void CEdge::GetParse( CParse* parse, bool clearParse ) { if( clearParse ) parse->ClearParse(); QString rhs = RHS(); CStringSurrogate rightSide( rhs ); if( m_Daughters.isEmpty() ) { parse->Append(rightSide); } else { CEdge* daughter; for( daughter = m_Daughters.first(); daughter; daughter = m_Daughters.next() ) { daughter->GetParse( parse, FALSE ); } } }
// How to take this strategy void sideimpactstrategy_action(sensors_t sens){ Serial.println("SIDE IMPACT!"); leftSide(100); rightSide(100); return; }
// How to take this strategy void centersit_action(sensors_t sens){ Serial.println("Center Sit!"); leftSide(0); rightSide(0); return; }
Intersection* Plane3D::testRayIntersection(Ray r) { /*std::cout << "ray start pos " << r.startPosition.x << " " << r.startPosition.y << " " << r.startPosition.z << std::endl; std::cout << "ray direction " << r.direction.x << " " << r.direction.y << " " << r.direction.z << std::endl;*/ //The ray is described by Point on ray = start(O) + direction(D) * t //If a point B on the ray hits a surface it must be inside the plane of that surface //We can check if B is inside the surface by making a vector between a point on the surface(A) and B //and dot multiply it with the plan's normal and see if it becomes zero //(A-B)*n = 0 //Then the point B is on the plane //We want to know at what t-value we get a point B on the ray that is inside the plane //After some calculations this formula was found //t = (O - A) dot n / D dot n //translate the plane to it's local coordinate system rotate it and tranlate it back glm::mat4 translation = glm::translate(glm::mat4(1.f), -position); glm::mat4 translationBack = glm::translate(glm::mat4(1.f), position); glm::mat4 rotat = glm::rotate(glm::rotate(glm::rotate(glm::mat4(1.f), -rotation.x, glm::vec3(1, 0, 0)), -rotation.y, glm::vec3(0, 1, 0)), -rotation.z, glm::vec3(0, 0, 1)); glm::mat4 toLocal = rotat * translation; glm::vec4 temp(translationBack * toLocal * glm::vec4(position + glm::vec3(-dimensions.x / 2, -dimensions.y / 2, 0), 1)); glm::vec3 lowerLeftCorner(temp.x, temp.y, temp.z); temp = glm::vec4(translationBack * toLocal * glm::vec4(position + glm::vec3(dimensions.x / 2, -dimensions.y / 2, 0), 1)); glm::vec3 lowerRightCorner(temp.x, temp.y, temp.z); temp = glm::vec4(translationBack * toLocal * glm::vec4(position + glm::vec3(-dimensions.x / 2, dimensions.y / 2, 0), 1)); glm::vec3 upperLeftCorner(temp.x, temp.y, temp.z); //Find plane normal glm::vec3 planeNormal(glm::normalize(glm::cross(lowerRightCorner - lowerLeftCorner, upperLeftCorner - lowerLeftCorner))); /*std::cout << "lower left " << lowerLeftCorner.x << " " << lowerLeftCorner.y << " " << lowerLeftCorner.z << std::endl; std::cout << "lower right " << lowerRightCorner.x << " " << lowerRightCorner.y << " " << lowerRightCorner.z << std::endl; std::cout << "upper left " << upperLeftCorner.x << " " << upperLeftCorner.y << " " << upperLeftCorner.z << std::endl; std::cout << "ray start pos " << r.startPosition.x << " " << r.startPosition.y << " " << r.startPosition.z << std::endl; std::cout << "ray direction " << r.direction.x << " " << r.direction.y << " " << r.direction.z << std::endl;*/ //If D dot n == 0 the direction goes along the plane and the ray won't hit the plane //If D dot n < 0 the surface can't be seen from the ray's starting point //But if the ray is a shadow ray it doesn't matter if we can't see the object, just that it is in the way float DdotN = glm::dot(-r.direction, planeNormal); if (r.shadowRay) { if (DdotN < EPSILON && DdotN > -EPSILON) return nullptr; } else if (DdotN < EPSILON){ //std::cout << "DdotN <= 0 " << std::endl; return nullptr; } //std::cout << "ray direction " << r.direction.x << " " << r.direction.y << " " << r.direction.z << std::endl; //std::cout << "planeNormal " << planeNormal.x << " " << planeNormal.y << " " << planeNormal.z << std::endl; //Find point inside plane -> position, which is the center of the plane //Find intersection float t; if (r.startPosition - position != planeNormal) { t = glm::dot(r.startPosition - position, planeNormal) / DdotN; //std::cout << "1t = " << t << std::endl; } else { glm::vec3 temp = r.startPosition - lowerLeftCorner; //std::cout << "vector on plane? " << temp.x << " " << temp.y << " " << temp.z << std::endl; t = glm::dot(r.startPosition - lowerLeftCorner, planeNormal) / DdotN; //std::cout << "2t = " << t << " dot " << glm::dot(r.startPosition - lowerLeftCorner, planeNormal) << std::endl; } //If t < 0 the plane is behind or inside the ray origin and we aren't interested in it if (t < EPSILON){ //std::cout << "t <= 0 " << std::endl; return nullptr; } //Is B inside the surface bounds? //Create vectors that decribe the bounds //"Inside" is on the right side of the vector temp = glm::vec4(translationBack * toLocal * glm::vec4(position + glm::vec3(dimensions.x / 2, dimensions.y / 2, 0), 1)); glm::vec3 upperRightCorner(temp.x, temp.y, temp.z); //std::cout << "upper right " << upperRightCorner.x << " " << upperRightCorner.y << " " << upperRightCorner.z << std::endl; glm::vec3 leftSide(upperLeftCorner - lowerLeftCorner); glm::vec3 topSide(upperRightCorner - upperLeftCorner); glm::vec3 rightSide(lowerRightCorner - upperRightCorner); glm::vec3 bottomSide(lowerLeftCorner - lowerRightCorner); //To know if B is on the correct side of the vector we take the cross product of //the bounding vector and a vector from the same starting point as the bounding vector and ends in B //If the result is a vector along the plane's normal, the point B is on the correct side of the bounding vector //If the result is a vector against the plane's normal the point is on the wrong side //To know if the vector is going along the normal we take the dot product between them //If it is larger than zero they go with each other //leftSide glm::vec3 B(r.startPosition + t * r.direction); glm::vec3 Bvector(B - lowerLeftCorner); if (glm::dot(glm::cross(Bvector, leftSide), planeNormal) > 0) { //topSide Bvector = glm::vec3(B - upperLeftCorner); if (glm::dot(glm::cross(Bvector, topSide), planeNormal) > 0) { //rightSide Bvector = glm::vec3(B - upperRightCorner); if (glm::dot(glm::cross(Bvector, rightSide), planeNormal) > 0) { //bottomSide Bvector = glm::vec3(B - lowerRightCorner); if (glm::dot(glm::cross(Bvector, bottomSide), planeNormal) > 0) { // If the object is blocked if (t > r.tMax){ //std::cout << "t > r.tMax" << std::endl; return nullptr; } //else r.tMax = t; glm::vec3 intersectionPoint(r.startPosition + t * r.direction); //std::cout << "intersected object" << std::endl; return new Intersection(intersectionPoint, planeNormal, color, reflectionCoef, t); } } } } //std::cout << "not inside bounds" << std::endl; return nullptr; }
void linefollow_actionTurnLeft(sensors_t sens){ Serial.println("LF left!"); leftSide(-TURN_SPEED_X); rightSide(TURN_SPEED_X); }