Alvaro Cassinelli
/
skinGames_forktest
just a test
Fork of scoreLight_Advanced by
elasticLoop.cpp@30:d8af03f01cd4, 2012-09-21 (annotated)
- Committer:
- mbedalvaro
- Date:
- Fri Sep 21 10:02:35 2012 +0000
- Revision:
- 30:d8af03f01cd4
- Parent:
- 27:1ce994629ffc
- Child:
- 31:5f039cbddee8
first commit. Not yet functional. Added ghost and pacman game modes, but the behaviour of these "rigid spots" is not implemented yet
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
mbedalvaro | 30:d8af03f01cd4 | 1 | /* |
mbedalvaro | 30:d8af03f01cd4 | 2 | * elasticLoop.cpp |
mbedalvaro | 30:d8af03f01cd4 | 3 | * laserBlobPure |
mbedalvaro | 30:d8af03f01cd4 | 4 | * |
mbedalvaro | 30:d8af03f01cd4 | 5 | * Created by CASSINELLI ALVARO on 5/20/11. |
mbedalvaro | 30:d8af03f01cd4 | 6 | * Copyright 2011 TOKYO UNIVERSITY. All rights reserved. |
mbedalvaro | 30:d8af03f01cd4 | 7 | * |
mbedalvaro | 30:d8af03f01cd4 | 8 | */ |
mbedalvaro | 30:d8af03f01cd4 | 9 | |
mbedalvaro | 30:d8af03f01cd4 | 10 | #include "elasticLoop.h" |
mbedalvaro | 30:d8af03f01cd4 | 11 | |
mbedalvaro | 30:d8af03f01cd4 | 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 | 30:d8af03f01cd4 | 13 | #include "hardwareIO.h" |
mbedalvaro | 30:d8af03f01cd4 | 14 | |
mbedalvaro | 30:d8af03f01cd4 | 15 | elasticLoop::elasticLoop() { |
mbedalvaro | 30:d8af03f01cd4 | 16 | } |
mbedalvaro | 30:d8af03f01cd4 | 17 | |
mbedalvaro | 30:d8af03f01cd4 | 18 | elasticLoop::~elasticLoop() { |
mbedalvaro | 30:d8af03f01cd4 | 19 | // no need to do clear, this is done by default when clearing the vector container? |
mbedalvaro | 30:d8af03f01cd4 | 20 | massesLoop.clear(); |
mbedalvaro | 30:d8af03f01cd4 | 21 | loopSpringArray.clear(); |
mbedalvaro | 30:d8af03f01cd4 | 22 | hairVector.clear(); |
mbedalvaro | 30:d8af03f01cd4 | 23 | lightForce.clear(); |
mbedalvaro | 30:d8af03f01cd4 | 24 | centralSpringArray.clear(); |
mbedalvaro | 30:d8af03f01cd4 | 25 | displaySensingBuffer.lsdTrajectory.clear(); |
mbedalvaro | 30:d8af03f01cd4 | 26 | } |
mbedalvaro | 30:d8af03f01cd4 | 27 | |
mbedalvaro | 30:d8af03f01cd4 | 28 | |
mbedalvaro | 30:d8af03f01cd4 | 29 | void elasticLoop::createBlob(int _id, ElasticLoopMode _elasticBlobMode, vector2Df _initPos, vector2Df _initSpeed) { |
mbedalvaro | 30:d8af03f01cd4 | 30 | // (1) set ID: |
mbedalvaro | 30:d8af03f01cd4 | 31 | identifier=_id; |
mbedalvaro | 30:d8af03f01cd4 | 32 | |
mbedalvaro | 30:d8af03f01cd4 | 33 | startCenter=_initPos; |
mbedalvaro | 30:d8af03f01cd4 | 34 | startSpeed=_initSpeed; |
mbedalvaro | 30:d8af03f01cd4 | 35 | |
mbedalvaro | 30:d8af03f01cd4 | 36 | // (2) Initialize common variables of all blobs (base class): |
mbedalvaro | 30:d8af03f01cd4 | 37 | initCommonVariables(); |
mbedalvaro | 30:d8af03f01cd4 | 38 | |
mbedalvaro | 30:d8af03f01cd4 | 39 | // (3) initialize common variables for the elastic blob types: |
mbedalvaro | 30:d8af03f01cd4 | 40 | slidingDirection=true; // (will change when touching wall) |
mbedalvaro | 30:d8af03f01cd4 | 41 | // Sending data: |
mbedalvaro | 30:d8af03f01cd4 | 42 | periodSendingData=15; // in ms |
mbedalvaro | 30:d8af03f01cd4 | 43 | sendingLoopPositions=false; |
mbedalvaro | 30:d8af03f01cd4 | 44 | sendingBlobArea=true; |
mbedalvaro | 30:d8af03f01cd4 | 45 | sendingKineticEnergy=true; |
mbedalvaro | 30:d8af03f01cd4 | 46 | sendingOnlyWhenTouch=false; // send ALWAYS, regardless of the fact the blob is being touched or not. |
mbedalvaro | 30:d8af03f01cd4 | 47 | |
mbedalvaro | 30:d8af03f01cd4 | 48 | // (3) Initialize secondary variables depending on the blob type and mode: |
mbedalvaro | 30:d8af03f01cd4 | 49 | |
mbedalvaro | 30:d8af03f01cd4 | 50 | // NOTE (!): the mode does not affect the update method; in fact, all these elastic loops have different behaviours because of different parameters (but the booleans modes could |
mbedalvaro | 30:d8af03f01cd4 | 51 | // actually be "condensed" in a mode...) |
mbedalvaro | 30:d8af03f01cd4 | 52 | |
mbedalvaro | 30:d8af03f01cd4 | 53 | switch (_elasticBlobMode) { |
mbedalvaro | 30:d8af03f01cd4 | 54 | case RELAX: |
mbedalvaro | 30:d8af03f01cd4 | 55 | |
mbedalvaro | 30:d8af03f01cd4 | 56 | // Name of this kind of spot: |
mbedalvaro | 30:d8af03f01cd4 | 57 | sprintf(spotName,"loop_relax"); //this is an relaxing elastic loop |
mbedalvaro | 30:d8af03f01cd4 | 58 | |
mbedalvaro | 30:d8af03f01cd4 | 59 | // Color: (use parameter in the future): |
mbedalvaro | 30:d8af03f01cd4 | 60 | //setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 30:d8af03f01cd4 | 61 | setColor(0x04); |
