Alvaro Cassinelli
/
skinGames_forktest
just a test
Fork of scoreLight_Advanced by
elasticLoop.cpp@0:345b3bc7a0ea, 2012-03-28 (annotated)
- Committer:
- mbedalvaro
- Date:
- Wed Mar 28 14:40:01 2012 +0000
- Revision:
- 0:345b3bc7a0ea
- Child:
- 1:a4050fee11f7
This version (using rigid frame, base and child classes, etc) works, but the blob is strangely smaller. Need to check this.
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
mbedalvaro | 0:345b3bc7a0ea | 1 | /* |
mbedalvaro | 0:345b3bc7a0ea | 2 | * elasticLoop.cpp |
mbedalvaro | 0:345b3bc7a0ea | 3 | * laserBlobPure |
mbedalvaro | 0:345b3bc7a0ea | 4 | * |
mbedalvaro | 0:345b3bc7a0ea | 5 | * Created by CASSINELLI ALVARO on 5/20/11. |
mbedalvaro | 0:345b3bc7a0ea | 6 | * Copyright 2011 TOKYO UNIVERSITY. All rights reserved. |
mbedalvaro | 0:345b3bc7a0ea | 7 | * |
mbedalvaro | 0:345b3bc7a0ea | 8 | */ |
mbedalvaro | 0:345b3bc7a0ea | 9 | |
mbedalvaro | 0:345b3bc7a0ea | 10 | #include "elasticLoop.h" |
mbedalvaro | 0:345b3bc7a0ea | 11 | |
mbedalvaro | 0:345b3bc7a0ea | 12 | // SHOULD NOT BE HERE: (only because I am using AD_MIRRIOR... max and min in the set region function that should not be here) |
mbedalvaro | 0:345b3bc7a0ea | 13 | #include "hardwareIO.h" |
mbedalvaro | 0:345b3bc7a0ea | 14 | |
mbedalvaro | 0:345b3bc7a0ea | 15 | elasticLoop::elasticLoop() { |
mbedalvaro | 0:345b3bc7a0ea | 16 | } |
mbedalvaro | 0:345b3bc7a0ea | 17 | |
mbedalvaro | 0:345b3bc7a0ea | 18 | elasticLoop::~elasticLoop() { |
mbedalvaro | 0:345b3bc7a0ea | 19 | /* // no need to do clear, this is done by default when deleting the vector container |
mbedalvaro | 0:345b3bc7a0ea | 20 | massesLoop.clear(); |
mbedalvaro | 0:345b3bc7a0ea | 21 | loopSpringArray.clear(); |
mbedalvaro | 0:345b3bc7a0ea | 22 | hairVector.clear(); |
mbedalvaro | 0:345b3bc7a0ea | 23 | lightForce.clear(); |
mbedalvaro | 0:345b3bc7a0ea | 24 | centralSpringArray.clear(); |
mbedalvaro | 0:345b3bc7a0ea | 25 | displaySensingBuffer.lsdTrajectory.clear(); |
mbedalvaro | 0:345b3bc7a0ea | 26 | */ |
mbedalvaro | 0:345b3bc7a0ea | 27 | |
mbedalvaro | 0:345b3bc7a0ea | 28 | } |
mbedalvaro | 0:345b3bc7a0ea | 29 | |
mbedalvaro | 0:345b3bc7a0ea | 30 | |
mbedalvaro | 0:345b3bc7a0ea | 31 | void elasticLoop::createBlob(int _id, int _elasticBlobMode, vector2D _initPos) { |
mbedalvaro | 0:345b3bc7a0ea | 32 | // (1) set ID: |
mbedalvaro | 0:345b3bc7a0ea | 33 | identifier=_id; |
mbedalvaro | 0:345b3bc7a0ea | 34 | |
mbedalvaro | 0:345b3bc7a0ea | 35 | // (2) Initialize common variables of all blobs (base class): |
mbedalvaro | 0:345b3bc7a0ea | 36 | initCommonVariables(); |
mbedalvaro | 0:345b3bc7a0ea | 37 | |
mbedalvaro | 0:345b3bc7a0ea | 38 | // (3) initialize common variables for the elastic blob types: |
mbedalvaro | 0:345b3bc7a0ea | 39 | slidingDirection=true; // (will change when touching wall) |
mbedalvaro | 0:345b3bc7a0ea | 40 | |
mbedalvaro | 0:345b3bc7a0ea | 41 | // (3) Initialize secondary variables depending on the blob type and mode: |
mbedalvaro | 0:345b3bc7a0ea | 42 | // ElasticLoopMode test=CONTOUR_FOLLOWING; |
mbedalvaro | 0:345b3bc7a0ea | 43 | switch(_elasticBlobMode) { |
mbedalvaro | 0:345b3bc7a0ea | 44 | case RELAX: |
mbedalvaro | 0:345b3bc7a0ea | 45 | |
mbedalvaro | 0:345b3bc7a0ea | 46 | // Name of this kind of spot: |
mbedalvaro | 0:345b3bc7a0ea | 47 | sprintf(spotName,"loop_relax"); //this is an relaxing elastic loop |
mbedalvaro | 0:345b3bc7a0ea | 48 | |
mbedalvaro | 0:345b3bc7a0ea | 49 | // Color: (use parameter in the future): |
mbedalvaro | 0:345b3bc7a0ea | 50 | setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 0:345b3bc7a0ea | 51 | |
mbedalvaro | 0:345b3bc7a0ea | 52 | // default (initial) shape (the scafold belongs to the base class): |
mbedalvaro | 0:345b3bc7a0ea | 53 | bluePrint.buildCircularScafold(400, _initPos, vector2D(0,0), 50); //(float _radius, vector2D _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 0:345b3bc7a0ea | 54 | |
mbedalvaro | 0:345b3bc7a0ea | 55 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 0:345b3bc7a0ea | 56 | massLoopParticle=0.25; |
mbedalvaro | 0:345b3bc7a0ea | 57 | dampMotionMassesLoop=0.025;//0.17; |
mbedalvaro | 0:345b3bc7a0ea | 58 | massAnchor=2.0; |
mbedalvaro | 0:345b3bc7a0ea | 59 | dampMotionAnchorMass=0.001; |
mbedalvaro | 0:345b3bc7a0ea | 60 | // Springs: |
mbedalvaro | 0:345b3bc7a0ea | 61 | centralSpringK=0.3; |
mbedalvaro | 0:345b3bc7a0ea | 62 | centralSpringRelax=bluePrint.radius; // use the radius of the scafold |
mbedalvaro | 0:345b3bc7a0ea | 63 | interSpringK=0.46; |
mbedalvaro | 0:345b3bc7a0ea | 64 | interSpringRelax=20; |
mbedalvaro | 0:345b3bc7a0ea | 65 | // for "zack-like" blob: |
mbedalvaro | 0:345b3bc7a0ea | 66 | interParticleRange=100; |
mbedalvaro | 0:345b3bc7a0ea | 67 | factorInterParticleForce=18.0; |
mbedalvaro | 0:345b3bc7a0ea | 68 | |
mbedalvaro | 0:345b3bc7a0ea | 69 | searchActive=false; |
mbedalvaro | 0:345b3bc7a0ea | 70 | pseudopodesMode=false; // this is for contour following. |
mbedalvaro | 0:345b3bc7a0ea | 71 | |
mbedalvaro | 0:345b3bc7a0ea | 72 | // Active/inactive forces: |
mbedalvaro | 0:345b3bc7a0ea | 73 | springForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 74 | lightForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 75 | forceBorderOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 76 | nuclearForceOnLoop=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 77 | interParticleForceOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 78 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 0:345b3bc7a0ea | 79 | // Recentering vector: |
mbedalvaro | 0:345b3bc7a0ea | 80 | angleCorrectionForceLoop=0;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 81 | recenteringForceOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 82 | angleCorrectionForceNucleus=0;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 83 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 84 | |
mbedalvaro | 0:345b3bc7a0ea | 85 | factorLightForce=4.0;//3.0;//8.0; |
mbedalvaro | 0:345b3bc7a0ea | 86 | factorRecenteringAnchorMass=20.0/bluePrint.scafold.size(); // use number of points in the scafold |
mbedalvaro | 0:345b3bc7a0ea | 87 | factorRecenteringLoopMass=0.3; |
mbedalvaro | 0:345b3bc7a0ea | 88 | factorPressureLoopMass=1.0; |
mbedalvaro | 0:345b3bc7a0ea | 89 | factorForceBorder=4.5; |
mbedalvaro | 0:345b3bc7a0ea | 90 | |
mbedalvaro | 0:345b3bc7a0ea | 91 | break; |
mbedalvaro | 0:345b3bc7a0ea | 92 | |
mbedalvaro | 0:345b3bc7a0ea | 93 | case CONTRACT: |
mbedalvaro | 0:345b3bc7a0ea | 94 | |
mbedalvaro | 0:345b3bc7a0ea | 95 | sprintf(spotName,"loop_contract"); //this is an relaxing elastic loop |
mbedalvaro | 0:345b3bc7a0ea | 96 | |
mbedalvaro | 0:345b3bc7a0ea | 97 | setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 0:345b3bc7a0ea | 98 | |
mbedalvaro | 0:345b3bc7a0ea | 99 | // default (initial) shape: |
mbedalvaro | 0:345b3bc7a0ea | 100 | bluePrint.buildCircularScafold(400, _initPos, vector2D(0,0), 50); //(float _radius, vector2D _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 0:345b3bc7a0ea | 101 | |
mbedalvaro | 0:345b3bc7a0ea | 102 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 0:345b3bc7a0ea | 103 | massLoopParticle=0.25; |
mbedalvaro | 0:345b3bc7a0ea | 104 | dampMotionMassesLoop=0.024;//0.17; |
mbedalvaro | 0:345b3bc7a0ea | 105 | massAnchor=2.0; |
mbedalvaro | 0:345b3bc7a0ea | 106 | dampMotionAnchorMass=0.001; |
mbedalvaro | 0:345b3bc7a0ea | 107 | // Springs: |
mbedalvaro | 0:345b3bc7a0ea | 108 | centralSpringK=0.5; |
mbedalvaro | 0:345b3bc7a0ea | 109 | centralSpringRelax=bluePrint.radius; |
mbedalvaro | 0:345b3bc7a0ea | 110 | interSpringK=0.4;//46; |
mbedalvaro | 0:345b3bc7a0ea | 111 | interSpringRelax=30; |
mbedalvaro | 0:345b3bc7a0ea | 112 | // for "zack-like" blob: |
mbedalvaro | 0:345b3bc7a0ea | 113 | interParticleRange=100; |
mbedalvaro | 0:345b3bc7a0ea | 114 | factorInterParticleForce=18.0; |
mbedalvaro | 0:345b3bc7a0ea | 115 | |
mbedalvaro | 0:345b3bc7a0ea | 116 | searchActive=false; |
