TEST(GeoLib, SearchNearestPointsInDenseGrid) { const std::size_t i_max(50), j_max(50), k_max(50); std::vector<GeoLib::Point*> pnts(i_max*j_max*k_max); // fill the vector with equi-distant points in the // cube [0,(i_max-1)/i_max] x [0,(j_max-1)/j_max] x [0,(k_max-1)/k_max] for (std::size_t i(0); i < i_max; i++) { std::size_t offset0(i * j_max * k_max); for (std::size_t j(0); j < j_max; j++) { std::size_t offset1(j * k_max + offset0); for (std::size_t k(0); k < k_max; k++) { pnts[offset1 + k] = new GeoLib::Point( std::array<double,3>({{static_cast<double>(i) / i_max, static_cast<double>(j) / j_max, static_cast<double>(k) / k_max}}), offset1+k); } } } // create the grid GeoLib::Grid<GeoLib::Point>* grid(nullptr); ASSERT_NO_THROW(grid = new GeoLib::Grid<GeoLib::Point> (pnts.begin(), pnts.end())); // search point (1,1,1) is outside of the point set GeoLib::Point search_pnt(std::array<double,3>({{1,1,1}}), 0); GeoLib::Point* res(grid->getNearestPoint(search_pnt)); ASSERT_EQ(i_max*j_max*k_max-1, res->getID()); ASSERT_NEAR(sqrt(3.0)/50.0, sqrt(MathLib::sqrDist(*res, search_pnt)), std::numeric_limits<double>::epsilon()); // search point (0,1,1) is outside of the point set search_pnt[0] = 0; res = grid->getNearestPoint(search_pnt); ASSERT_EQ(j_max*k_max - 1, res->getID()); ASSERT_NEAR(sqrt(2.0)/50.0, sqrt(MathLib::sqrDist(*res, search_pnt)), std::numeric_limits<double>::epsilon()); // search point (0.5,1,1) is outside of the point set search_pnt[0] = 0.5; res = grid->getNearestPoint(search_pnt); ASSERT_EQ(j_max*k_max*(i_max/2 + 1) - 1, res->getID()); ASSERT_NEAR(sqrt(2.0)/50.0, sqrt(MathLib::sqrDist(*res, search_pnt)), std::numeric_limits<double>::epsilon()); // checking only every fourth point per direction to reduce the run time of // the test for (std::size_t i(0); i < i_max; i=i+4) { std::size_t offset0(i * j_max * k_max); for (std::size_t j(0); j < j_max; j=j+4) { std::size_t offset1(j * k_max + offset0); for (std::size_t k(0); k < k_max; k=k+4) { res = grid->getNearestPoint(*pnts[offset1+k]); ASSERT_EQ(offset1+k, res->getID()); ASSERT_NEAR(sqrt(MathLib::sqrDist(*res, *pnts[offset1+k])), 0.0, std::numeric_limits<double>::epsilon()); } } } delete grid; std::for_each(pnts.begin(), pnts.end(), std::default_delete<GeoLib::Point>()); }
TEST(GeoLib, SearchNearestPointsInDenseGrid) { const std::size_t i_max(50), j_max(50), k_max(50); std::vector<GeoLib::PointWithID*> pnts(i_max*j_max*k_max); // fill the vector with equi-distant points in the // cube [0,(i_max-1)/i_max] x [0,(j_max-1)/j_max] x [0,(k_max-1)/k_max] for (std::size_t i(0); i < i_max; i++) { std::size_t offset0(i * j_max * k_max); for (std::size_t j(0); j < j_max; j++) { std::size_t offset1(j * k_max + offset0); for (std::size_t k(0); k < k_max; k++) { pnts[offset1 + k] = new GeoLib::PointWithID(static_cast<double>(i) / i_max, static_cast<double>(j) / j_max, static_cast<double>(k) / k_max, offset1+k); } } } // create the grid GeoLib::Grid<GeoLib::PointWithID>* grid(nullptr); ASSERT_NO_THROW(grid = new GeoLib::Grid<GeoLib::PointWithID> (pnts.begin(), pnts.end())); // search point (1,1,1) is outside of the point set GeoLib::PointWithID search_pnt(1,1,1, 0); GeoLib::PointWithID* res(grid->getNearestPoint(search_pnt.getCoords())); ASSERT_EQ(res->getID(), i_max*j_max*k_max-1); ASSERT_NEAR(sqrt(MathLib::sqrDist(*res, search_pnt)), sqrt(3.0)/50.0, std::numeric_limits<double>::epsilon()); // search