void TensegrityModel::setup(tgWorld& world) { // create the build spec that uses tags to turn the structure into a model tgBuildSpec spec; // add default rod and string builders that match the tags rods & strings // (these will be overwritten if a different builder is specified for those tags) Yam emptyYam = Yam(); addRodBuilder("tgRodInfo", "rod", emptyYam, spec); addBasicActuatorBuilder("tgBasicActuatorInfo", "string", emptyYam, spec); tgStructure structure; buildStructure(structure, topLvlStructurePath, spec); tgStructureInfo structureInfo(structure, spec); structureInfo.buildInto(*this, world); // use tgCast::filterto pull out the muscles that we want to control allActuators = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); // notify controllers that setup has finished notifySetup(); // actually setup the children tgModel::setup(world); }
void CDFamily::getDescendants(set<CCdCore*>& cds, CCdCore* parentCd) const { vector<CCdCore*> tmpCds; cds.clear(); getDescendants(tmpCds, parentCd); for (unsigned int i = 0; i < tmpCds.size(); ++i) { cds.insert(tmpCds[i]); } }
void CDFamily::getDescendants(vector<CCdCore*>& cds, CCdCore* parentCd) const { vector<CCdCore*> tmpCds; getChildren(tmpCds, parentCd); for (unsigned int i = 0; i < tmpCds.size(); ++i) { cds.push_back(tmpCds[i]); getDescendants(cds, tmpCds[i]); } }
void Escape_T6Model::setup(tgWorld& world) { const tgRod::Config rodConfig(c.radius, c.density, c.friction, c.rollFriction, c.restitution); /// @todo acceleration constraint was removed on 12/10/14 Replace with tgKinematicActuator as appropreate tgBasicActuator::Config activeMuscleConfig(c.stiffness, c.damping, c.hist, c.rotation, c.maxTens, c.targetVelocity); /* tgBasicActuator::Config passiveMuscleConfig(c.stiffness_passive, c.damping, c.hist, c.rotation, c.maxTens, c.targetVelocity, c.maxAcc);*/ // Start creating the structure tgStructure s; addNodes(s); addRods(s); addMuscles(s); s.move(btVector3(0, 10, 0)); // Add a rotation. This is needed if the ground slopes too much, // otherwise glitches put a rod below the ground. btVector3 rotationPoint = btVector3(0, 0, 0); // origin btVector3 rotationAxis = btVector3(0, 1, 0); // y-axis double rotationAngle = M_PI/2; s.addRotation(rotationPoint, rotationAxis, rotationAngle); // Create the build spec that uses tags to turn the structure into a real model tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); #if (0) spec.addBuilder("muscle", new tgBasicActuatorInfo(activeMuscleConfig)); #else spec.addBuilder("muscle", new tgBasicContactCableInfo(activeMuscleConfig)); #endif //spec.addBuilder("active muscle", new tgBasicActuatorInfo(activeMuscleConfig)); //spec.addBuilder("passive muscle", new tgBasicActuatorInfo(passiveMuscleConfig)); // Create your structureInfo tgStructureInfo structureInfo(s, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the // models (e.g. muscles) that we want to control. allMuscles = tgCast::filter<tgModel, tgBasicActuator> (getDescendants()); // call the onSetup methods of all observed things e.g. controllers notifySetup(); // Actually setup the children tgModel::setup(world); }
void getDescendants(spActor actor, std::vector<spActor> &actors) { actors.push_back(actor); spActor child = actor->getFirstChild(); while (child) { getDescendants(child, actors); child = child->getNextSibling(); } //actor->removeChildren(); }
void ScarrArmModel::setup(tgWorld& world) { const tgRod::Config rodConfig(cRod.radius, cRod.density, cRod.friction, cRod.rollFriction, cRod.restitution); const tgRod::Config rodConfigMassless(cRod.radius, 0.00/*c.density*/, cRod.friction, cRod.rollFriction, cRod.restitution); /// @todo acceleration constraint was removed on 12/10/14 Replace with tgKinematicActuator as appropreate tgBasicActuator::Config olecranonMuscleConfig(cCable.stiffness, cCable.damping, cCable.pretension_olecranon, cCable.history, cCable.maxTens, cCable.targetVelocity); tgBasicActuator::Config anconeusMuscleConfig(cCable.stiffness, cCable.damping, cCable.pretension_anconeus, cCable.history, cCable.maxTens, cCable.targetVelocity); tgBasicActuator::Config brachioradialisMuscleConfig(cCable.stiffness, cCable.damping, cCable.pretension_brachioradialis, cCable.history, cCable.maxTens, cCable.targetVelocity); tgBasicActuator::Config supportstringMuscleConfig(cCable.stiffness, cCable.damping, cCable.pretension_support, cCable.history, cCable.maxTens, cCable.targetVelocity); // Start creating the structure tgStructure s; addNodes(s); addRods(s); addMuscles(s); // Move the arm out of the ground btVector3 offset(0.0, 50.0, 0.0); s.move(offset); // Create the build spec that uses tags to turn the structure into a real model tgBuildSpec spec; spec.addBuilder("massless", new tgRodInfo(rodConfigMassless)); spec.addBuilder("rod", new tgRodInfo(rodConfig)); spec.addBuilder("olecranon muscle", new tgBasicActuatorInfo(olecranonMuscleConfig)); spec.addBuilder("anconeus muscle", new tgBasicActuatorInfo(anconeusMuscleConfig)); spec.addBuilder("brachioradialis muscle", new tgBasicActuatorInfo(brachioradialisMuscleConfig)); spec.addBuilder("support muscle", new tgBasicActuatorInfo(supportstringMuscleConfig)); // Create your structureInfo tgStructureInfo structureInfo(s, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the // models (e.g. muscles) that we want to control. allMuscles = tgCast::filter<tgModel, tgBasicActuator> (getDescendants()); // call the onSetup methods of all observed things e.g. controllers notifySetup(); // Actually setup the children tgModel::setup(world); //map the rods and add the markers to them //addMarkers(s); }
void T12SuperBallPayload::setup(tgWorld& world) { const tgRod::Config rodConfig(c.radius, c.density, c.friction, c.rollFriction, c.restitution); /// @todo acceleration constraint was removed on 12/10/14 Replace with tgKinematicActuator as appropreate tgBasicActuator::Config muscleConfig(c.stiffness, c.damping, c.pretension, c.history, c.maxTens, c.targetVelocity); // Start creating the structure tgStructure s; addNodes(s); addRods(s); addMuscles(s); // // Add a rotation. This is needed if the ground slopes too much, // // otherwise glitches put a rod below the ground. // btVector3 rotationPoint = btVector3(0, 0, 0); // origin // btVector3 rotationAxis = btVector3(0, 1, 0); // y-axis // double rotationAngle = M_PI/2; // s.addRotation(rotationPoint, rotationAxis, rotationAngle); //s.move(btVector3(0,30,0)); // Create the build spec that uses tags to turn the structure into a real model tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); spec.addBuilder("muscle", new tgBasicActuatorInfo(muscleConfig)); // Create your structureInfo tgStructureInfo structureInfo(s, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the // models (e.g. muscles) that we want to control. allMuscles = tgCast::filter<tgModel, tgBasicActuator> (getDescendants()); // call the onSetup methods of all observed things e.g. controllers notifySetup(); // Actually setup the children tgModel::setup(world); //map the rods and add the markers to them addMarkers(s); btVector3 location(0,10.0,0); btVector3 rotation(0.0,0.6,0.8); btVector3 speed(0,20,100); this->moveModel(location,rotation,speed); }