mbedalvaro | 30:d8af03f01cd4 | 62 | |
mbedalvaro | 30:d8af03f01cd4 | 63 | // default (initial) shape (the scafold belongs to the base class): |
mbedalvaro | 30:d8af03f01cd4 | 64 | startRadius=400; |
mbedalvaro | 30:d8af03f01cd4 | 65 | bluePrint.buildCircularScafold(startRadius, vector2Dd(0,0), 40); //(float _radius, vector2Dd _pos, int _numScafoldPoints); |
mbedalvaro | 30:d8af03f01cd4 | 66 | |
mbedalvaro | 30:d8af03f01cd4 | 67 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 30:d8af03f01cd4 | 68 | massLoopParticle=0.25; |
mbedalvaro | 30:d8af03f01cd4 | 69 | dampMotionMassesLoop=0.025;//0.17; |
mbedalvaro | 30:d8af03f01cd4 | 70 | massAnchor=2.0; |
mbedalvaro | 30:d8af03f01cd4 | 71 | dampMotionAnchorMass=0.001; |
mbedalvaro | 30:d8af03f01cd4 | 72 | // Springs: |
mbedalvaro | 30:d8af03f01cd4 | 73 | centralSpringK=0.3; |
mbedalvaro | 30:d8af03f01cd4 | 74 | centralSpringRelax=startRadius;// use the radius of the scafold |
mbedalvaro | 30:d8af03f01cd4 | 75 | interSpringK=0.46; |
mbedalvaro | 30:d8af03f01cd4 | 76 | interSpringRelax=20; |
mbedalvaro | 30:d8af03f01cd4 | 77 | // for "zack-like" blob: |
mbedalvaro | 30:d8af03f01cd4 | 78 | interParticleRange=100; |
mbedalvaro | 30:d8af03f01cd4 | 79 | factorInterParticleForce=18.0; |
mbedalvaro | 30:d8af03f01cd4 | 80 | |
mbedalvaro | 30:d8af03f01cd4 | 81 | searchActive=false; |
mbedalvaro | 30:d8af03f01cd4 | 82 | pseudopodesMode=false; // this is for contour following. |
mbedalvaro | 30:d8af03f01cd4 | 83 | |
mbedalvaro | 30:d8af03f01cd4 | 84 | // Active/inactive forces: |
mbedalvaro | 30:d8af03f01cd4 | 85 | springForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 86 | lightForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 87 | forceBorderOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 88 | nuclearForceOnLoop=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 89 | interParticleForceOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 90 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 30:d8af03f01cd4 | 91 | |
mbedalvaro | 30:d8af03f01cd4 | 92 | // Recentering vector: |
mbedalvaro | 30:d8af03f01cd4 | 93 | angleCorrectionForceLoop=0;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 94 | recenteringForceOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 95 | angleCorrectionForceNucleus=0;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 96 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 97 | |
mbedalvaro | 30:d8af03f01cd4 | 98 | factorLightForce=4.0;//3.0;//8.0; |
mbedalvaro | 30:d8af03f01cd4 | 99 | factorRecenteringAnchorMass=20.0/bluePrint.scafold.size(); // use number of points in the scafold |
mbedalvaro | 30:d8af03f01cd4 | 100 | factorRecenteringLoopMass=0.3; |
mbedalvaro | 30:d8af03f01cd4 | 101 | factorPressureLoopMass=1.0; |
mbedalvaro | 30:d8af03f01cd4 | 102 | factorForceBorder=4.5; |
mbedalvaro | 30:d8af03f01cd4 | 103 | |
mbedalvaro | 30:d8af03f01cd4 | 104 | // per-blob mirror delay (if things were well adjusted - in particular mirror waiting times, then this could be 0. |
mbedalvaro | 30:d8af03f01cd4 | 105 | //But in case of unique blobs, it may be interesting to accelerate display AND correct the delay by software): |
mbedalvaro | 30:d8af03f01cd4 | 106 | displaySensingBuffer.setDelayMirrors(2); |
mbedalvaro | 30:d8af03f01cd4 | 107 | |
mbedalvaro | 30:d8af03f01cd4 | 108 | break; |
mbedalvaro | 30:d8af03f01cd4 | 109 | |
mbedalvaro | 30:d8af03f01cd4 | 110 | case CONTRACT: |
mbedalvaro | 30:d8af03f01cd4 | 111 | |
mbedalvaro | 30:d8af03f01cd4 | 112 | sprintf(spotName,"loop_contract"); //this is an relaxing elastic loop |
mbedalvaro | 30:d8af03f01cd4 | 113 | |
mbedalvaro | 30:d8af03f01cd4 | 114 | setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 30:d8af03f01cd4 | 115 | |
mbedalvaro | 30:d8af03f01cd4 | 116 | // default (initial) shape: |
mbedalvaro | 30:d8af03f01cd4 | 117 | startRadius =400; |
mbedalvaro | 30:d8af03f01cd4 | 118 | bluePrint.buildCircularScafold(startRadius, vector2Dd(0,0), 40); //(float _radius, vector2Dd _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 30:d8af03f01cd4 | 119 | |
mbedalvaro | 30:d8af03f01cd4 | 120 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 30:d8af03f01cd4 | 121 | massLoopParticle=0.25; |
mbedalvaro | 30:d8af03f01cd4 | 122 | dampMotionMassesLoop=0.024;//0.17; |
mbedalvaro | 30:d8af03f01cd4 | 123 | massAnchor=2.0; |
mbedalvaro | 30:d8af03f01cd4 | 124 | dampMotionAnchorMass=0.001; |
mbedalvaro | 30:d8af03f01cd4 | 125 | // Springs: |
