void ContinuousModel::processModelCalculation(Vector* Statek1, Vector* Statek, Vector* Inputs, double integrationInterval)
{
	int numIntegrationSteps=1;

	if(integrationInterval>maxTimeIntegration)
	{
		numIntegrationSteps=floor(integrationInterval/maxTimeIntegration);
		timeIntegration=integrationInterval/numIntegrationSteps;
	}
	else
	{
		numIntegrationSteps=1;
		timeIntegration=integrationInterval;
	}

//	printf("numsteps=%d, intInt=%f, maxTime=%f\n",numIntegrationSteps,integrationInterval,maxTimeIntegration);

	for(int i=1;i<=numIntegrationSteps;i++)
	{
		//Model::processModel(Statek1,Statek,Inputs);
		processModel(Statek1,Statek,Inputs);
		if(i<=numIntegrationSteps)
		{
			Statek->copy(Statek1);
			//printf("step %d",i);
			//Statek1->mostrar();
		}
	}
	return;
}
void ModelLoader::processNode(aiNode *node, const aiScene *scene) {
	// process all the node's meshes (if any)
	for (unsigned int i = 0; i < node->mNumMeshes; i++) {
		aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
		currentScene.models.push_back(processModel(mesh, scene));
	}
	// then do the same for each of its children
	for (unsigned int i = 0; i < node->mNumChildren; i++) {
		processNode(node->mChildren[i], scene);
	}
}
Exemple #3
0
 /**
  * Extracts JSON model from a string input
  * @param input JSON string
  * @param model model to fill in
  */
 static void parseModelData(const std::string& input, MatModel& model) {
     JSONNode nd = libjson::parse(input);
     bool modelset = false;
     for (auto i = nd.begin(); i != nd.end(); i++) {
         if (i->name() == JsonNames::modelname) {
             processModel(*i, model);
             modelset = true;
             break;
         }
     }
     if (!modelset)
         BNB_ERROR_REPORT("Model data missing\n");
 }
Exemple #4
0
/* \brief import Assimp file */
int _glhckImportAssimp(glhckObject *object, const char *file, const glhckImportModelParameters *params,
                       glhckGeometryIndexType itype, glhckGeometryVertexType vtype)
{
    const struct aiScene *scene;
    glhckObject *first = NULL;
    unsigned int aflags;
    CALL(0, "%p, %s, %p", object, file, params);

    /* import the model using assimp
     * TODO: make import hints tunable?
     * Needs changes to import protocol! */
    aflags = aiProcessPreset_TargetRealtime_Fast | aiProcess_OptimizeGraph;
    if (!params->animated && params->flatten) aflags |= aiProcess_PreTransformVertices;
    scene = aiImportFile(file, aflags);
    if (!scene) goto assimp_fail;

    /* mark ourself as special root object.
     * this makes most functions called on root object echo to children */
    object->flags |= GLHCK_OBJECT_ROOT;

    /* this is going to be the first object in mesh,
     * the object returned by this importer is just invisible root object. */
    if (!(first = glhckObjectNew())) goto fail;
    glhckObjectAddChild(object, first);
    glhckObjectFree(first);

    /* process the model */
    if (processModel(file, object, first, scene, scene->mRootNode,
                     itype, vtype, params) != RETURN_OK)
        goto fail;

    /* process the animated model part */
    if (params->animated && processBonesAndAnimations(object, scene) != RETURN_OK)
        goto fail;

    /* close file */
    NULLDO(aiReleaseImport, scene);
    RET(0, "%d", RETURN_OK);
    return RETURN_OK;

assimp_fail:
    DEBUG(GLHCK_DBG_ERROR, aiGetErrorString());
fail:
    IFDO(aiReleaseImport, scene);
    IFDO(glhckObjectFree, first);
    RET(0, "%d", RETURN_FAIL);
    return RETURN_FAIL;
}
Exemple #5
0
        void action(iscore::ActionManager& mgr, iscore::MaybeDocument doc) override
        {
            if(!doc)
            {
                setEnabled(mgr, false);
                return;
            }

            auto focus = doc->focus.get();
            if(!focus)
            {
                setEnabled(mgr, false);
                return;
            }

            auto lm = dynamic_cast<const Process::LayerModel*>(focus);
            if(!lm)
            {
                setEnabled(mgr, false);
                return;
            }

            auto proc = dynamic_cast<const Scenario::ScenarioInterface*>(&lm->processModel());
            if(!proc)
            {
                setEnabled(mgr, false);
                return;
            }

            const auto& sel = doc->selectionStack.currentSelection();
            auto res = any_of(sel, [] (auto obj) {
                auto ptr = obj.data();
                return bool(dynamic_cast<const Scenario::ConstraintModel*>(ptr))
                    || bool(dynamic_cast<const Scenario::EventModel*>(ptr))
                    || bool(dynamic_cast<const Scenario::StateModel*>(ptr));
            });

            setEnabled(mgr, res);
        }
Exemple #6
0
bool ModelData::loadModel(const std::string &filePath, const bool createVoxelRep)
{
	std::string path = Framework::Utils::FindFileOrThrow(filePath, false);

	std::cout << "Loading Model: (" << path << ") \n";

	// Create an instance of the Importer class
	// And have it read the given file with some example postprocessing
	// Usually - if speed is not the most important aspect for you - you'll
	// propably to request more postprocessing than we do in this example.