void CDFamily::subfamily(CDFamilyIterator cit, CDFamily*& subfam, bool childrenOnly) { vector<CCdCore*> cds; cds.push_back(cit->cd); if (childrenOnly) getChildren(cds, cit); else getDescendants(cds,cit->cd); vector<CDFamily*> families; createFamilies(cds, families); subfam = families[0]; }
void NestedBoxTestModel::setup(tgWorld& world) { const double edge = 30.0; const double height = tgUtil::round(std::sqrt(3.0)/2 * edge); std::cout << "edge: " << edge << "; height: " << height << std::endl; // Create the tetrahedra tgStructure tetra; addNodes(tetra, edge, height); addPairs(tetra); // Move the first one so we can create a longer snake. // Or you could move the snake at the end, up to you. tetra.move(btVector3(0.0, 2.0, 100.0)); // Create our snake segments tgStructure snake; addSegments(snake, tetra, edge, m_segments); addMuscles(snake); // Create the build spec that uses tags to turn the structure into a real model // Note: This needs to be high enough or things fly apart... const double density = 4.2 / 3000.0; // kg / length^3 - see app for length const double radius = 0.5; const double h = 0.5; const tgBox::Config rodConfig(radius, density); tgBuildSpec spec; spec.addBuilder("rod", new tgBoxInfo(rodConfig)); tgSpringCableActuator::Config muscleConfig(1000, 10); //spec.addBuilder("muscle", new tgBasicActuatorInfo(muscleConfig)); const tgSphere::Config sphereConfig(0.5, 0.5); spec.addBuilder("light", new tgSphereInfo(sphereConfig)); const tgSphere::Config sphereConfig2(0.5, 2.5); spec.addBuilder("light", new tgSphereInfo(sphereConfig2)); // Create your structureInfo tgStructureInfo structureInfo(snake, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the models (e.g. muscles) // that we want to control. allMuscles = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); mapMuscles(muscleMap, *this); trace(structureInfo, *this); // Actually setup the children tgModel::setup(world); }
void BigDoxieNoFeet::setup(tgWorld& world) { //Rod and Muscle configuration. const double density = 4.2/300.0; //Note: this needs to be high enough or things fly apart... const double radius = 0.5; const double rod_space = 10.0; const double rod_space2 = 8.0; const double friction = 0.5; const double rollFriction = 0.0; const double restitution = 0.0; const tgRod::Config rodConfig(radius, density, friction, rollFriction, restitution); const double stiffness = 1000.0; const double stiffnessPassive = 5000.0; const double stiffnessPassive4 = 3000.0; const double damping = .01*stiffness; const double pretension = 0.0; //units of pretension is in Newtons. const bool history = true; const double maxTens = 7000.0; const double maxSpeed = 12.0; const double passivePretension = 1000; const double passivePretension2 = 2500; const double passivePretension3 = 13000; // was 2500 const double passivePretension4 = 4000; #ifdef USE_KINEMATIC const double mRad = 1.0; const double motorFriction = 10.0; const double motorInertia = 1.0; const bool backDrivable = false; #ifdef PASSIVE_STRUCTURE tgKinematicActuator::Config motorConfigSpine(2*stiffness, damping, pretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigStomach(3*stiffness, damping, passivePretension3, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigOther(stiffnessPassive, damping, passivePretension2, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigFeet(stiffnessPassive, damping, passivePretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigLegs(stiffnessPassive4, damping, passivePretension4, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); #else tgKinematicActuator::Config motorConfigSpine(2*stiffness, damping, pretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigStomach(3*stiffness, damping, passivePretension3, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigOther(stiffnessPassive, damping, passivePretension2, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigFeet(stiffnessPassive, damping, passivePretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); tgKinematicActuator::Config motorConfigLegs(stiffnessPassive4, damping, passivePretension4, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); #endif #else #ifdef PASSIVE_STRUCTURE tgSpringCableActuator::Config muscleConfigSpine(2*stiffness, damping, passivePretension); tgSpringCableActuator::Config muscleConfigStomach(2*stiffnessPassive, damping, passivePretension3); tgSpringCableActuator::Config muscleConfigOther(stiffnessPassive, damping, passivePretension2); tgSpringCableActuator::Config muscleConfigFeet(stiffnessPassive, damping, passivePretension); tgSpringCableActuator::Config muscleConfigLegs(stiffnessPassive4, damping, passivePretension4); #else tgSpringCableActuator::Config muscleConfigSpine(2*stiffness, damping, pretension, history, maxTens, 2*maxSpeed); tgSpringCableActuator::Config muscleConfigStomach(3*stiffnessPassive, damping, passivePretension3, history, maxTens, 2*maxSpeed); tgSpringCableActuator::Config muscleConfigOther(stiffnessPassive, damping, passivePretension2); tgSpringCableActuator::Config muscleConfigFeet(stiffnessPassive, damping, passivePretension); tgSpringCableActuator::Config muscleConfigLegs(stiffnessPassive4, damping, passivePretension4); #endif #endif //Foot: tgStructure foot; addNodesFoot(foot,rod_space,rod_space2); addRodsFoot(foot); //Leg: tgStructure leg; addNodesLeg(leg,rod_space); addRodsLeg(leg); //Create the basic unit of the puppy tgStructure vertebra; addNodesVertebra(vertebra,rod_space); addRodsVertebra(vertebra); //Create the basic unit for the hips/shoulders. tgStructure hip; addNodesHip(hip,rod_space); addRodsHip(hip); //Build the puppy tgStructure puppy; const double yOffset_foot = -(2*rod_space+6); addSegments(puppy,vertebra,hip,leg,foot,rod_space); //,m_segments,m_hips,m_legs,m_feet puppy.move(btVector3(0.0,-yOffset_foot,0.0)); addMuscles(puppy); //,m_segments,m_hips,m_legs,m_feet //Time to add the muscles to the structure. Todo: make this a function; also try to clean this up. std::vector<tgStructure*> children = puppy.getChildren(); // Create the build spec that uses tags to turn the structure into a real model tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); #ifdef USE_KINEMATIC #ifdef PASSIVE_STRUCTURE spec.addBuilder("muscleAct1", new