mbedalvaro | 30:d8af03f01cd4 | 126 | centralSpringK=0.5; |
mbedalvaro | 30:d8af03f01cd4 | 127 | centralSpringRelax=startRadius; |
mbedalvaro | 30:d8af03f01cd4 | 128 | interSpringK=0.4;//46; |
mbedalvaro | 30:d8af03f01cd4 | 129 | interSpringRelax=30; |
mbedalvaro | 30:d8af03f01cd4 | 130 | // for "zack-like" blob: |
mbedalvaro | 30:d8af03f01cd4 | 131 | interParticleRange=100; |
mbedalvaro | 30:d8af03f01cd4 | 132 | factorInterParticleForce=18.0; |
mbedalvaro | 30:d8af03f01cd4 | 133 | |
mbedalvaro | 30:d8af03f01cd4 | 134 | searchActive=false; |
mbedalvaro | 30:d8af03f01cd4 | 135 | pseudopodesMode=false; // this is for contour following. |
mbedalvaro | 30:d8af03f01cd4 | 136 | |
mbedalvaro | 30:d8af03f01cd4 | 137 | // Active/Inactive Forces: |
mbedalvaro | 30:d8af03f01cd4 | 138 | springForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 139 | lightForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 140 | forceBorderOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 141 | nuclearForceOnLoop=true;//true; |
mbedalvaro | 30:d8af03f01cd4 | 142 | interParticleForceOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 143 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 30:d8af03f01cd4 | 144 | // Recentering vector: |
mbedalvaro | 30:d8af03f01cd4 | 145 | angleCorrectionForceLoop=0;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 146 | recenteringForceOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 147 | angleCorrectionForceNucleus=0;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 148 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 149 | |
mbedalvaro | 30:d8af03f01cd4 | 150 | factorLightForce=6.0;//3.0;//8.0; |
mbedalvaro | 30:d8af03f01cd4 | 151 | factorRecenteringAnchorMass=20.0/bluePrint.scafold.size(); |
mbedalvaro | 30:d8af03f01cd4 | 152 | factorRecenteringLoopMass=0.3; |
mbedalvaro | 30:d8af03f01cd4 | 153 | factorPressureLoopMass=1.0; |
mbedalvaro | 30:d8af03f01cd4 | 154 | factorForceBorder=4.5; |
mbedalvaro | 30:d8af03f01cd4 | 155 | |
mbedalvaro | 30:d8af03f01cd4 | 156 | // per-blob mirror delay (if things were well adjusted - in particular mirror waiting times, then this could be 0. |
mbedalvaro | 30:d8af03f01cd4 | 157 | //But in case of unique blobs, it may be interesting to accelerate display AND correct the delay by software): |
mbedalvaro | 30:d8af03f01cd4 | 158 | displaySensingBuffer.setDelayMirrors(2); // per-blob mirror delay (if things were well adjusted - in particular mirror waiting times, then this could be 0. |
mbedalvaro | 30:d8af03f01cd4 | 159 | |
mbedalvaro | 30:d8af03f01cd4 | 160 | break; |
mbedalvaro | 30:d8af03f01cd4 | 161 | case CONTRACT_CENTRAL: |
mbedalvaro | 30:d8af03f01cd4 | 162 | |
mbedalvaro | 30:d8af03f01cd4 | 163 | sprintf(spotName,"contract_central"); |
mbedalvaro | 30:d8af03f01cd4 | 164 | |
mbedalvaro | 30:d8af03f01cd4 | 165 | //setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 30:d8af03f01cd4 | 166 | setColor(0x04); |
mbedalvaro | 30:d8af03f01cd4 | 167 | |
mbedalvaro | 30:d8af03f01cd4 | 168 | // default (initial) shape: |
mbedalvaro | 30:d8af03f01cd4 | 169 | startRadius=400; |
mbedalvaro | 30:d8af03f01cd4 | 170 | bluePrint.buildCircularScafold(startRadius, vector2Dd(0,0), 45); //(float _radius, vector2Dd _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 30:d8af03f01cd4 | 171 | |
mbedalvaro | 30:d8af03f01cd4 | 172 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 30:d8af03f01cd4 | 173 | massLoopParticle=0.3; |
mbedalvaro | 30:d8af03f01cd4 | 174 | dampMotionMassesLoop=0.023;//0.17; |
mbedalvaro | 30:d8af03f01cd4 | 175 | massAnchor=0.5; |
mbedalvaro | 30:d8af03f01cd4 | 176 | dampMotionAnchorMass=0.001; |
mbedalvaro | 30:d8af03f01cd4 | 177 | // Springs: |
mbedalvaro | 30:d8af03f01cd4 | 178 | centralSpringK=0.3; |
mbedalvaro | 30:d8af03f01cd4 | 179 | centralSpringRelax=startRadius; |
mbedalvaro | 30:d8af03f01cd4 | 180 | interSpringK=0.54;//46; |
mbedalvaro | 30:d8af03f01cd4 | 181 | interSpringRelax=30; |
mbedalvaro | 30:d8af03f01cd4 | 182 | // for "zack-like" blob: |
mbedalvaro | 30:d8af03f01cd4 | 183 | interParticleRange=100; |
mbedalvaro | 30:d8af03f01cd4 | 184 | factorInterParticleForce=18.0; |
mbedalvaro | 30:d8af03f01cd4 | 185 | |
mbedalvaro | 30:d8af03f01cd4 | 186 | searchActive=false; |
mbedalvaro | 30:d8af03f01cd4 | 187 | pseudopodesMode=false; // this is for contour following. |
mbedalvaro | 30:d8af03f01cd4 | 188 | |
mbedalvaro | 30:d8af03f01cd4 | 189 | // Active/Inactive Forces: |