point (0,1,1) is outside of the point set search_pnt[0] = 0; res = grid->getNearestPoint(search_pnt.getCoords()); ASSERT_EQ(res->getID(), j_max*k_max - 1); ASSERT_NEAR(sqrt(MathLib::sqrDist(*res, search_pnt)), sqrt(2.0)/50.0, std::numeric_limits<double>::epsilon()); // search point (0.5,1,1) is outside of the point set search_pnt[0] = 0.5; res = grid->getNearestPoint(search_pnt.getCoords()); ASSERT_EQ(res->getID(), j_max*k_max*(i_max/2 + 1) - 1); ASSERT_NEAR(sqrt(MathLib::sqrDist(*res, search_pnt)), sqrt(2.0)/50.0, std::numeric_limits<double>::epsilon()); for (std::size_t i(0); i < i_max; i++) { std::size_t offset0(i * j_max * k_max); for (std::size_t j(0); j < j_max; j++) { std::size_t offset1(j * k_max + offset0); for (std::size_t k(0); k < k_max; k++) { res = grid->getNearestPoint(pnts[offset1+k]->getCoords()); ASSERT_EQ(res->getID(), offset1+k); ASSERT_NEAR(sqrt(MathLib::sqrDist(*res, *pnts[offset1+k])), 0.0, std::numeric_limits<double>::epsilon()); } } } delete grid; std::for_each(pnts.begin(), pnts.end(), std::default_delete<GeoLib::PointWithID>()); }
float SAHer::Objective(const cv::Rect &roi) { float wg = .98, wt = 1 - wg; int blur_range = 11; cv::Point lu(std::max(0, roi.x - 2*blur_range), std::max(0, roi.y - 2*blur_range)), rd(std::min(w_, roi.x + roi.width + 2*blur_range), std::min(h_, roi.y + roi.height + 2*blur_range)); cv::Point offset1(blur_range, blur_range); if ( roi.x - blur_range < 0) { offset1.x = 0; } else if (roi.x - blur_range*2 < 0) { offset1.x = roi.x - blur_range; } if ( roi.y - blur_range < 0) { offset1.y = 0; } else if (roi.y - blur_range*2 < 0) { offset1.y = roi.y - blur_range; } cv::Rect new_roi(lu, rd); cv::Mat src_roi = src_image_(new_roi), halftone_roi = halftone_image_(new_roi); cv::Rect sub_roi = cv::Rect(offset1.x, offset1.y, std::min(roi.width + 2*blur_range, new_roi.width - offset1.x), std::min(roi.height + 2*blur_range, new_roi.height - offset1.y)); //info() << "begin" << roi.x << roi.y << roi.width << roi.height << offset1.x << offset1.y << new_roi.x << new_roi.y << new_roi.width << new_roi.height; cv::Mat ssim_map = ssim(src_roi, halftone_roi)(sub_roi); //info () << "end"; float mean_ssim = float(cv::mean(ssim_map)[0]); cv::Mat gI, gH, se; cv::GaussianBlur(src_roi, gI, cv::Size(blur_range, blur_range), 0); cv::GaussianBlur(halftone_roi, gH, cv::Size(blur_range, blur_range), 0); cv::subtract(gI(sub_roi), gH(sub_roi), se); cv::multiply(se, se, se); float gaussian_diff = float(cv::mean(se)[0]); return wg*gaussian_diff + wt*(1.f - mean_ssim); }
TEST_F(DisplayItemPropertyTreeBuilderTest, Nested2DTranslation) { FloatSize offset1(10, -40); TransformationMatrix translation1; translation1.translate(offset1.width(), offset1.height()); FloatSize offset2(80, 80); TransformationMatrix translation2; translation2.translate(offset2.width(), offset2.height()); // These drawings should share a transform node but have different range // record offsets. processDummyDisplayItem(); auto transform1 = processBeginTransform3D(translation1); processDummyDisplayItem(); auto transform2 = processBeginTransform3D(translation2); processDummyDisplayItem(); processEndTransform3D(transform2); processEndTransform3D(transform1); finishPropertyTrees(); // There should only be a root transform node. ASSERT_EQ(1u, transformTree().nodeCount()); EXPECT_TRUE(transformTree().nodeAt(0).isRoot()); // Check that the range records have the right offsets. EXPECT_THAT(rangeRecordsAsStdVector(), ElementsAre( AllOf(hasRange(0, 1), hasTransformNode(0), hasOffset(FloatSize())), AllOf(hasRange(2, 3), hasTransformNode(0), hasOffset(offset1)), AllOf(hasRange(4, 5), hasTransformNode(0), hasOffset(offset1 + offset2)))); }
