예제 #1
0
 void Transform::setPosition(glm::vec3 position_){
     assert(!glm::any(glm::isnan(position_)));
     if (!mParent){
         setLocalPosition(position_);
         return;
     }
     vec3 currentPosition = position();
     setLocalPosition(currentPosition - position_);
     markLocalDirty();
 }
예제 #2
0
파일: Transform.cpp 프로젝트: jpmit/mutiny
void Transform::setParent(Transform* transform)
{
  if(this->parent != NULL)
  {
    for(int i = 0; i < this->parent->children.size(); i++)
    {
      if(this->parent->children.at(i) == this)
      {
        this->parent->children.erase(this->parent->children.begin() + i);
        break;
      }
    }
  }

  if(transform != NULL)
  {
    transform->children.push_back(this);
  }

  setLocalPosition(getPosition());
  setLocalRotation(getRotation());
  this->parent = transform;
  setPosition(getLocalPosition());
  setRotation(getLocalRotation());
}
예제 #3
0
파일: VPathNode.cpp 프로젝트: AnteSim/Verve
bool VPathNode::fromString( const String &pString )
{
    // Split Data.
    // {Position} {Rotation} {Weight}
    const char *baseData = StringUnit::getUnit( pString.c_str(), 0, "\t" );

    Point3F  pos;
    AngAxisF aa;
    F32      weight;

    // Scan Base.
    dSscanf( baseData, "%g %g %g %g %g %g %g %g", &pos.x, &pos.y, &pos.z,
                                                  &aa.axis.x, &aa.axis.y, &aa.axis.z, &aa.angle,
                                                  &weight );

    // Apply Changes.
    setLocalPosition( pos );
    setLocalRotation( QuatF( aa ) );
    setWeight( weight );

    // Fetch Orientation Data.
    String orientationData = StringUnit::getUnit( pString.c_str(), 1, "\t" );

    // Fetch Orientation Type.
    String orientationTypeString = orientationData;
    if ( orientationData.find( " " ) )
    {
        // Use First Word.
        orientationTypeString = orientationData.substr( 0, orientationData.find( " " ) );
    }

    // Set Orientation Type.
    const eOrientationType &orientationType = getOrientationTypeEnum( orientationTypeString.c_str() );
    switch( orientationType )
    {
        case k_OrientationFree : 
            {
                // Apply Mode.
                setOrientationMode( orientationType );

            } break;

        case k_OrientationToPoint:
            {
                // Fetch Point.
                Point3F lookAtPoint;
                // Buffer String.
                dSscanf( orientationData.c_str(), "%*s %f %f %f", &lookAtPoint.x, &lookAtPoint.y, &lookAtPoint.z );

                // Apply Mode.
                setOrientationMode( orientationType, lookAtPoint );

            } break;
    }

    return true;
}
TEST (RigidRepresentationContactTests, SetGet_BuildMlcp_Test)
{
	Vector3d n(0.0, 1.0, 0.0);
	double d = 0.0;
	double radius = 0.01;
	double violation = -radius;

	Vector3d contactPosition = -n * (d - violation);
	SurgSim::Math::RigidTransform3d poseRigid;
	poseRigid.setIdentity();

	std::shared_ptr<RigidRepresentation> rigid = std::make_shared<RigidRepresentation>("Rigid");
	rigid->setLocalActive(true);
	rigid->setIsGravityEnabled(false);
	rigid->setLocalPose(poseRigid);
	rigid->setDensity(1000.0);
	rigid->setShape(std::make_shared<SphereShape>(radius));

	auto loc = std::make_shared<RigidRepresentationLocalization>(rigid);
	loc->setLocalPosition(contactPosition);
	std::shared_ptr<RigidRepresentationContact> implementation = std::make_shared<RigidRepresentationContact>();

	EXPECT_EQ(SurgSim::Math::MLCP_UNILATERAL_3D_FRICTIONLESS_CONSTRAINT, implementation->getMlcpConstraintType());
	EXPECT_EQ(1u, implementation->getNumDof());

