예제 #1
0
int main(int argc, char *argv[])
{
	int id = 0;
	int seed_rd_fd = STDIN_FILENO;
	int score_wr_fd = STDOUT_FILENO;

	if (argc == 2)
		id = strtol(argv[1], NULL, 10);

	shooter(id, seed_rd_fd, score_wr_fd);
	
	return 0;
}
예제 #2
0
int main(int argc, char *argv[])
{
  int id = 0;
  int seed_rd_fd = STDIN_FILENO;
  int score_wr_fd = STDOUT_FILENO;

  if (argc == 2){
    id = strtol(argv[1], NULL, 10);
  }

  shooter(id, seed_rd_fd, score_wr_fd);
  puts("Shooter exiting properly.");
  return 0;
}
예제 #3
0
/*
 * Runs the user autonomous code. This function will be started in its own task with the default
 * priority and stack size whenever the robot is enabled via the Field Management System or the
 * VEX Competition Switch in the autonomous mode. If the robot is disabled or communications is
 * lost, the autonomous task will be stopped by the kernel. Re-enabling the robot will restart
 * the task, not re-start it from where it left off.
 *
 * Code running in the autonomous task cannot access information from the VEX Joystick. However,
 * the autonomous function can be invoked from another task if a VEX Competition Switch is not
 * available, and it can access joystick information if called in this way.
 *
 * The autonomous task may exit, unlike operatorControl() which should never exit. If it does
 * so, the robot will await a switch to another mode or disable/enable cycle.
 */
void autonomous() {
	//lfilterClear();
	int8_t shooterSpeed = shooterSpeedPresets[2];
	int8_t n = 0;

	while (true) {
		if (abs(motorGet(SHOOTER_MOTOR_CHANNEL)) == shooterSpeed && abs(motorGet(SHOOTER_MOTOR_CHANNEL2)) == shooterSpeed) {
			if (n < 75) {
				++n;
			} else {
				lifter(60);
				takeInInternal(60);
			}
		}
		shooter(shooterSpeed);
		delay(20);
	}
}
예제 #4
0
task usercontrol()
{
	startTask(pid);

	clearDebugStream();

	while (true)
	{
		//++++++++++++++++++++Shooter++++++++++++++++++++
		if (vexRT[Btn5DXmtr2]){
			if (vexRT[Btn8UXmtr2]) targetRPM = full;
			else if (vexRT[Btn8LXmtr2])targetRPM = skills;
			else if (vexRT[Btn8RXmtr2])targetRPM = half;
			else if (vexRT[Btn8DXmtr2])targetRPM = close;
		}
		else targetRPM = 0;
		if (vexRT[Btn6DXmtr2]) targetRPM = 0;

		//pid overwrite
		if (vexRT[Btn6UXmtr2]) shooter(vexRT[Ch2Xmtr2]);
		//------------------End Shooter------------------

		//+++++++++++++++++++++Drive+++++++++++++++++++++
		if (vexRT[Btn5U]) drive(vexRT[Ch2]/2+vexRT[Ch1]/2,vexRT[Ch2]/2-vexRT[Ch1]/2);
		else if (vexRT[Btn5D]) drive(vexRT[Ch2]/4+vexRT[Ch1]/4,vexRT[Ch2]/4-vexRT[Ch1]/4);
		else drive(vexRT[Ch2]+vexRT[Ch1], vexRT[Ch2]-vexRT[Ch1]);
		/*tank drive
		runLeft(vexRT[Ch3]);
		runRight(vexRT[Ch2]);
		*/
		//--------------------End Drive--------------------

		//++++++++++++++++++++++Intake++++++++++++++++++++++
		if (vexRT[Btn6U]) intake(127);
		else if (vexRT[Btn6D]) intake(-127);
		else intake(0);
		//--------------------End Intake--------------------

		//++++++++++++++++++++Solenoids+++++++++++++++++++++


		//------------------End Solenoids------------------
	}//while
}//task
/* User Control */
task usercontrol()
{
	initMotor(&motorLeftShooter, leftShooter1, leftShooter2, leftShooterSensor);
	initMotor(&motorRightShooter, rightShooter1, rightShooter2, rightShooterSensor);
  clearAll(actOnSensors);
	clearTimer(T1);
  clearTimer(T2);
	while(true)
	{
		drive();
		intake();
		shooter(&motorLeftShooter, &motorRightShooter);

		velocidade_motor_esquerdo=motorLeftShooter.speedRead;
		potencia_motor_esquerdo=motorLeftShooter.controller_output;
		velocidade_motor_direito=motorRightShooter.speedRead;
		potencia_motor_direito=motorRightShooter.controller_output;
	}
}
task main()
{

	clearTimer(T1);
	while(true)
	{
		drive();
		intake();
		shooter();
		timenow = time1[T1];
		if(timenow>=30){
			encoderr = SensorValue[rightShooterSensor];
    	speedReadr = abs((1000.0*(encoderr - lastr))/timenow); //that is not a unit. You should multiply for a constant. I will leave this way by now.
    	lastr = encoderr;
    	checktime=timenow;
    	clearTimer(T1);
		}

   }
}
예제 #7
0
파일: app.cpp 프로젝트: Cassie90/ClanLib
void App::create_shooter( const InputEvent &key, const std::string &str, bool use_red, bool use_green, bool use_blue)
{
	// Set the firing line
	Vec3f vector(0.0f, 0.0f, 20.0f);
	float width = (float) canvas.get_width();
	float height = (float) canvas.get_height();

	vector.x = ((key.mouse_pos.x - width/2)* 10.0f) / width;
	vector.y = -((key.mouse_pos.y - height/2) * 10.0f) / height;