mbedalvaro | 0:345b3bc7a0ea | 117 | pseudopodesMode=false; // this is for contour following. |
mbedalvaro | 0:345b3bc7a0ea | 118 | |
mbedalvaro | 0:345b3bc7a0ea | 119 | // Active/Inactive Forces: |
mbedalvaro | 0:345b3bc7a0ea | 120 | springForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 121 | lightForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 122 | forceBorderOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 123 | nuclearForceOnLoop=true;//true; |
mbedalvaro | 0:345b3bc7a0ea | 124 | interParticleForceOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 125 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 0:345b3bc7a0ea | 126 | // Recentering vector: |
mbedalvaro | 0:345b3bc7a0ea | 127 | angleCorrectionForceLoop=0;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 128 | recenteringForceOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 129 | angleCorrectionForceNucleus=0;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 130 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 131 | |
mbedalvaro | 0:345b3bc7a0ea | 132 | factorLightForce=6.0;//3.0;//8.0; |
mbedalvaro | 0:345b3bc7a0ea | 133 | factorRecenteringAnchorMass=20.0/bluePrint.scafold.size(); |
mbedalvaro | 0:345b3bc7a0ea | 134 | factorRecenteringLoopMass=0.3; |
mbedalvaro | 0:345b3bc7a0ea | 135 | factorPressureLoopMass=1.0; |
mbedalvaro | 0:345b3bc7a0ea | 136 | factorForceBorder=4.5; |
mbedalvaro | 0:345b3bc7a0ea | 137 | |
mbedalvaro | 0:345b3bc7a0ea | 138 | break; |
mbedalvaro | 0:345b3bc7a0ea | 139 | case CONTRACT_CENTRAL: |
mbedalvaro | 0:345b3bc7a0ea | 140 | sprintf(spotName,"loop_contract_central"); |
mbedalvaro | 0:345b3bc7a0ea | 141 | |
mbedalvaro | 0:345b3bc7a0ea | 142 | setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 0:345b3bc7a0ea | 143 | |
mbedalvaro | 0:345b3bc7a0ea | 144 | // default (initial) shape: |
mbedalvaro | 0:345b3bc7a0ea | 145 | bluePrint.buildCircularScafold(400, _initPos, vector2D(0,0), 50); //(float _radius, vector2D _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 0:345b3bc7a0ea | 146 | |
mbedalvaro | 0:345b3bc7a0ea | 147 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 0:345b3bc7a0ea | 148 | massLoopParticle=0.3; |
mbedalvaro | 0:345b3bc7a0ea | 149 | dampMotionMassesLoop=0.023;//0.17; |
mbedalvaro | 0:345b3bc7a0ea | 150 | massAnchor=0.5; |
mbedalvaro | 0:345b3bc7a0ea | 151 | dampMotionAnchorMass=0.001; |
mbedalvaro | 0:345b3bc7a0ea | 152 | // Springs: |
mbedalvaro | 0:345b3bc7a0ea | 153 | centralSpringK=0.3; |
mbedalvaro | 0:345b3bc7a0ea | 154 | centralSpringRelax=bluePrint.radius; |
mbedalvaro | 0:345b3bc7a0ea | 155 | interSpringK=0.54;//46; |
mbedalvaro | 0:345b3bc7a0ea | 156 | interSpringRelax=30; |
mbedalvaro | 0:345b3bc7a0ea | 157 | // for "zack-like" blob: |
mbedalvaro | 0:345b3bc7a0ea | 158 | interParticleRange=100; |
mbedalvaro | 0:345b3bc7a0ea | 159 | factorInterParticleForce=18.0; |
mbedalvaro | 0:345b3bc7a0ea | 160 | |
mbedalvaro | 0:345b3bc7a0ea | 161 | searchActive=false; |
mbedalvaro | 0:345b3bc7a0ea | 162 | pseudopodesMode=false; // this is for contour following. |
mbedalvaro | 0:345b3bc7a0ea | 163 | |
mbedalvaro | 0:345b3bc7a0ea | 164 | // Active/Inactive Forces: |
mbedalvaro | 0:345b3bc7a0ea | 165 | springForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 166 | lightForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 167 | forceBorderOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 168 | nuclearForceOnLoop=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 169 | interParticleForceOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 170 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 0:345b3bc7a0ea | 171 | // Recentering vector: |
mbedalvaro | 0:345b3bc7a0ea | 172 | angleCorrectionForceLoop=0;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 173 | recenteringForceOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 174 | angleCorrectionForceNucleus=0;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 175 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 176 | |
mbedalvaro | 0:345b3bc7a0ea | 177 | factorLightForce=4.3;//3.0;//8.0; |
mbedalvaro | 0:345b3bc7a0ea | 178 | factorRecenteringAnchorMass=20.0/bluePrint.scafold.size(); |
mbedalvaro | 0:345b3bc7a0ea | 179 | factorRecenteringLoopMass=0.045; |
mbedalvaro | 0:345b3bc7a0ea | 180 | factorPressureLoopMass=1.5; |
mbedalvaro | 0:345b3bc7a0ea | 181 | factorForceBorder=150; |
mbedalvaro | 0:345b3bc7a0ea | 182 | |
mbedalvaro | 0:345b3bc7a0ea | 183 | break; |
mbedalvaro | 0:345b3bc7a0ea | 184 | case CONTOUR_FOLLOWING: |
mbedalvaro | 0:345b3bc7a0ea | 185 | sprintf(spotName,"following"); //this is a contour-following loop |
mbedalvaro | 0:345b3bc7a0ea | 186 | |
mbedalvaro | 0:345b3bc7a0ea | 187 | setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 0:345b3bc7a0ea | 188 | |
mbedalvaro | 0:345b3bc7a0ea | 189 | // default (initial) shape: |
mbedalvaro | 0:345b3bc7a0ea | 190 | bluePrint.buildCircularScafold(100, _initPos, vector2D(0,0), 20); //(float _radius, vector2D _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 0:345b3bc7a0ea | 191 | |
mbedalvaro | 0:345b3bc7a0ea | 192 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 0:345b3bc7a0ea | 193 | massLoopParticle=0.05; |
mbedalvaro | 0:345b3bc7a0ea | 194 | dampMotionMassesLoop=0.27;//0.17; |
mbedalvaro | 0:345b3bc7a0ea | 195 | massAnchor=3.0; |
mbedalvaro | 0:345b3bc7a0ea | 196 | dampMotionAnchorMass=0.03; |
mbedalvaro | 0:345b3bc7a0ea | 197 | // Springs: |
mbedalvaro | 0:345b3bc7a0ea | 198 | centralSpringK=0.4; |
mbedalvaro | 0:345b3bc7a0ea | 199 | centralSpringRelax=bluePrint.radius; |
mbedalvaro | 0:345b3bc7a0ea | 200 | interSpringK=0.4;//46; |
mbedalvaro | 0:345b3bc7a0ea | 201 | interSpringRelax=0.7*bluePrint.radius*2*sin(1.0* PI/ bluePrint.scafold.size()); // if factor=1, this makes for a perfect polygon at relax for all springs... |
mbedalvaro | 0:345b3bc7a0ea | 202 | // for "zack-like" blob: |
mbedalvaro | 0:345b3bc7a0ea | 203 | interParticleRange=70; |
mbedalvaro | 0:345b3bc7a0ea | 204 | factorInterParticleForce=4.0; |
mbedalvaro | 0:345b3bc7a0ea | 205 | |
mbedalvaro | 0:345b3bc7a0ea | 206 | searchActive=true; |
mbedalvaro | 0:345b3bc7a0ea | 207 | pseudopodesMode=true; // this is for contour following. |
mbedalvaro | 0:345b3bc7a0ea | 208 | |
mbedalvaro | 0:345b3bc7a0ea | 209 | // Active/Inactive Forces: |
mbedalvaro | 0:345b3bc7a0ea | 210 | springForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 211 | lightForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 212 | forceBorderOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 213 | nuclearForceOnLoop=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 214 | interParticleForceOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 215 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 0:345b3bc7a0ea | 216 | // Recentering vector: |
mbedalvaro | 0:345b3bc7a0ea | 217 | angleCorrectionForceLoop=239;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 218 | recenteringForceOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 219 | angleCorrectionForceNucleus=180;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 220 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 221 | |
mbedalvaro | 0:345b3bc7a0ea | 222 | factorLightForce=2.3;//3.0;//8.0; |
mbedalvaro | 0:345b3bc7a0ea | 223 | factorRecenteringAnchorMass=1.0;//20.0/scafold.size(); |
mbedalvaro | 0:345b3bc7a0ea | 224 | factorRecenteringLoopMass=0.09; |
mbedalvaro | 0:345b3bc7a0ea | 225 | factorPressureLoopMass=1.5; |
mbedalvaro | 0:345b3bc7a0ea | 226 | factorForceBorder=150; |
mbedalvaro | 0:345b3bc7a0ea | 227 | |
mbedalvaro | 0:345b3bc7a0ea | 228 | break; |
mbedalvaro | 0:345b3bc7a0ea | 229 | case CONTOUR_FOLLOWING_FAST: |
mbedalvaro | 0:345b3bc7a0ea | 230 | sprintf(spotName,"following_fast"); |
mbedalvaro | 0:345b3bc7a0ea | 231 | |
mbedalvaro | 0:345b3bc7a0ea | 232 | setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 0:345b3bc7a0ea | 233 | |
