void updateHaptics(void)
{
	// precion clock
	cPrecisionClock clock;
	int i = 0;

    // main haptic simulation loop
    while(simulationRunning)
    {
		bool blIO = false;
		blIO = deltaCtrl.SetFGetPosStatues(dF,dPos,statu,dT, blOutRange);				// changing point

		dPos[2]+=0.1;

        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

		// update my pose************MINE***************** we get the force in
		tool->updateMyPose(dPos);

        // compute interaction forces
        tool->computeInteractionForces();

		// we need to get the force out to our device****************	MINE
		tool->getLastComputedForce(dF);

        // send forces to device
        tool->applyForces();

		// stop clock
		double time = clock.stop();
		
		// check if contact occured with cylinder
		if(tool->isInContact(cylinder))
		{
			// get force applied on the y axis
			double force = tool->m_lastComputedGlobalForce.y();

			// shift cylinderaccording to force
            const double K = 0.5;
			double pos = cylinder->getLocalPos().y();
			pos = cClamp(pos - K * time * force,-0.5, 0.6);
			cylinder->setLocalPos(0.0, pos, 0.0);
		}

		// restart clock
		clock.start(true);

        // update frequency counter
        frequencyCounter.signal(1);
    }
    
    // exit haptics thread
    simulationFinished = true;
}
示例#2
0
//===========================================================================
void cMaterial::setTransparencyLevel(float a_levelTransparency)
{
    // make sur value is in range [0.0 - 1.0]
    float level = cClamp(a_levelTransparency, 0.0f, 1.0f);

    // apply new value
    m_ambient.setA(level);
    m_diffuse.setA(level);
    m_specular.setA(level);
    m_emission.setA(level);
}
示例#3
0
// --------------------------------------------------------------------------
// Helper function to compute the intensity of a point on an image given
// (u,v) coordinates in the range [0,1], using bilinear interpolation
double MyForceAlgorithm::imageIntensityAt(cImageLoader *image, double u, double v)
{
    // get image width and height
    int w = image->getWidth();
    int h = image->getHeight();
    
    // get the four integer coordinates that bound our query point (u,v)
    int ux0 = cClamp(int(w*u), 0, w-1), ux1 = cClamp(int(w*u)+1, 0, w-1);
    int vx0 = cClamp(int(h*v), 0, h-1), vx1 = cClamp(int(h*v)+1, 0, h-1);

    // retrieve the four pixel values from the image
    int bytes = image->getFormat() == GL_RGB ? 3 : 4;
    int offset[2][2] = {
        { (vx0*w + ux0)*bytes, (vx1*w + ux0)*bytes },
        { (vx0*w + ux1)*bytes, (vx1*w + ux1)*bytes }
    };
    double intensity[2][2];
    for (int i = 0; i < 2; ++i)
        for (int j = 0; j < 2; ++j) {
            // assumes RGB image format, and average
            unsigned char *pixel = image->getData() + offset[i][j];
            intensity[i][j] = (double(pixel[0]) + double(pixel[1]) + double(pixel[2])) / 765.0;
        }

    // compute interpolation weights
    int uw = cClamp(w*u - ux0, 0.0, 1.0);
    int vw = cClamp(h*v - vx0, 0.0, 1.0);

    // perform bilinear interpolation and return value
    double i0 = cLerp(uw, intensity[0][0], intensity[1][0]);
    double i1 = cLerp(uw, intensity[0][1], intensity[1][1]);
    return cLerp(vw, i0, i1);
}
示例#4
0
void updateHaptics(void)
{
	// reset simulation clock
	simClock.reset();
	simClock.start();

    // main haptic simulation loop
    while(simulationRunning)
    {
        // read position from haptic device
        cVector3d pos;
        hapticDevice->getPosition(pos);
        pos.mul(workspaceScaleFactor);
        device->setPos(pos);

        // init temp variable
        cVector3d force;
        force.zero();

        // compute reaction forces
        list<cGELMesh*>::iterator i;