	// Create the text offset
	TextShooter shooter(vector_font, str);
	shooter.set_start_time(System::get_time());
	shooter.set_duration(2 * 1000);
	shooter.set_initial_white_time(1000);
	shooter.set_end_fade_time(1000);
	shooter.set_start_position(Vec3f(0.0f, 0.0f, 0.2f));
	shooter.set_end_position(vector);
	shooter.set_color_component(use_red, use_green, use_blue);
	text_shooter.push_back(shooter);
}
예제 #8
0
task pid(){											//PID task
	while(true){
		if (!vexRT[Btn6UXmtr2]){		//pid overwrite

			//++++++++++++++++++++Current RPM++++++++++++++++++++
			val = SensorValue[enSh];
			diff = val - lastVal;
			currentRPM = diff*10*60*25/360;
			//-----------------End Current RPM ------------------

			//write to debug stream
			if (debug) writeDebugStreamLine("Current RPM: %d", currentRPM);
			if (debug) writeDebugStreamLine("Tagrget RPM: %d", targetRPM);

			//get error
			error = targetRPM - currentRPM;
			if (debug) writeDebugStreamLine("Error: %d", error);
			//sumError = sumError + error;

			//p calculations
			pChange = error * pVal;
			if (debug) writeDebugStreamLine("P Change: %d\n", pChange);

			//i calculations
			//iChange = sumError * iVal;

			//d calculations
			//slope = error - lastError;
			//dChange = slope * dVal;

			//total pid changes
			tChange = pChange; //+ iChange + dChange;

			//make sure motor doesnt run backwards
			if(tChange<0) tChange = 0;

			//update motor
			shooter(tChange);

			//lastError = error;
			lastVal = val;
			wait1Msec(100);

			//led
			if (vexRT[Btn5DXmtr2]){
				if (currentRPM >= targetRPM)speedLed(1);
				else speedLed(0);
			}
			else speedLed(0);

			//speed leds

			if (targetRPM == full) ledRGY(0,1,0);
			else if(targetRPM == half) ledRGY(0,0,1);
			else if (targetRPM == close) ledRGY(1,0,0);
			else if(targetRPM == skills) ledRGY(1,1,1);
			else ledRGY(0,0,0);

		}//over write if
	}//while loop
}//task
예제 #9
0
/*
 * Runs the user operator control code. This function will be started in its own task with the
 * default priority and stack size whenever the robot is enabled via the Field Management System
 * or the VEX Competition Switch in the operator control mode. If the robot is disabled or
 * communications is lost, the operator control task will be stopped by the kernel. Re-enabling
 * the robot will restart the task, not resume it from where it left off.
 *
 * If no VEX Competition Switch or Field Management system is plugged in, the VEX Cortex will
 * run the operator control task. Be warned that this will also occur if the VEX Cortex is
 * tethered directly to a computer via the USB A to A cable without any VEX Joystick attached.
 *
 * Code running in this task can take almost any action, as the VEX Joystick is available and
 * the scheduler is operational. However, proper use of delay() or taskDelayUntil() is highly
 * recommended to give other tasks (including system tasks such as updating LCDs) time to run.
 *
 * This task should never exit; it should end with some kind of infinite loop, even if empty.
 */
void operatorControl() {
#ifdef AUTO
	autonomous();
#elif defined(TEST)

#define DEFAULT_SHOOTER_SPEED 0
#define SHOOTER_SPEED_INCREMENT 5

	int8_t xSpeed, ySpeed, rotation;
	int8_t lifterSpeed/*, intakeSpeed*/;

	int16_t shooterSpeed = DEFAULT_SHOOTER_SPEED; //shooter is on when robot starts
	int8_t frontIntakeSpeed = INTAKE_SPEED;
	bool isShooterOn = true;
	bool isAutoShootOn = false;

	//lfilterClear();

	toggleBtnInit(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_UP);		// intake forward
	toggleBtnInit(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_LEFT);	// intake off
	toggleBtnInit(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_RIGHT);	// intake off
	toggleBtnInit(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_DOWN);	// intake backward
	toggleBtnInit(JOYSTICK_SLOT, CONTROL_BUTTON_GROUP, JOY_DOWN);   // shooter on off
	toggleBtnInit(JOYSTICK_SLOT, CONTROL_BUTTON_GROUP, JOY_RIGHT);   // auto shoot on off
	toggleBtnInit(JOYSTICK_SLOT, SHOOTER_ADJUST_BUTTON_GROUP, JOY_UP);   // shooter speed up
	toggleBtnInit(JOYSTICK_SLOT, SHOOTER_ADJUST_BUTTON_GROUP, JOY_DOWN);   // shooter speed down

	while (true) {
		printf("ultra distance (in): %f\r\n", ultrasonicGet(ultra) / 2.54);

		toggleBtnUpdateAll();

		// drive
		xSpeed = (int8_t) joystickGetAnalog(JOYSTICK_SLOT, STRAFE_AXIS);
		ySpeed = (int8_t) joystickGetAnalog(JOYSTICK_SLOT, DRIVE_AXIS);
		rotation = (int8_t) joystickGetAnalog(JOYSTICK_SLOT, ROTATION_AXIS) / 2;

		if (abs(ySpeed) < DIAGONAL_DRIVE_DEADBAND) {
			ySpeed = 0;
		}

		if (abs(xSpeed) < DIAGONAL_DRIVE_DEADBAND) {
			xSpeed = 0;
		}

		drive(xSpeed, ySpeed, rotation, false);