void qxgeditScale::setOffset1 ( unsigned short iOffset1 ) { if (m_iOffset1 != iOffset1) { m_iOffset1 = iOffset1; update(); emit offset1Changed(offset1()); } }
void CPlayerStateSwim_WaterTestProxy::DebugDraw(const CPlayer& player, const Vec3& referencePosition) { // DEBUG RENDERING const SPlayerStats& stats = *player.GetActorStats(); const bool debugSwimming = (g_pGameCVars->cl_debugSwimming != 0); if (debugSwimming && (m_playerWaterLevel > -10.0f) && (m_playerWaterLevel < 10.0f)) { const Vec3 surfacePosition(referencePosition.x, referencePosition.y, m_waterLevel); const Vec3 vRight(player.GetBaseQuat().GetColumn0()); const static ColorF referenceColor(1,1,1,1); const static ColorF surfaceColor1(0,0.5f,1,1); const static ColorF surfaceColor0(0,0,0.5f,0); const static ColorF bottomColor(0,0.5f,0,1); gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(referencePosition, 0.1f, referenceColor); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(referencePosition, surfaceColor1, surfacePosition, surfaceColor1, 2.0f); gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(surfacePosition, 0.2f, surfaceColor1); gEnv->pRenderer->DrawLabel(referencePosition + vRight * 0.5f, 1.5f, "WaterLevel %3.2f (Head underwater: %d)", m_playerWaterLevel, m_headUnderwater ? 1 : 0); const static int lines = 16; const static float radius0 = 0.5f; const static float radius1 = 1.0f; const static float radius2 = 2.0f; for (int i = 0; i < lines; ++i) { float radians = ((float)i / (float)lines) * gf_PI2; Vec3 offset0(radius0 * cos_tpl(radians), radius0 * sin_tpl(radians), 0); Vec3 offset1(radius1 * cos_tpl(radians), radius1 * sin_tpl(radians), 0); Vec3 offset2(radius2 * cos_tpl(radians), radius2 * sin_tpl(radians), 0); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(surfacePosition+offset0, surfaceColor0, surfacePosition+offset1, surfaceColor1, 2.0f); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(surfacePosition+offset1, surfaceColor1, surfacePosition+offset2, surfaceColor0, 2.0f); } if (m_bottomLevel > 0.0f) { const Vec3 bottomPosition(referencePosition.x, referencePosition.y, m_bottomLevel); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(referencePosition, bottomColor, bottomPosition, bottomColor, 2.0f); gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(bottomPosition, 0.2f, bottomColor); gEnv->pRenderer->DrawLabel(bottomPosition + Vec3(0,0,0.5f) - vRight * 0.5f, 1.5f, "BottomDepth %3.3f", m_waterLevel - m_bottomLevel); } } }
TEST(GeoLib, InsertManyPointsInGrid) { const std::size_t i_max(100), j_max(100), k_max(100); std::vector<GeoLib::Point*> pnts(i_max*j_max*k_max); // fill the vector with points for (std::size_t i(0); i < i_max; i++) { std::size_t offset0(i * j_max * k_max); for (std::size_t j(0); j < j_max; j++) { std::size_t offset1(j * k_max + offset0); for (std::size_t k(0); k < k_max; k++) { pnts[offset1 + k] = new GeoLib::Point(static_cast<double>(i) / i_max, static_cast<double>(j) / j_max, static_cast<double>(k) / k_max); } } } ASSERT_NO_THROW(GeoLib::Grid<GeoLib::Point> grid(pnts.begin(), pnts.end())); }