mbedalvaro | 0:345b3bc7a0ea | 234 | // default (initial) shape: |
mbedalvaro | 0:345b3bc7a0ea | 235 | bluePrint.buildCircularScafold(100, _initPos, vector2D(0,0), 30); //(float _radius, vector2D _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 0:345b3bc7a0ea | 236 | |
mbedalvaro | 0:345b3bc7a0ea | 237 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 0:345b3bc7a0ea | 238 | massLoopParticle=0.05; |
mbedalvaro | 0:345b3bc7a0ea | 239 | dampMotionMassesLoop=0.27;//0.17; |
mbedalvaro | 0:345b3bc7a0ea | 240 | massAnchor=3.0; |
mbedalvaro | 0:345b3bc7a0ea | 241 | dampMotionAnchorMass=0.03; |
mbedalvaro | 0:345b3bc7a0ea | 242 | // Springs: |
mbedalvaro | 0:345b3bc7a0ea | 243 | centralSpringK=-200; |
mbedalvaro | 0:345b3bc7a0ea | 244 | centralSpringRelax=bluePrint.radius; |
mbedalvaro | 0:345b3bc7a0ea | 245 | interSpringK=0.5;//46; |
mbedalvaro | 0:345b3bc7a0ea | 246 | interSpringRelax=0.7*bluePrint.radius*2*sin(1.0* PI/bluePrint.scafold.size()); // if factor=1, this makes for a perfect polygon at relax for all springs... |
mbedalvaro | 0:345b3bc7a0ea | 247 | // for "zack-like" blob: |
mbedalvaro | 0:345b3bc7a0ea | 248 | interParticleRange=80; |
mbedalvaro | 0:345b3bc7a0ea | 249 | factorInterParticleForce=4.0; |
mbedalvaro | 0:345b3bc7a0ea | 250 | |
mbedalvaro | 0:345b3bc7a0ea | 251 | searchActive=false; |
mbedalvaro | 0:345b3bc7a0ea | 252 | pseudopodesMode=true; // this is for contour following. |
mbedalvaro | 0:345b3bc7a0ea | 253 | |
mbedalvaro | 0:345b3bc7a0ea | 254 | // Active/Inactive Forces: |
mbedalvaro | 0:345b3bc7a0ea | 255 | springForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 256 | lightForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 257 | forceBorderOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 258 | nuclearForceOnLoop=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 259 | interParticleForceOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 260 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 0:345b3bc7a0ea | 261 | // Recentering vector: |
mbedalvaro | 0:345b3bc7a0ea | 262 | angleCorrectionForceLoop=243;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 263 | recenteringForceOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 264 | angleCorrectionForceNucleus=180;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 265 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 266 | |
mbedalvaro | 0:345b3bc7a0ea | 267 | factorLightForce=2.3;//3.0;//8.0; |
mbedalvaro | 0:345b3bc7a0ea | 268 | factorRecenteringAnchorMass=1.0;//20.0/bluePrint.scafold.size(); |
mbedalvaro | 0:345b3bc7a0ea | 269 | factorRecenteringLoopMass=0.09; |
mbedalvaro | 0:345b3bc7a0ea | 270 | factorPressureLoopMass=1.5; |
mbedalvaro | 0:345b3bc7a0ea | 271 | factorForceBorder=150; |
mbedalvaro | 0:345b3bc7a0ea | 272 | |
mbedalvaro | 0:345b3bc7a0ea | 273 | break; |
mbedalvaro | 0:345b3bc7a0ea | 274 | case BOUNCING: |
mbedalvaro | 0:345b3bc7a0ea | 275 | sprintf(spotName,"bouncing"); |
mbedalvaro | 0:345b3bc7a0ea | 276 | |
mbedalvaro | 0:345b3bc7a0ea | 277 | setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 0:345b3bc7a0ea | 278 | |
mbedalvaro | 0:345b3bc7a0ea | 279 | // default (initial) shape: |
mbedalvaro | 0:345b3bc7a0ea | 280 | bluePrint.buildCircularScafold(70, _initPos, vector2D(0,0), 20); //(float _radius, vector2D _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 0:345b3bc7a0ea | 281 | |
mbedalvaro | 0:345b3bc7a0ea | 282 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 0:345b3bc7a0ea | 283 | massLoopParticle=5.0; |
mbedalvaro | 0:345b3bc7a0ea | 284 | dampMotionMassesLoop=0.001;//0.17; |
mbedalvaro | 0:345b3bc7a0ea | 285 | massAnchor=1.0; |
mbedalvaro | 0:345b3bc7a0ea | 286 | dampMotionAnchorMass=0.002; |
mbedalvaro | 0:345b3bc7a0ea | 287 | // Springs: |
mbedalvaro | 0:345b3bc7a0ea | 288 | centralSpringK=1.0; |
mbedalvaro | 0:345b3bc7a0ea | 289 | centralSpringRelax=bluePrint.radius; |
mbedalvaro | 0:345b3bc7a0ea | 290 | interSpringK=0.4;//46; |
mbedalvaro | 0:345b3bc7a0ea | 291 | interSpringRelax==1.0*bluePrint.radius*2*sin(1.0* PI/bluePrint.scafold.size()); // if factor=1, this makes for a perfect polygon at relax for all springs... |
mbedalvaro | 0:345b3bc7a0ea | 292 | // for "zack-like" blob: |
mbedalvaro | 0:345b3bc7a0ea | 293 | interParticleRange=100; |
mbedalvaro | 0:345b3bc7a0ea | 294 | factorInterParticleForce=3.0; |
mbedalvaro | 0:345b3bc7a0ea | 295 | |
mbedalvaro | 0:345b3bc7a0ea | 296 | searchActive=false; |
mbedalvaro | 0:345b3bc7a0ea | 297 | pseudopodesMode=false; // this is for contour following. |
mbedalvaro | 0:345b3bc7a0ea | 298 | |
mbedalvaro | 0:345b3bc7a0ea | 299 | // Active/Inactive Forces: |
mbedalvaro | 0:345b3bc7a0ea | 300 | springForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 301 | lightForcesOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 302 | forceBorderOnLoop=true; |
mbedalvaro | 0:345b3bc7a0ea | 303 | nuclearForceOnLoop=true;//true; |
mbedalvaro | 0:345b3bc7a0ea | 304 | interParticleForceOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 305 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 0:345b3bc7a0ea | 306 | // Recentering vector: |
mbedalvaro | 0:345b3bc7a0ea | 307 | angleCorrectionForceLoop=0;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 308 | recenteringForceOnLoop=false; |
mbedalvaro | 0:345b3bc7a0ea | 309 | angleCorrectionForceNucleus=0;// in deg |
mbedalvaro | 0:345b3bc7a0ea | 310 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 0:345b3bc7a0ea | 311 | |
mbedalvaro | 0:345b3bc7a0ea | 312 | factorLightForce=0.6;//3.0;//8.0; |
mbedalvaro | 0:345b3bc7a0ea | 313 | factorRecenteringAnchorMass=100.0/bluePrint.scafold.size(); |
mbedalvaro | 0:345b3bc7a0ea | 314 | factorRecenteringLoopMass=5.0; |
mbedalvaro | 0:345b3bc7a0ea | 315 | factorPressureLoopMass=2.0; |
mbedalvaro | 0:345b3bc7a0ea | 316 | factorForceBorder=4.5; |
mbedalvaro | 0:345b3bc7a0ea | 317 | |
mbedalvaro | 0:345b3bc7a0ea | 318 | break; |
mbedalvaro | 0:345b3bc7a0ea | 319 | } |
mbedalvaro | 0:345b3bc7a0ea | 320 | |
mbedalvaro | 0:345b3bc7a0ea | 321 | // Finally, we can create the loop using these parameters, and the positions given in the scafold: |
mbedalvaro | 0:345b3bc7a0ea | 322 | createLoopFromScafold(); // this sets the number of masses |
mbedalvaro | 0:345b3bc7a0ea | 323 | // Excursion limits (ATTN!!! this will set the limits for all the masses, so we need FIRT to call to createLoopFromScafold) |
mbedalvaro | 0:345b3bc7a0ea | 324 | setRegionMotion(MIN_AD_MIRRORS, MIN_AD_MIRRORS, MAX_AD_MIRRORS, MAX_AD_MIRRORS); |
mbedalvaro | 0:345b3bc7a0ea | 325 | |
mbedalvaro | 0:345b3bc7a0ea | 326 | // !!!!!!!!!!!!!!!!!!!!! :: |
mbedalvaro | 0:345b3bc7a0ea | 327 | // The following is not nice here (should be in the classLaserSensingTrajectory, not even on the simpleLaserRenderer), but for the time being let's leave it here |
mbedalvaro | 0:345b3bc7a0ea | 328 | setDelayMirrors(4); // ATTN!!! needs to be called AFTER setting the number of points!!! (note: 5 seemed good) |
mbedalvaro | 0:345b3bc7a0ea | 329 | } |
mbedalvaro | 0:345b3bc7a0ea | 330 | |
mbedalvaro | 0:345b3bc7a0ea | 331 | void elasticLoop::initSizeBlob(int _numMasses) { |
mbedalvaro | 0:345b3bc7a0ea | 332 | // Iinitialize blob size (number of points for the loop, as well as other structures such as lsdTrajectory) |
mbedalvaro | 0:345b3bc7a0ea | 333 | numMasses=_numMasses; |
mbedalvaro | 0:345b3bc7a0ea | 334 | // Since this is an elastic loop object, let's create an elastic loop of masses: |
mbedalvaro | 0:345b3bc7a0ea | 335 | massesLoop.resize(numMasses); |
mbedalvaro | 0:345b3bc7a0ea | 336 | loopSpringArray.resize(numMasses); // springs connecting consecutive masses |
mbedalvaro | 0:345b3bc7a0ea | 337 | hairVector.resize(numMasses); // the perpendiculars to the loop |
mbedalvaro | 0:345b3bc7a0ea | 338 | lightForce.resize(numMasses); // light force in each particle |
mbedalvaro | 0:345b3bc7a0ea | 339 | //vector2D totalLightForce; // this belongs to the base class now |