	ContactConstraintData constraintData;
	constraintData.setPlaneEquation(n, d);

	MlcpPhysicsProblem mlcpPhysicsProblem = MlcpPhysicsProblem::Zero(rigid->getNumDof(), 1, 1);

	// Fill up the Mlcp
	double dt = 1e-3;
	implementation->build(dt, constraintData, loc,
		&mlcpPhysicsProblem, 0, 0, SurgSim::Physics::CONSTRAINT_POSITIVE_SIDE);

	// Violation b should be exactly violation = -radius (the sphere center is on the plane)
	EXPECT_NEAR(violation, mlcpPhysicsProblem.b[0], epsilon);

	// Constraint H should be
	// H = dt.[nx  ny  nz  nz.GPy-ny.GPz  nx.GPz-nz.GPx  ny.GPx-nx.GPy]
	Vector3d n_GP = n.cross(Vector3d(0.0, 0.0, 0.0));
	SurgSim::Math::Matrix h = mlcpPhysicsProblem.H;
	EXPECT_NEAR(dt * n[0]   , h(0, 0), epsilon);
	EXPECT_NEAR(dt * n[1]   , h(0, 1), epsilon);
	EXPECT_NEAR(dt * n[2]   , h(0, 2), epsilon);
	EXPECT_NEAR(dt * n_GP[0], h(0, 3), epsilon);
	EXPECT_NEAR(dt * n_GP[1], h(0, 4), epsilon);
	EXPECT_NEAR(dt * n_GP[2], h(0, 5), epsilon);

	// ConstraintTypes should contain 0 entry as it is setup by the constraint and not the ConstraintImplementation
	// This way, the constraint can verify that both ConstraintImplementation are the same type
	ASSERT_EQ(0u, mlcpPhysicsProblem.constraintTypes.size());
}
TEST (FixedConstraintFrictionlessContactTests, SetGet_BuildMlcp_Test)
{
	SurgSim::Math::Vector3d n(0.0, 1.0, 0.0);
	double d = 0.0;
	double violation = -0.01;

	SurgSim::Math::Vector3d contactPosition = -n * (d - violation);
	SurgSim::Math::RigidTransform3d poseFixed;
	poseFixed.setIdentity();

	std::shared_ptr<FixedRepresentation> fixed = std::make_shared<FixedRepresentation>("Fixed");
	fixed->setLocalActive(true);
	fixed->setIsGravityEnabled(false);
	fixed->setLocalPose(poseFixed);

	auto loc = std::make_shared<FixedLocalization>(fixed);
	loc->setLocalPosition(contactPosition);
	std::shared_ptr<FixedConstraintFrictionlessContact> implementation =
			std::make_shared<FixedConstraintFrictionlessContact>();

	EXPECT_EQ(SurgSim::Physics::FRICTIONLESS_3DCONTACT, implementation->getConstraintType());
	EXPECT_EQ(1u, implementation->getNumDof());

	ContactConstraintData constraintData;
	constraintData.setPlaneEquation(n, d);

	MlcpPhysicsProblem mlcpPhysicsProblem = MlcpPhysicsProblem::Zero(fixed->getNumDof(), 1, 1);

	// Fill up the Mlcp
	double dt = 1e-3;
	implementation->build(dt, constraintData, loc, &mlcpPhysicsProblem,
						  0, 0, SurgSim::Physics::CONSTRAINT_POSITIVE_SIDE);

	// b should be exactly the violation
	EXPECT_NEAR(violation, mlcpPhysicsProblem.b[0], epsilon);

	// Constraint H should be [] (a fixed representation has no dof !)