        // model water level
        for(i = defWorld->m_gelMeshes.begin(); i != defWorld->m_gelMeshes.end(); ++i)
        {
            cGELMesh *nextItem = *i;

            if (nextItem->m_useMassParticleModel)
            {
                int numVertices = nextItem->m_gelVertices.size();
                for (int i=0; i<numVertices; i++)
                {
                   cVector3d nodePos = nextItem->m_gelVertices[i].m_massParticle->m_pos;
                   cVector3d force = cVector3d(-0.002 * nodePos.x, -0.002 * nodePos.y, 0.0);
                   if (nodePos.z < level)
                   {
                        double depth = nodePos.z - level;
                        force.add(cVector3d(0,0,-100*depth));
                   }
                   nextItem->m_gelVertices[i].m_massParticle->setExternalForce(force);
                }
            }

            if (nextItem->m_useSkeletonModel)
            {
                list<cGELSkeletonNode*>::iterator i;
                for(i = nextItem->m_nodes.begin(); i != nextItem->m_nodes.end(); ++i)
                {
                    cGELSkeletonNode* node = *i;
                    cVector3d nodePos = node->m_pos;
                    double radius = node->m_radius;
                    cVector3d force = cVector3d(-0.01 * nodePos.x, -0.01 * (nodePos.y), 0.0);
                    if ((nodePos.z-radius) < level)
                    {
                        double depth = (nodePos.z-radius) - level;
                        force.add(cVector3d(0,0,-1.0 * depth));
                        node->m_vel.mul(0.95);
                    }
                    node->setExternalForce(force);
                }
            }
        }


        // compute haptic feedback
		for(i = defWorld->m_gelMeshes.begin(); i != defWorld->m_gelMeshes.end(); ++i)
		{
			cGELMesh *nextItem = *i;

			if (nextItem->m_useMassParticleModel)
			{
				int numVertices = nextItem->m_gelVertices.size();
				for (int i=0; i<numVertices; i++)
				{
				cVector3d nodePos = nextItem->m_gelVertices[i].m_massParticle->m_pos;
				cVector3d f = computeForce(pos, deviceRadius, nodePos, radius, stiffness);
				if (f.lengthsq() > 0)
				{
					cVector3d tmpfrc = cNegate(f);
					nextItem->m_gelVertices[i].m_massParticle->setExternalForce(tmpfrc);
				}
				force.add(cMul(1.0, f));
				}
			}

			if (nextItem->m_useSkeletonModel)
			{
				list<cGELSkeletonNode*>::iterator i;
				for(i = nextItem->m_nodes.begin(); i != nextItem->m_nodes.end(); ++i)
				{
					cGELSkeletonNode* node = *i;
					cVector3d nodePos = node->m_pos;
					double radius = node->m_radius;
					cVector3d f = computeForce(pos, deviceRadius, nodePos, radius, stiffness);
					if (f.lengthsq() > 0)
					{
						cVector3d tmpfrc = cNegate(f);
						node->setExternalForce(tmpfrc);
					}
					force.add(cMul(4.0, f));
				}
			}
		}

        // integrate dynamics
		double interval = simClock.stop();
		simClock.reset();
		simClock.start();

        if (interval > 0.001) { interval = 0.001; }
        defWorld->updateDynamics(interval);

        // scale force
        force.mul(0.6 * deviceForceScale);

        // water viscosity
        if ((pos.z - deviceRadius) < level)
        {
            // read damping properties of haptic device
            cHapticDeviceInfo info = hapticDevice->getSpecifications();
            double Kv = 0.8 * info.m_maxLinearDamping;

            // read device velocity
            cVector3d linearVelocity;
            hapticDevice->getLinearVelocity(linearVelocity);

            // compute a scale factor [0,1] proportional to percentage
            // of tool volume immersed in the water
            double val = (level - (pos.z - deviceRadius)) / (2.0 * deviceRadius);
            double scale = cClamp(val, 0.1, 1.0);

            // compute force
            cVector3d forceDamping = cMul(-Kv * scale, linearVelocity);
            force.add(forceDamping);
        }

        // send forces to haptic device
        hapticDevice->setForce(force);
    }

    // exit haptics thread
    simulationFinished = true;
}
示例#5
0
void updateHaptics(void)
{
    // simulation clock
    cPrecisionClock simClock;
    simClock.start(true);

