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save loops
elasticLoop.h
- Committer:
- mbedalvaro
- Date:
- 2014-12-02
- Revision:
- 0:df6fdd9b99f0
File content as of revision 0:df6fdd9b99f0:
/* * elasticLoop.h * laserBlobPure * * Created by CASSINELLI ALVARO on 5/20/11. * Copyright 2011 TOKYO UNIVERSITY. All rights reserved. * */ #ifndef ELASTIC_LOOP #define ELASTIC_LOOP // Include the basic objects to create the loop #include "soundSpot.h" #include "classPointMass.h" #include "classSpring.h" #include <vector> using namespace std; //#define MAX_NUM_MASSES 50 //#define PI 3.1415926 enum ElasticLoopMode {RELAX, CONTRACT, CONTRACT_CENTRAL, CONTRACT_CENTRAL_FAST, CONTOUR_FOLLOWING, CONTOUR_FOLLOWING_FAST, BOUNCING}; class elasticLoop : public soundSpot { public: // Constructor and destructor: elasticLoop(); virtual ~elasticLoop(); // instantiation of the virtual methods of the base class (we don't need to append "virtual", but for clarity I do): void createBlob(int _id, ElasticLoopMode _elasticBlobMode, vector2Df _initPos, vector2Df _initSpeed); virtual void setRegionMotion(float mmix, float mmiy, float mmax, float mmay); // attention: initial position posX and posY should be inside this bounding box... virtual void update(vector2Df referencePos); // update dynamics of the mass loop virtual void draw(void); // draw the blob (renders on the laser trajectory object lsdTrajectory from the base class, using the openGL laser renderer - not yet done). virtual void computeBoundingBox(); virtual void sendDataSpecific(void); // Some behaviour parameters: virtual void setSpeed(float speed) {};// do nothing in the case of elastic loop for the time being... virtual void setSize(float size) {}; // do nothing in the case of elastic loop for the time being... virtual void speedFactor(float speedfactor); virtual void sizeFactor(float sizeFactor) {}; // do nothing in the case of elastic loop for the time being... virtual void explosion() {}; // nothing for the time being virtual vector2Df getCenter() {}; // nothing for the time being virtual void resetPositionSpeed() {};// nothing for the time being virtual void setPositionSpeed(vector2Df _pos, vector2Df _spe) {};// nothing for the time being virtual void showChildParameters(); // methods that are new to this class (not in base class): void initSizeBlob(int _numMasses); void createLoopFromScafold(void); void processLoopData(); // process elastic loop data // ====================== VARIABLES ====================== //ElasticLoopMode loopMode; // The loop of masses with springs: int numMasses; // Number of particles in the elastic loop (this may or may not be equal to the number of points in the lsdTrajectory) float integrationStepLoop; vector<pointMass> massesLoop; vector<spring> loopSpringArray; // NOTE: to save memory, we can drop hairVector (use lightForce instead, and then normalize it when required) vector<vector2Df> hairVector; // the perpendiculars to the loop vector<vector2Df> lightForce; //vector2D totalLightForce; // this belongs to the base class now // For the central anchor point: pointMass anchorMass; float integrationStepAnchor; vector<spring> centralSpringArray; // Detail modes (could be in a struct) // Behaviour mode: bool pseudopodesMode; bool slidingDirection; // for contour following bool springForcesOnLoop; bool lightForcesOnLoop; bool forceBorderOnLoop; bool recenteringForceOnLoop; bool nuclearForceOnLoop; bool interParticleForceOnLoop; bool forceInternalPressureOnLoop; bool recenteringForceOnNucleus; // Recentering vector (obtained by rotating the total light force by an arbitrary angle) for the anchor mass, and for each point in the loop // ex: if it is 180deg, then the blob just "bounces" on the zone transition; if it is 90, it does contour following... // The following are common to all blobs: // float angleCorrectionForceLoop; // vector2D recenteringVectorLoop; // float angleRecenteringVector; // auxiliary variables for sending data (for the recenteringVectorLoop) // float normRecenteringVector; float angleCorrectionForceNucleus; vector2Df recenteringVectorNucleus; // Numeric parameters: float massLoopParticle; float dampMotionMassesLoop; float massAnchor; float dampMotionAnchorMass; // initial size, position and center-mass speed of the elastic loop: float startRadius; //vector2D startCenter; // this belongs to the base class // vector2D startSpeed; // this belongs to base class float interSpringK, interSpringRelax; float centralSpringK, centralSpringRelax; float factorLightForce; float factorRecenteringAnchorMass; float factorRecenteringLoopMass; float factorPressureLoopMass; float factorForceBorder; float interParticleRange, factorInterParticleForce; // zach like blob force // SOUND SENDING MODES (specific to this kind of blob object): /* // (a) anchor mass data: bool sendingAnchorPosition; bool sendingAnchorForce; // this is the total force on the anchor mass, not just the recentering force bool sendingAnchorTouchWall; // (b) data from blob points: bool sendingLoopPositions; bool sendingLoopForces;// this is not just the forces from light, but all the forces in each particle bool sendingLoopForcesLight; bool sendingLoopRegions; // from this we can detect "hits" bool sendingLoopTouchWall; // (c) Blob geometry: bool sendingBlobArea; bool sendingBlobNormals; bool sendingBlobAngles; // redundant with sendingBlobNormals, but simplified (only angle of normal) */ }; #endif