mbedalvaro | 0:345b3bc7a0ea | 340 | centralSpringArray.resize(numMasses); // springs connecting each mass to the anchorMass. |
mbedalvaro | 0:345b3bc7a0ea | 341 | |
mbedalvaro | 0:345b3bc7a0ea | 342 | // Sensing and Display trajectory: |
mbedalvaro | 0:345b3bc7a0ea | 343 | displaySensingBuffer.lsdTrajectory.resize(numMasses); // the lsdTrajectory and the elastic loop will have the same number of points (this could be different - decimation?). |
mbedalvaro | 0:345b3bc7a0ea | 344 | } |
mbedalvaro | 0:345b3bc7a0ea | 345 | |
mbedalvaro | 0:345b3bc7a0ea | 346 | // We will build the masses from the scafold shape (and maybe render it once on the lsdTrajectory to initialize this array?) |
mbedalvaro | 0:345b3bc7a0ea | 347 | void elasticLoop::createLoopFromScafold(void) { |
mbedalvaro | 0:345b3bc7a0ea | 348 | initSizeBlob(bluePrint.scafold.size()); // important: we will have here the same number of points in the scafold and the elastic loop (massLoop) |
mbedalvaro | 0:345b3bc7a0ea | 349 | |
mbedalvaro | 0:345b3bc7a0ea | 350 | // Initial conditions for the loop masses: |
mbedalvaro | 0:345b3bc7a0ea | 351 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 352 | // float x =bluePrint.center.x + bluePrint.radius * cos ( (1.0*i / numMasses) * 2 * PI); |
mbedalvaro | 0:345b3bc7a0ea | 353 | // float y =bluePrint.center.y + bluePrint.radius * sin ( (1.0*i / numMasses) * 2 * PI); |
mbedalvaro | 0:345b3bc7a0ea | 354 | // massesLoop[i].setInitialCondition(x,y ,bluePrint.speed.x, bluePrint.speed.y); |
mbedalvaro | 0:345b3bc7a0ea | 355 | massesLoop[i].setInitialCondition(bluePrint.scafold[i].x, bluePrint.scafold[i].y, bluePrint.speed.x, bluePrint.speed.y); |
mbedalvaro | 0:345b3bc7a0ea | 356 | massesLoop[i].setIntegrationStep(0.23);//18); |
mbedalvaro | 0:345b3bc7a0ea | 357 | massesLoop[i].mass=massLoopParticle; |
mbedalvaro | 0:345b3bc7a0ea | 358 | massesLoop[i].dampMotion=dampMotionMassesLoop; |
mbedalvaro | 0:345b3bc7a0ea | 359 | } |
mbedalvaro | 0:345b3bc7a0ea | 360 | |
mbedalvaro | 0:345b3bc7a0ea | 361 | // Springs for the loop: |
mbedalvaro | 0:345b3bc7a0ea | 362 | for (int i = 0; i<numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 363 | loopSpringArray[i].distance =interSpringRelax; |
mbedalvaro | 0:345b3bc7a0ea | 364 | // if we want an perfect polygon: =startRadius*2*sin(1.0* PI/ numMasses); |
mbedalvaro | 0:345b3bc7a0ea | 365 | // loopSpringArray[i].distance = startRadius*2*sin(1.0* PI/ numMasses); |
mbedalvaro | 0:345b3bc7a0ea | 366 | loopSpringArray[i].springiness = interSpringK;//*(i%5==0? .6 : 1);//0.4;//4f; |
mbedalvaro | 0:345b3bc7a0ea | 367 | loopSpringArray[i].massA = & (massesLoop[i ]); |
mbedalvaro | 0:345b3bc7a0ea | 368 | loopSpringArray[i].massB = & (massesLoop[(i+1) % numMasses]); |
mbedalvaro | 0:345b3bc7a0ea | 369 | } |
mbedalvaro | 0:345b3bc7a0ea | 370 | |
mbedalvaro | 0:345b3bc7a0ea | 371 | // Central (anchor mass): |
mbedalvaro | 0:345b3bc7a0ea | 372 | anchorMass.setInitialCondition(bluePrint.center.x, bluePrint.center.y,bluePrint.speed.x, bluePrint.speed.y); |
mbedalvaro | 0:345b3bc7a0ea | 373 | anchorMass.setIntegrationStep(0.3); |
mbedalvaro | 0:345b3bc7a0ea | 374 | anchorMass.mass=massAnchor; |
mbedalvaro | 0:345b3bc7a0ea | 375 | anchorMass.dampMotion = dampMotionAnchorMass; |
mbedalvaro | 0:345b3bc7a0ea | 376 | |
mbedalvaro | 0:345b3bc7a0ea | 377 | |
mbedalvaro | 0:345b3bc7a0ea | 378 | // Initial conditions for central springs: |
mbedalvaro | 0:345b3bc7a0ea | 379 | for (int i = 0; i<numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 380 | centralSpringArray[i].distance =centralSpringRelax;// + 60* cos ( (1.0*i / numMasses) * 7* 2 * PI); |
mbedalvaro | 0:345b3bc7a0ea | 381 | centralSpringArray[i].springiness =centralSpringK;// 0.4f; |
mbedalvaro | 0:345b3bc7a0ea | 382 | centralSpringArray[i].massA = & (anchorMass); |
mbedalvaro | 0:345b3bc7a0ea | 383 | centralSpringArray[i].massB = & (massesLoop[i]); |
mbedalvaro | 0:345b3bc7a0ea | 384 | } |
mbedalvaro | 0:345b3bc7a0ea | 385 | } |
mbedalvaro | 0:345b3bc7a0ea | 386 | |
mbedalvaro | 0:345b3bc7a0ea | 387 | |
mbedalvaro | 0:345b3bc7a0ea | 388 | void elasticLoop::setRegionMotion(int mmix, int mmiy, int mmax, int mmay) { // Attention: the initial position should be INSIDE this... |
mbedalvaro | 0:345b3bc7a0ea | 389 | for (int i = 0; i<numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 390 | massesLoop[i].setWallLimits(mmix, mmiy, mmax, mmay); |
mbedalvaro | 0:345b3bc7a0ea | 391 | } |
mbedalvaro | 0:345b3bc7a0ea | 392 | anchorMass.setWallLimits(mmix+10, mmiy+10, mmax-10, mmay-10); |
mbedalvaro | 0:345b3bc7a0ea | 393 | } |
mbedalvaro | 0:345b3bc7a0ea | 394 | |
mbedalvaro | 0:345b3bc7a0ea | 395 | void elasticLoop::update() { |
mbedalvaro | 0:345b3bc7a0ea | 396 | |
mbedalvaro | 0:345b3bc7a0ea | 397 | // (I) Process loop geometry (compute "hair vectors", area and first order moment): |
mbedalvaro | 0:345b3bc7a0ea | 398 | processLoopData(); |
mbedalvaro | 0:345b3bc7a0ea | 399 | |
mbedalvaro | 0:345b3bc7a0ea | 400 | // (III) Reset all forces: |
mbedalvaro | 0:345b3bc7a0ea | 401 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 402 | massesLoop[i].resetForce(); |
mbedalvaro | 0:345b3bc7a0ea | 403 | } |
mbedalvaro | 0:345b3bc7a0ea | 404 | anchorMass.resetForce(); |
mbedalvaro | 0:345b3bc7a0ea | 405 | |
mbedalvaro | 0:345b3bc7a0ea | 406 | // (IV) COMPUTE FORCES (motion is not update yet): |
mbedalvaro | 0:345b3bc7a0ea | 407 | //== (1) Compute each particle light force as well as total light force (this will be stored separatedly from the final total particle force to send to OSC): |
mbedalvaro | 0:345b3bc7a0ea | 408 | totalLightForce.set(0,0); |
mbedalvaro | 0:345b3bc7a0ea | 409 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 410 | lightForce[i]=hairVector[i]*factorLightForce*displaySensingBuffer.lsdTrajectory[i].lightZone; |
mbedalvaro | 0:345b3bc7a0ea | 411 | //compute total light force, not only on lighted zones, because it will mean AWAY from black zones: |
mbedalvaro | 0:345b3bc7a0ea | 412 | totalLightForce+=lightForce[i]; // note: bad value choice (negative means TOUCH, and equal to -1), TO CHANGE this in future implementations |
mbedalvaro | 0:345b3bc7a0ea | 413 | } |
mbedalvaro | 0:345b3bc7a0ea | 414 | //== (2) Compute the "recentering vector" from the total light force, by rotating by the angleCorrection (this will give different behaviours): |
mbedalvaro | 0:345b3bc7a0ea | 415 | recenteringVectorLoop= totalLightForce.getRotatedDeg(slidingDirection? angleCorrectionForceLoop : 140); // the hard coded value is a hack for the time being... |
mbedalvaro | 0:345b3bc7a0ea | 416 | // Compute redundant quantities: |
mbedalvaro | 0:345b3bc7a0ea | 417 | normRecenteringVector=recenteringVectorLoop.length(); |
mbedalvaro | 0:345b3bc7a0ea | 418 | angleRecenteringVector=recenteringVectorLoop.angleDegHoriz(); |
mbedalvaro | 0:345b3bc7a0ea | 419 | recenteringVectorNucleus=totalLightForce.getRotatedDeg(angleCorrectionForceNucleus); |
mbedalvaro | 0:345b3bc7a0ea | 420 | //== (3) Compute forces on the loop: |
mbedalvaro | 0:345b3bc7a0ea | 421 | //----(a) Nearest neighbour inter-particle springs on the loop (always? we can have still another mode, following the center mass only, etc...) |
mbedalvaro | 0:345b3bc7a0ea | 422 | if (springForcesOnLoop) { |
mbedalvaro | 0:345b3bc7a0ea | 423 | for (int i = 0; i < numMasses; i++) { // if putting -1, the loop is broken |
mbedalvaro | 0:345b3bc7a0ea | 424 | loopSpringArray[i].update();// this add forces to the particles |
mbedalvaro | 0:345b3bc7a0ea | 425 | } |
mbedalvaro | 0:345b3bc7a0ea | 426 | } |
mbedalvaro | 0:345b3bc7a0ea | 427 | //----(b) Direct forces from light pressure (COULD BE MERGED WITH FORCE RECENTERING!!) |
mbedalvaro | 0:345b3bc7a0ea | 428 | if (pseudopodesMode) { |
mbedalvaro | 0:345b3bc7a0ea | 429 | // special "patches" on blob membrane: |
mbedalvaro | 0:345b3bc7a0ea | 430 | if (lightForcesOnLoop) { |
mbedalvaro | 0:345b3bc7a0ea | 431 | int sign=1; |