    // main haptic simulation loop
    while(simulationRunning)
    {
        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

        // for each interaction point of the tool we look for any contact events
        // with the environment and apply forces accordingly
        int numInteractionPoints = tool->getNumInteractionPoints();
        for (int i=0; i<numInteractionPoints; i++)
        {
            // get pointer to next interaction point of tool
            cHapticPoint* interactionPoint = tool->getInteractionPoint(i);

            // check primary contact point if available
            if (interactionPoint->getNumCollisionEvents() > 0)
            {
                cCollisionEvent* collisionEvent = interactionPoint->getCollisionEvent(0);

                // given the mesh object we may be touching, we search for its owner which
                // could be the mesh itself or a multi-mesh object. Once the owner found, we
                // look for the parent that will point to the ODE object itself.
                cGenericObject* object = collisionEvent->m_object->getOwner()->getOwner();

                // cast to ODE object
                cODEGenericBody* ODEobject = dynamic_cast<cODEGenericBody*>(object);

                // if ODE object, we apply interaction forces
                if (ODEobject != NULL)
                {
                    ODEobject->addExternalForceAtPoint(-0.3 * interactionPoint->getLastComputedForce(),
                                                       collisionEvent->m_globalPos);
                }
            }
        }
     
        // send forces to device
        tool->applyForces();

        // retrieve simulation time and compute next interval
        double time = simClock.getCurrentTimeSeconds();
        double nextSimInterval = cClamp(time, 0.00001, 0.001);

        // reset clock
        simClock.reset();
        simClock.start();

        // update simulation
        ODEWorld->updateDynamics(nextSimInterval);
    }

    // exit haptics thread
    simulationFinished = true;
}
示例#6
0
//===========================================================================
bool cEffectMagnet::computeForce(const cVector3d& a_toolPos,
                                  const cVector3d& a_toolVel,
                                  const unsigned int& a_toolID,
                                  cVector3d& a_reactionForce)
{
    // compute distance from object to tool
    double distance = cDistance(a_toolPos, m_parent->m_interactionProjectedPoint);

    // get parameters of magnet
    double magnetMaxForce = m_parent->m_material.getMagnetMaxForce();
    double magnetMaxDistance = m_parent->m_material.getMagnetMaxDistance();
    double stiffness = m_parent->m_material.getStiffness();
    double forceMagnitude = 0;

    if ((distance > 0) && (distance < magnetMaxDistance) && (stiffness > 0))
    {
        double limitLinearModel = magnetMaxForce / stiffness;
        cClamp(limitLinearModel, 0.0, 0.5 * distance);

        if (distance < limitLinearModel)
        {
            // apply local linear model near magnet
            forceMagnitude = stiffness * distance;
        }
        else
        {
            // compute quadratic model
            cMatrix3d sys;
            sys.m[0][0] = limitLinearModel * limitLinearModel;
            sys.m[0][1] = limitLinearModel;
            sys.m[0][2] = 1.0;
            sys.m[1][0] = magnetMaxDistance * magnetMaxDistance;
            sys.m[1][1] = magnetMaxDistance;
            sys.m[1][2] = 1.0;
            sys.m[2][0] = 2.0 * limitLinearModel;
            sys.m[2][1] = 1.0;
            sys.m[2][2] = 0.0;
            sys.invert();

            cVector3d param;
            sys.mulr(cVector3d(magnetMaxForce, 0.0, -1.0), param);

            // apply quadratic model
            double val = distance - limitLinearModel;
            forceMagnitude = param.x * val * val + param.y * val + param.z;
        }

        // compute magnetic force
        a_reactionForce = cMul(forceMagnitude, cNormalize(cSub(m_parent->m_interactionProjectedPoint, a_toolPos)));