	// ConstraintTypes should contain 0 entry as it is setup by the constraint and not the ConstraintImplementation
	// This way, the constraint can verify that both ConstraintImplementation are the same type
	ASSERT_EQ(0u, mlcpPhysicsProblem.constraintTypes.size());
}
예제 #6
0
//////////////////////////////////////////////////////////////////////////
// update
//virtual
void GaRobotComponent::update( BcF32 Tick )
{
	if( Health_ <= 0.0f )
	{
		return;
	}

	CurrentOpTimer_ -= Tick;
	if( CurrentOpTimer_ < 0.0f )
	{
		CurrentOpTimer_ += CurrentOpTime_;

		// Handle robot program.
		BcBool ExecutedCode = BcFalse;
		if( Program_.size() > 0 )
		{
			CurrentOp_ = NextOp_;
			const auto& Op = Program_[ CurrentOp_ ];
			if( Op.State_ == CurrentState_ )
			{
				auto Condition = ProgramFunctionMap_[ Op.Condition_ ];
				if( Condition != nullptr )
				{
					if( Condition( this, Op.ConditionVar_ ) )
					{
						auto Operation = ProgramFunctionMap_[ Op.Operation_ ];
						if( Operation == nullptr )
						{
							BcPrintf( "No operation \"%s\"\n", Op.Operation_.c_str() );
						}
						else
						{
							auto RetVal = Operation( this, Op.OperationVar_ );
							if( RetVal != BcErrorCode )
							{
								CurrentState_ = RetVal;
							}
						}
					}
				}
				ExecutedCode = BcTrue;
			}

			// Advance to next valid op.
			if( ExecutedCode )
			{
				for( BcU32 Idx = 0; Idx < Program_.size(); ++Idx )
				{
					NextOp_ = ( NextOp_ + 1 ) % Program_.size();
					if( Program_[ NextOp_ ].State_ == CurrentState_ )
					{
						break;
					}
				}
			}

			// Did we fail to run code? If so, reset to op 0 and the state of op 0.
			if( ExecutedCode == BcFalse )
			{
				NextOp_ = 0;
				CurrentState_ = Program_[ NextOp_ ].State_;
			}
		}
	}

	// Grab entity + position.
	auto Entity = getParentEntity();
	auto LocalPosition = Entity->getLocalPosition();

	// Move if we need to move towards our target position.
	if( ( TargetPosition_ - LocalPosition ).magnitudeSquared() > ( TargetDistance_ * TargetDistance_ ) )
	{
		if( MoveTimer_ <= 0.0f )
		{
			Velocity_ +=  ( TargetPosition_ - LocalPosition ).normal() * MaxVelocity_;
		}
	}
	else
	{
		BcF32 SlowDownTick = BcClamp( Tick * 50.0f, 0.0f, 1.0f );
		Velocity_ -= ( Velocity_ * SlowDownTick );
	}

	// TODO LATER: Do rotation.
	if( Velocity_.magnitudeSquared() > 0.1f )
	{
		auto Angle = std::atan2( Velocity_.z(), Velocity_.x() ) + BcPIDIV2;

		MaMat4d RotMat;
		RotMat.rotation( MaVec3d( 0.0f, Angle, 0.0f ) );
		Base_->setLocalMatrix( RotMat );
	}

	// TODO LATER: Do rotation.
	auto Robots = getRobots( 1 - Team_ );
	if( Robots.size() > 0 )
	{
		auto Robot = Robots[ 0 ];
		auto RobotPosition = Robot->getParentEntity()->getLocalPosition();
		auto VectorTo = RobotPosition - LocalPosition;

		// Push out of away.
		if( VectorTo.magnitude() < 3.0f )
		{
			BcF32 Factor = ( 3.0f - VectorTo.magnitude() ) / 3.0f;
			BcF32 InvFactor = 1.0f - Factor;

			Velocity_ = ( -( VectorTo.normal() * MaxVelocity_ ) * Factor * 3.0f ) + ( Velocity_ * InvFactor );
		}

		// Face turret.
		auto Angle = std::atan2( VectorTo.z(), VectorTo.x() ) + BcPIDIV2;

		MaMat4d RotMat;
		RotMat.rotation( MaVec3d( 0.0f, Angle, 0.0f ) );
		Turret_->setLocalMatrix( RotMat );
	}

	LocalPosition += Velocity_ * Tick;