		// lifter up down
		if (joystickGetDigital(JOYSTICK_SLOT, LIFTER_BUTTON_GROUP, JOY_UP)) {
			lifterSpeed = LIFTER_SPEED;
		} else if (joystickGetDigital(JOYSTICK_SLOT, LIFTER_BUTTON_GROUP, JOY_DOWN)) {
			lifterSpeed = -LIFTER_SPEED;
		} else {
			lifterSpeed = 0;
		}

		lifter(lifterSpeed);
		takeInInternal(lifterSpeed);

		if (isShooterOn) {
			if (isAutoShootOn) {
				shooterSpeed = calculateShooterSpeed();
			} else {
				// shooter increase speed
				if (toggleBtnGet(JOYSTICK_SLOT, SHOOTER_ADJUST_BUTTON_GROUP, JOY_UP) == BUTTON_PRESSED) {
					shooterSpeed += SHOOTER_SPEED_INCREMENT;

					if (shooterSpeed > SHOOTER_MAX_SPEED) {
						shooterSpeed = SHOOTER_MAX_SPEED;
					}
				}

				// shooter decrease speed
				if (toggleBtnGet(JOYSTICK_SLOT, SHOOTER_ADJUST_BUTTON_GROUP, JOY_DOWN) == BUTTON_PRESSED) {
					shooterSpeed -= SHOOTER_SPEED_INCREMENT;

					if (shooterSpeed < SHOOTER_MIN_SPEED) {
						shooterSpeed = SHOOTER_MIN_SPEED;
					}
				}
			}

//			 auto shooter on off
			if (toggleBtnGet(JOYSTICK_SLOT, CONTROL_BUTTON_GROUP, JOY_RIGHT) == BUTTON_PRESSED) {
				isAutoShootOn = !isAutoShootOn;
			}
		}

		// shooter on off
		if (toggleBtnGet(JOYSTICK_SLOT, CONTROL_BUTTON_GROUP, JOY_DOWN) == BUTTON_PRESSED) {
			isShooterOn = !isShooterOn;
			shooterSpeed = isShooterOn ? DEFAULT_SHOOTER_SPEED : 0;
		}

		shooter(shooterSpeed);

		// intake mode
		if (toggleBtnGet(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_LEFT) == BUTTON_PRESSED
			|| toggleBtnGet(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_RIGHT) == BUTTON_PRESSED) {
			frontIntakeSpeed = 0;
		} else if (toggleBtnGet(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_UP) == BUTTON_PRESSED) {
			frontIntakeSpeed = -INTAKE_SPEED;
		} else if (toggleBtnGet(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_DOWN) == BUTTON_PRESSED) {
			frontIntakeSpeed = INTAKE_SPEED;
		}

		takeInFront(frontIntakeSpeed);

		delay(20);
	}
#else
	int8_t xSpeed, ySpeed, rotation;
	int8_t lifterSpeed/*, intakeSpeed*/;
	int8_t defaultPreset = 0;
	int8_t currentPreset = defaultPreset;

	int16_t shooterSpeed = shooterSpeedPresets[defaultPreset]; //shooter is on when robot starts
	int8_t frontIntakeSpeed = INTAKE_SPEED;
	bool isShooterOn = true;

	//lfilterClear();

	toggleBtnInit(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_UP);		// intake forward
	toggleBtnInit(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_LEFT);	// intake off
	toggleBtnInit(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_RIGHT);	// intake off
	toggleBtnInit(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_DOWN);	// intake backward
	toggleBtnInit(JOYSTICK_SLOT, CONTROL_BUTTON_GROUP, JOY_DOWN);   // shooter on off
	toggleBtnInit(JOYSTICK_SLOT, SHOOTER_ADJUST_BUTTON_GROUP, JOY_UP);   // shooter speed up
	toggleBtnInit(JOYSTICK_SLOT, SHOOTER_ADJUST_BUTTON_GROUP, JOY_DOWN);   // shooter speed down

	while (true) {
		printf("ultra distance (in): %f\r\n", ultrasonicGet(ultra) / 2.54);

		toggleBtnUpdateAll();

		// drive
		xSpeed = (int8_t) joystickGetAnalog(JOYSTICK_SLOT, STRAFE_AXIS);
		ySpeed = (int8_t) joystickGetAnalog(JOYSTICK_SLOT, DRIVE_AXIS);
		rotation = (int8_t) joystickGetAnalog(JOYSTICK_SLOT, ROTATION_AXIS) / 2;

		if (abs(ySpeed) < DIAGONAL_DRIVE_DEADBAND) {
			ySpeed = 0;
		}

		if (abs(xSpeed) < DIAGONAL_DRIVE_DEADBAND) {
			xSpeed = 0;
		}

		drive(xSpeed, ySpeed, rotation, false);

		// lifter up down
		if (joystickGetDigital(JOYSTICK_SLOT, LIFTER_BUTTON_GROUP, JOY_UP)) {
			lifterSpeed = LIFTER_SPEED;
		} else if (joystickGetDigital(JOYSTICK_SLOT, LIFTER_BUTTON_GROUP, JOY_DOWN)) {
			lifterSpeed = -LIFTER_SPEED;
		} else {
			lifterSpeed = 0;
		}

		lifter(lifterSpeed);
		takeInInternal(lifterSpeed);

		if (isShooterOn) {
			// shooter increase speed
			if (toggleBtnGet(JOYSTICK_SLOT, SHOOTER_ADJUST_BUTTON_GROUP, JOY_UP) == BUTTON_PRESSED) {
				++currentPreset;

				if (currentPreset >= NUM_SHOOTER_SPEED_PRESETS) {
					currentPreset = NUM_SHOOTER_SPEED_PRESETS - 1;
				}
			}

			// shooter decrease speed
			if (toggleBtnGet(JOYSTICK_SLOT, SHOOTER_ADJUST_BUTTON_GROUP, JOY_DOWN) == BUTTON_PRESSED) {
				--currentPreset;

				if (currentPreset < 0) {
					currentPreset = 0;
				}
			}

			shooterSpeed = shooterSpeedPresets[currentPreset];
		}

		// shooter on off
		if (toggleBtnGet(JOYSTICK_SLOT, CONTROL_BUTTON_GROUP, JOY_DOWN) == BUTTON_PRESSED) {
			isShooterOn = !isShooterOn;
			shooterSpeed = isShooterOn ? shooterSpeedPresets[defaultPreset] : 0;
		}

		shooter(shooterSpeed);