        // add damping component
        double viscosity = m_parent->m_material.getViscosity();
        cVector3d viscousForce = cMul(-viscosity, a_toolVel);
        a_reactionForce.add(viscousForce);

        return (true);
    }
    else
    {
        // the tool is located outside the magnet zone
        a_reactionForce.zero();
        return (false);
    }
}
示例#7
0
//===========================================================================
void cMaterial::setShininess(GLuint a_shininess)
{
    m_shininess = cClamp(a_shininess, (GLuint)0, (GLuint)128);
}
示例#8
0
//===========================================================================
void cCamera::setFieldViewAngle(double a_fieldViewAngle)
{
    m_fieldViewAngle = cClamp(a_fieldViewAngle, 0.0, 180.0);
}
示例#9
0
void updateHaptics(void)
{
    // simulation clock
    cPrecisionClock simClock;
    simClock.start(true);

    // reset haptics activation clock
    startHapticsClock.reset();
	startHapticsClock.start();
	bool hapticsReady = false;

    // main haptic simulation loop
    while(simulationRunning)
    {
        // wait for some time before enabling haptics
		if (!hapticsReady)
		{
			if (startHapticsClock.getCurrentTimeSeconds() > 3.0)
			{
				hapticsReady = true;
			}
		}

        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

        // check if the tool is touching an object
        cGenericObject* object = tool->m_proxyPointForceModel->m_contactPoint0->m_object;

        // read user switch status
        bool userSwitch = tool->getUserSwitch(0);

        // if the tool is currently grasping an object we simply update the interaction grasp force
        // between the tool and the object (modeled by a virtual spring)
        if (graspActive && userSwitch)
        {
            // retrieve latest position and orientation of grasped ODE object in world coordinates
            cMatrix3d globalGraspObjectRot = graspObject->getGlobalRot();
            cVector3d globalGraspObjectPos = graspObject->getGlobalPos();

            // compute the position of the grasp point on object in global coordinates
            cVector3d globalGraspPos = globalGraspObjectPos + cMul(globalGraspObjectRot, graspPos);

            // retrieve the position of the tool in global coordinates
            cVector3d globalToolPos  = tool->getProxyGlobalPos();

            // compute the offset between the tool and grasp point on the object
            cVector3d offset = globalToolPos - globalGraspPos;

            // model a spring between both points
            double STIFFNESS = 4;
            cVector3d force = STIFFNESS * offset;

            // apply attraction force (grasp) onto object
            graspObject->addGlobalForceAtGlobalPos(force, globalGraspPos);

            // scale magnitude and apply opposite force to haptic device
            tool->m_lastComputedGlobalForce.add(cMul(-1.0, force));

            // update both end points of the line which is used for display purposes only
            graspLine->m_pointA = globalGraspPos;
            graspLine->m_pointB = globalToolPos;
        }

        // the user is not or no longer currently grasping the object
        else
        {
            // was the user grasping the object at the previous simulation loop
            if (graspActive)
            {
                // we disable grasping
                graspActive = false;

                // we hide the virtual line between the tool and the grasp point
                graspLine->setShowEnabled(false);

                // we enable haptics interaction between the tool and the previously grasped object
                if (graspObject != NULL)
                {
                    graspObject->m_imageModel->setHapticEnabled(true, true);
                }
            }

            // the user is touching an object
            if (object != NULL)
            {
                // check if object is attached to an external ODE parent
                cGenericType* externalParent = object->getExternalParent();
                cODEGenericBody* ODEobject = dynamic_cast<cODEGenericBody*>(externalParent);
                if (ODEobject != NULL)
                {
                    // get position of tool
                    cVector3d pos = tool->m_proxyPointForceModel->m_contactPoint0->m_globalPos;

                    // check if user has enabled the user switch to gras the object
                    if (userSwitch)
                    {
                        // a new object is being grasped
                        graspObject = ODEobject;

                        // retrieve the grasp position on the object in local coordinates
                        graspPos    = tool->m_proxyPointForceModel->m_contactPoint0->m_localPos;

                        // grasp in now active!
                        graspActive = true;

                        // enable small line which display the offset between the tool and the grasp point
                        graspLine->setShowEnabled(true);

                        // disable haptic interaction between the tool and the grasped device.
                        // this is performed for stability reasons.
                        graspObject->m_imageModel->setHapticEnabled(false, true);
                    }