mbedalvaro | 0:345b3bc7a0ea | 432 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 433 | if ((i%2)==0) sign*=-1; |
mbedalvaro | 0:345b3bc7a0ea | 434 | if (displaySensingBuffer.lsdTrajectory[i].lightZone>0) // this means touching something black: make SOME points attracted by it (pseudopodes!!) - but not all! |
mbedalvaro | 0:345b3bc7a0ea | 435 | massesLoop[i].addForce(lightForce[i]*(sign<0? -1.24 : 1.4)); // sign<0 means this is a pseudopode attracted by dark zones |
mbedalvaro | 0:345b3bc7a0ea | 436 | else // this means something white: do nothing, all forces are towards the exterior |
mbedalvaro | 0:345b3bc7a0ea | 437 | massesLoop[i].addForce(lightForce[i]*1.6); // this force tends to make the blob "inflate", but is not "directional" |
mbedalvaro | 0:345b3bc7a0ea | 438 | } |
mbedalvaro | 0:345b3bc7a0ea | 439 | } |
mbedalvaro | 0:345b3bc7a0ea | 440 | //----(c) Forces from the recentering vector on each particle (WITH PATCHES on the loop?): |
mbedalvaro | 0:345b3bc7a0ea | 441 | if (recenteringForceOnLoop) { |
mbedalvaro | 0:345b3bc7a0ea | 442 | |
mbedalvaro | 0:345b3bc7a0ea | 443 | vector2D auxForce= recenteringVectorLoop*factorRecenteringLoopMass*1.0; |
mbedalvaro | 0:345b3bc7a0ea | 444 | vector2D auxForce2= totalLightForce.getRotatedDeg(80)*factorRecenteringLoopMass*(slidingDirection? 0 : 1)*1.8; |
mbedalvaro | 0:345b3bc7a0ea | 445 | int sign=1; |
mbedalvaro | 0:345b3bc7a0ea | 446 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 447 | if ((i%2)==0) sign*=-1; |
mbedalvaro | 0:345b3bc7a0ea | 448 | if (displaySensingBuffer.lsdTrajectory[i].lightZone>0) {// this means touching something black: behaviour may depend on the pseudopode presence: |
mbedalvaro | 0:345b3bc7a0ea | 449 | massesLoop[i].addForce((sign<0? auxForce2 : auxForce2)); // nothing, or sign, or corrected angle |
mbedalvaro | 0:345b3bc7a0ea | 450 | } else |
mbedalvaro | 0:345b3bc7a0ea | 451 | massesLoop[i].addForce(auxForce); // this force is responsible for the behaviour (contour following or not) |
mbedalvaro | 0:345b3bc7a0ea | 452 | } |
mbedalvaro | 0:345b3bc7a0ea | 453 | } |
mbedalvaro | 0:345b3bc7a0ea | 454 | } else { // no special zones in the "cell membrane": |
mbedalvaro | 0:345b3bc7a0ea | 455 | if (lightForcesOnLoop) { |
mbedalvaro | 0:345b3bc7a0ea | 456 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 457 | massesLoop[i].addForce(lightForce[i]); |
mbedalvaro | 0:345b3bc7a0ea | 458 | } |
mbedalvaro | 0:345b3bc7a0ea | 459 | } |
mbedalvaro | 0:345b3bc7a0ea | 460 | //----(c') Forces from the recentering vector on each particle: |
mbedalvaro | 0:345b3bc7a0ea | 461 | if (recenteringForceOnLoop) { |
mbedalvaro | 0:345b3bc7a0ea | 462 | vector2D auxForce= recenteringVectorLoop*factorRecenteringLoopMass; |
mbedalvaro | 0:345b3bc7a0ea | 463 | for (int i = 0; i < numMasses; i++) massesLoop[i].addForce(auxForce); |
mbedalvaro | 0:345b3bc7a0ea | 464 | } |
mbedalvaro | 0:345b3bc7a0ea | 465 | } |
mbedalvaro | 0:345b3bc7a0ea | 466 | |
mbedalvaro | 0:345b3bc7a0ea | 467 | //----(d) Forces from the anchorMass (depending on how we set the equilibrium position for each central spring, we can have a nice blob shape at equilibrium... like a gear for instance) |
mbedalvaro | 0:345b3bc7a0ea | 468 | if (nuclearForceOnLoop) { |
mbedalvaro | 0:345b3bc7a0ea | 469 | // Springs: |
mbedalvaro | 0:345b3bc7a0ea | 470 | for (int i = 0; i < numMasses; i++) centralSpringArray[i].update();//assymetricUpdate(); |
mbedalvaro | 0:345b3bc7a0ea | 471 | // note: if using centralSpringArray[i].update(), we will add forces to the particles AND to the anchor mass... |
mbedalvaro | 0:345b3bc7a0ea | 472 | // Inverse square (attractive): |
mbedalvaro | 0:345b3bc7a0ea | 473 | //for (int i = 0; i < numMasses; i++) massesLoop[i].addInterInvSquareForce(anchorMass, 10, 300, centralSpringK); |
mbedalvaro | 0:345b3bc7a0ea | 474 | } |
mbedalvaro | 0:345b3bc7a0ea | 475 | //----(d) Inter loop-particles forces (Zach-Liebermann-like blob): |
mbedalvaro | 0:345b3bc7a0ea | 476 | if (interParticleForceOnLoop) { |
mbedalvaro | 0:345b3bc7a0ea | 477 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 478 | for (int j = 0; j < i-1; j++) massesLoop[i].addInterSpringForce(massesLoop[j], interParticleRange, factorInterParticleForce); |
mbedalvaro | 0:345b3bc7a0ea | 479 | } |
mbedalvaro | 0:345b3bc7a0ea | 480 | } |
mbedalvaro | 0:345b3bc7a0ea | 481 | //----(e) Internal blob pressure force (my faster method to have a blob-like behaviour): |
mbedalvaro | 0:345b3bc7a0ea | 482 | if (forceInternalPressureOnLoop) { |
mbedalvaro | 0:345b3bc7a0ea | 483 | // NOTE on the Physics of the thing: the force on the membrane of a ballon is proportional to the DIFFERENCE of pressures (outside and inside): |
mbedalvaro | 0:345b3bc7a0ea | 484 | // so: f= factor/area - cte, with cte=factor/area0, with area0 being the area at equilibrium. |
mbedalvaro | 0:345b3bc7a0ea | 485 | // (And of course, to make it even more exact, we should do pressure*surface, but this will be considered constant) |
mbedalvaro | 0:345b3bc7a0ea | 486 | // float area0=30000; // area in pixels when at equilibrium |
mbedalvaro | 0:345b3bc7a0ea | 487 | //float factorPressureLoopMass=-0.1*(1.0/area-1.0/area0); |
mbedalvaro | 0:345b3bc7a0ea | 488 | //float factorPressureLoopMass=500000.0*(1.0/(area*area)-1.0/(area0*area0)); |
mbedalvaro | 0:345b3bc7a0ea | 489 | //float factorPressureLoopMass=20000.0*(1.0/sqrt(area)-1.0/sqrt(area0)); |
mbedalvaro | 0:345b3bc7a0ea | 490 | // Constant force seems to work well too... but produces an annoying blob reversal (probably solved by using negative light forces instead of internal blob pressure): |
mbedalvaro | 0:345b3bc7a0ea | 491 | //float factorPressureLoopMass=2.5;//4.8; |
mbedalvaro | 0:345b3bc7a0ea | 492 | // Now, add the pressure force proportional to the inverse of the area to all particles, or just a signed constant: |
mbedalvaro | 0:345b3bc7a0ea | 493 | int auxsign=(area>=0? -1: 1); |
mbedalvaro | 0:345b3bc7a0ea | 494 | for (int i = 0; i < numMasses; i++) massesLoop[i].addForce( hairVector[i] * factorPressureLoopMass* auxsign); |
mbedalvaro | 0:345b3bc7a0ea | 495 | } |
mbedalvaro | 0:345b3bc7a0ea | 496 | //----(f) force from border: |
mbedalvaro | 0:345b3bc7a0ea | 497 | if (forceBorderOnLoop) { |
mbedalvaro | 0:345b3bc7a0ea | 498 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 499 | if (massesLoop[i].bWallCollision) massesLoop[i].addForce(massesLoop[i].innerCollitionDirection*factorForceBorder); |
mbedalvaro | 0:345b3bc7a0ea | 500 | } |
mbedalvaro | 0:345b3bc7a0ea | 501 | } |
mbedalvaro | 0:345b3bc7a0ea | 502 | |
mbedalvaro | 0:345b3bc7a0ea | 503 | //== (4) Compute forces on the anchor mass: |
mbedalvaro | 0:345b3bc7a0ea | 504 | //----(a) Force from data send by OSC? (ex: from mouse?) |
mbedalvaro | 0:345b3bc7a0ea | 505 | // anchorMass.addSpringForce(mx, my, 500, -10.2f); |
mbedalvaro | 0:345b3bc7a0ea | 506 | // or direct control: |
mbedalvaro | 0:345b3bc7a0ea | 507 | // anchorMass.pos.x=mx;anchorMass.pos.y=my; |
mbedalvaro | 0:345b3bc7a0ea | 508 | //----(b) Force from the total light force (aka, the "recentering vector"!): |
mbedalvaro | 0:345b3bc7a0ea | 509 | if (recenteringForceOnNucleus) { |
mbedalvaro | 0:345b3bc7a0ea | 510 | anchorMass.addForce(recenteringVectorNucleus*factorRecenteringAnchorMass); |
mbedalvaro | 0:345b3bc7a0ea | 511 | } |
mbedalvaro | 0:345b3bc7a0ea | 512 | |
mbedalvaro | 0:345b3bc7a0ea | 513 | // when nothing is touching it for a while: |
mbedalvaro | 0:345b3bc7a0ea | 514 | if (searchActive) { |
mbedalvaro | 0:345b3bc7a0ea | 515 | if (!displaySensingBuffer.lightTouched) { |
mbedalvaro | 0:345b3bc7a0ea | 516 | if (firstTimeNoTouch) { |
mbedalvaro | 0:345b3bc7a0ea | 517 | firstTimeNoTouch=false; |
mbedalvaro | 0:345b3bc7a0ea | 518 | computeBoundingBox(); |
mbedalvaro | 0:345b3bc7a0ea | 519 | randomForce.set(2000-cx,2000-cy); |
mbedalvaro | 0:345b3bc7a0ea | 520 | randomForce.normalize(); |
mbedalvaro | 0:345b3bc7a0ea | 521 | randomForce= randomForce.getRotatedDeg(rand()%50-25); |