		// intake mode
		if (toggleBtnGet(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_LEFT) == BUTTON_PRESSED
			|| toggleBtnGet(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_RIGHT) == BUTTON_PRESSED) {
			frontIntakeSpeed = 0;
		} else if (toggleBtnGet(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_UP) == BUTTON_PRESSED) {
			frontIntakeSpeed = -INTAKE_SPEED;
		} else if (toggleBtnGet(JOYSTICK_SLOT, INTAKE_BUTTON_GROUP, JOY_DOWN) == BUTTON_PRESSED) {
			frontIntakeSpeed = INTAKE_SPEED;
		}

		takeInFront(frontIntakeSpeed);

		delay(20);
	}
#endif
}
예제 #10
0
파일: Game.cpp 프로젝트: Phanix/105Games
int main()
{
	srand(time(0));
	//variables
	const int width = 700;
	const int height = 600;
	int points = 0;
	float velEnemy = 0.2;
	//font
	sf::Font font;
	if (!font.loadFromFile("Data/avaria.ttf"))
		return 0;
	//sound
	sf::SoundBuffer exploImage;
	if (!exploImage.loadFromFile("Data/explosion.wav"))
		return 0;
	sf::Sound destroy;
	destroy.setBuffer(exploImage);
	//enemy image
	sf::Texture alienImage;
	if (!alienImage.loadFromFile("Data/alien.png"))
		return 0;
	//enemy dead
	sf::Texture alienDead;
	if (!alienDead.loadFromFile("Data/alienExplo.png"))
		return EXIT_FAILURE;
	//ship image
	sf::Texture texture;
	if (!texture.loadFromFile("Data/ship.png"))
		return EXIT_FAILURE;
	sf::RectangleShape alien;
	alien.setTexture(&alienImage);
	alien.setSize(sf::Vector2f(50, 50));
	alien.setPosition(150, 100);

	//bullet image
	sf::Texture bulletImage;
	if (!bulletImage.loadFromFile("Data/bullet.png"))
		return EXIT_FAILURE;
	
	//score
	sf::Text score;
	score.setFont(font);
	score.setPosition(10, height - 50);
	score.setString("Points : 0");
	//end score
	
	sf::RenderWindow window(sf::VideoMode(width, height), "X1");
	
	

	Player player1(width/2, height-50, texture);

	
	
	shoot shooter(bulletImage);
	shoot alienShoot(bulletImage);
	while (window.isOpen())
	{
		sf::Event event;
		while (window.pollEvent(event)) {
			srand(time(nullptr));
			if (event.type == sf::Event::Closed)
				window.close();
			

			if (event.key.code == sf::Keyboard::Escape)
				window.close();
		}
		
		//logic alien move
		if (alien.getPosition().x > width - 50) 
			velEnemy = -0.2;
		
		if (alien.getPosition().x < 50)
			velEnemy = 0.2;
		
		
		//end logic
		
		window.clear(sf::Color::Black);
		
		std::stringstream text;
		bool go = false;
		
		text << "Player : " << points;
		score.setString(text.str());
		window.draw(score);
		//logic for alien
		alien.setTexture(&alienImage);
		if (alien.getGlobalBounds().intersects(shooter.bullet.getGlobalBounds())) {
			
			alien.setPosition(1 + rand() % width, 100);
			points++;
			destroy.play();

			alien.setTexture(&alienDead);
			Sleep(20);
			
		}
		
		

		
		//set player limits
		if (player1.rect.getPosition().x < 0)
			player1.rect.setPosition(0, player1.rect.getPosition().y);
		if (player1.rect.getPosition().x > width - 50)
			player1.rect.setPosition(width - 50, player1.rect.getPosition().y);
		alien.move(velEnemy, 0);
		window.draw(alien);
		if (player1.update())
		{
			shooter.update(player1.rect.getPosition().x, player1.rect.getPosition().y, -3);
			window.draw(shooter.bullet);
			
		}
		
		window.draw(player1.rect);
		window.display();

	}
	return 0;

}
예제 #11
0
파일: Inlet.cpp 프로젝트: Azeko2xo/woodem
void RandomInlet::run(){
	DemField* dem=static_cast<DemField*>(field.get());
	if(!generator) throw std::runtime_error("RandomInlet.generator==None!");
	if(materials.empty()) throw std::runtime_error("RandomInlet.materials is empty!");
	if(collideExisting){
		if(!collider){
		for(const auto& e: scene->engines){ collider=dynamic_pointer_cast<Collider>(e); if(collider) break; }
		if(!collider) throw std::runtime_error("RandomInlet: no Collider found within engines (needed for collisions detection with already existing particles; if you don't need that, set collideExisting=False.)");
		}
		if(dynamic_pointer_cast<InsertionSortCollider>(collider)) static_pointer_cast<InsertionSortCollider>(collider)->forceInitSort=true;
	}
	if(isnan(massRate)) throw std::runtime_error("RandomInlet.massRate must be given (is "+to_string(massRate)+"); if you want to generate as many particles as possible, say massRate=0.");
	if(massRate<=0 && maxAttempts==0) throw std::runtime_error("RandomInlet.massFlowRate<=0 (no massFlowRate prescribed), but RandomInlet.maxAttempts==0. (unlimited number of attempts); this would cause infinite loop.");
	if(maxAttempts<0){
		std::runtime_error("RandomInlet.maxAttempts must be non-negative. Negative value, leading to meaking engine dead, is achieved by setting atMaxAttempts=RandomInlet.maxAttDead now.");
	}
	spheresOnly=generator->isSpheresOnly();
	padDist=generator->padDist();
	if(isnan(padDist) || padDist<0) throw std::runtime_error(generator->pyStr()+".padDist(): returned invalid value "+to_string(padDist));