	//aiPropertyStore* props = aiCreatePropertyStore();
	//aiSetImportPropertyFloat(props, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, 80.f);

	/*
	const aiScene* scene = importer.ReadFile(path,
		aiProcess_CalcTangentSpace |
		aiProcess_Triangulate |
		aiProcess_JoinIdenticalVertices |
		aiProcess_SortByPType |
		aiProcess_GenSmoothNormals);
	//*/

	try
	{
		//const aiScene* scene = importer.ReadFile(path, aiProcessPreset_TargetRealtime_Quality);
		const aiScene* scene = importer.ReadFile(path, aiProcessPreset_TargetRealtime_Fast);

		// If the import failed, report it

		if (!scene)
		{
			//LOG HERE
			return false;
		}
		// Now we can access the file's contents.

		if (!processModel()){
			std::cerr << "Unable to load model: (" << path << ") \n";
			return false;
		}

		if (createVoxelRep)
			modelVoxels = new Voxel_Rep(importer, this->descType());
		else
			modelVoxels = new Voxel_Rep(this->descType());

	}
	catch (std::runtime_error& re) {
		std::cerr << "Runtime Error: (" << re.what() << ") " << "\n";
		return false;
	}
	catch (std::out_of_range& oor) {
		std::cerr << "Iterator, Out-of-Range Error: (" << oor.what() << ")\nCouldn't load model." << "\n";
		return false;
	}
	catch (std::exception& e2) {
		std::cerr << e2.what() << "\n";
		return false;
	}

	std::cout << "Finished Loading Model: (" << path << ") \n";
	return true;
}
const ProcessModel& LayerModel::model() const
{
    return static_cast<const ProcessModel&>(processModel());
}
Exemple #8
0
static int processModel(const char *file, glhckObject *object,
                        glhckObject *current, const struct aiScene *sc, const struct aiNode *nd,
                        glhckGeometryIndexType itype, glhckGeometryVertexType vtype, const glhckImportModelParameters *params)
{
    unsigned int m, f;
    unsigned int numVertices = 0, numIndices = 0;
    unsigned int ioffset, voffset;
    glhckImportIndexData *indices = NULL;
    glhckImportVertexData *vertexData = NULL;
    glhckMaterial *material = NULL;
    glhckTexture **textureList = NULL, *texture = NULL;
    glhckAtlas *atlas = NULL;
    const struct aiMesh *mesh;
    const struct aiFace *face;
    int canFreeCurrent = 0;
    int hasTexture = 0;
    assert(file);
    assert(object && current);
    assert(sc && nd);

    /* combine && atlas loading path */
    if (params->flatten) {
        /* prepare atlas for texture combining */
        if (!(atlas = glhckAtlasNew()))
            goto assimp_no_memory;

        /* texturelist for offseting coordinates */
        if (!(textureList = _glhckCalloc(nd->mNumMeshes, sizeof(_glhckTexture*))))
            goto assimp_no_memory;

        /* gather statistics */
        for (m = 0; m != nd->mNumMeshes; ++m) {
            mesh = sc->mMeshes[nd->mMeshes[m]];
            if (!mesh->mVertices) continue;

            for (f = 0; f != mesh->mNumFaces; ++f) {
                face = &mesh->mFaces[f];
                if (!face) goto fail;
                numIndices += face->mNumIndices;
            }
            numVertices += mesh->mNumVertices;

            if ((texture = textureFromMaterial(file, sc->mMaterials[mesh->mMaterialIndex]))) {
                glhckAtlasInsertTexture(atlas, texture);
                glhckTextureFree(texture);
                textureList[m] = texture;
                hasTexture = 1;
            }
        }

        /* allocate vertices */
        if (!(vertexData = _glhckCalloc(numVertices, sizeof(glhckImportVertexData))))
            goto assimp_no_memory;

        /* allocate indices */
        if (!(indices = _glhckMalloc(numIndices * sizeof(glhckImportIndexData))))
            goto assimp_no_memory;

        /* pack combined textures */
        if (hasTexture) {
            if (glhckAtlasPack(atlas, GLHCK_RGBA, 1, 0, glhckTextureDefaultParameters()) != RETURN_OK)
                goto fail;
        } else {
            NULLDO(glhckAtlasFree, atlas);
            NULLDO(_glhckFree, textureList);
        }