mbedalvaro | 0:345b3bc7a0ea | 522 | } |
mbedalvaro | 0:345b3bc7a0ea | 523 | if (noTouchedCounter>0) { |
mbedalvaro | 0:345b3bc7a0ea | 524 | // add random force, modulated: |
mbedalvaro | 0:345b3bc7a0ea | 525 | float aux=1.0*noTouchedCounter/1150; |
mbedalvaro | 0:345b3bc7a0ea | 526 | vector2D randf=randomForce.getRotatedDeg(40.0*sin(aux*2*PI*2))*20.0;//*(1.0-aux)*0.3; |
mbedalvaro | 0:345b3bc7a0ea | 527 | for (int i = 0; i < 1; i=i+1) { // only on some of the particles, and better if these are in the "black attractive" patch! |
mbedalvaro | 0:345b3bc7a0ea | 528 | massesLoop[i].addForce(randf); |
mbedalvaro | 0:345b3bc7a0ea | 529 | } |
mbedalvaro | 0:345b3bc7a0ea | 530 | // and a special point? |
mbedalvaro | 0:345b3bc7a0ea | 531 | //massesLoop[numMasses/2].addForce(randf); |
mbedalvaro | 0:345b3bc7a0ea | 532 | // plus amoeba effect ? |
mbedalvaro | 0:345b3bc7a0ea | 533 | // for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 534 | // massesLoop[i].addForce(hairVector[i]*18*cos( (0.0*noTouchedCounter/1000 + 1.0*i/(numMasses-1)*2*PI*3))); |
mbedalvaro | 0:345b3bc7a0ea | 535 | //} |
mbedalvaro | 0:345b3bc7a0ea | 536 | |
mbedalvaro | 0:345b3bc7a0ea | 537 | if ((noTouchedCounter>1150)||(blobWallCollision)) { |
mbedalvaro | 0:345b3bc7a0ea | 538 | noTouchedCounter=0; |
mbedalvaro | 0:345b3bc7a0ea | 539 | // compute force towards the center, slightly rotated to make the blob wander about: |
mbedalvaro | 0:345b3bc7a0ea | 540 | computeBoundingBox(); |
mbedalvaro | 0:345b3bc7a0ea | 541 | randomForce.set(2000-cx,2000-cy); |
mbedalvaro | 0:345b3bc7a0ea | 542 | randomForce.normalize(); |
mbedalvaro | 0:345b3bc7a0ea | 543 | randomForce= randomForce.getRotatedDeg(rand()%50-25); |
mbedalvaro | 0:345b3bc7a0ea | 544 | } |
mbedalvaro | 0:345b3bc7a0ea | 545 | } |
mbedalvaro | 0:345b3bc7a0ea | 546 | } else { |
mbedalvaro | 0:345b3bc7a0ea | 547 | firstTimeNoTouch=true; |
mbedalvaro | 0:345b3bc7a0ea | 548 | noTouchedCounter=0; |
mbedalvaro | 0:345b3bc7a0ea | 549 | } |
mbedalvaro | 0:345b3bc7a0ea | 550 | noTouchedCounter++; |
mbedalvaro | 0:345b3bc7a0ea | 551 | } |
mbedalvaro | 0:345b3bc7a0ea | 552 | |
mbedalvaro | 0:345b3bc7a0ea | 553 | // (V) UPDATE DYNAMICS |
mbedalvaro | 0:345b3bc7a0ea | 554 | //== (1) particules on the loop: |
mbedalvaro | 0:345b3bc7a0ea | 555 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 556 | #ifndef VERLET_METHOD |
mbedalvaro | 0:345b3bc7a0ea | 557 | massesLoop[i].addDampingForce(); // only in case of EULER method (damping in VERLET mode is done automatically when updating) |
mbedalvaro | 0:345b3bc7a0ea | 558 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 559 | massesLoop[i].update(); // unconstrained |
mbedalvaro | 0:345b3bc7a0ea | 560 | massesLoop[i].bounceOffWalls(); // constrain position (and compute wall "hit") |
mbedalvaro | 0:345b3bc7a0ea | 561 | } |
mbedalvaro | 0:345b3bc7a0ea | 562 | //== (2) For the anchorMass: |
mbedalvaro | 0:345b3bc7a0ea | 563 | #ifndef VERLET_METHOD |
mbedalvaro | 0:345b3bc7a0ea | 564 | anchorMass.addDampingForce(); // // only in case of EULER method (damping in VERLET mode is done automatically when updating) |
mbedalvaro | 0:345b3bc7a0ea | 565 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 566 | anchorMass.update(); // unconstrained |
mbedalvaro | 0:345b3bc7a0ea | 567 | anchorMass.bounceOffWalls(); // constrain position (and compute wall "hit") |
mbedalvaro | 0:345b3bc7a0ea | 568 | |
mbedalvaro | 0:345b3bc7a0ea | 569 | // OTHER PARTICULAR THINGS: |
mbedalvaro | 0:345b3bc7a0ea | 570 | // change sliding direction (for countour following): |
mbedalvaro | 0:345b3bc7a0ea | 571 | if (blobWallCollision) { |
mbedalvaro | 0:345b3bc7a0ea | 572 | if (wallCounter>10) { |
mbedalvaro | 0:345b3bc7a0ea | 573 | slidingDirection=!slidingDirection; |
mbedalvaro | 0:345b3bc7a0ea | 574 | wallCounter=0; |
mbedalvaro | 0:345b3bc7a0ea | 575 | } |
mbedalvaro | 0:345b3bc7a0ea | 576 | } |
mbedalvaro | 0:345b3bc7a0ea | 577 | wallCounter++; |
mbedalvaro | 0:345b3bc7a0ea | 578 | } |
mbedalvaro | 0:345b3bc7a0ea | 579 | |
mbedalvaro | 0:345b3bc7a0ea | 580 | // Drawing the graphics - this will in fact use the graphic renderer - if any - and produce the trajectory to be displayed by the laser |
mbedalvaro | 0:345b3bc7a0ea | 581 | void elasticLoop::draw() { |
mbedalvaro | 0:345b3bc7a0ea | 582 | // for the time being, there is no "opengl" like renderer, so we just copy the coordinates of the mass into the lsdTrajectory: |
mbedalvaro | 0:345b3bc7a0ea | 583 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 584 | displaySensingBuffer.lsdTrajectory[i].x= int( massesLoop[i].pos.x ); // note: it should be an integer |
mbedalvaro | 0:345b3bc7a0ea | 585 | displaySensingBuffer.lsdTrajectory[i].y= int( massesLoop[i].pos.y ); |
mbedalvaro | 0:345b3bc7a0ea | 586 | //displaySensingBuffer.lsdTrajectory[i].color=blobColor; // perhaps per point color is not a good idea for the time being... |
mbedalvaro | 0:345b3bc7a0ea | 587 | } |
mbedalvaro | 0:345b3bc7a0ea | 588 | // global color for the whole loop: |
mbedalvaro | 0:345b3bc7a0ea | 589 | displaySensingBuffer.displayColor=blobColor; |
mbedalvaro | 0:345b3bc7a0ea | 590 | } |
mbedalvaro | 0:345b3bc7a0ea | 591 | |
mbedalvaro | 0:345b3bc7a0ea | 592 | |
mbedalvaro | 0:345b3bc7a0ea | 593 | void elasticLoop::processLoopData() { |
mbedalvaro | 0:345b3bc7a0ea | 594 | |
mbedalvaro | 0:345b3bc7a0ea | 595 | // (0) Check if the blob touched the borders: |
mbedalvaro | 0:345b3bc7a0ea | 596 | blobWallCollision=false; |
mbedalvaro | 0:345b3bc7a0ea | 597 | for (int i = 0; i < numMasses; i++) blobWallCollision= (blobWallCollision || massesLoop[i].bWallCollision); |
mbedalvaro | 0:345b3bc7a0ea | 598 | |
mbedalvaro | 0:345b3bc7a0ea | 599 | // (1) Compute all the "hairvectors" for the loop (this is, the normals to the particles, pointing outwards). |
mbedalvaro | 0:345b3bc7a0ea | 600 | // This will be approximated by taking the 90 deg rotated difference between contiguous particles positions. |
mbedalvaro | 0:345b3bc7a0ea | 601 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 602 | vector2D diff; |
mbedalvaro | 0:345b3bc7a0ea | 603 | diff.set(massesLoop[(i+1)%numMasses].pos-massesLoop[i].pos); |
mbedalvaro | 0:345b3bc7a0ea | 604 | // normalize and rotate 90 deg: |
mbedalvaro | 0:345b3bc7a0ea | 605 | hairVector[i]=diff.getPerpendicularNormed(CW); |
mbedalvaro | 0:345b3bc7a0ea | 606 | } |
mbedalvaro | 0:345b3bc7a0ea | 607 | |
mbedalvaro | 0:345b3bc7a0ea | 608 | // (2) Compute area: |
mbedalvaro | 0:345b3bc7a0ea | 609 | // (a) using Green method: |
mbedalvaro | 0:345b3bc7a0ea | 610 | /* |
mbedalvaro | 0:345b3bc7a0ea | 611 | area=0; |
mbedalvaro | 0:345b3bc7a0ea | 612 | float dx; |
mbedalvaro | 0:345b3bc7a0ea | 613 | for (int i = 0; i < numMasses-1; i++){ |
mbedalvaro | 0:345b3bc7a0ea | 614 | dx=massesLoop[i].pos.x-massesLoop[i+1].pos.x; |
mbedalvaro | 0:345b3bc7a0ea | 615 | area+=dx*massesLoop[i].pos.y; |
mbedalvaro | 0:345b3bc7a0ea | 616 | } |
mbedalvaro | 0:345b3bc7a0ea | 617 | // to avoid computation problems: |
mbedalvaro | 0:345b3bc7a0ea | 618 | // if (area<=0) area=1; // or just norm: area CAN be negative! (a loop that is larger than the original blob...) |
mbedalvaro | 0:345b3bc7a0ea | 619 | */ |
mbedalvaro | 0:345b3bc7a0ea | 620 | |
mbedalvaro | 0:345b3bc7a0ea | 621 | // (b) Compute approximate area from enclosing rectangle: |
mbedalvaro | 0:345b3bc7a0ea | 622 | computeBoundingBox(); |
mbedalvaro | 0:345b3bc7a0ea | 623 | } |
mbedalvaro | 0:345b3bc7a0ea | 624 | |
mbedalvaro | 0:345b3bc7a0ea | 625 | |
mbedalvaro | 0:345b3bc7a0ea | 626 | void elasticLoop::computeBoundingBox() { |
mbedalvaro | 0:345b3bc7a0ea | 627 | float minx=4096, maxx=-1, miny=4096, maxy=-1; |
mbedalvaro | 0:345b3bc7a0ea | 628 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 0:345b3bc7a0ea | 629 | if (i == 0) { |
mbedalvaro | 0:345b3bc7a0ea | 630 | minx = massesLoop[i].pos.x; |
mbedalvaro | 0:345b3bc7a0ea | 631 | maxx = massesLoop[i].pos.x; |