mbedalvaro | 30:d8af03f01cd4 | 190 | springForcesOnLoop= true; |
mbedalvaro | 30:d8af03f01cd4 | 191 | lightForcesOnLoop= true; |
mbedalvaro | 30:d8af03f01cd4 | 192 | forceBorderOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 193 | nuclearForceOnLoop=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 194 | interParticleForceOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 195 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 30:d8af03f01cd4 | 196 | // Recentering vector: |
mbedalvaro | 30:d8af03f01cd4 | 197 | angleCorrectionForceLoop=0;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 198 | recenteringForceOnLoop=false ; //true; !!!!!!!!!!!!!!! |
mbedalvaro | 30:d8af03f01cd4 | 199 | angleCorrectionForceNucleus=0;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 200 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 201 | |
mbedalvaro | 30:d8af03f01cd4 | 202 | factorLightForce=6.3;//4.3; |
mbedalvaro | 30:d8af03f01cd4 | 203 | factorRecenteringAnchorMass= 20.0/bluePrint.scafold.size(); |
mbedalvaro | 30:d8af03f01cd4 | 204 | factorRecenteringLoopMass=0.045; |
mbedalvaro | 30:d8af03f01cd4 | 205 | factorPressureLoopMass=1.5; |
mbedalvaro | 30:d8af03f01cd4 | 206 | factorForceBorder=150; |
mbedalvaro | 30:d8af03f01cd4 | 207 | |
mbedalvaro | 30:d8af03f01cd4 | 208 | // per-blob mirror delay (if things were well adjusted - in particular mirror waiting times, then this could be 0. |
mbedalvaro | 30:d8af03f01cd4 | 209 | //But in case of unique blobs, it may be interesting to accelerate display AND correct the delay by software): |
mbedalvaro | 30:d8af03f01cd4 | 210 | displaySensingBuffer.setDelayMirrors(4); |
mbedalvaro | 30:d8af03f01cd4 | 211 | |
mbedalvaro | 30:d8af03f01cd4 | 212 | break; |
mbedalvaro | 30:d8af03f01cd4 | 213 | |
mbedalvaro | 30:d8af03f01cd4 | 214 | case CONTRACT_CENTRAL_FAST: |
mbedalvaro | 30:d8af03f01cd4 | 215 | |
mbedalvaro | 30:d8af03f01cd4 | 216 | //setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 30:d8af03f01cd4 | 217 | setColor(0x04); |
mbedalvaro | 30:d8af03f01cd4 | 218 | |
mbedalvaro | 30:d8af03f01cd4 | 219 | // default (initial) shape: |
mbedalvaro | 30:d8af03f01cd4 | 220 | startRadius=150; |
mbedalvaro | 30:d8af03f01cd4 | 221 | bluePrint.buildCircularScafold(startRadius, vector2Dd(0,0), 40); //(float _radius, vector2Dd _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 30:d8af03f01cd4 | 222 | |
mbedalvaro | 30:d8af03f01cd4 | 223 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 30:d8af03f01cd4 | 224 | massLoopParticle=0.06; |
mbedalvaro | 30:d8af03f01cd4 | 225 | dampMotionMassesLoop=0.021;//0.17; |
mbedalvaro | 30:d8af03f01cd4 | 226 | massAnchor=0.5; |
mbedalvaro | 30:d8af03f01cd4 | 227 | dampMotionAnchorMass=0.01; |
mbedalvaro | 30:d8af03f01cd4 | 228 | // Springs: |
mbedalvaro | 30:d8af03f01cd4 | 229 | centralSpringK=0.3; |
mbedalvaro | 30:d8af03f01cd4 | 230 | centralSpringRelax=startRadius; |
mbedalvaro | 30:d8af03f01cd4 | 231 | interSpringK=0.54;//46; |
mbedalvaro | 30:d8af03f01cd4 | 232 | interSpringRelax=40; |
mbedalvaro | 30:d8af03f01cd4 | 233 | // for "zack-like" blob: |
mbedalvaro | 30:d8af03f01cd4 | 234 | interParticleRange=150; |
mbedalvaro | 30:d8af03f01cd4 | 235 | factorInterParticleForce=160.0; |
mbedalvaro | 30:d8af03f01cd4 | 236 | |
mbedalvaro | 30:d8af03f01cd4 | 237 | searchActive=false; |
mbedalvaro | 30:d8af03f01cd4 | 238 | pseudopodesMode=false; // this is for contour following. |
mbedalvaro | 30:d8af03f01cd4 | 239 | |
mbedalvaro | 30:d8af03f01cd4 | 240 | // Active/Inactive Forces: |
mbedalvaro | 30:d8af03f01cd4 | 241 | springForcesOnLoop= true; |
mbedalvaro | 30:d8af03f01cd4 | 242 | lightForcesOnLoop= true; |
mbedalvaro | 30:d8af03f01cd4 | 243 | forceBorderOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 244 | nuclearForceOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 245 | interParticleForceOnLoop=true; //!!! |
mbedalvaro | 30:d8af03f01cd4 | 246 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 30:d8af03f01cd4 | 247 | // Recentering vector: |
mbedalvaro | 30:d8af03f01cd4 | 248 | angleCorrectionForceLoop=90;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 249 | recenteringForceOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 250 | angleCorrectionForceNucleus=0;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 251 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 252 | |
mbedalvaro | 30:d8af03f01cd4 | 253 | factorLightForce=-4;//3.0;//8.0; |