	// as if some time has already elapsed at the very start
	// otherwise mass flow rate is too big since one particle during Δt exceeds it easily
	// equivalent to not running the first time, but without time waste
	if(stepPrev==-1 && stepPeriod>0) stepPrev=-stepPeriod; 
	long nSteps=scene->step-stepPrev;
	// to be attained in this step;
	stepGoalMass+=massRate*scene->dt*nSteps; // stepLast==-1 if never run, which is OK
	vector<AlignedBox3r> genBoxes; // of particles created in this step
	vector<shared_ptr<Particle>> generated;
	Real stepMass=0.;

	SpherePack spheres;
	//
	if(spheresOnly){
		spheres.pack.reserve(dem->particles->size()*1.2); // something extra for generated particles
		// HACK!!!
		bool isBox=dynamic_cast<BoxInlet*>(this);
		AlignedBox3r box;
		if(isBox){ box=this->cast<BoxInlet>().box; }
		for(const auto& p: *dem->particles){
			if(p->shape->isA<Sphere>() && (!isBox || box.contains(p->shape->nodes[0]->pos))) spheres.pack.push_back(SpherePack::Sph(p->shape->nodes[0]->pos,p->shape->cast<Sphere>().radius));
		}
	}

	while(true){
		// finished forever
		if(everythingDone()) return;

		// finished in this step
		if(massRate>0 && mass>=stepGoalMass) break;

		shared_ptr<Material> mat;
		Vector3r pos=Vector3r::Zero();
		Real diam;
		vector<ParticleGenerator::ParticleAndBox> pee;
		int attempt=-1;
		while(true){
			attempt++;
			/***** too many tries, give up ******/
			if(attempt>=maxAttempts){
				generator->revokeLast(); // last particle could not be placed
				if(massRate<=0){
					LOG_DEBUG("maxAttempts="<<maxAttempts<<" reached; since massRate is not positive, we're done in this step");
					goto stepDone;
				}
				switch(atMaxAttempts){
					case MAXATT_ERROR: throw std::runtime_error("RandomInlet.maxAttempts reached ("+lexical_cast<string>(maxAttempts)+")"); break;
					case MAXATT_DEAD:{
						LOG_INFO("maxAttempts="<<maxAttempts<<" reached, making myself dead.");
						this->dead=true;
						return;
					}
					case MAXATT_WARN: LOG_WARN("maxAttempts "<<maxAttempts<<" reached before required mass amount was generated; continuing, since maxAttemptsError==False"); break;
					case MAXATT_SILENT: break;
					default: throw std::invalid_argument("Invalid value of RandomInlet.atMaxAttempts="+to_string(atMaxAttempts)+".");
				}
			}
			/***** each maxAttempts/attPerPar, try a new particles *****/	
			if((attempt%(maxAttempts/attemptPar))==0){
				LOG_DEBUG("attempt "<<attempt<<": trying with a new particle.");
				if(attempt>0) generator->revokeLast(); // if not at the beginning, revoke the last particle

				// random choice of material with equal probability
				if(materials.size()==1) mat=materials[0];
				else{ 
					size_t i=max(size_t(materials.size()*Mathr::UnitRandom()),materials.size()-1);;
					mat=materials[i];
				}
				// generate a new particle
				std::tie(diam,pee)=(*generator)(mat,scene->time);
				assert(!pee.empty());
				LOG_TRACE("Placing "<<pee.size()<<"-sized particle; first component is a "<<pee[0].par->getClassName()<<", extents from "<<pee[0].extents.min().transpose()<<" to "<<pee[0].extents.max().transpose());
			}

			pos=randomPosition(diam,padDist); // overridden in child classes
			LOG_TRACE("Trying pos="<<pos.transpose());
			for(const auto& pe: pee){
				// make translated copy
				AlignedBox3r peBox(pe.extents); peBox.translate(pos); 
				// box is not entirely within the factory shape
				if(!validateBox(peBox)){ LOG_TRACE("validateBox failed."); goto tryAgain; }

				const shared_ptr<woo::Sphere>& peSphere=dynamic_pointer_cast<woo::Sphere>(pe.par->shape);

				if(spheresOnly){
					if(!peSphere) throw std::runtime_error("RandomInlet.spheresOnly: is true, but a nonspherical particle ("+pe.par->shape->pyStr()+") was returned by the generator.");
					Real r=peSphere->radius;
					Vector3r subPos=peSphere->nodes[0]->pos;
					for(const auto& s: spheres.pack){
						// check dist && don't collide with another sphere from this clump
						// (abuses the *num* counter for clumpId)
						if((s.c-(pos+subPos)).squaredNorm()<pow(s.r+r,2)){
							LOG_TRACE("Collision with a particle in SpherePack (a particle generated in this step).");
							goto tryAgain;
						}
					}
					// don't add to spheres until all particles will have been checked for overlaps (below)
				} else {
					// see intersection with existing particles
					bool overlap=false;
					if(collideExisting){
						vector<Particle::id_t> ids=collider->probeAabb(peBox.min(),peBox.max());
						for(const auto& id: ids){
							LOG_TRACE("Collider reports intersection with #"<<id);
							if(id>(Particle::id_t)dem->particles->size() || !(*dem->particles)[id]) continue;
							const shared_ptr<Shape>& sh2((*dem->particles)[id]->shape);
							// no spheres, or they are too close
							if(!peSphere || !sh2->isA<woo::Sphere>() || 1.1*(pos-sh2->nodes[0]->pos).squaredNorm()<pow(peSphere->radius+sh2->cast<Sphere>().radius,2)) goto tryAgain;
						}
					}