mbedalvaro | 0:345b3bc7a0ea | 632 | miny = massesLoop[i].pos.y; |
mbedalvaro | 0:345b3bc7a0ea | 633 | maxy = massesLoop[i].pos.y; |
mbedalvaro | 0:345b3bc7a0ea | 634 | } else { |
mbedalvaro | 0:345b3bc7a0ea | 635 | |
mbedalvaro | 0:345b3bc7a0ea | 636 | minx = min(minx, massesLoop[i].pos.x); |
mbedalvaro | 0:345b3bc7a0ea | 637 | maxx = max(maxx, massesLoop[i].pos.x); |
mbedalvaro | 0:345b3bc7a0ea | 638 | miny = min(miny, massesLoop[i].pos.y); |
mbedalvaro | 0:345b3bc7a0ea | 639 | maxy = max(maxy, massesLoop[i].pos.y); |
mbedalvaro | 0:345b3bc7a0ea | 640 | } |
mbedalvaro | 0:345b3bc7a0ea | 641 | } |
mbedalvaro | 0:345b3bc7a0ea | 642 | |
mbedalvaro | 0:345b3bc7a0ea | 643 | // final results: |
mbedalvaro | 0:345b3bc7a0ea | 644 | w = maxx - minx; |
mbedalvaro | 0:345b3bc7a0ea | 645 | h = maxy - miny; |
mbedalvaro | 0:345b3bc7a0ea | 646 | cx = minx+0.5*w; // note: center will be initialized with posX and posY when calling setInitialPos() of blobConfig |
mbedalvaro | 0:345b3bc7a0ea | 647 | cy = miny+0.5*h; |
mbedalvaro | 0:345b3bc7a0ea | 648 | |
mbedalvaro | 0:345b3bc7a0ea | 649 | // area and: |
mbedalvaro | 0:345b3bc7a0ea | 650 | approxArea=w*h; |
mbedalvaro | 0:345b3bc7a0ea | 651 | } |
mbedalvaro | 0:345b3bc7a0ea | 652 | |
mbedalvaro | 0:345b3bc7a0ea | 653 | void elasticLoop::sendDataSpecific() { |
mbedalvaro | 0:345b3bc7a0ea | 654 | char auxstring[10]; |
mbedalvaro | 0:345b3bc7a0ea | 655 | myled2=1; // for tests... |
mbedalvaro | 0:345b3bc7a0ea | 656 | |
mbedalvaro | 0:345b3bc7a0ea | 657 | // First, set the top address of the message to the ID of the blob (not the name): |
mbedalvaro | 0:345b3bc7a0ea | 658 | sprintf(auxstring, "%d", identifier); |
mbedalvaro | 0:345b3bc7a0ea | 659 | sendMes.setTopAddress("0");//auxstring); |
mbedalvaro | 0:345b3bc7a0ea | 660 | |
mbedalvaro | 0:345b3bc7a0ea | 661 | // ===================== OSC ====================== |
mbedalvaro | 0:345b3bc7a0ea | 662 | if (sendOSC) { |
mbedalvaro | 0:345b3bc7a0ea | 663 | |
mbedalvaro | 0:345b3bc7a0ea | 664 | // (a) Anchor mass: |
mbedalvaro | 0:345b3bc7a0ea | 665 | if (sendingAnchorPosition) { |
mbedalvaro | 0:345b3bc7a0ea | 666 | sendMes.setSubAddress("/apos"); |
mbedalvaro | 0:345b3bc7a0ea | 667 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 668 | x=(long)(anchorMass.pos.x); y=(long)(anchorMass.pos.y); |
mbedalvaro | 0:345b3bc7a0ea | 669 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 0:345b3bc7a0ea | 670 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 671 | } |
mbedalvaro | 0:345b3bc7a0ea | 672 | if (sendingAnchorForce) { |
mbedalvaro | 0:345b3bc7a0ea | 673 | sendMes.setSubAddress("/aforce"); |
mbedalvaro | 0:345b3bc7a0ea | 674 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 675 | x=(long)(anchorMass.totalForce.x); y=(long)(anchorMass.totalForce.y); |
mbedalvaro | 0:345b3bc7a0ea | 676 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 0:345b3bc7a0ea | 677 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 678 | } |
mbedalvaro | 0:345b3bc7a0ea | 679 | if (sendingAnchorTouchWall) {// note: not an else (we can send different data simultaneously) |
mbedalvaro | 0:345b3bc7a0ea | 680 | sendMes.setSubAddress("/awall"); |
mbedalvaro | 0:345b3bc7a0ea | 681 | long wall=(long)(anchorMass.bWallCollision? 1 : 0); |
mbedalvaro | 0:345b3bc7a0ea | 682 | sendMes.setArgs( "i", &wall); |
mbedalvaro | 0:345b3bc7a0ea | 683 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 684 | } |
mbedalvaro | 0:345b3bc7a0ea | 685 | // (b) data from blob points: |
mbedalvaro | 0:345b3bc7a0ea | 686 | if (sendingLoopPositions) { |
mbedalvaro | 0:345b3bc7a0ea | 687 | #ifdef SEND_AS_POINTS |
mbedalvaro | 0:345b3bc7a0ea | 688 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 689 | for (int i = 0; i < numMasses; i++){ |
mbedalvaro | 0:345b3bc7a0ea | 690 | sprintf(auxstring, "/p%d", i); // auxstring read as "/p1", "/p2", ... |
mbedalvaro | 0:345b3bc7a0ea | 691 | sendMes.setSubAddress(auxstring); // ATTENTION: the host computer needs to know in advance how many points are in the loop (I did not implement "bundle" messages yet...) |
mbedalvaro | 0:345b3bc7a0ea | 692 | x=(long)(massesLoop[i].pos.x); |
mbedalvaro | 0:345b3bc7a0ea | 693 | y=(long)(massesLoop[i].pos.y); |
mbedalvaro | 0:345b3bc7a0ea | 694 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 0:345b3bc7a0ea | 695 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 696 | } |
mbedalvaro | 0:345b3bc7a0ea | 697 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 698 | #ifdef SEND_AS_BLOB |
mbedalvaro | 0:345b3bc7a0ea | 699 | sendMes.clearArgs(); // no need, we won't use osc.sendOsc()... |
mbedalvaro | 0:345b3bc7a0ea | 700 | uint8_t blobdata[4*numMasses]; // 2 bytes per coordinate, and 2 coordinates |
mbedalvaro | 0:345b3bc7a0ea | 701 | for (int i = 0; i < numMasses; i++ ){ |
mbedalvaro | 0:345b3bc7a0ea | 702 | // note: massesLoop[i].pos.x is a "float" |
mbedalvaro | 0:345b3bc7a0ea | 703 | uint16_t x=(uint16_t)(massesLoop[i].pos.x); |
mbedalvaro | 0:345b3bc7a0ea | 704 | blobdata[4*i]=(uint8_t)x>>8; // BIG ENDIAN (send FIRST the MOST SIGNIFICANT BYTE) |
mbedalvaro | 0:345b3bc7a0ea | 705 | blobdata[4*i+1]=(uint8_t)x; |
mbedalvaro | 0:345b3bc7a0ea | 706 | |
mbedalvaro | 0:345b3bc7a0ea | 707 | uint16_t y=(uint16_t)(massesLoop[i].pos.y); |
mbedalvaro | 0:345b3bc7a0ea | 708 | blobdata[4*i+2]=(uint8_t)y>>8; // BIG ENDIAN (send FIRST the MOST SIGNIFICANT BYTE) |
mbedalvaro | 0:345b3bc7a0ea | 709 | blobdata[4*i+3]=(uint8_t)y; |
mbedalvaro | 0:345b3bc7a0ea | 710 | } |
mbedalvaro | 0:345b3bc7a0ea | 711 | osc.sendOscBlob(&(blobdata[0]), 4*numMasses, &sendMes ); // second parameter is osc blob size in bytes |
mbedalvaro | 0:345b3bc7a0ea | 712 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 713 | #ifdef SEND_AS_STRING |
mbedalvaro | 0:345b3bc7a0ea | 714 | sendMes.clearArgs(); // no need, we won't use osc.sendOsc()... |
mbedalvaro | 0:345b3bc7a0ea | 715 | uint8_t blobdata[4*numMasses]; // 2 bytes per coordinate, and 2 coordinates |
mbedalvaro | 0:345b3bc7a0ea | 716 | for (int i = 0; i < numMasses; i++ ){ |
mbedalvaro | 0:345b3bc7a0ea | 717 | // note: massesLoop[i].pos.x is a "float" |
mbedalvaro | 0:345b3bc7a0ea | 718 | uint16_t x=(uint16_t)(massesLoop[i].pos.x); |
mbedalvaro | 0:345b3bc7a0ea | 719 | blobdata[4*i]=(uint8_t)x>>8; // BIG ENDIAN (send FIRST the MOST SIGNIFICANT BYTE) |
mbedalvaro | 0:345b3bc7a0ea | 720 | blobdata[4*i+1]=(uint8_t)x; |
mbedalvaro | 0:345b3bc7a0ea | 721 | |
mbedalvaro | 0:345b3bc7a0ea | 722 | uint16_t y=(uint16_t)(massesLoop[i].pos.y); |
mbedalvaro | 0:345b3bc7a0ea | 723 | blobdata[4*i+2]=(uint8_t)y>>8; // BIG ENDIAN (send FIRST the MOST SIGNIFICANT BYTE) |
mbedalvaro | 0:345b3bc7a0ea | 724 | blobdata[4*i+3]=(uint8_t)y; |
mbedalvaro | 0:345b3bc7a0ea | 725 | } |
mbedalvaro | 0:345b3bc7a0ea | 726 | osc.sendOscString(blobdata, 4*numMasses, &sendMes ); // second parameter is osc blob size in bytes |
mbedalvaro | 0:345b3bc7a0ea | 727 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 728 | } |
mbedalvaro | 0:345b3bc7a0ea | 729 | if (sendingLoopForces) { // ATTN: the force is the TOTAL force on the point (interesting perhaps for making sound...) |
mbedalvaro | 0:345b3bc7a0ea | 730 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 731 | for (int i = 0; i < numMasses; i++){ |
mbedalvaro | 0:345b3bc7a0ea | 732 | sprintf(auxstring, "/f%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 0:345b3bc7a0ea | 733 | sendMes.setSubAddress(auxstring); // ATTENTION: the host computer needs to know in advance how many points are in the loop (I did not implement "bundle" messages yet...) |
mbedalvaro | 0:345b3bc7a0ea | 734 | x=(long)(massesLoop[i].totalForce.x); |
mbedalvaro | 0:345b3bc7a0ea | 735 | y=(long)(massesLoop[i].totalForce.y); |
mbedalvaro | 0:345b3bc7a0ea | 736 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 0:345b3bc7a0ea | 737 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 738 | } |
mbedalvaro | 0:345b3bc7a0ea | 739 | } |