mbedalvaro | 30:d8af03f01cd4 | 254 | factorRecenteringAnchorMass= 20.0/bluePrint.scafold.size(); |
mbedalvaro | 30:d8af03f01cd4 | 255 | factorRecenteringLoopMass=0.06; |
mbedalvaro | 30:d8af03f01cd4 | 256 | factorPressureLoopMass=1.5; |
mbedalvaro | 30:d8af03f01cd4 | 257 | factorForceBorder=150; |
mbedalvaro | 30:d8af03f01cd4 | 258 | |
mbedalvaro | 30:d8af03f01cd4 | 259 | displaySensingBuffer.setDelayMirrors(70); |
mbedalvaro | 30:d8af03f01cd4 | 260 | break; |
mbedalvaro | 30:d8af03f01cd4 | 261 | |
mbedalvaro | 30:d8af03f01cd4 | 262 | case CONTOUR_FOLLOWING: |
mbedalvaro | 30:d8af03f01cd4 | 263 | sprintf(spotName,"following"); //this is a contour-following loop |
mbedalvaro | 30:d8af03f01cd4 | 264 | |
mbedalvaro | 30:d8af03f01cd4 | 265 | //setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 30:d8af03f01cd4 | 266 | setColor(0x04); |
mbedalvaro | 30:d8af03f01cd4 | 267 | |
mbedalvaro | 30:d8af03f01cd4 | 268 | // default (initial) shape: |
mbedalvaro | 30:d8af03f01cd4 | 269 | startRadius=100; |
mbedalvaro | 30:d8af03f01cd4 | 270 | bluePrint.buildCircularScafold(startRadius, vector2Dd(0,0), 20); //(float _radius, vector2Dd _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 30:d8af03f01cd4 | 271 | |
mbedalvaro | 30:d8af03f01cd4 | 272 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 30:d8af03f01cd4 | 273 | massLoopParticle=0.05; |
mbedalvaro | 30:d8af03f01cd4 | 274 | dampMotionMassesLoop=0.27;//0.17; |
mbedalvaro | 30:d8af03f01cd4 | 275 | massAnchor=3.0; |
mbedalvaro | 30:d8af03f01cd4 | 276 | dampMotionAnchorMass=0.03; |
mbedalvaro | 30:d8af03f01cd4 | 277 | // Springs: |
mbedalvaro | 30:d8af03f01cd4 | 278 | centralSpringK=0.4; |
mbedalvaro | 30:d8af03f01cd4 | 279 | centralSpringRelax=100;//bluePrint.radius; |
mbedalvaro | 30:d8af03f01cd4 | 280 | interSpringK=0.4;//46; |
mbedalvaro | 30:d8af03f01cd4 | 281 | interSpringRelax=0.7*startRadius*2*sin(1.0* PI/ bluePrint.scafold.size()); // if factor=1, this makes for a perfect polygon at relax for all springs... |
mbedalvaro | 30:d8af03f01cd4 | 282 | // for "zack-like" blob: |
mbedalvaro | 30:d8af03f01cd4 | 283 | interParticleRange=70; |
mbedalvaro | 30:d8af03f01cd4 | 284 | factorInterParticleForce=4.0; |
mbedalvaro | 30:d8af03f01cd4 | 285 | |
mbedalvaro | 30:d8af03f01cd4 | 286 | searchActive=true; |
mbedalvaro | 30:d8af03f01cd4 | 287 | pseudopodesMode=true; // this is for contour following. |
mbedalvaro | 30:d8af03f01cd4 | 288 | |
mbedalvaro | 30:d8af03f01cd4 | 289 | // Active/Inactive Forces: |
mbedalvaro | 30:d8af03f01cd4 | 290 | springForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 291 | lightForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 292 | forceBorderOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 293 | nuclearForceOnLoop=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 294 | interParticleForceOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 295 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 30:d8af03f01cd4 | 296 | // Recentering vector: |
mbedalvaro | 30:d8af03f01cd4 | 297 | angleCorrectionForceLoop=240;//239;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 298 | recenteringForceOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 299 | angleCorrectionForceNucleus=180;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 300 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 301 | |
mbedalvaro | 30:d8af03f01cd4 | 302 | factorLightForce=2.23;//3.0;//8.0; |
mbedalvaro | 30:d8af03f01cd4 | 303 | factorRecenteringAnchorMass=1.0;//20.0/scafold.size(); |
mbedalvaro | 30:d8af03f01cd4 | 304 | factorRecenteringLoopMass=0.09; |
mbedalvaro | 30:d8af03f01cd4 | 305 | factorPressureLoopMass=1.5; |
mbedalvaro | 30:d8af03f01cd4 | 306 | factorForceBorder=150; |
mbedalvaro | 30:d8af03f01cd4 | 307 | // per-blob mirror delay (if things were well adjusted - in particular mirror waiting times, then this could be 0. |
mbedalvaro | 30:d8af03f01cd4 | 308 | //But in case of unique blobs, it may be interesting to accelerate display AND correct the delay by software): |
mbedalvaro | 30:d8af03f01cd4 | 309 | displaySensingBuffer.setDelayMirrors(4); |
mbedalvaro | 30:d8af03f01cd4 | 310 | |
mbedalvaro | 30:d8af03f01cd4 | 311 | break; |
mbedalvaro | 30:d8af03f01cd4 | 312 | case CONTOUR_FOLLOWING_FAST: |
mbedalvaro | 30:d8af03f01cd4 | 313 | sprintf(spotName,"following_fast"); |
mbedalvaro | 30:d8af03f01cd4 | 314 | |
mbedalvaro | 30:d8af03f01cd4 | 315 | setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 30:d8af03f01cd4 | 316 | |