tgKinematicContactCableInfo(motorConfigSpine)); spec.addBuilder("muscleAct2", new tgKinematicContactCableInfo(motorConfigStomach)); spec.addBuilder("muscle ", new tgKinematicContactCableInfo(motorConfigOther)); spec.addBuilder("muscle2 ", new tgKinematicContactCableInfo(motorConfigFeet)); spec.addBuilder("muscle3 ", new tgKinematicContactCableInfo(motorConfigLegs)); #else spec.addBuilder("muscleAct1", new tgKinematicContactCableInfo(motorConfigSpine)); spec.addBuilder("muscleAct2", new tgKinematicContactCableInfo(motorConfigStomach)); spec.addBuilder("muscle ", new tgKinematicContactCableInfo(motorConfigOther)); spec.addBuilder("muscle2 ", new tgKinematicContactCableInfo(motorConfigFeet)); spec.addBuilder("muscle3 ", new tgKinematicContactCableInfo(motorConfigLegs)); #endif #else #ifdef PASSIVE_STRUCTURE spec.addBuilder("muscleAct1", new tgBasicActuatorInfo(muscleConfigSpine)); spec.addBuilder("muscleAct2", new tgBasicActuatorInfo(muscleConfigStomach)); spec.addBuilder("muscle " , new tgBasicActuatorInfo(muscleConfigOther)); spec.addBuilder("muscle2 " , new tgBasicActuatorInfo(muscleConfigFeet)); spec.addBuilder("muscle3 " , new tgBasicActuatorInfo(muscleConfigLegs)); #else spec.addBuilder("muscleAct1" , new tgBasicActuatorInfo(muscleConfigSpine)); spec.addBuilder("muscleAct2" , new tgBasicActuatorInfo(muscleConfigStomach)); spec.addBuilder("muscle " , new tgBasicActuatorInfo(muscleConfigOther)); spec.addBuilder("muscle2 " , new tgBasicActuatorInfo(muscleConfigFeet)); spec.addBuilder("muscle3 " , new tgBasicActuatorInfo(muscleConfigLegs)); #endif #endif // Create your structureInfo tgStructureInfo structureInfo(puppy, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the // models (e.g. muscles) that we want to control. m_allMuscles = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); m_allSegments = this->find<tgModel> ("spine segment"); // Actually setup the children, notify controller that the setup has finished BaseSpineModelLearning::setup(world); children.clear(); }
void Ex_006_BoundingBoxTest::run() { const string path = "/Users/saburookita/Personal Projects/Three.cpp Rev.2/examples/assets/"; ForwardRenderer renderer; renderer.init( "Ex 006: Bounding Box Tests", 1600 * 2 / 4, 900 * 2 / 4 ); renderer.setCameraControl(Arcball::create(2.0f)); /* Create scene */ auto scene = Scene::create(); scene->setFog(Fog::create( 0x72645b / 2, 2.0, 15.0 )); scene->setViewport( 0.0, 0.0, renderer.getWidth(), renderer.getHeight() ); scene->setShadowMapType( SHADOW_MAP::PCF ); /* Create camera */ auto camera = PerspectiveCamera::create( 50.0, renderer.getAspectRatio(), 0.001, 100.0 ); camera->translate(0.0, 1.5, 5.5); camera->lookAt( 0.0, 1.0, 0.0 ); /* Load our ply models */ vector<string> filenames = { "dragon_vrip_res3.ply", "happy_vrip_res3.ply", }; vector<ptr<Mesh>> statues; float x_offset = -1.0; for( string filename: filenames ) { auto statue = Loader::loadPLY(path + "/ply models/", filename, aiProcess_Triangulate | aiProcess_OptimizeMeshes | aiProcess_JoinIdenticalVertices | aiProcess_GenSmoothNormals | aiProcess_FlipWindingOrder ); statue->setMaterial(PhongMaterial::create(0xcccccc, 0x0, 0x000000, 0x999999, 10, true)); statue->getGeometry()->setScale(10.0f); statue->castShadow = true; statue->receiveShadow = true; auto bbox = statue->computeBoundingBox(); glm::vec3 center = bbox->center(); glm::vec3 size = bbox->size(); statue->translate(x_offset, -(center.y - size.y * 0.5), 0.0); cout << *bbox << endl; x_offset += 2.0f; scene->add( statue ); statues.push_back( statue ); } auto box = Mesh::create( CubeGeometry::create(1.0f, 3), PhongMaterial::create(0x777777, 0x777777, 0x0, 0x0, 0.0, true) ); box->setTexture( TextureUtils::loadAsTexture( path, "crate.tga") ); box->getGeometry()->rotateX(45.0f); box->getGeometry()->setScale(1.5f); box->translate(3.0f, 0.5, 0.0); box->castShadow = true; box->receiveShadow = true; scene->add( box ); auto cylinder = Mesh::create( CylinderGeometry::create(0.5, 0.5, 1.0, 30, 5, false), PhongMaterial::create( 0xDDDDDD, 0x0, 0x0, 0x111111, 150.0, true ) ); cylinder->translate(-3.0f, 0.5f, 0.0f); cylinder->castShadow = true; cylinder->receiveShadow = true; scene->add( cylinder ); /* And the ground plane */ auto plane = Mesh::create( PlaneGeometry::create(50.0f), PhongMaterial::create() ); plane->rotateX(-90.0f); plane->receiveShadow = true; scene->add( plane ); /* Cubemap */ // auto env = Mesh::create( CubeGeometry::create(50.0f), MeshCubeMapMaterial::create() ); // env->setTexture( TextureUtils::loadAsEnvMap( path + "cube/pisa", // "nx.png", "ny.png", "nz.png", // "px.png", "py.png", "pz.png")); // // cylinder->setEnvMap( env->getTexture() ); // scene->add( env ); /* Create a (rotating) directional light */ auto dir_light = DirectionalLight::create(0x99CCFF, 1.35, glm::vec3( 3.0, 1.0, 3.0 ) ); dir_light->castShadow = true; dir_light->shadowBias = -0.0001; dir_light->shadowCameraNear = -10.0; dir_light->shadowCameraFar = 10.0; dir_light->shadowMapSize = glm::vec2(512); scene->add( dir_light ); /* Create a spotlight, the shadow should be casted no the left hand side */ auto spot_light = SpotLight::create(0x99CCFF, 1.0, 20.0, 50.0, 1.0 ); spot_light->position = glm::vec3(3.0, 2.0, 3.0); spot_light->castShadow = true; scene->add( spot_light ); /* Create an ambient light */ scene->add( AmbientLight::create(0xCCCCCC)); /* Create a post render callback for objects rotation */ bool rotate_objects = false; float light_rotation_1 = 0.0; renderer.setPostRenderCallbackHandler( [&](){ dir_light->position.x = ( 3.0 * cosf( light_rotation_1 ) ); dir_light->position.z = ( 3.0 * sinf( light_rotation_1 ) ); light_rotation_1 += 0.01; if( rotate_objects ) { box->rotateY(-1.0f); statues[0]->rotateY(-0.5f); } }); renderer.setMouseButtonCallbackHandler([&] (GLFWwindow *, int button, int action, int mod){ auto descendants = scene->getDescendants(); /* Reset the color first */ for( auto obj: descendants ) { if( instance_of(obj, Mesh)) { auto mesh = downcast( obj, Mesh ); if( instance_of(mesh->getMaterial(), PhongMaterial)){ auto phong = downcast(mesh->getMaterial(), PhongMaterial); phong->setDiffuseColor( 0xDDDDDD ); } } } if( action == GLFW_PRESS ) { auto raycaster = Projector::pickingRay(renderer.getCursorPosition(), camera); /* Upon selected / ray picked, change the diffuse color to red */ for( auto obj: descendants ) { if( instance_of(obj, Geometry)) continue; auto bound = obj->getBoundingBox(); if(raycaster->ray->intersects(bound)) { if( instance_of(obj, Mesh)) { auto mesh = downcast( obj, Mesh ); if( instance_of(mesh->getMaterial(), PhongMaterial)){ auto phong = downcast(mesh->getMaterial(), PhongMaterial); phong->setDiffuseColor( 0xDD0000 ); } } } } } }); /* Override key callback handler */ renderer.setKeyCallbackHandler([&](GLFWwindow *, int key, int scancode, int action, int mod) { if( action == GLFW_PRESS ) { switch ( key) { case GLFW_KEY_R: /* Toggle rotation */ rotate_objects = !rotate_objects; break; default: break; } } }); renderer.setGamma( true, true ); renderer.setClearColor( scene->getFog()->getColor() ); renderer.render(scene, camera ); }
