Exemplo n.º 1
0
void InitMyWorld()
{
	//Intializing test environment Faces included in a FacePart
	Face suelo(Transformation3D(0,0,0),-20,-20,20,20);
	suelo.setColor(0.3f, 0.3f, 0.4f, 1);

	Face paredfondo1(Transformation3D(-20,0,0,Y_AXIS,PI/2),-3,-20,0,20);
	Face paredfondo2(Transformation3D(20,0,0,Y_AXIS,PI/2),-3,-20,0,20);
	Face paredfondo3(Transformation3D(20,-20,0,X_AXIS,PI/2),0, 0, -40, 3);
	Face paredfondo4(Transformation3D(-20,20,0,X_AXIS,PI/2),0, 0, 40, 3);
	paredfondo1.setColor(0.5f, 0.5f, 0.0f, 1);
	paredfondo2.setColor(0.5f, 0.5f, 0.0f, 1);
	paredfondo3.setColor(0.5f, 0.5f, 0.0f, 1);
	paredfondo4.setColor(0.5f, 0.5f, 0.0f, 1);

	FaceSetPart *building=new FaceSetPart; 
	building->addFace(suelo);
	building->addFace(paredfondo1);
	building->addFace(paredfondo2);
	building->addFace(paredfondo3);
	building->addFace(paredfondo4);
        
        for (int i = 0; i < 2; i++) {
            PrismaticPart *mypart = new PrismaticPart;
            vector<Vector2D> list;
            list.push_back(Vector2D(0, 0));
            list.push_back(Vector2D(0, 2));
            list.push_back(Vector2D(2, 2));
            list.push_back(Vector2D(2, 0));
            mypart->setPolygonalBase(list);
            mypart->setRelativePosition(Vector3D(6+4*i, 4+6*i, 0));
            mypart->setRelativeOrientation(0, 0, PI / 2);
            mypart->setHeight(1);
            world += mypart;

        }
        
        PrismaticPart *mypart = new PrismaticPart;
        vector<Vector2D> list;
        list.push_back(Vector2D(0, 0));
        list.push_back(Vector2D(0, 0.5));
        list.push_back(Vector2D(0.5, 0.5));
        list.push_back(Vector2D(0.5, 0));
        mypart->setPolygonalBase(list);
        mypart->setRelativePosition(Vector3D(6.5, 8.5, 0));
        mypart->setRelativeOrientation(0, 0, PI / 2);
        mypart->setHeight(1);
        world += mypart;
        

	world+=building;

	StreamFile myfile("myRoom.world",false);
	world.writeToStream(myfile);
	//myfile.write(&world);fails: FIXME
}
Exemplo n.º 2
0
void WheeledBaseSim::drawGL()
{
//constructor: create a physical representation of the robot only for drawing
	double 	height=wheel_radius*3;
	double 	clearance=wheel_radius;
vector<Vector2D> list;
PrismaticPart bod;
list.push_back(Vector2D(large/2,width/2));
list.push_back(Vector2D(large/2,-width/2));
list.push_back(Vector2D(-large/2,-width/2));
list.push_back(Vector2D(-large/2,width/2));
bod.setPolygonalBase(list);
bod.setHeight(height-clearance);
bod.setRelativePosition(Vector3D(0,0,clearance));
bod.setColor(1,0,0);

//las ruedas no se pueden añadir hasta no tener un mecanismo de exclusión de detección
CylindricalPart wheel(wheel_width,wheel_radius);
wheel.setColor(0.1,0.1,0.1);


glPushMatrix();	
	getAbsoluteT3D().transformGL();
	//body
	bod.drawGL();
	//each wheel
	wheel.setRelativeOrientation(X_AXIS,-PI/2);
	wheel.setRelativePosition(Vector3D(large/2,width/2,wheel_radius+0.002));
	wheel.drawGL();

	wheel.setRelativeOrientation(X_AXIS,-PI/2);
	wheel.setRelativePosition(Vector3D(-large/2,width/2,wheel_radius+0.002));
	wheel.drawGL();

	wheel.setRelativeOrientation(X_AXIS,PI/2);
	wheel.setRelativePosition(Vector3D(large/2,-width/2,wheel_radius+0.002));
	wheel.drawGL();

	wheel.setRelativeOrientation(X_AXIS,PI/2);
	wheel.setRelativePosition(Vector3D(-large/2,-width/2,wheel_radius+0.002));
	wheel.drawGL();
glPopMatrix();	
	
	return;
}