mbedalvaro | 30:d8af03f01cd4 | 317 | // default (initial) shape: |
mbedalvaro | 30:d8af03f01cd4 | 318 | startRadius=100; |
mbedalvaro | 30:d8af03f01cd4 | 319 | bluePrint.buildCircularScafold(startRadius, vector2Dd(0,0), 30); //(float _radius, vector2Dd _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 30:d8af03f01cd4 | 320 | |
mbedalvaro | 30:d8af03f01cd4 | 321 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 30:d8af03f01cd4 | 322 | massLoopParticle=0.05; |
mbedalvaro | 30:d8af03f01cd4 | 323 | dampMotionMassesLoop=0.27;//0.17; |
mbedalvaro | 30:d8af03f01cd4 | 324 | massAnchor=3.0; |
mbedalvaro | 30:d8af03f01cd4 | 325 | dampMotionAnchorMass=0.03; |
mbedalvaro | 30:d8af03f01cd4 | 326 | // Springs: |
mbedalvaro | 30:d8af03f01cd4 | 327 | centralSpringK=-200; |
mbedalvaro | 30:d8af03f01cd4 | 328 | centralSpringRelax=100;//bluePrint.radius; |
mbedalvaro | 30:d8af03f01cd4 | 329 | interSpringK=0.5;//46; |
mbedalvaro | 30:d8af03f01cd4 | 330 | interSpringRelax=0.7*startRadius*2*sin(1.0* PI/bluePrint.scafold.size()); // if factor=1, this makes for a perfect polygon at relax for all springs... |
mbedalvaro | 30:d8af03f01cd4 | 331 | // for "zack-like" blob: |
mbedalvaro | 30:d8af03f01cd4 | 332 | interParticleRange=80; |
mbedalvaro | 30:d8af03f01cd4 | 333 | factorInterParticleForce=4.0; |
mbedalvaro | 30:d8af03f01cd4 | 334 | |
mbedalvaro | 30:d8af03f01cd4 | 335 | searchActive=false; |
mbedalvaro | 30:d8af03f01cd4 | 336 | pseudopodesMode=true; // this is for contour following. |
mbedalvaro | 30:d8af03f01cd4 | 337 | |
mbedalvaro | 30:d8af03f01cd4 | 338 | // Active/Inactive Forces: |
mbedalvaro | 30:d8af03f01cd4 | 339 | springForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 340 | lightForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 341 | forceBorderOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 342 | nuclearForceOnLoop=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 343 | interParticleForceOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 344 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 30:d8af03f01cd4 | 345 | // Recentering vector: |
mbedalvaro | 30:d8af03f01cd4 | 346 | angleCorrectionForceLoop=243;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 347 | recenteringForceOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 348 | angleCorrectionForceNucleus=180;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 349 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 350 | |
mbedalvaro | 30:d8af03f01cd4 | 351 | factorLightForce=2.3;//3.0;//8.0; |
mbedalvaro | 30:d8af03f01cd4 | 352 | factorRecenteringAnchorMass=1.0;//20.0/bluePrint.scafold.size(); |
mbedalvaro | 30:d8af03f01cd4 | 353 | factorRecenteringLoopMass=0.09; |
mbedalvaro | 30:d8af03f01cd4 | 354 | factorPressureLoopMass=1.5; |
mbedalvaro | 30:d8af03f01cd4 | 355 | factorForceBorder=150; |
mbedalvaro | 30:d8af03f01cd4 | 356 | |
mbedalvaro | 30:d8af03f01cd4 | 357 | // per-blob mirror delay (if things were well adjusted - in particular mirror waiting times, then this could be 0. |
mbedalvaro | 30:d8af03f01cd4 | 358 | //But in case of unique blobs, it may be interesting to accelerate display AND correct the delay by software): |
mbedalvaro | 30:d8af03f01cd4 | 359 | displaySensingBuffer.setDelayMirrors(2); |
mbedalvaro | 30:d8af03f01cd4 | 360 | break; |
mbedalvaro | 30:d8af03f01cd4 | 361 | case BOUNCING: |
mbedalvaro | 30:d8af03f01cd4 | 362 | sprintf(spotName,"bouncing"); |
mbedalvaro | 30:d8af03f01cd4 | 363 | |
mbedalvaro | 30:d8af03f01cd4 | 364 | setColor(0x07);//0x04+0x02>>i); |
mbedalvaro | 30:d8af03f01cd4 | 365 | |
mbedalvaro | 30:d8af03f01cd4 | 366 | // default (initial) shape: |
mbedalvaro | 30:d8af03f01cd4 | 367 | startRadius=70; |
mbedalvaro | 30:d8af03f01cd4 | 368 | bluePrint.buildCircularScafold(startRadius, vector2Dd(0,0), 20); //(float _radius, vector2Dd _pos,vector2D _vel, int _numScafoldPoints); |
mbedalvaro | 30:d8af03f01cd4 | 369 | |
mbedalvaro | 30:d8af03f01cd4 | 370 | // Numeric parameters for the simulated mechanical system: |
mbedalvaro | 30:d8af03f01cd4 | 371 | massLoopParticle=5.0; |
mbedalvaro | 30:d8af03f01cd4 | 372 | dampMotionMassesLoop=0.001;//0.17; |
mbedalvaro | 30:d8af03f01cd4 | 373 | massAnchor=1.0; |
mbedalvaro | 30:d8af03f01cd4 | 374 | dampMotionAnchorMass=0.002; |
mbedalvaro | 30:d8af03f01cd4 | 375 | // Springs: |
mbedalvaro | 30:d8af03f01cd4 | 376 | centralSpringK=1.0; |
mbedalvaro | 30:d8af03f01cd4 | 377 | centralSpringRelax=70;//bluePrint.radius; |