        /* join vertex data */
        for (m = 0, ioffset = 0, voffset = 0; m != nd->mNumMeshes; ++m) {
            mesh = sc->mMeshes[nd->mMeshes[m]];
            if (!mesh->mVertices) continue;
            if (textureList) texture = textureList[m];
            else texture = NULL;

            joinMesh(mesh, voffset, indices+ioffset, vertexData+voffset, atlas, texture);

            for (f = 0; f != mesh->mNumFaces; ++f) {
                face = &mesh->mFaces[f];
                if (!face) goto fail;
                ioffset += face->mNumIndices;
            }
            voffset += mesh->mNumVertices;
        }

        /* create material */
        if (hasTexture && !(material = glhckMaterialNew(texture)))
            goto assimp_no_memory;

        /* finally build the model */
        if (buildModel(current, numIndices,  numVertices,
                       indices, vertexData, itype, vtype)  == RETURN_OK) {
            _glhckObjectFile(current, nd->mName.data);
            if (material) glhckObjectMaterial(current, material);
            if (!(current = glhckObjectNew())) goto fail;
            glhckObjectAddChild(object, current);
            glhckObjectFree(current);
            canFreeCurrent = 1;
        }

        /* free stuff */
        IFDO(glhckAtlasFree, atlas);
        IFDO(glhckMaterialFree, material);
        IFDO(_glhckFree, textureList);
        NULLDO(_glhckFree, vertexData);
        NULLDO(_glhckFree, indices);
    } else {
        /* default loading path */
        for (m = 0, ioffset = 0, voffset = 0; m != nd->mNumMeshes; ++m) {
            mesh = sc->mMeshes[nd->mMeshes[m]];
            if (!mesh->mVertices) continue;

            /* gather statistics */
            numIndices = 0;
            for (f = 0; f != mesh->mNumFaces; ++f) {
                face = &mesh->mFaces[f];
                if (!face) goto fail;
                numIndices += face->mNumIndices;
            }
            numVertices = mesh->mNumVertices;

            // FIXME: create materialFromAssimpMaterial
            // that returns glhckMaterial with correct stuff

            /* get texture */
            hasTexture = 0;
            if ((texture = textureFromMaterial(file, sc->mMaterials[mesh->mMaterialIndex])))
                hasTexture = 1;

            /* create material */
            if (hasTexture && !(material = glhckMaterialNew(texture)))
                goto assimp_no_memory;

            /* allocate vertices */
            if (!(vertexData = _glhckCalloc(numVertices, sizeof(glhckImportVertexData))))
                goto assimp_no_memory;

            /* allocate indices */
            if (!(indices = _glhckMalloc(numIndices * sizeof(glhckImportIndexData))))
                goto assimp_no_memory;

            /* fill arrays */
            joinMesh(mesh, 0, indices, vertexData, NULL, NULL);

            /* build model */
            if (buildModel(current, numIndices,  numVertices,
                           indices, vertexData, itype, vtype) == RETURN_OK) {

                /* FIXME: UGLY */
                char pointer[16];
                snprintf(pointer, sizeof(pointer), "%p", mesh);
                _glhckObjectFile(current, pointer);

                if (material) glhckObjectMaterial(current, material);
                if (!(current = glhckObjectNew())) goto fail;
                glhckObjectAddChild(object, current);
                glhckObjectFree(current);
                canFreeCurrent = 1;
            }

            /* free stuff */
            NULLDO(_glhckFree, vertexData);
            NULLDO(_glhckFree, indices);
            IFDO(glhckTextureFree, texture);
            IFDO(glhckMaterialFree, material);
        }
    }

    /* process childrens */
    for (m = 0; m != nd->mNumChildren; ++m) {
        if (processModel(file, object, current, sc, nd->mChildren[m],
                         itype, vtype, params) == RETURN_OK) {
            if (!(current = glhckObjectNew())) goto fail;
            glhckObjectAddChild(object, current);
            glhckObjectFree(current);
            canFreeCurrent = 1;
        }
    }

    /* we din't do anything to the next
     * allocated object, so free it */
    if (canFreeCurrent) glhckObjectRemoveFromParent(current);
    return RETURN_OK;

assimp_no_memory:
    DEBUG(GLHCK_DBG_ERROR, "Assimp not enough memory.");
fail:
    IFDO(_glhckFree, vertexData);
    IFDO(_glhckFree, indices);
    IFDO(_glhckFree, textureList);
    IFDO(glhckTextureFree, texture);
    IFDO(glhckMaterialFree, material);
    IFDO(glhckAtlasFree, atlas);
    if (canFreeCurrent) glhckObjectRemoveFromParent(current);
    return RETURN_FAIL;
}