mbedalvaro | 0:345b3bc7a0ea | 740 | if (sendingLoopForcesLight) { // ATTN: the force is the TOTAL force on the point (interesting perhaps for making sound...) |
mbedalvaro | 0:345b3bc7a0ea | 741 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 742 | for (int i = 0; i < numMasses; i++){ |
mbedalvaro | 0:345b3bc7a0ea | 743 | sprintf(auxstring, "/g%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 0:345b3bc7a0ea | 744 | sendMes.setSubAddress(auxstring); // ATTENTION: the host computer needs to know in advance how many points are in the loop (I did not implement "bundle" messages yet...) |
mbedalvaro | 0:345b3bc7a0ea | 745 | x=(long)(1000*lightForce[i].x); |
mbedalvaro | 0:345b3bc7a0ea | 746 | y=(long)(1000*lightForce[i].y); |
mbedalvaro | 0:345b3bc7a0ea | 747 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 0:345b3bc7a0ea | 748 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 749 | } |
mbedalvaro | 0:345b3bc7a0ea | 750 | } |
mbedalvaro | 0:345b3bc7a0ea | 751 | |
mbedalvaro | 0:345b3bc7a0ea | 752 | if (sendingLoopRegions) { |
mbedalvaro | 0:345b3bc7a0ea | 753 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 754 | for (int i = 0; i < numMasses; i++){ |
mbedalvaro | 0:345b3bc7a0ea | 755 | sprintf(auxstring, "/r%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 0:345b3bc7a0ea | 756 | sendMes.setSubAddress(auxstring); // ATTENTION: the host computer needs to know in advance how many points are in the loop (I did not implement "bundle" messages yet...) |
mbedalvaro | 0:345b3bc7a0ea | 757 | x=(long)(displaySensingBuffer.lsdTrajectory[i].lightZone>0? 1 : 0); |
mbedalvaro | 0:345b3bc7a0ea | 758 | sendMes.setArgs( "i", &x); |
mbedalvaro | 0:345b3bc7a0ea | 759 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 760 | } |
mbedalvaro | 0:345b3bc7a0ea | 761 | } |
mbedalvaro | 0:345b3bc7a0ea | 762 | if (sendingLoopTouchWall) { // global touch wall for the loop (not per point) |
mbedalvaro | 0:345b3bc7a0ea | 763 | long wall; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 764 | sprintf(auxstring, "/bWall"); |
mbedalvaro | 0:345b3bc7a0ea | 765 | sendMes.setSubAddress(auxstring); |
mbedalvaro | 0:345b3bc7a0ea | 766 | wall=(long)(blobWallCollision? 1 : 0); |
mbedalvaro | 0:345b3bc7a0ea | 767 | sendMes.setArgs( "i", &wall); |
mbedalvaro | 0:345b3bc7a0ea | 768 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 769 | } |
mbedalvaro | 0:345b3bc7a0ea | 770 | // (c) Blob geometry: |
mbedalvaro | 0:345b3bc7a0ea | 771 | if (sendingBlobArea) { |
mbedalvaro | 0:345b3bc7a0ea | 772 | sendMes.setSubAddress("/area"); |
mbedalvaro | 0:345b3bc7a0ea | 773 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 774 | x=(long)(area);//approxArea); // area or approxArea |
mbedalvaro | 0:345b3bc7a0ea | 775 | sendMes.setArgs( "i", &x); |
mbedalvaro | 0:345b3bc7a0ea | 776 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 777 | } |
mbedalvaro | 0:345b3bc7a0ea | 778 | if (sendingBlobNormals) { |
mbedalvaro | 0:345b3bc7a0ea | 779 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 780 | for (int i = 0; i < numMasses; i++){ |
mbedalvaro | 0:345b3bc7a0ea | 781 | sprintf(auxstring, "nf%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 0:345b3bc7a0ea | 782 | sendMes.setSubAddress(auxstring); // ATTENTION: the host computer needs to know in advance how many points are in the loop (I did not implement "bundle" messages yet...) |
mbedalvaro | 0:345b3bc7a0ea | 783 | x=(long)(hairVector[i].x); y=(long)(hairVector[i].y); |
mbedalvaro | 0:345b3bc7a0ea | 784 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 0:345b3bc7a0ea | 785 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 786 | } |
mbedalvaro | 0:345b3bc7a0ea | 787 | } |
mbedalvaro | 0:345b3bc7a0ea | 788 | if (sendingBlobAngles) { |
mbedalvaro | 0:345b3bc7a0ea | 789 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 790 | for (int i = 0; i < numMasses; i++){ |
mbedalvaro | 0:345b3bc7a0ea | 791 | sprintf(auxstring, "/a%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 0:345b3bc7a0ea | 792 | sendMes.setSubAddress(auxstring); // ATTENTION: the host computer needs to know in advance how many points are in the loop (I did not implement "bundle" messages yet...) |
mbedalvaro | 0:345b3bc7a0ea | 793 | x=(long)(hairVector[i].angleDegHoriz()); |
mbedalvaro | 0:345b3bc7a0ea | 794 | sendMes.setArgs( "i", &x); |
mbedalvaro | 0:345b3bc7a0ea | 795 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 796 | } |
mbedalvaro | 0:345b3bc7a0ea | 797 | } |
mbedalvaro | 0:345b3bc7a0ea | 798 | // (d) Light sensing statistics: |
mbedalvaro | 0:345b3bc7a0ea | 799 | if (sendingBlobMaxMin) { |
mbedalvaro | 0:345b3bc7a0ea | 800 | sendMes.setSubAddress("/maxmin"); |
mbedalvaro | 0:345b3bc7a0ea | 801 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 802 | x=(long)(displaySensingBuffer.maxI); y=(long)(displaySensingBuffer.minI); |
mbedalvaro | 0:345b3bc7a0ea | 803 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 0:345b3bc7a0ea | 804 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 805 | } |
mbedalvaro | 0:345b3bc7a0ea | 806 | if (sendingLightForce) { |
mbedalvaro | 0:345b3bc7a0ea | 807 | sendMes.setSubAddress("/lforce"); |
mbedalvaro | 0:345b3bc7a0ea | 808 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 809 | x=(long)(totalLightForce.x); y=(long)(totalLightForce.y); |
mbedalvaro | 0:345b3bc7a0ea | 810 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 0:345b3bc7a0ea | 811 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 812 | } |
mbedalvaro | 0:345b3bc7a0ea | 813 | // (e) Recentering vector: (note: redundant with sendingLightForce, IF the correction angle is known). |
mbedalvaro | 0:345b3bc7a0ea | 814 | if (sendingRecenteringVector) { |
mbedalvaro | 0:345b3bc7a0ea | 815 | sendMes.setSubAddress("/rvector"); |
mbedalvaro | 0:345b3bc7a0ea | 816 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 817 | x=(long)(recenteringVectorLoop.x); y=(long)(recenteringVectorLoop.y); |
mbedalvaro | 0:345b3bc7a0ea | 818 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 0:345b3bc7a0ea | 819 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 820 | } |
mbedalvaro | 0:345b3bc7a0ea | 821 | if (sendingRecenteringAngle) { |
mbedalvaro | 0:345b3bc7a0ea | 822 | sendMes.setSubAddress("/rangle"); |
mbedalvaro | 0:345b3bc7a0ea | 823 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 824 | x=(long)(angleRecenteringVector); |
mbedalvaro | 0:345b3bc7a0ea | 825 | sendMes.setArgs( "i", &x); |
mbedalvaro | 0:345b3bc7a0ea | 826 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 827 | } |
mbedalvaro | 0:345b3bc7a0ea | 828 | if (sendingRecenteringNorm) { |
mbedalvaro | 0:345b3bc7a0ea | 829 | sendMes.setSubAddress("/rnorm"); |
mbedalvaro | 0:345b3bc7a0ea | 830 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 0:345b3bc7a0ea | 831 | x=(long)(normRecenteringVector); |
mbedalvaro | 0:345b3bc7a0ea | 832 | sendMes.setArgs( "i", &x); |
mbedalvaro | 0:345b3bc7a0ea | 833 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 834 | } |
mbedalvaro | 0:345b3bc7a0ea | 835 | |
mbedalvaro | 0:345b3bc7a0ea | 836 | if (sendingTouched) { |
mbedalvaro | 0:345b3bc7a0ea | 837 | sendMes.clearArgs(); // there are no arguments to send |
mbedalvaro | 0:345b3bc7a0ea | 838 | sendMes.setSubAddress("/touched"); |
mbedalvaro | 0:345b3bc7a0ea | 839 | osc.sendOsc( &sendMes ); |
mbedalvaro | 0:345b3bc7a0ea | 840 | } |
mbedalvaro | 0:345b3bc7a0ea | 841 | |
mbedalvaro | 0:345b3bc7a0ea | 842 | } // end of OSC sending per-spot |
mbedalvaro | 0:345b3bc7a0ea | 843 | |
mbedalvaro | 0:345b3bc7a0ea | 844 | // ===================== SERIAL ====================== |
mbedalvaro | 0:345b3bc7a0ea | 845 | if (sendSerial) { |
mbedalvaro | 0:345b3bc7a0ea | 846 | //.. to do |
mbedalvaro | 0:345b3bc7a0ea | 847 | } |
mbedalvaro | 0:345b3bc7a0ea | 848 | |
mbedalvaro | 0:345b3bc7a0ea | 849 | myled2=0; // for tests... |
mbedalvaro | 0:345b3bc7a0ea | 850 | } |
mbedalvaro | 0:345b3bc7a0ea | 851 |