void FlemonsSpineModelGoal::setup(tgWorld& world) { // This is basically a manual setup of a model. // There are things that do this for us /// @todo: reference the things that do this for us // Rod and Muscle configuration // Note: This needs to be high enough or things fly apart... const double density = 4.2/300.0; const double radius = 0.5; const double friction = 0.5; const double rollFriction = 0.0; const double restitution = 0.0; const tgRod::Config rodConfig(radius, density, friction, rollFriction, restitution); const double elasticity = 1000.0; const double damping = 10.0; const double pretension = 0.0; const bool history = true; const double maxTens = 7000.0; const double maxSpeed = 12.0; const double mRad = 1.0; const double motorFriction = 10.0; const double motorInertia = 1.0; const bool backDrivable = false; tgKinematicActuator::Config motorConfig(elasticity, damping, pretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); // Calculations for the flemons spine model double v_size = 10.0; // Create the tetrahedra tgStructure tetra; tetra.addNode(0.0, 0.0, 0.0); // center tetra.addNode( v_size, v_size, v_size); // front tetra.addNode( v_size, -v_size, -v_size); // right tetra.addNode(-v_size, v_size, -v_size); // back tetra.addNode(-v_size, -v_size, v_size); // left tetra.addPair(0, 1, "front rod"); tetra.addPair(0, 2, "right rod"); tetra.addPair(0, 3, "back rod"); tetra.addPair(0, 4, "left rod"); // Move the first one so we can create a longer snake. // Or you could move the snake at the end, up to you. tetra.move(btVector3(0.0,15.0,50.0)); // Create our snake segments tgStructure snake; /// @todo: there seems to be an issue with Muscle2P connections if the front /// of a tetra is inside the next one. btVector3 offset(0.0, 0.0, -v_size * 1.15); for (std::size_t i = 0; i < m_segments; i++) { /// @todo: the snake is a temporary variable -- /// will its destructor be called? /// If not, where do we delete its children? tgStructure* const p = new tgStructure(tetra); p->addTags(tgString("segment num", i + 1)); p->move((i + 1.0) * offset); snake.addChild(p); // Add a child to the snake } //conditionally compile for debugging #if (1) // Add muscles that connect the segments // Tag the muscles with their segment numbers so CPGs can find // them. std::vector<tgStructure*> children = snake.getChildren(); for (std::size_t i = 1; i < children.size(); i++) { tgNodes n0 = children[i - 1]->getNodes(); tgNodes n1 = children[i]->getNodes(); snake.addPair(n0[1], n1[1], tgString("outer front muscle seg", i)); snake.addPair(n0[2], n1[2], tgString("outer right muscle seg", i)); snake.addPair(n0[3], n1[3], tgString("outer back muscle seg", i)); snake.addPair(n0[4], n1[4], tgString("outer top muscle seg", i)); snake.addPair(n0[2], n1[1], tgString("inner front muscle seg", i)); snake.addPair(n0[2], n1[4], tgString("inner right muscle seg", i)); snake.addPair(n0[3], n1[1], tgString("inner left muscle seg", i)); snake.addPair(n0[3], n1[4], tgString("inner back muscle seg", i)); } #endif btVector3 fixedPoint(0.0, 0.0, 0.0); btVector3 axis(0.0, 1.0, 0.0); snake.addRotation(fixedPoint, axis, m_startAngle); // Create the build spec that uses tags to turn the structure into a real model tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); #if (1) spec.addBuilder("muscle", new tgKinematicContactCableInfo(motorConfig)); #else spec.addBuilder("muscle", new tgBasicContactCableInfo(motorConfig)); #endif // Create your structureInfo tgStructureInfo structureInfo(snake, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // Setup vectors for control m_allMuscles = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); m_allSegments = this->find<tgModel> ("segment"); //addMarkers(snake, *this, m_segments); #if (0) // Debug printing std::cout << "StructureInfo:" << std::endl; std::cout << structureInfo << std::endl; std::cout << "Model: " << std::endl; std::cout << *this << std::endl; std::cout << "Spine Length: " << getSpineLength() << std::endl; #endif std::vector<tgBaseRigid*> myRigids = this->getAllRigids(); #if (1) for (int i =0; i < myRigids.size(); i++) { std::cout << myRigids[i]->mass() << " " <<myRigids[i]->getPRigidBody() << std::endl; } #endif children.clear(); // Actually setup the children, notify controller BaseSpineModelGoal::setup(world); }
void RPModel::setup(tgWorld& world) { allAbstractMarkers=tgCast::filter<tgModel, abstractMarker> (getDescendants()); }
void hillyMuscleNP::setup(tgWorld& world) { const double rodDensity = 1; // Note: This needs to be high enough or things fly apart... const double rodRadius = 0.25; const tgRod::Config rodConfig(rodRadius, rodDensity); const tgRod::Config rodConfig2(rodRadius, 0.0); const tgBox::Config boxConfig(rodRadius, rodRadius, 0.0); tgStructure s; #if (0) s.addNode(-2, 2.1, 0); s.addNode(0, 2.1, 0); s.addNode(10, 2.1, 0); s.addNode(12, 2.1, 0); s.addNode(22, 2.1, 0); s.addNode(24, 2.1, 0); s.addPair(0, 1, "rod2"); s.addPair(2, 3, "rod2"); s.addPair(4, 5, "rod2"); s.addPair(1, 2, "muscle"); s.addPair(3, 4, "muscle"); s.move(btVector3(0, 0, 0)); #else s.addNode(0, 5, 2); s.addNode(0, 5, 0); s.addNode(20, 5, 2); s.addNode(20, 5, 0); s.addNode(5, 2, -5); s.addNode(5, 2, 5); s.addPair(0, 1, "rod"); s.addPair(2, 3, "rod"); s.addPair(0, 2, "muscle"); s.addPair(1, 3, "muscle"); //s.addPair(3, 4, "muscle"); s.move(btVector3(0, 0, 0)); #endif // Move the structure so it doesn't start in the ground s.move(btVector3(0, 0, 0)); //s.addRotation(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 1.0, 0.0), M_PI_2); tgSpringCableActuator::Config muscleConfig(1000, 10, 0.0, false, 600000000); // Create the build spec that uses tags to turn the structure into a real model tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); spec.addBuilder("rod2", new tgRodInfo(rodConfig2)); spec.addBuilder("box", new tgBoxInfo(boxConfig)); spec.addBuilder("muscle", new tgBasicContactCableInfo(muscleConfig)); // Create your structureInfo tgStructureInfo structureInfo(s, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the // models (e.g. muscles) that we want to control. allMuscles = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); allRods = tgCast::filter<tgModel, tgRod> (getDescendants()); notifySetup(); totalTime = 0.0; tgModel::setup(world); }