mbedalvaro | 30:d8af03f01cd4 | 378 | interSpringK=0.4;//46; |
mbedalvaro | 30:d8af03f01cd4 | 379 | interSpringRelax==1.0*startRadius*2*sin(1.0* PI/bluePrint.scafold.size()); // if factor=1, this makes for a perfect polygon at relax for all springs... |
mbedalvaro | 30:d8af03f01cd4 | 380 | // for "zack-like" blob: |
mbedalvaro | 30:d8af03f01cd4 | 381 | interParticleRange=100; |
mbedalvaro | 30:d8af03f01cd4 | 382 | factorInterParticleForce=3.0; |
mbedalvaro | 30:d8af03f01cd4 | 383 | |
mbedalvaro | 30:d8af03f01cd4 | 384 | searchActive=false; |
mbedalvaro | 30:d8af03f01cd4 | 385 | pseudopodesMode=false; // this is for contour following. |
mbedalvaro | 30:d8af03f01cd4 | 386 | |
mbedalvaro | 30:d8af03f01cd4 | 387 | // Active/Inactive Forces: |
mbedalvaro | 30:d8af03f01cd4 | 388 | springForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 389 | lightForcesOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 390 | forceBorderOnLoop=true; |
mbedalvaro | 30:d8af03f01cd4 | 391 | nuclearForceOnLoop=true;//true; |
mbedalvaro | 30:d8af03f01cd4 | 392 | interParticleForceOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 393 | forceInternalPressureOnLoop=false; // (when true, either constant force or calculated area using Green function or approximation by bounding box) |
mbedalvaro | 30:d8af03f01cd4 | 394 | // Recentering vector: |
mbedalvaro | 30:d8af03f01cd4 | 395 | angleCorrectionForceLoop=0;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 396 | recenteringForceOnLoop=false; |
mbedalvaro | 30:d8af03f01cd4 | 397 | angleCorrectionForceNucleus=0;// in deg |
mbedalvaro | 30:d8af03f01cd4 | 398 | recenteringForceOnNucleus=false;//true; |
mbedalvaro | 30:d8af03f01cd4 | 399 | |
mbedalvaro | 30:d8af03f01cd4 | 400 | factorLightForce=0.6;//3.0;//8.0; |
mbedalvaro | 30:d8af03f01cd4 | 401 | factorRecenteringAnchorMass=100.0/bluePrint.scafold.size(); |
mbedalvaro | 30:d8af03f01cd4 | 402 | factorRecenteringLoopMass=5.0; |
mbedalvaro | 30:d8af03f01cd4 | 403 | factorPressureLoopMass=2.0; |
mbedalvaro | 30:d8af03f01cd4 | 404 | factorForceBorder=4.5; |
mbedalvaro | 30:d8af03f01cd4 | 405 | |
mbedalvaro | 30:d8af03f01cd4 | 406 | // per-blob mirror delay (if things were well adjusted - in particular mirror waiting times, then this could be 0. |
mbedalvaro | 30:d8af03f01cd4 | 407 | //But in case of unique blobs, it may be interesting to accelerate display AND correct the delay by software): |
mbedalvaro | 30:d8af03f01cd4 | 408 | displaySensingBuffer.setDelayMirrors(2); |
mbedalvaro | 30:d8af03f01cd4 | 409 | break; |
mbedalvaro | 30:d8af03f01cd4 | 410 | } |
mbedalvaro | 30:d8af03f01cd4 | 411 | |
mbedalvaro | 30:d8af03f01cd4 | 412 | // Finally, we can create the loop using these parameters, and the positions given in the scafold: |
mbedalvaro | 30:d8af03f01cd4 | 413 | createLoopFromScafold(); // this sets the number of masses |
mbedalvaro | 30:d8af03f01cd4 | 414 | |
mbedalvaro | 30:d8af03f01cd4 | 415 | // Excursion limits (ATTN!!! this will set the limits for all the masses, so we need FIRT to call to createLoopFromScafold - NO NEEDED ANYMORE: now calling to static member method of pointMass...) |
mbedalvaro | 30:d8af03f01cd4 | 416 | setRegionMotion(MIN_AD_MIRRORS, MIN_AD_MIRRORS, MAX_AD_MIRRORS, MAX_AD_MIRRORS); |
mbedalvaro | 30:d8af03f01cd4 | 417 | |
mbedalvaro | 30:d8af03f01cd4 | 418 | // draw it once on the display buffer for good initialization: |
mbedalvaro | 30:d8af03f01cd4 | 419 | draw(); |
mbedalvaro | 30:d8af03f01cd4 | 420 | } |
mbedalvaro | 30:d8af03f01cd4 | 421 | |
mbedalvaro | 30:d8af03f01cd4 | 422 | void elasticLoop::speedFactor(float speedfactor) { |
mbedalvaro | 30:d8af03f01cd4 | 423 | // This method is more appropiate for rigid loop, but we can "simulate" speed up in case of elastic loop by changing some parameters, even if the loop is not |
mbedalvaro | 30:d8af03f01cd4 | 424 | // set in "contour following" mode. |
mbedalvaro | 30:d8af03f01cd4 | 425 | factorRecenteringLoopMass*=speedfactor; |
mbedalvaro | 30:d8af03f01cd4 | 426 | } |
mbedalvaro | 30:d8af03f01cd4 | 427 | |
mbedalvaro | 30:d8af03f01cd4 | 428 | void elasticLoop::initSizeBlob(int _numMasses) { |
mbedalvaro | 30:d8af03f01cd4 | 429 | // Iinitialize blob size (number of points for the loop, as well as other structures such as lsdTrajectory) |
mbedalvaro | 30:d8af03f01cd4 | 430 | numMasses=_numMasses; |
mbedalvaro | 30:d8af03f01cd4 | 431 | // Since this is an elastic loop object, let's create an elastic loop of masses: |