					// intersection with particles generated by ourselves in this step
					for(size_t i=0; i<genBoxes.size(); i++){
						overlap=(genBoxes[i].squaredExteriorDistance(peBox)==0.);
						if(overlap){
							const auto& genSh(generated[i]->shape);
							// for spheres, try to compute whether they really touch
							if(!peSphere || !genSh->isA<Sphere>() || (pos-genSh->nodes[0]->pos).squaredNorm()<pow(peSphere->radius+genSh->cast<Sphere>().radius,2)){
								LOG_TRACE("Collision with "<<i<<"-th particle generated in this step.");
								goto tryAgain;
							}
						}
					}
				}
			}
			LOG_DEBUG("No collision (attempt "<<attempt<<"), particle will be created :-) ");
			if(spheresOnly){
				// num will be the same for all spheres within this clump (abuse the *num* counter)
				for(const auto& pe: pee){
					Vector3r subPos=pe.par->shape->nodes[0]->pos;
					Real r=pe.par->shape->cast<Sphere>().radius;
					spheres.pack.push_back(SpherePack::Sph((pos+subPos),r,/*clumpId*/(pee.size()==1?-1:num)));
				}
			}
			break;
			tryAgain: ; // try to position the same particle again
		}

		// particle was generated successfully and we have place for it
		for(const auto& pe: pee){
			genBoxes.push_back(AlignedBox3r(pe.extents).translate(pos));
			generated.push_back(pe.par);
		}

		num+=1;

		#ifdef WOO_OPENGL			
			Real color_=isnan(color)?Mathr::UnitRandom():color;
		#endif
		if(pee.size()>1){ // clump was generated
			//LOG_WARN("Clumps not yet tested properly.");
			vector<shared_ptr<Node>> nn;
			for(auto& pe: pee){
				auto& p=pe.par;
				p->mask=mask;
				#ifdef WOO_OPENGL
					assert(p->shape);
					if(color_>=0) p->shape->color=color_; // otherwise keep generator-assigned color
				#endif
				if(p->shape->nodes.size()!=1) LOG_WARN("Adding suspicious clump containing particle with more than one node (please check, this is perhaps not tested");
				for(const auto& n: p->shape->nodes){
					nn.push_back(n);
					n->pos+=pos;
				}
				dem->particles->insert(p);
			}
			shared_ptr<Node> clump=ClumpData::makeClump(nn,/*no central node pre-given*/shared_ptr<Node>(),/*intersection*/false);
			auto& dyn=clump->getData<DemData>();
			if(shooter) (*shooter)(clump);
			if(scene->trackEnergy) scene->energy->add(-DemData::getEk_any(clump,true,true,scene),"kinInlet",kinEnergyIx,EnergyTracker::ZeroDontCreate);
			if(dyn.angVel!=Vector3r::Zero()){
				throw std::runtime_error("pkg/dem/RandomInlet.cpp: generated particle has non-zero angular velocity; angular momentum should be computed so that rotation integration is correct, but it was not yet implemented.");
				// TODO: compute initial angular momentum, since we will (very likely) use the aspherical integrator
			}
			ClumpData::applyToMembers(clump,/*reset*/false); // apply velocity
			#ifdef WOO_OPENGL
				boost::mutex::scoped_lock lock(dem->nodesMutex);
			#endif
			dyn.linIx=dem->nodes.size();
			dem->nodes.push_back(clump);

			mass+=clump->getData<DemData>().mass;
			stepMass+=clump->getData<DemData>().mass;
		} else {
			auto& p=pee[0].par;
			p->mask=mask;
			assert(p->shape);
			#ifdef WOO_OPENGL
				if(color_>=0) p->shape->color=color_;
			#endif
			assert(p->shape->nodes.size()==1); // if this fails, enable the block below
			const auto& node0=p->shape->nodes[0];
			assert(node0->pos==Vector3r::Zero());
			node0->pos+=pos;
			auto& dyn=node0->getData<DemData>();
			if(shooter) (*shooter)(node0);
			if(scene->trackEnergy) scene->energy->add(-DemData::getEk_any(node0,true,true,scene),"kinInlet",kinEnergyIx,EnergyTracker::ZeroDontCreate);
			mass+=dyn.mass;
			stepMass+=dyn.mass;
			assert(node0->hasData<DemData>());
			dem->particles->insert(p);
			#ifdef WOO_OPENGL
				boost::mutex::scoped_lock lock(dem->nodesMutex);
			#endif
			dyn.linIx=dem->nodes.size();
			dem->nodes.push_back(node0);
			// handle multi-nodal particle (unused now)
			#if 0
				// TODO: track energy of the shooter
				// in case the particle is multinodal, apply the same to all nodes
				if(shooter) shooter(p.shape->nodes[0]);
				const Vector3r& vel(p->shape->nodes[0]->getData<DemData>().vel); const Vector3r& angVel(p->shape->nodes[0]->getData<DemData>().angVel);
				for(const auto& n: p.shape->nodes){
					auto& dyn=n->getData<DemData>();
					dyn.vel=vel; dyn.angVel=angVel;
					mass+=dyn.mass;

					n->linIx=dem->nodes.size();
					dem->nodes.push_back(n);
				}
			#endif
		}
	};

	stepDone:
	setCurrRate(stepMass/(nSteps*scene->dt));
}
예제 #12
0
void MyTeleop::OperatorControl(void)
{
	bool 			shootEnabled = false;
	float			magnitude = 0, direction = 0, rotation = 0;
	MyDiscShooter	shooter(myRobot);
	MyClimber		climber(myRobot);
	JoystickButton	leftTopButton(&myRobot->leftStick, Joystick::kDefaultTopButton);
	JoystickButton	leftTrigger(&myRobot->leftStick, Joystick::kDefaultTriggerButton);
	
	//MyDiscShooterCmd	*discShooterCmd;
	
	LCD::ConsoleLog("MyTeleop.OperatorControl");
	LCD::PrintLine(1, "Mode: OperatorControl");

	LCD::PrintLine(4, "All: %d, Start=%d", myRobot->alliance, myRobot->startLocation);

	// Sets command based disc shooter class to run when button pressed, as separate
	// task from this one in the Command execution scheme. This depends on the command
	// scheduler running and that is done below in the While loop.
	// button class whenpressed requires a pointer to the command class instance we
	// want to run so we use new to create the instance and return a pointer to
	// that instance.
	