void BigPuppy::setup(tgWorld& world) { //Rod and Muscle configuration. Todo: make these into structs in a namespace block! const double density = 4.2/300.0; //Note: this needs to be high enough or things fly apart... const double radius = 0.5; const double rod_space = 10.0; const double friction = 0.5; const double rollFriction = 0.0; const double restitution = 0.0; const tgRod::Config rodConfig(radius, density, friction, rollFriction, restitution); const double radius2 = 0.15; const double density2 = 1; // Note: This needs to be high enough or things fly apart... const tgRod::Config rodConfig2(radius2, density2); const double stiffness = 1000.0; const double damping = .01*stiffness; const double pretension = 0.0; const bool history = false; const double maxTens = 7000.0; const double maxSpeed = 12.0; const double passivePretension = 700; // 5 N #ifdef USE_KINEMATIC const double mRad = 1.0; const double motorFriction = 10.0; const double motorInertia = 1.0; const bool backDrivable = false; tgKinematicActuator::Config motorConfig(2000, 20, passivePretension, mRad, motorFriction, motorInertia, backDrivable, history, maxTens, maxSpeed); #else const tgSpringCableActuator::Config stringConfig(stiffness, damping, pretension, false, 7000, 24); tgSpringCableActuator::Config muscleConfig(2000, 20, passivePretension); #endif // Calculations for the flemons spine model double v_size = 10.0; //Todo: make separate functions for node, rod, and muscle placement! Do for each type of segment. //Foot: tgStructure foot; //Foot nodes. Todo: make into separate function foot.addNode(8,0,8);//0 foot.addNode(8,0,-8);//1 foot.addNode(-8,0,-8);//2 foot.addNode(-8,0,8);//3 foot.addNode(4,rod_space/2,0);//4 foot.addNode(0,rod_space/2,-4);//5 foot.addNode(-4,rod_space/2,0);//6 foot.addNode(0,rod_space/2,4);//7 //Foot rods. Todo: make into separate function foot.addPair(0,6,"rod"); foot.addPair(1,7,"rod"); foot.addPair(2,4,"rod"); foot.addPair(3,5,"rod"); //Create basic unit for right leg. Todo: make just one basic unit for right and left legs, since they're now the same. tgStructure rightLeg; //Right Leg nodes: rightLeg.addNode(0,0,0); //0: Bottom Center of lower leg segment rightLeg.addNode(0,10,0); //1: Center of lower leg segment rightLeg.addNode(10,10,0); //2: Right of lower leg segment rightLeg.addNode(-10,10,0); //3: Left of lower leg segment rightLeg.addNode(0,20,0); //4: Top of lower leg segment rightLeg.addNode(0,-4,0); //5: was z=3; was y=-3 //rightLeg.addNode(0,-3,-3); //6 //rightLeg.addNode(3,-3,0); //7 //rightLeg.addNode(-3,-3,0); //8 //Add rods for right leg: rightLeg.addPair(0,1,"rod"); rightLeg.addPair(1,2,"rod"); rightLeg.addPair(1,3,"rod"); rightLeg.addPair(1,4,"rod"); rightLeg.addPair(0,5,"rod"); //rightLeg.addPair(0,6,"rod"); //rightLeg.addPair(0,7,"rod"); //rightLeg.addPair(0,8,"rod"); //Create basic unit for left leg tgStructure leftLeg; //Left Leg nodes: leftLeg.addNode(0,0,0); //0: Bottom Center of lower leg segment leftLeg.addNode(0,10,0); //1: Center of lower leg segment leftLeg.addNode(10,10,0); //2: Right of lower leg segment leftLeg.addNode(-10,10,0); //3: Left of lower leg segment leftLeg.addNode(0,20,0); //4: Top of lower leg segment leftLeg.addNode(0,-4,0); //5: was z=3; was y=-3 //leftLeg.addNode(0,-3,-3); //6 //leftLeg.addNode(3,-3,0); //7 //leftLeg.addNode(-3,-3,0); //8 //Add rods for left leg: leftLeg.addPair(0,1,"rod"); leftLeg.addPair(1,2,"rod"); leftLeg.addPair(1,3,"rod"); leftLeg.addPair(1,4,"rod"); leftLeg.addPair(0,5,"rod"); //leftLeg.addPair(0,6,"rod"); //leftLeg.addPair(0,7,"rod"); //leftLeg.addPair(0,8,"rod"); //Create the basic unit of the spine tgStructure tetra; //Add the nodes tetra.addNode(0,0,0); //Node 0 tetra.addNode(v_size, 0, v_size); //Node 1 tetra.addNode(v_size, 0, -v_size); //Node 2 tetra.addNode(-v_size, 0, -v_size); //Node 3 tetra.addNode(-v_size, 0, v_size); //Node 4 tetra.addPair(0,1,"rod"); tetra.addPair(0,2,"rod"); tetra.addPair(0,3,"rod"); tetra.addPair(0,4,"rod"); //Create the basic unit for the hips/shoulders: tgStructure lHip; lHip.addNode(0,0,0); //Node 0 lHip.addNode(0, v_size, v_size); //Node 1 lHip.addNode(0, -v_size, -v_size); //Node 2 lHip.addNode(0, -v_size, v_size); //Node 3 lHip.addPair(0,1,"rod"); lHip.addPair(0,2,"rod"); lHip.addPair(0,3,"rod"); tgStructure rHip; rHip.addNode(0,0,0); //Node 0 rHip.addNode(0, v_size, -v_size); //Node 1 rHip.addNode(0, -v_size, -v_size); //Node 2 rHip.addNode(0, -v_size, v_size); //Node 3 rHip.addPair(0,1,"rod"); rHip.addPair(0,2,"rod"); rHip.addPair(0,3,"rod"); //Build the spine tgStructure spine; const double offsetDist = v_size + 1; //So rod ends don't touch, may need to adjust const double offsetDist2 = v_size*5 + 5 + 3.3; const double offsetDist3 = v_size*6; const double yOffset_leg = -21.0; const double yOffset_foot = -26.0; std::size_t m_segments = 6; std::size_t m_hips = 4; std::size_t m_legs = 4; std::size_t m_feet = 4; //Vertebrae btVector3 offset(offsetDist,0.0,0); //Hips btVector3 offset1(offsetDist*2,0.0,offsetDist); btVector3 offset2(offsetDist2,0.0,offsetDist); btVector3 offset3(offsetDist*2,0.0,-offsetDist); btVector3 offset4(offsetDist2,0.0,-offsetDist); //Lower legs btVector3 offset5(offsetDist3,yOffset_leg,offsetDist); btVector3 offset6(offsetDist3,yOffset_leg,-offsetDist); btVector3 offset7(v_size*2,yOffset_leg,offsetDist); btVector3 offset8(v_size*2,yOffset_leg,-offsetDist); //Feet btVector3 offset9(offsetDist3+1,yOffset_foot,offsetDist); btVector3 offset10(offsetDist3+1,yOffset_foot,-offsetDist); btVector3 offset11(v_size*2+1,yOffset_foot,offsetDist); btVector3 offset12(v_size*2+1,yOffset_foot,-offsetDist); for(std::size_t i = 0; i < m_segments; i++) { //Connect segments for spine tgStructure* t = new tgStructure (tetra); t->addTags(tgString("segment num", i + 1)); t->move((i + 1)*offset); if (i % 2 == 1) { t->addRotation(btVector3((i + 1) * offsetDist, 0.0, 0.0), btVector3(1, 0, 0), 0.0); } else { t->addRotation(btVector3((i + 1) * offsetDist, 0.0, 0.0), btVector3(1, 0, 0), M_PI/2.0); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = m_segments; i < (m_segments + 2); i++) {//deal with right hip and shoulder first tgStructure* t = new tgStructure (rHip); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset1); t->addRotation(btVector3(offsetDist*2, 0.0, offsetDist), btVector3(1, 0, 0), 0.0); } else { t->move(offset2); t->addRotation(btVector3(offsetDist2, 0.0, offsetDist), btVector3(0, 0, 1), M_PI*1/8); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + 2); i < (m_segments + m_hips); i++) {//deal with left hip and shoulder now tgStructure* t = new tgStructure (lHip); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset3); t->addRotation(btVector3(offsetDist*2, 0.0, -offsetDist), btVector3(1, 0, 0), 0.0); } else { t->move(offset4); t->addRotation(btVector3(offsetDist2, 0.0, -offsetDist), btVector3(0, 0, 1), M_PI*1/8); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + m_hips); i < (m_segments + m_hips + 2); i++) {//right front and back legs tgStructure* t = new tgStructure (rightLeg); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset7); t->addRotation(btVector3(v_size*2, yOffset_leg, offsetDist), btVector3(0, 1, 0), M_PI); } else { t->move(offset5); t->addRotation(btVector3(offsetDist3, yOffset_leg, offsetDist), btVector3(0, 1, 0), M_PI); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + m_hips + 2); i < (m_segments + m_hips + m_legs); i++) {//left front and back legs tgStructure* t = new tgStructure (leftLeg); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset8); t->addRotation(btVector3(v_size*2, yOffset_leg, -offsetDist), btVector3(0, 1, 0), M_PI); } else { t->move(offset6); t->addRotation(btVector3(offsetDist3, yOffset_leg, -offsetDist), btVector3(0, 1, 0), M_PI); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + m_hips + m_legs); i < (m_segments + m_hips + m_legs + 2); i++) {//right front and back feet tgStructure* t = new tgStructure (foot); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset11); t->addRotation(btVector3(v_size*2+1, yOffset_foot, offsetDist), btVector3(0, 1, 0), 0.0); } else { t->move(offset9); t->addRotation(btVector3(offsetDist3+1, yOffset_foot, offsetDist), btVector3(0, 1, 0), 0.0); } spine.addChild(t); //Add a segment to the spine } for(std::size_t i = (m_segments + m_hips + m_legs + 2); i < (m_segments + m_hips + m_legs + m_feet); i++) {//left front and back feet tgStructure* t = new tgStructure (foot); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0) { t->move(offset12); t->addRotation(btVector3(v_size*2+1, yOffset_foot, -offsetDist), btVector3(0, 1, 0), 0.0); } else { t->move(offset10); t->addRotation(btVector3(offsetDist3+1, yOffset_foot, -offsetDist), btVector3(0, 1, 0), 0.0); } spine.addChild(t); //Add a segment to the spine } #ifdef SMALL_HILLS spine.move(btVector3(0.0,-yOffset_foot+5,0.0)); #endif #ifdef LARGE_HILLS spine.move(btVector3(0.0,-yOffset_foot+12,0.0)); #endif #ifdef FLAT_GROUND spine.move(btVector3(0.0,-yOffset_foot,0.0)); #endif #ifdef BLOCKY_GROUND spine.move(btVector3(0.0,10.0,0.0)); #endif #ifdef STAIRS spine.move(btVector3(0.0,0.0,0.0)); #endif std::vector<tgStructure*> children = spine.getChildren(); for(std::size_t i = 2; i < (children.size() - (m_hips + m_legs + m_feet)); i++) { tgNodes n0 = children[i-2]->getNodes(); tgNodes n1 = children[i-1]->getNodes(); tgNodes n2 = children[i]->getNodes(); if(i==2) { //Extra muscles, to keep front vertebra from swinging. spine.addPair(n0[3], n1[3], tgString("spine front upper right muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[3], n1[4], tgString("spine front upper left muscle seg", i-2) + tgString(" seg", i-1)); } //Add muscles to the spine if(i < 3) { if(i % 2 == 0) { //front spine.addPair(n0[1], n1[3], tgString("spine front lower right muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[1], n1[4], tgString("spine front lower left muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n1[3], tgString("spine front upper right muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n1[4], tgString("spine front upper left muscle seg", i-2) + tgString(" seg", i-1)); } else { //rear spine.addPair(n0[1], n1[3], tgString("spine rear upper left muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[1], n1[4], tgString("spine rear lower left muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n1[3], tgString("spine rear upper right muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n1[4], tgString("spine rear lower right muscle seg", i-2) + tgString(" seg", i-1)); } } if(i < 6) { if(i % 2 == 0) { spine.addPair(n0[1], n2[4], tgString("spine bottom muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n2[3], tgString("spine top muscle seg", i-2) + tgString(" seg", i-1)); } else { spine.addPair(n0[1], n2[4], tgString("spine lateral left muscle seg", i-2) + tgString(" seg", i-1)); spine.addPair(n0[2], n2[3], tgString("spine lateral right muscle seg", i-2) + tgString(" seg", i-1)); } } if(i > 0 && i < 5) { if(i % 2 == 0) { //rear spine.addPair(n1[1], n2[3], tgString("spine rear upper left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[1], n2[4], tgString("spine rear lower left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[3], tgString("spine rear upper right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[4], tgString("spine rear lower right muscle seg", i-1) + tgString(" seg", i)); } else { //front spine.addPair(n1[1], n2[3], tgString("spine front lower right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[1], n2[4], tgString("spine front lower left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[3], tgString("spine front upper right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[4], tgString("spine front upper left muscle seg", i-1) + tgString(" seg", i)); } } if(i == 5) { //rear spine.addPair(n1[1], n2[1], tgString("spine rear lower left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[1], n2[2], tgString("spine rear lower right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[1], tgString("spine rear upper left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[2], tgString("spine rear upper right muscle seg", i-1) + tgString(" seg", i)); //front spine.addPair(n1[1], n2[3], tgString("spine front lower right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[1], n2[4], tgString("spine front lower left muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[3], tgString("spine front upper right muscle seg", i-1) + tgString(" seg", i)); spine.addPair(n1[2], n2[4], tgString("spine front upper left muscle seg", i-1) + tgString(" seg", i)); } } //Now add muscles to hips.... tgNodes n0 = children[0]->getNodes(); tgNodes n1 = children[1]->getNodes(); tgNodes n2 = children[2]->getNodes(); tgNodes n3 = children[3]->getNodes(); tgNodes n4 = children[4]->getNodes(); tgNodes n5 = children[5]->getNodes(); tgNodes n6 = children[6]->getNodes(); tgNodes n7 = children[7]->getNodes(); tgNodes n8 = children[8]->getNodes(); tgNodes n9 = children[9]->getNodes(); tgNodes n10 = children[10]->getNodes(); tgNodes n11 = children[11]->getNodes(); tgNodes n12 = children[12]->getNodes(); tgNodes n13 = children[13]->getNodes(); //Left shoulder muscles spine.addPair(n6[1], n1[1], tgString("left shoulder rear upper muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[1], n1[4], tgString("left shoulder front upper muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[1], n0[2], tgString("left shoulder front top muscle seg", 6) + tgString(" seg", 