                    // retrieve the haptic interaction force being applied to the tool
                    cVector3d force = tool->m_lastComputedGlobalForce;

                    // apply haptic force to ODE object
                    cVector3d tmpfrc = cNegate(force);
                    if (hapticsReady)
                    {
                        ODEobject->addGlobalForceAtGlobalPos(tmpfrc, pos);
                    }
                }
            }
        }

        // send forces to device
        tool->applyForces();

        // retrieve simulation time and compute next interval
        double time = simClock.getCurrentTimeSeconds();
        double nextSimInterval = cClamp(time, 0.001, 0.004);

        // reset clock
        simClock.reset();
        simClock.start();

        // update simulation
        ODEWorld->updateDynamics(nextSimInterval);
    }

    // exit haptics thread
    simulationFinished = true;
}
示例#10
0
//===========================================================================
void cCamera::setFieldViewAngle(double a_fieldViewAngle)
{
    m_fieldViewAngle = cClamp(a_fieldViewAngle, 0.0, 180.0);
    m_orthographicWidth = 0.0;
    m_perspectiveMode = true;
}
//===========================================================================
void cSpotLight::setCutOffAngleDeg(const GLfloat& a_angleDeg)
{
    m_cutOffAngleDEG = cClamp(a_angleDeg, (GLfloat)0.0, (GLfloat)90.0);
}
示例#12
0
//===========================================================================
void cShapeBox::computeLocalInteraction(const cVector3d& a_toolPos,
                                        const cVector3d& a_toolVel,
                                        const unsigned int a_IDN)
{
    // temp variables
    bool inside;
    cVector3d projectedPoint;

    // sign
    double signX = cSign(a_toolPos(0) );
    double signY = cSign(a_toolPos(1) );
    double signZ = cSign(a_toolPos(2) );

    // check if tool is located inside box
    double tx = (signX * a_toolPos(0) );
    double ty = (signY * a_toolPos(1) );
    double tz = (signZ * a_toolPos(2) );

    inside = false;
    if (cContains(tx, 0.0, m_hSizeX))
    {
        if (cContains(ty, 0.0, m_hSizeY))
        {
            if (cContains(tz, 0.0, m_hSizeZ))
            {
                inside = true;
            }
        }
    }

    if (inside)
    {
        // tool is located inside box, compute distance from tool to surface
        double m_distanceX = m_hSizeX - (signX * a_toolPos(0) );
        double m_distanceY = m_hSizeY - (signY * a_toolPos(1) );
        double m_distanceZ = m_hSizeZ - (signZ * a_toolPos(2) );

        // search nearest surface
        if (m_distanceX < m_distanceY)
        {
            if (m_distanceX < m_distanceZ)
            {
                projectedPoint(0)  = signX * m_hSizeX;
                projectedPoint(1)  = a_toolPos(1) ;
                projectedPoint(2)  = a_toolPos(2) ;
            }
            else
            {
                projectedPoint(0)  = a_toolPos(0) ;
                projectedPoint(1)  = a_toolPos(1) ;
                projectedPoint(2)  = signZ * m_hSizeZ;
            }
        }
        else
        {
            if (m_distanceY < m_distanceZ)
            {
                projectedPoint(0)  = a_toolPos(0) ;
                projectedPoint(1)  = signY * m_hSizeY;
                projectedPoint(2)  = a_toolPos(2) ;
            }
            else
            {
                projectedPoint(0)  = a_toolPos(0) ;
                projectedPoint(1)  = a_toolPos(1) ;
                projectedPoint(2)  = signZ * m_hSizeZ;
            }
        }
    }
    else
    {
        projectedPoint(0)  = cClamp(a_toolPos(0) , -m_hSizeX, m_hSizeX);
        projectedPoint(1)  = cClamp(a_toolPos(1) , -m_hSizeY, m_hSizeY);
        projectedPoint(2)  = cClamp(a_toolPos(2) , -m_hSizeZ, m_hSizeZ);
    }

    // return results
    projectedPoint.copyto(m_interactionProjectedPoint);
    m_interactionInside = inside;
}