	//discShooterCmd = new MyDiscShooterCmd(myRobot);
	
	//leftTrigger.WhenPressed(discShooterCmd);
	
	myRobot->robotDrive.SetSafetyEnabled(true);

	// Driving loop runs until teleop is over or climbing phase started.
	
	while (myRobot->IsEnabled() && myRobot->IsOperatorControl())
	{
		// Scheduler required to cause any 'commands' to run. If we don't use any commands,
		// comment out following stmt.
		//Scheduler::GetInstance()->Run();

		// set driving parameters.
	
		magnitude = myRobot->rightStick.GetMagnitude();
		direction = myRobot->rightStick.GetDirectionDegrees();
		rotation = myRobot->rotateStick.GetX();

		
		LCD::PrintLine(3, "m=%f d=%f r=%f", magnitude, direction, rotation);
		LCD::PrintLine(4, "r=%f", rotation);
				
		myRobot->robotDrive.MecanumDrive_Polar(magnitude, direction, rotation);
		
		// This logic shoots disk on trigger release.
		
		if (myRobot->leftStick.GetTrigger(myRobot->leftStick.kLeftHand)) 
			shootEnabled = true;
		else if (shootEnabled)
		{
			shootEnabled = false;
			shooter.Shoot();
		}

		// turn on/off climber Angular Adjustment (window) motor.
		
		if (myRobot->leftStick.GetRawButton(JSB_TOP_LEFT))
			climber.AngularAdjustmentMotorOn(true);
		else	
			climber.AngularAdjustmentMotorOn(false);

		// The design assumes operation of the climbing winches would be
		// manually by JS buttons.
		
		if (myRobot->leftStick.GetRawButton(JSB_LEFT_FRONT))
			climber.Winch2Up();
		else if (myRobot->leftStick.GetRawButton(JSB_LEFT_REAR))
			climber.Winch2Down();
		else	
			climber.Winch2Stop();
		
		// control shooter ramp deployment.
		
		if (myRobot->leftStick.GetRawButton(JSB_TOP_MIDDLE))
			shooter.RampUp();
		else if (myRobot->leftStick.GetRawButton(JSB_TOP_BACK))
			shooter.RampDown();	
		else	
			shooter.RampStop();
		
		// set shooter throttle value each loop.
		
		shooter.SetThrottle(myRobot->leftStick.GetThrottle());
		
		shooter.ShooterUpDown(myRobot->leftStick.GetY());

		// Starts climbing process, drops out of driving loop when climb done.
		
//		if (myRobot->rightStick.GetButton(myRobot->rightStick.kTopButton))
//		{
//			climber.Climb();
//			break; 					// ends the While loop
//		}
		
		Wait(0.020);				// wait for a motor update time
	}
	
	// wait for teleop period to end.

	LCD::PrintLine(1, "Mode: End Wait");
	LCD::ConsoleLog("MyTeleop.OperatorControl-endwait");
	SmartDashboard::PutBoolean("End Wait", true);	
	
	myRobot->robotDrive.SetSafetyEnabled(false);
	
	while (myRobot->IsEnabled() && myRobot->IsOperatorControl()) Wait(0.020);
	
	// delete pointer to MyDiscShooterCmd object we created earlier.
	// this releases the object instance.
	
	//delete discShooterCmd;
	
	LCD::ConsoleLog("MyTeleop.OperatorControl-end");
}
예제 #13
0
파일: craps.c 프로젝트: Toerq/osm10
int main(int argc, char *argv[])
{
  int i, seed;
  int pids[NUM_PLAYERS];
  int results[NUM_PLAYERS];
  /* TODO: Use the following variables in the exec system call. Using the
   * function sprintf and the arg1 variable you can pass the id parameter
   * to the children
   */
  /*
    char arg0[] = "./shooter";
    char arg1[10];
    char *args[] = {arg0, arg1, NULL};
  */
  /* TODO: initialize the communication with the players */
  int pfd_parent_to_child[NUM_PLAYERS] [2];
  int pfd_child_to_parent[NUM_PLAYERS] [2];
  for (i = 0; i < NUM_PLAYERS; i++) {
    pipe(pfd_child_to_parent[i]);
    pipe(pfd_parent_to_child[i]);
  }

  for (i = 0; i < NUM_PLAYERS; i++) {
    /* TODO: spawn the processes that simulate the players */
    switch(pids[i] = fork()) {
    case -1:
      perror("could not create child process");
      exit(EXIT_FAILURE);
      break;
   
    case 0:	
      printf("PID of child: <%ld>", (long) getpid()); 
      
      shooter(i, pfd_parent_to_child[i][0], pfd_child_to_parent[i][1]);
      close(pfd_parent_to_child[i][1]);
      close(pfd_child_to_parent[i][0]);
      for(int descIndex = 0; descIndex < NUM_PLAYERS; descIndex++) {
      if (descIndex != i) {
	close(pfd_parent_to_child[descIndex][0]);
	close(pfd_parent_to_child[descIndex][1]);
	 close(pfd_child_to_parent[descIndex][0]);
	 close(pfd_child_to_parent[descIndex][1]);
       } 
     }
       break;
     }
   }

  seed = time(NULL);
  for (i = 0; i < NUM_PLAYERS; i++) {
    seed++;
    char seedString[16] = "";

    sprintf(seedString, "%d", seed);
    write(pfd_parent_to_child[i][1], &seed, sizeof(seed));
  }


