Assembly *GraspGLObjects::CreateRoom( void ) { Assembly *structure = new Assembly(); structure->SetColor( BLACK ); // Tunnel tunnel = new Assembly(); Cylinder *cylinder = new Cylinder( room_radius, room_radius, room_length, room_facets ); cylinder->SetColor( WHITE ); cylinder->SetTexture( wall_texture ); cylinder->SetOrientation( 90.0, 0.0, 0.0 ); tunnel->AddComponent( cylinder ); // Reference Bars double bar_length = room_length - 5.0 * reference_bar_radius; for (int i=0; i < reference_bars; i++ ){ Cylinder *referenceBar = new Cylinder( reference_bar_radius, reference_bar_radius, bar_length, reference_bar_facets ); referenceBar->SetOffset( room_radius, 0.0, 0.0 ); referenceBar->SetOrientation( 90.0 + 180 * (float) i / (float) reference_bars, referenceBar->kVector ); referenceBar->SetColor( 1.0 - (double) i / reference_bars, 1.0f - (double) i / reference_bars, 1.0f - (double) i / reference_bars, 1.0 ); // The texturing on the bars may be commented out for the moment because it lengthens the rendering time too much. referenceBar->SetTexture( references_texture ); tunnel->AddComponent( referenceBar ); referenceBar = new Cylinder( reference_bar_radius, reference_bar_radius, bar_length, reference_bar_facets ); referenceBar->SetOffset( room_radius, 0.0, 0.0 ); referenceBar->SetOrientation( - 90.0 + 180 * (float) i / (float) reference_bars, referenceBar->kVector ); referenceBar->SetColor( (double) i / reference_bars, (double) i / reference_bars, (double) i / reference_bars, 1.0 ); // See above. referenceBar->SetTexture( references_texture ); tunnel->AddComponent( referenceBar ); } structure->AddComponent( tunnel ); Sphere *sphere = new Sphere( target_ball_radius ); sphere->SetPosition( 0.0, 0.0, room_length / 2.0 ); sphere->SetColor( RED ); structure->AddComponent( sphere ); return structure; }
// The following objects are not used during the Grasp protocol and are not seen by the subject. // Rather, these objects are used in the GraspGUI and elswhere to visualize the subject's pose. // Perhaps they would be better placed in another class so that they are not included when not needed. Assembly *GraspGLObjects::CreateHead( void ) { Assembly *head = new Assembly(); // Skull Ellipsoid *skull = new Ellipsoid( head_shape ); skull->SetColor( .4f, 0.0f, .4f ); // Eyes head->AddComponent( skull ); Sphere *sphere = new Sphere( 20.0 ); sphere->SetColor( 0.0f, 0.0f, 1.0f ); sphere->SetPosition( -50.0, 20.0, -100.0 ); head->AddComponent( sphere ); sphere = new Sphere( 20.0 ); sphere->SetColor( 0.0f, 0.0f, 1.0f ); sphere->SetPosition( 50.0, 20.0, -100.0 ); head->AddComponent( sphere ); // Nose Cylinder *cylinder = new Cylinder( 20.0, 5.0, 30.0 ); cylinder->SetPosition( 0.0, -20.0, - head_shape[Z] ); cylinder->SetOrientation( 0.0, 90.0, 0.0 ); cylinder->SetColor( YELLOW ); head->AddComponent( cylinder ); return head; }
Assembly *GraspGLObjects::CreateOrientationTarget( void ) { Assembly *target = new Assembly(); if ( useBars ) { for (int trg = - target_bars ; trg <= target_bars ; trg++ ){ Cylinder *cylinder = new Cylinder( target_bar_radius, target_bar_radius,2.0 * room_radius ); cylinder->SetPosition( 0.0 + target_bar_spacing * trg, 0.0, 0.0 ); cylinder->SetOrientation(0.0, 90.0, 0.0); cylinder->SetColor( Translucid( BLUE ) ); target->AddComponent( cylinder ); } } else { for (int trg = - target_balls ; trg <= target_balls ; trg++ ){ Sphere *sphere = new Sphere( target_ball_radius ); sphere->SetPosition( 0.0, 0.0 + target_ball_spacing * trg, 0.0 ); sphere->SetColor(( 255.0 - abs(trg) * 50.0 ) / 255.0, 0.0, 0.0); target->AddComponent( sphere ); } } return target; }