void Diagcat::evaluateMX(const MXPtrV& input, MXPtrV& output, const MXPtrVV& fwdSeed, MXPtrVV& fwdSens, const MXPtrVV& adjSeed, MXPtrVV& adjSens, bool output_given) { int nfwd = fwdSens.size(); int nadj = adjSeed.size(); // Non-differentiated output if (!output_given) { *output[0] = diagcat(getVector(input)); } // Forward sensitivities for (int d = 0; d<nfwd; ++d) { *fwdSens[d][0] = diagcat(getVector(fwdSeed[d])); } // Quick return? if (nadj==0) return; // Get offsets for each row and column vector<int> offset1(ndep()+1, 0); vector<int> offset2(ndep()+1, 0); for (int i=0; i<ndep(); ++i) { int ncol = dep(i).sparsity().size2(); int nrow = dep(i).sparsity().size1(); offset2[i+1] = offset2[i] + ncol; offset1[i+1] = offset1[i] + nrow; } // Adjoint sensitivities for (int d=0; d<nadj; ++d) { MX& aseed = *adjSeed[d][0]; vector<MX> s = diagsplit(aseed, offset1, offset2); aseed = MX(); for (int i=0; i<ndep(); ++i) { adjSens[d][i]->addToSum(s[i]); } } }
void BigDoxieNoFeet::addSegments(tgStructure& puppy, tgStructure& vertebra, tgStructure& hip, tgStructure& leg, tgStructure& foot, double r){ const double offsetDist = r+1; const double offsetDist2 = offsetDist*8; const double offsetDist3 = offsetDist2+4; const double yOffset_leg = -(2*r+1); const double yOffset_foot = -(2*r+6); //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(r*2,yOffset_leg,offsetDist); btVector3 offset8(r*2,yOffset_leg,-offsetDist); //Feet btVector3 offset9(offsetDist3+1,yOffset_foot,offsetDist); btVector3 offset10(offsetDist3+1,yOffset_foot,-offsetDist); btVector3 offset11(r*2+1,yOffset_foot,offsetDist); btVector3 offset12(r*2+1,yOffset_foot,-offsetDist); for(std::size_t i = 0; i < m_segments; i++) { //Connect segments for spine of puppy tgStructure* t = new tgStructure (vertebra); t->addTags(tgString("spine 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); } puppy.addChild(t); //Add a segment to the puppy } for(std::size_t i = m_segments; i < (m_segments + 2); i++) {//deal with right hip and shoulder first tgStructure* t = new tgStructure (hip); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset2); t->addRotation(btVector3(offsetDist2, 0.0, offsetDist), btVector3(0, 1, 0), M_PI); } else{ t->move(offset1); t->addRotation(btVector3(offsetDist*2, 0.0, offsetDist), btVector3(0, 1, 0), M_PI); } puppy.addChild(t); //Add a segment to the puppy } 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 (hip); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset4); } else{ t->move(offset3); } puppy.addChild(t); //Add a segment to the puppy } 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 (leg); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset5); t->addRotation(btVector3(offsetDist3, yOffset_leg, offsetDist), btVector3(0, 1, 0), M_PI); } else{ t->move(offset7); t->addRotation(btVector3(r*2, yOffset_leg, offsetDist), btVector3(0, 1, 0), M_PI); //the rotations for the legs are a remnant of the earlier design. Removing them now //would mean changing all my muscle attachments. I will do this someday. } puppy.addChild(t); //Add a segment to the puppy } 