  /* TODO: get the dice results from the players, find the winner */
  int currentResult = 0;
  int childIndex = 0;
  int currentLeader = 0;
  int highestScore = 0;
  int pidResult;
  for (i = 0; i < NUM_PLAYERS; i++) {
    
    read(pfd_child_to_parent[i][0], &currentResult, sizeof(int));
    if(currentResult > highestScore) {
      currentLeader = childIndex;
      highestScore = currentResult;
    }
    childIndex++;
  }
  winner = currentLeader;
  printf("master: player %d WINS\n", winner);

  /* TODO: signal the winner */
  kill(pids[winner],SIGUSR1);
  /* TODO: signal all players the end of game */
  for (i = 0; i < NUM_PLAYERS; i++) {
    if(i != winner) {
      kill(pids[i], SIGUSR2);
      waitpid(pids[i], &pidResult, 0);
    }
  }

  printf("master: the game ends\n");

  /* TODO: cleanup resources and exit with success */
  for (i = 0; i < NUM_PLAYERS; i++) {
    close(pfd_parent_to_child[i][0]);
    close(pfd_parent_to_child[i][1]);
    close(pfd_child_to_parent[i][0]);
    close(pfd_child_to_parent[i][1]);
  }
  return 0;
}
예제 #14
0
void MyTeleop::OperatorControl(void)
{
	int 			encoderRaw = 0, encoderValue = 0;
	bool 			checkBox1 = false, shootEnabled = false, arcadeDrive = false, arcadeEnabled = false;
	MyDiscShooter	shooter(myRobot);
	MyClimber		climber(myRobot);
	JoystickButton	topButton(&myRobot->stick, Joystick::kDefaultTopButton);
	Encoder			driveLeftEncoder(1, 2, false, Encoder::k4X);
	int				encoderDirection;
	
	MyDiscShooterCmd	*discShooterCmd;
	
	LCD::ConsoleLog("MyTeleop.OperatorControl");
	LCD::PrintLine(1, "Mode: OperatorControl");

	LCD::PrintLine(4, "All: %d, Start=%d", myRobot->alliance, myRobot->startLocation);

	// Sets command based disc shooter class to run when button pressed, as separate
	// task from this one in the Command execution scheme. This depends on the command
	// scheduler running and that is done below in the While loop.
	// button class whenpressed requires a pointer to the command class instance we
	// want to run so we use new to create the instance and return a pointer to
	// that instance.
	
	discShooterCmd = new MyDiscShooterCmd(myRobot);
	
	topButton.WhenPressed(discShooterCmd);
	//topButton.WhenPressed(new MyDiscShooterCmd(myRobot));
	
	myRobot->robotDrive.SetSafetyEnabled(true);
	
	driveLeftEncoder.Start();

	// Driving loop runs until teleop is over or climbing phase started.
	
	while (myRobot->IsEnabled() && myRobot->IsOperatorControl())
	{
		// Scheduler required to cause any 'commands' to run. If we don't use any commands,
		// comment out following stmt.
		Scheduler::GetInstance()->Run();

		// the following code toggles the arcade drive flag on or off each time the right
		// trigger is released.
		
		if (myRobot->stick2.GetTrigger(myRobot->stick.kRightHand)) 
			arcadeEnabled = true;
		else if (arcadeEnabled)
		//if (!myRobot->stick2.GetTrigger(myRobot->stick.kRightHand) && arcadeEnabled) 
		{	
			arcadeEnabled = false;

			if (arcadeDrive)
				arcadeDrive = false;
			else
				arcadeDrive = true;
		
			SmartDashboard::PutBoolean("Arcade Drive", arcadeDrive);
		}
		
		if (arcadeDrive)	
			myRobot->robotDrive.ArcadeDrive(myRobot->stick2); // drive with arcade style (use right stick with trigger)
		else
			myRobot->robotDrive.TankDrive(myRobot->stick, myRobot->stick2); // drive tank style with both sticks

		//LCD::ConsoleLog("left trigger=%d", myRobot->stick.GetTrigger(myRobot->stick.kLeftHand));
		
		// This logic shoots disk on trigger release.
		
		if (myRobot->stick.GetTrigger(myRobot->stick.kLeftHand)) 
			shootEnabled = true;
		else if (shootEnabled)
		{
			shootEnabled = false;
			shooter.Shoot();
		}

		// Starts climbing process, drops out of driving loop when climb done.
		
		if (myRobot->stick2.GetButton(myRobot->stick2.kTopButton))
		{
			climber.Climb();
			break; 					// ends the While loop
		}
		
		Wait(0.020);				// wait for a motor update time
		
		// read encoder example.
		
		encoderValue = driveLeftEncoder.Get();
		encoderRaw = driveLeftEncoder.GetRaw();

		if (driveLeftEncoder.GetDirection())
			encoderDirection = 1; // forward
		else
			encoderDirection = 0; // backward

		// example display info to dashboard lcd.
		LCD::PrintLine(2, "Encoder Value: %d %d", encoderValue, encoderDirection);
		LCD::PrintLine(3, "Encoder   Raw: %d", encoderRaw);
		
		// example on how to read a value from the dashboard.
		checkBox1 = SmartDashboard::GetBoolean("Checkbox 1");

		LCD::PrintLine(5, "Checkbox1 Value=%d", checkBox1);
	}
	
	// wait for teleop period to end.

	LCD::PrintLine(1, "Mode: End Wait");
	LCD::ConsoleLog("MyTeleop.OperatorControl-endwait");
	SmartDashboard::PutBoolean("End Wait", true);	
	
	myRobot->robotDrive.SetSafetyEnabled(false);
	
	while (myRobot->IsEnabled() && myRobot->IsOperatorControl()) Wait(0.020);
	
	// delete pointer to MyDiscShooterCmd object we created earlier.
	// this releases the object instance.
	
	delete discShooterCmd;
	
	LCD::ConsoleLog("MyTeleop.OperatorControl-end");
}