
        glColor3f(1, 1, 0);
    }
    else if (body->colliding)
    {
        glColor3f(1, 0, 0);
    }
    else
    {
        glColor3f(0, 1, 0);
    }
    switch (body->staticAttributes->shape)
    {
        case DYN_BS_CUBOID:
        {
            drawCuboid(body, body->staticAttributes);
        }
        break;
    }
}
void Shapes::update()
{
   Geometry::update();

   for (unsigned int i=0; i<geom.size(); i++) 
   {
      glNewList(displaylists[i], GL_COMPILE);
      if (!drawable(i)) {glEndList(); continue;}   ////

      //Calibrate colour map (not yet available)
      geom[i]->colourCalibrate();

      //Set draw state
      setState(i);

      float scaling = geom[i]->draw->scaling;

      //Load constant scaling factors from properties
      float dims[3];
      dims[0] = geom[i]->draw->props.Float("width", FLT_MIN);
      dims[1] = geom[i]->draw->props.Float("height", FLT_MIN);
      dims[2] = geom[i]->draw->props.Float("length", FLT_MIN);
      int shape = geom[i]->draw->props.Int("shape");

      if (scaling <= 0) scaling = 1.0;

      for (int v=0; v < geom[i]->count; v++) 
      {
         //Calculate colour
         geom[i]->setColour(v);

         //Scale the dimensions by variables (dynamic range options? by setting max/min?)
         float sdims[3] = {dims[0], dims[1], dims[2]};
         if (geom[i]->xWidths.size() > 0) sdims[0] = geom[i]->xWidths[v];
         if (geom[i]->yHeights.size() > 0) sdims[1] = geom[i]->yHeights[v]; else sdims[1] = sdims[0];
         if (geom[i]->zLengths.size() > 0) sdims[2] = geom[i]->zLengths[v]; else sdims[2] = sdims[1];

         //Multiply by constant scaling factors if present
         if (dims[0] != FLT_MIN) sdims[0] *= dims[0];
         if (dims[1] != FLT_MIN) sdims[1] *= dims[1];
         if (dims[2] != FLT_MIN) sdims[2] *= dims[2];

         //Apply scaling
         sdims[0] *= scaling * scale;
         sdims[1] *= scaling * scale;
         sdims[2] *= scaling * scale;

         float pos[3];
         memcpy(pos, geom[i]->vertices[v], 3 * sizeof(float));
         //Scale manually (as global scaling is disabled to avoid distorting glyphs)
         for (int d=0; d<3; d++)
            pos[d] *= view->scale[d];

         // Translate to centre position
         glPushMatrix();
         glTranslatef(pos[0], pos[1], pos[2]);

         //Orient view to the alignment vector
         if (geom[i]->vectors.size() > 0)
         {
            Vec3d vec(geom[i]->vectors[v]);
            vec *= Vec3d(view->scale); //Scale
            // Rotate to orient the cone
            //...Want to align our z-axis to point along arrow vector:
            // axis of rotation = (z x vec)
            // cosine of angle between vector and z-axis = (z . vec) / |z|.|vec| */
            vec.normalise();
            float rangle = RAD2DEG * vec.angle(Vec3d(0.0, 0.0, 1.0));
            //Axis of rotation = vec x [0,0,1] = -vec[1],vec[0],0
            glRotatef(rangle, -vec[1], vec[0], 0);
         }

         //Draw shape
         float zpos[3] = {0};
         if (shape == 1)
            //drawCuboid(min, max, true);
            drawCuboid(zpos, sdims[0], sdims[1], sdims[2], true);
         else
            drawEllipsoid(zpos, sdims[0], sdims[1], sdims[2], 24, NULL);

         //Restore model view
         glPopMatrix();
      }
      glEndList();
   }
}
Exemple #7
0
void Robot::draw() const {
    
    // Retrieve the current (interpolated) pose of the robot.
    Pose pose = getPose();
    
    // You can set the robot to be whatever color you like.
    // By default it is white.
    glPushMatrix();
    glMatrixMode(GL_MODELVIEW);
    //BODY
    glColor4d(1, 1, 1, 1);
    glTranslatef(pose.x_, pose.y_,pose.z_);
    glRotatef(pose.angles_[BODY_ANGLE], 0, 0, 1);
    drawCuboid(BODY_X,BODY_LEN,BODY_Z);
    //HEAD
    glPushMatrix();
    glTranslatef(0,BODY_LEN/2,0);
    glRotatef(pose.angles_[HEAD_ANGLE], 0, 0, 1);
    glTranslatef(0,.3,0);
    drawCuboid(.6,.6,.6);
    glPopMatrix();
    // ARMS!!
    //Right
    glPushMatrix();
    glTranslatef(0, BODY_LEN/2.0, BODY_Z/2.0 + UARM_WIDTH/2.0); //Move to shoulder joint from center of body
    drawArm(pose, RIGHT_SHOULDER, RIGHT_ELBOW);
    glPopMatrix();
    //Left
    glPushMatrix();
    glTranslatef(0, BODY_LEN/2.0, - (BODY_Z/2.0 + UARM_WIDTH/2.0)); //Move to shoulder joint from center of body
    drawArm(pose, LEFT_SHOULDER, LEFT_ELBOW);
    glPopMatrix();
    //LEGS
    //RIGHT
    glPushMatrix();
    glTranslatef(0, -1, .25);
    drawLeg(pose, RIGHT_HIP, RIGHT_KNEE, RIGHT_ANKLE);
    glPopMatrix();
    //LEFT
    glPushMatrix();
    glTranslatef(0, -1, -.25);
    drawLeg(pose, LEFT_HIP, LEFT_KNEE, LEFT_ANKLE);
    glPopMatrix();
    //WINGS
    //RIGHT
    glPushMatrix();
    glTranslatef(-BODY_X/2.0,BODY_LEN/2.0 -.2,BODY_Z/2.0 - .2);
    drawWing(pose, RIGHT_WING_MID_Y, RIGHT_WING_Y, RIGHT_WING_Z);
    glPopMatrix();

    //LEFT
    glPushMatrix();
    glTranslatef(-BODY_X/2.0,BODY_LEN/2.0 -.2, -BODY_Z/2.0 + .2);
    drawWing(pose, LEFT_WING_MID_Y, LEFT_WING_Y, LEFT_WING_Z);
    glPopMatrix();



    //Body matrix
    glPopMatrix();
}