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 (leg); t->addTags(tgString("segment num", i + 1)); if(i % 2 == 0){ t->move(offset6); t->addRotation(btVector3(offsetDist3, yOffset_leg, -offsetDist), btVector3(0, 1, 0), M_PI); } else{ t->move(offset8); t->addRotation(btVector3(r*2, yOffset_leg, -offsetDist), btVector3(0, 1, 0), M_PI); } puppy.addChild(t); //Add a segment to the puppy } /*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(offset9); t->addRotation(btVector3(offsetDist3+1, yOffset_foot, offsetDist), btVector3(0, 1, 0), 0.0); } else{ t->move(offset11); t->addRotation(btVector3(r*2+1, yOffset_foot, offsetDist), btVector3(0, 1, 0), 0.0); } puppy.addChild(t); //Add a segment to the puppy } 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(offset10); t->addRotation(btVector3(offsetDist3+1, yOffset_foot, -offsetDist), btVector3(0, 1, 0), 0.0); } else{ t->move(offset12); t->addRotation(btVector3(r*2+1, yOffset_foot, -offsetDist), btVector3(0, 1, 0), 0.0); } puppy.addChild(t); //Add a segment to the puppy } */ }
//--------------------------------------------------------------------- void PlayPen_testPoseAnimationWithoutNormals::setupContent() { mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); Vector3 dir(-1, -1, 0.5); dir.normalise(); Light* l = mSceneMgr->createLight("light1"); l->setType(Light::LT_DIRECTIONAL); l->setDirection(dir); MeshPtr mesh = MeshManager::getSingleton().load("cube.mesh", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); String newName = "testposenonormals.mesh"; mesh = mesh->clone(newName); SubMesh* sm = mesh->getSubMesh(0); // Re-organise geometry since this mesh has no animation and all // vertex elements are packed into one buffer VertexDeclaration* newDecl = sm->vertexData->vertexDeclaration->getAutoOrganisedDeclaration(false, true, false); sm->vertexData->reorganiseBuffers(newDecl); // create 2 poses Pose* pose = mesh->createPose(1, "pose1"); // Pose1 moves vertices 0, 1, 2 and 3 upward Vector3 offset1(0, 50, 0); pose->addVertex(0, offset1); pose->addVertex(1, offset1); pose->addVertex(2, offset1); pose->addVertex(3, offset1); pose = mesh->createPose(1, "pose2"); // Pose2 moves vertices 3, 4, and 5 to the right // Note 3 gets affected by both Vector3 offset2(100, 0, 0); pose->addVertex(3, offset2); pose->addVertex(4, offset2); pose->addVertex(5, offset2); Animation* anim = mesh->createAnimation("poseanim", 20.0f); VertexAnimationTrack* vt = anim->createVertexTrack(1, sm->vertexData, VAT_POSE); // Frame 0 - no effect VertexPoseKeyFrame* kf = vt->createVertexPoseKeyFrame(0); // Frame 1 - bring in pose 1 (index 0) kf = vt->createVertexPoseKeyFrame(3); kf->addPoseReference(0, 1.0f); // Frame 2 - remove all kf = vt->createVertexPoseKeyFrame(6); // Frame 3 - bring in pose 2 (index 1) kf = vt->createVertexPoseKeyFrame(9); kf->addPoseReference(1, 1.0f); // Frame 4 - remove all kf = vt->createVertexPoseKeyFrame(12); // Frame 5 - bring in pose 1 at 50%, pose 2 at 100% kf = vt->createVertexPoseKeyFrame(15); kf->addPoseReference(0, 0.5f); kf->addPoseReference(1, 1.0f); // Frame 6 - bring in pose 1 at 100%, pose 2 at 50% kf = vt->createVertexPoseKeyFrame(18); kf->addPoseReference(0, 1.0f); kf->addPoseReference(1, 0.5f); // Frame 7 - reset kf = vt->createVertexPoseKeyFrame(20); // Export the mesh DataStreamPtr stream = Root::getSingleton().createFileStream(newName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true); MeshSerializer ser; ser.exportMesh(mesh.get(), stream); stream->close(); // Unload old mesh to force reload MeshManager::getSingleton().remove(mesh->getHandle()); mesh->unload(); mesh.setNull(); Entity* e; AnimationState* animState; // software pose e = mSceneMgr->createEntity("test2", newName); mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(150,0,0))->attachObject(e); animState = e->getAnimationState("poseanim"); animState->setEnabled(true); animState->setWeight(1.0f); mAnimStateList.push_back(animState); // test hardware pose e = mSceneMgr->createEntity("test", newName); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(e); e->setMaterialName("Examples/HardwarePoseAnimation"); animState = e->getAnimationState("poseanim"); animState->setEnabled(true); animState->setWeight(1.0f); mAnimStateList.push_back(animState); mCamera->setNearClipDistance(0.5); Plane plane; plane.normal = Vector3::UNIT_Y; plane.d = 200; MeshManager::getSingleton().createPlane("Myplane", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane, 1500,1500,10,10,true,1,5,5,Vector3::UNIT_Z); Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" ); pPlaneEnt->setMaterialName("2 - Default"); pPlaneEnt->setCastShadows(false); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt); mCamera->setPosition(0,-200,-300); mCamera->lookAt(0,0,0); }
// Draw curve. void qxgeditScale::paintEvent ( QPaintEvent *pPaintEvent ) { QPainter painter(this); const int h = height(); const int w = width(); const int h2 = h >> 1; const int x1 = 6 + int((m_iBreak1 * (w - 12)) >> 7); const int x2 = 6 + int((m_iBreak2 * (w - 12)) >> 7); const int x3 = 6 + int((m_iBreak3 * (w - 12)) >> 7); const int x4 = 6 + int((m_iBreak4 * (w - 12)) >> 7); const int y1 = h2 - ((int(m_iOffset1) - 64) * (h - 12) >> 7); const int y2 = h2 - ((int(m_iOffset2) - 64) * (h - 12) >> 7); const int y3 = h2 - ((int(m_iOffset3) - 64) * (h - 12) >> 7); const int y4 = h2 - ((int(m_iOffset4) - 64) * (h - 12) >> 7); m_poly.putPoints(0, 6, 0, y1, x1, y1, x2, y2, x3, y3, x4, y4, w, y4); const QPalette& pal = palette(); const bool bDark = (pal.window().color().value() < 0x7f); const QColor& rgbLite = (bDark ? Qt::darkYellow : Qt::yellow); if (bDark) painter.fillRect(0, 0, w, h, pal.dark().color()); painter.setRenderHint(QPainter::Antialiasing, true); painter.setPen(bDark ? Qt::gray : Qt::darkGray); const QPen oldpen(painter.pen()); QPen dotpen(oldpen); dotpen.setStyle(Qt::DotLine); painter.setPen(dotpen); painter.drawLine(0, h2, w, h2); painter.setPen(oldpen); painter.drawPolyline(m_poly); painter.setBrush(rgbLite); // pal.midlight().color() painter.drawRect(nodeRect(1)); painter.drawRect(nodeRect(2)); painter.drawRect(nodeRect(3)); painter.drawRect(nodeRect(4)); #ifdef CONFIG_DEBUG_0 painter.drawText(QFrame::rect(), Qt::AlignTop|Qt::AlignHCenter, tr("Break (%1,%2,%3,%4) Offset(%5,%6,%7,%8)") .arg(int(break1())) .arg(int(break2())) .arg(int(break3())) .arg(int(break4())) .arg(int(offset1()) - 64) .arg(int(offset2()) - 64) .arg(int(offset3()) - 64) .arg(int(offset4()) - 64)); #endif painter.setRenderHint(QPainter::Antialiasing, false); painter.end(); QFrame::paintEvent(pPaintEvent); }
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(); }