	// Slow down velocity.
	BcF32 SlowDownTick = BcClamp( Tick * 10.0f, 0.0f, 1.0f );
	Velocity_ -= ( Velocity_ * SlowDownTick );

	if( Velocity_.magnitude() > MaxVelocity_ )
	{
		Velocity_ = Velocity_.normal() * MaxVelocity_;
	}

	// Set local position.
	Entity->setLocalPosition( LocalPosition );

	// Handle health + energy.
	Health_ = BcClamp( Health_, 0.0f, 100.0f );
	Energy_ = BcClamp( Energy_ + ( EnergyChargeRate_ * Tick ), 0.0f, 100.0f );

	// Weapon timers.
	WeaponATimer_ = BcMax( WeaponATimer_ - Tick, -1.0f );
	WeaponBTimer_ = BcMax( WeaponBTimer_ - Tick, -1.0f );

	MoveTimer_ = BcMax( MoveTimer_ - Tick, -1.0f );

	// Health/energy bars.
	OsClient* Client = OsCore::pImpl()->getClient( 0 );
	BcF32 Width = BcF32( Client->getWidth() ) * 0.5f;
	BcF32 Height = BcF32( Client->getHeight() ) * 0.5f;
	MaMat4d Projection;
	Projection.orthoProjection( -Width, Width, Height, -Height, -1.0f, 1.0f );
	Canvas_->pushMatrix( Projection );

	Canvas_->setMaterialComponent( Material_ );

	auto ScreenPos = View_->getScreenPosition( getParentEntity()->getWorldPosition() );
	ScreenPos -= MaVec2d( 0.0f, Height / 8.0f );
	auto TLPos = ScreenPos - MaVec2d( Width / 16.0f, Height / 64.0f );
	auto BRPos = ScreenPos + MaVec2d( Width / 16.0f, Height / 64.0f );

	// Draw background.
	Canvas_->drawBox( TLPos, BRPos, RsColour::BLACK, 0 );

	// Draw inner bars.
	TLPos += MaVec2d( 1.0f, 1.0f );
	BRPos -= MaVec2d( 1.0f, 1.0f );

	auto HealthTL = MaVec2d(
		TLPos.x(),
		TLPos.y() );	
	auto HealthBR = MaVec2d( 
		TLPos.x() + ( BRPos.x() - TLPos.x() ) * ( Health_ / 100.0f ),
		( TLPos.y() + BRPos.y() ) * 0.5f );

	auto EnergyTL = MaVec2d(
		TLPos.x(),
		( TLPos.y() + BRPos.y() ) * 0.5f );
	auto EnergyBR = MaVec2d( 
		TLPos.x() + ( BRPos.x() - TLPos.x() ) * ( Energy_ / 100.0f ),
		BRPos.y() );

	Canvas_->drawBox( HealthTL, HealthBR, RsColour::GREEN, 0 );
	Canvas_->drawBox( EnergyTL, EnergyBR, RsColour::BLUE, 0 );

	Canvas_->popMatrix( );

	ScnDebugRenderComponent::pImpl()->drawLine(
		LocalPosition,
		TargetPosition_,
		RsColour::WHITE,
		0 );

	Super::update( Tick );
}
예제 #7
0
void PUParticleSystem3D::processParticle( ParticlePool &pool, bool &firstActiveParticle, bool &firstParticle, float elapsedTime )
{
    PUParticle3D *particle = static_cast<PUParticle3D *>(pool.getFirst());
    //Mat4 ltow = getNodeToWorldTransform();
    //Vec3 scl;
    //Quaternion rot;
    //ltow.decompose(&scl, &rot, nullptr);
    while (particle){

        if (!isExpired(particle, elapsedTime)){
            particle->process(elapsedTime);