0)); spine.addPair(n6[1], n2[3], tgString("left shoulder rear top muscle seg", 6) + tgString(" seg", 2)); spine.addPair(n6[2], n1[1], tgString("left shoulder rear lower muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[2], n1[4], tgString("left shoulder front lower muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[2], n0[1], tgString("left shoulder front bottom muscle seg", 6) + tgString(" seg", 0)); spine.addPair(n6[2], n2[4], tgString("left shoulder rear bottom muscle seg", 6) + tgString(" seg", 2)); //Extra muscles, to move left shoulder forward and back: spine.addPair(n6[0], n1[1], tgString("left shoulder rear mid muscle seg", 6) + tgString(" seg", 1)); spine.addPair(n6[0], n1[4], tgString("left shoulder front mid muscle seg", 6) + tgString(" seg", 1)); //Left hip muscles spine.addPair(n7[1], n5[1], tgString("left hip rear upper muscle seg", 7) + tgString(" seg", 5)); spine.addPair(n7[1], n5[4], tgString("left hip front upper muscle seg", 7) + tgString(" seg", 5)); spine.addPair(n7[1], n4[2], tgString("left hip rear top muscle seg", 7) + tgString(" seg", 4)); spine.addPair(n7[1], n4[3], tgString("left hip front top muscle seg", 7) + tgString(" seg", 4)); spine.addPair(n7[2], n5[1], tgString("left hip rear lower muscle seg", 7) + tgString(" seg", 5)); spine.addPair(n7[2], n5[4], tgString("left hip front lower muscle seg", 7) + tgString(" seg", 5)); spine.addPair(n7[2], n4[1], tgString("left hip bottom muscle seg", 7) + tgString(" seg", 4)); //Extra muscles, to move left hip forward and back: spine.addPair(n7[0], n3[1], tgString("left hip rear mid muscle seg", 7) + tgString(" seg", 3)); //could also be n3[3] spine.addPair(n7[0], n5[4], tgString("left hip front mid muscle seg", 7) + tgString(" seg", 5)); //Inter-hip connector muscle spine.addPair(n7[2], n9[3], tgString("inter-hip bottom muscle seg", 7) + tgString(" seg", 9)); //inter-hip bottom muscle //Right shoulder muscles spine.addPair(n8[1], n1[2], tgString("right shoulder rear upper muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[1], n1[3], tgString("right shoulder front upper muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[1], n0[2], tgString("right shoulder front top muscle seg", 8) + tgString(" seg", 0)); spine.addPair(n8[1], n2[3], tgString("right shoulder rear top muscle seg", 8) + tgString(" seg", 2)); spine.addPair(n8[3], n1[2], tgString("right shoulder rear lower muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[3], n1[3], tgString("right shoulder front lower muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[3], n0[1], tgString("right shoulder front bottom muscle seg", 8) + tgString(" seg", 0)); spine.addPair(n8[3], n2[4], tgString("right shoulder rear bottom muscle seg", 8) + tgString(" seg", 2)); //Extra muscles, to move right shoulder forward and back: spine.addPair(n8[0], n1[2], tgString("right shoulder rear mid muscle seg", 8) + tgString(" seg", 1)); spine.addPair(n8[0], n1[3], tgString("right shoulder front mid muscle seg", 8) + tgString(" seg", 1)); //Right hip muscles spine.addPair(n9[1], n5[2], tgString("right hip rear upper muscle seg", 9) + tgString(" seg", 5)); spine.addPair(n9[1], n5[3], tgString("right hip front upper muscle seg", 9) + tgString(" seg", 5)); spine.addPair(n9[1], n4[2], tgString("right hip rear top muscle seg", 9) + tgString(" seg", 4)); spine.addPair(n9[1], n4[3], tgString("right hip front top muscle seg", 9) + tgString(" seg", 4)); spine.addPair(n9[3], n5[2], tgString("right hip rear lower muscle seg", 9) + tgString(" seg", 5)); spine.addPair(n9[3], n5[3], tgString("right hip front lower muscle seg", 9) + tgString(" seg", 5)); spine.addPair(n9[3], n4[1], tgString("right hip bottom muscle seg", 9) + tgString(" seg", 4)); //Extra muscles, to move right hip forward and back: spine.addPair(n9[0], n3[2], tgString("right hip rear mid muscle seg", 9) + tgString(" seg", 3)); //could also be n3[3] spine.addPair(n9[0], n5[3], tgString("right hip front mid muscle seg", 9) + tgString(" seg", 5)); //Leg/hip connections: //Right front leg/shoulder spine.addPair(n10[4], n6[2], tgString("right outer bicep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[4], n6[3], tgString("right inner bicep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[4], n1[4], tgString("right front abdomen connection muscle seg", 10) + tgString(" seg", 1)); spine.addPair(n10[3], n6[2], tgString("right outer tricep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[3], n6[3], tgString("right inner tricep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[2], n6[2], tgString("right outer front tricep muscle seg", 10) + tgString(" seg", 6)); spine.addPair(n10[2], n6[3], tgString("right inner front tricep muscle seg", 10) + tgString(" seg", 6)); //Adding muscle to pull up on right front leg: spine.addPair(n10[4], n6[1], tgString("right mid bicep muscle seg", 10) + tgString(" seg", 6)); //Left front leg/shoulder spine.addPair(n12[4], n8[2], tgString("left inner bicep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[4], n8[3], tgString("left outer bicep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[4], n1[3], tgString("left front abdomen connection muscle seg", 12) + tgString(" seg", 1)); //Was n1[2] spine.addPair(n12[3], n8[2], tgString("left inner tricep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[3], n8[3], tgString("left outer tricep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[2], n8[2], tgString("left inner front tricep muscle seg", 12) + tgString(" seg", 8)); spine.addPair(n12[2], n8[3], tgString("left outer front tricep muscle seg", 12) + tgString(" seg", 8)); //Adding muscle to pull up on left front leg: spine.addPair(n12[4], n8[1], tgString("left mid bicep muscle seg", 12) + tgString(" seg", 8)); //Right rear leg/hip spine.addPair(n11[4], n7[2], tgString("right outer thigh muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[4], n7[3], tgString("right inner thigh muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[4], n3[4],tgString("right rear abdomen connection muscle seg", 11) + tgString(" seg", 3)); spine.addPair(n11[3], n5[1],tgString("right rear abdomen connection muscle seg", 11) + tgString(" seg", 5)); spine.addPair(n11[3], n7[2], tgString("right outer calf muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[3], n7[3], tgString("right inner calf muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[2], n7[2], tgString("right outer front calf muscle seg", 11) + tgString(" seg", 7)); spine.addPair(n11[2], n7[3], tgString("right inner front calf muscle seg", 11) + tgString(" seg", 7)); //Adding muscle to pull rear right leg up: spine.addPair(n11[4], n7[1], tgString("right central thigh muscle seg", 11) + tgString(" seg", 7)); //Left rear leg/hip