            //if (_emitter && _emitter->isEnabled())
            //    _emitter->updateEmitter(particle, elapsedTime);

            for (auto it : _emitters) {
                if (it->isEnabled() && !it->isMarkedForEmission()){
                    (static_cast<PUEmitter*>(it))->updateEmitter(particle, elapsedTime);
                }
            }

            for (auto& it : _affectors) {
                if (it->isEnabled()){
                    (static_cast<PUAffector*>(it))->process(particle, elapsedTime, firstActiveParticle);
                }
            }

            if (_render)
                static_cast<PURender *>(_render)->updateRender(particle, elapsedTime, firstActiveParticle);

            if (_isEnabled && particle->particleType != PUParticle3D::PT_VISUAL){
                if (particle->particleType == PUParticle3D::PT_EMITTER){
                    auto emitter = static_cast<PUEmitter *>(particle->particleEntityPtr);
                    emitter->setLocalPosition(particle->position);
                    executeEmitParticles(emitter, emitter->calculateRequestedParticles(elapsedTime), elapsedTime);
                }else if (particle->particleType == PUParticle3D::PT_TECHNIQUE){
                    auto system = static_cast<PUParticleSystem3D *>(particle->particleEntityPtr);
                    system->setPosition3D(particle->position);
                    system->setRotationQuat(particle->orientation);
                    //system->setScaleX(scl.x);system->setScaleY(scl.y);system->setScaleZ(scl.z);
                    system->forceUpdate(elapsedTime);
                }
            }

            firstActiveParticle = false;
            // Keep latest position
            particle->latestPosition = particle->position;

            //if (_maxVelocitySet && particle->calculateVelocity() > _maxVelocity)
            //{
            //    particle->direction *= (_maxVelocity / particle->direction.length());
            //}

            //// Update the position with the direction.
            //particle->position += (particle->direction * _particleSystemScaleVelocity * elapsedTime);
            //particle->positionInWorld = particle->position;
            //particle->orientationInWorld = particle->orientation;
            //particle->widthInWorld = particle->width;
            //particle->heightInWorld = particle->height;
            //particle->depthInWorld = particle->depth;

            //bool keepLocal = _keepLocal;
            //PUParticleSystem3D *parent = dynamic_cast<PUParticleSystem3D *>(getParent());
            //if (parent) keepLocal = keepLocal || parent->isKeepLocal();

            //if (keepLocal){
            //    ltow.transformPoint(particle->positionInWorld, &particle->positionInWorld);
            //    Vec3 ori;
            //    ltow.transformVector(Vec3(particle->orientation.x, particle->orientation.y, particle->orientation.z), &ori);
            //    particle->orientationInWorld.x = ori.x; particle->orientationInWorld.y = ori.y; particle->orientationInWorld.z = ori.z;
            //    particle->widthInWorld = scl.x * particle->width;
            //    particle->heightInWorld = scl.y * particle->height;
            //    particle->depthInWorld = scl.z * particle->depth;
            //}
            processMotion(particle, elapsedTime, firstActiveParticle);
        }
        else{
            initParticleForExpiration(particle, elapsedTime);
            pool.lockLatestData();
        }

        for (auto it : _observers){
            if (it->isEnabled()){
                it->updateObserver(particle, elapsedTime, firstParticle);
            }
        }

        if (particle->hasEventFlags(PUParticle3D::PEF_EXPIRED))
        {
            particle->setEventFlags(0);
            particle->addEventFlags(PUParticle3D::PEF_EXPIRED);
        }
        else
        {
            particle->setEventFlags(0);
        }

        particle->timeToLive -= elapsedTime;
        firstParticle = false;
        particle = static_cast<PUParticle3D *>(pool.getNext());
    }
}
예제 #8
0
//-- Constructor
UIObjectSliced::UIObjectSliced(char* name, char* imagePath, GLuint width, GLuint height, GLint xPos, GLint yPos, GLuint program)
{
	new(this) UIObjectSliced(name, imagePath, width, height, program);
	setLocalPosition(xPos, yPos);
}
예제 #9
0
파일: UIView.cpp 프로젝트: YurieCo/Nephilim
void UIView::setLocalPosition(vec2 localPosition)
{
	setLocalPosition(localPosition.x, localPosition.y);
}