spine.addPair(n13[4], n9[2], tgString("left inner thigh muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[4], n9[3], tgString("left outer thigh muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[4], n3[3], tgString("left rear abdomen connection muscle seg", 13) + tgString(" seg", 3)); spine.addPair(n13[3], n5[2], tgString("left rear abdomen connection muscle seg", 13) + tgString(" seg", 5)); spine.addPair(n13[3], n9[2], tgString("left inner calf muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[3], n9[3], tgString("left outer calf muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[2], n9[2], tgString("left inner front calf muscle seg", 13) + tgString(" seg", 9)); spine.addPair(n13[2], n9[3], tgString("left outer front calf muscle seg", 13) + tgString(" seg", 9)); //Adding muscle to pull rear left leg up: spine.addPair(n13[4], n9[1], tgString("left central thigh muscle seg", 13) + tgString(" seg", 9)); //Populate feet with muscles. Todo: think up names to differentiate each! for(std::size_t i = (m_segments + m_hips + m_legs); i < children.size(); i++) { tgNodes ni = children[i]->getNodes(); tgNodes ni4 = children[i-4]->getNodes(); //Think of a nicer name for this! spine.addPair(ni[0],ni[1],tgString("foot muscle seg", i)); spine.addPair(ni[0],ni[3],tgString("foot muscle seg", i)); spine.addPair(ni[1],ni[2],tgString("foot muscle seg", i)); spine.addPair(ni[2],ni[3],tgString("foot muscle seg", i)); spine.addPair(ni[0],ni[7],tgString("foot muscle seg", i)); spine.addPair(ni[1],ni[4],tgString("foot muscle seg", i)); spine.addPair(ni[2],ni[5],tgString("foot muscle seg", i)); spine.addPair(ni[3],ni[6],tgString("foot muscle seg", i)); spine.addPair(ni[4],ni[5],tgString("foot muscle seg", i)); spine.addPair(ni[4],ni[7],tgString("foot muscle seg", i)); spine.addPair(ni[5],ni[6],tgString("foot muscle seg", i)); spine.addPair(ni[6],ni[7],tgString("foot muscle seg", i)); //Connecting feet to legs: //spine.addPair(ni4[5],ni[1],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[5],ni[2],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[5],ni[5],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[6],ni[0],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[6],ni[3],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[6],ni[7],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[7],ni[0],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[7],ni[1],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[7],ni[4],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[8],ni[2],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[8],ni[3],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //spine.addPair(ni4[8],ni[6],tgString("foot muscle seg", i) + tgString(" seg", i-4)); //Trying out these for foot: spine.addPair(ni4[5],ni[0],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[5],ni[1],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[5],ni[2],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[5],ni[3],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[0],ni[4],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[0],ni[5],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[0],ni[6],tgString("foot muscle seg", i) + tgString(" seg", i-4)); spine.addPair(ni4[0],ni[7],tgString("foot muscle seg", i) + tgString(" seg", i-4)); } //Don't forget muscles connecting hips to feet! // Create the build spec that uses tags to turn the structure into a real model tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfig)); #ifdef USE_KINEMATIC spec.addBuilder("muscle", new tgKinematicContactCableInfo(motorConfig)); #else spec.addBuilder("muscle", new tgBasicActuatorInfo(muscleConfig)); #endif // Create your structureInfo tgStructureInfo structureInfo(spine, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the // models (e.g. muscles) that we want to control. allActuators = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); // Notify controllers that setup has finished. notifySetup(); // Actually setup the children tgModel::setup(world); children.clear(); }
/*************************************** * The primary functions., called from other classes. **************************************/ void VerticalSpineModel::setup(tgWorld& world) { // debugging output: edge and height length //std::cout << "edge: " << c.edge << "; height: " << c.height << std::endl; // Create the first fixed snake segment // @todo move these hard-coded parameters into config tgStructure tetraB; addNodes(tetraB, c.edge, c.height); addPairsB(tetraB); tetraB.move(btVector3(0.0, 2, 0)); // Create our snake segments tgStructure snake; // add 1st child to snake tgStructure* const tB = new tgStructure(tetraB); snake.addChild(tB); tB->addTags(tgString("segment", 1)); // Create the first non-fixed tetrahedra tgStructure tetra; addNodes(tetra, c.edge, c.height); addPairs(tetra); // Move the first tetrahedra // @todo move these hard-coded parameters into config tetra.move(btVector3(0.0, -6, 0)); // add rest of segments using original tetra configuration addSegments(snake, tetra, c.edge, m_segments); addMuscles(snake); // Create the build spec that uses tags to turn the structure into a real model // Note: This needs to be high enough or things fly apart... // length of inner strut = 12.25 cm // m = 1 kg // volume of 1 rod = 9.62 cm^3 // total volume = 38.48 cm^3 //const double density = 1/38.48; = 0.026 // kg / length^3 - see app for length const tgRod::Config rodConfigA(c.radius, c.densityA, c.friction, c.rollFriction, c.restitution); const tgRod::Config rodConfigB(c.radius, c.densityB, c.friction, c.rollFriction, c.restitution); //holder const tgRod::Config rodConfigHA(0.1, c.densityA, c.friction, c.rollFriction, c.restitution); const tgRod::Config rodConfigHB(0.1, c.densityB, c.friction, c.rollFriction, c.restitution); tgBuildSpec spec; spec.addBuilder("rod", new tgRodInfo(rodConfigA)); spec.addBuilder("rodB", new tgRodInfo(rodConfigB)); // set muscle (string) parameters // @todo replace acceleration constraint with tgKinematicActuator if needed... tgSpringCableActuator::Config muscleConfig(c.stiffness, c.damping, c.pretension, c.hist, c.maxTens, c.targetVelocity); spec.addBuilder("muscle", new tgBasicActuatorInfo(muscleConfig)); // Create your structureInfo tgStructureInfo structureInfo(snake, spec); // Use the structureInfo to build ourselves structureInfo.buildInto(*this, world); // We could now use tgCast::filter or similar to pull out the models (e.g. muscles) // that we want to control. allMuscles = tgCast::filter<tgModel, tgSpringCableActuator> (getDescendants()); mapMuscles(muscleMap, *this, m_segments); //trace(structureInfo, *this); // Actually setup the children notifySetup(); tgModel::setup(world); }