mbedalvaro | 30:d8af03f01cd4 | 432 | massesLoop.resize(numMasses); |
mbedalvaro | 30:d8af03f01cd4 | 433 | loopSpringArray.resize(numMasses); // springs connecting consecutive masses |
mbedalvaro | 30:d8af03f01cd4 | 434 | // NOTE: to save memory, we can drop hairVector (use lightForce instead) |
mbedalvaro | 30:d8af03f01cd4 | 435 | hairVector.resize(numMasses); // the perpendiculars to the loop |
mbedalvaro | 30:d8af03f01cd4 | 436 | lightForce.resize(numMasses); // light force in each particle |
mbedalvaro | 30:d8af03f01cd4 | 437 | //vector2D totalLightForce; // this belongs to the base class now |
mbedalvaro | 30:d8af03f01cd4 | 438 | centralSpringArray.resize(numMasses); // springs connecting each mass to the anchorMass. |
mbedalvaro | 30:d8af03f01cd4 | 439 | |
mbedalvaro | 30:d8af03f01cd4 | 440 | // Sensing and Display trajectory: |
mbedalvaro | 30:d8af03f01cd4 | 441 | displaySensingBuffer.lsdTrajectory.resize(numMasses); // the lsdTrajectory and the elastic loop will have the same number of points (this could be different - decimation?). |
mbedalvaro | 30:d8af03f01cd4 | 442 | } |
mbedalvaro | 30:d8af03f01cd4 | 443 | |
mbedalvaro | 30:d8af03f01cd4 | 444 | // We will build the masses from the scafold shape (and maybe render it once on the lsdTrajectory to initialize this array?) |
mbedalvaro | 30:d8af03f01cd4 | 445 | void elasticLoop::createLoopFromScafold(void) { |
mbedalvaro | 30:d8af03f01cd4 | 446 | initSizeBlob(bluePrint.scafold.size()); // important: we will have here the same number of points in the scafold and the elastic loop (massLoop) |
mbedalvaro | 30:d8af03f01cd4 | 447 | |
mbedalvaro | 30:d8af03f01cd4 | 448 | // Initial conditions for the loop masses: |
mbedalvaro | 30:d8af03f01cd4 | 449 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 450 | massesLoop[i].setIntegrationStep(0.23);//18); // VERY IMPORTANT! in the case of verlet integration, we need to set dt BEFORE setting the initial speed. |
mbedalvaro | 30:d8af03f01cd4 | 451 | massesLoop[i].setInitialCondition(startCenter.x+bluePrint.scafold[i].x,startCenter.y+bluePrint.scafold[i].y, startSpeed.x, startSpeed.y); |
mbedalvaro | 30:d8af03f01cd4 | 452 | massesLoop[i].mass=massLoopParticle; |
mbedalvaro | 30:d8af03f01cd4 | 453 | massesLoop[i].dampMotion=dampMotionMassesLoop; |
mbedalvaro | 30:d8af03f01cd4 | 454 | } |
mbedalvaro | 30:d8af03f01cd4 | 455 | |
mbedalvaro | 30:d8af03f01cd4 | 456 | // Springs for the loop: |
mbedalvaro | 30:d8af03f01cd4 | 457 | for (int i = 0; i<numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 458 | loopSpringArray[i].distance =interSpringRelax; |
mbedalvaro | 30:d8af03f01cd4 | 459 | // if we want an perfect polygon: =startRadius*2*sin(1.0* PI/ numMasses); |
mbedalvaro | 30:d8af03f01cd4 | 460 | // loopSpringArray[i].distance = startRadius*2*sin(1.0* PI/ numMasses); |
mbedalvaro | 30:d8af03f01cd4 | 461 | loopSpringArray[i].springiness = interSpringK;//*(i%5==0? .6 : 1);//0.4;//4f; |
mbedalvaro | 30:d8af03f01cd4 | 462 | loopSpringArray[i].massA = & (massesLoop[i ]); |
mbedalvaro | 30:d8af03f01cd4 | 463 | loopSpringArray[i].massB = & (massesLoop[(i+1) % numMasses]); |
mbedalvaro | 30:d8af03f01cd4 | 464 | } |
mbedalvaro | 30:d8af03f01cd4 | 465 | |
mbedalvaro | 30:d8af03f01cd4 | 466 | // Central (anchor mass): |
mbedalvaro | 30:d8af03f01cd4 | 467 | anchorMass.setIntegrationStep(0.3); // VERY IMPORTANT! in the case of verlet integration, we need to set dt BEFORE setting the initial speed. |
mbedalvaro | 30:d8af03f01cd4 | 468 | anchorMass.setInitialCondition(startCenter, startSpeed); |
mbedalvaro | 30:d8af03f01cd4 | 469 | anchorMass.mass=massAnchor; |
mbedalvaro | 30:d8af03f01cd4 | 470 | anchorMass.dampMotion = dampMotionAnchorMass; |
mbedalvaro | 30:d8af03f01cd4 | 471 | |
mbedalvaro | 30:d8af03f01cd4 | 472 | |
mbedalvaro | 30:d8af03f01cd4 | 473 | // Initial conditions for central springs: |
mbedalvaro | 30:d8af03f01cd4 | 474 | for (int i = 0; i<numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 475 | centralSpringArray[i].distance =centralSpringRelax;// + 60* cos ( (1.0*i / numMasses) * 7* 2 * PI); |
mbedalvaro | 30:d8af03f01cd4 | 476 | centralSpringArray[i].springiness =centralSpringK;// 0.4f; |
mbedalvaro | 30:d8af03f01cd4 | 477 | centralSpringArray[i].massA = & (anchorMass); |
mbedalvaro | 30:d8af03f01cd4 | 478 | centralSpringArray[i].massB = & (massesLoop[i]); |
mbedalvaro | 30:d8af03f01cd4 | 479 | } |
mbedalvaro | 30:d8af03f01cd4 | 480 | } |
mbedalvaro | 30:d8af03f01cd4 | 481 | |
mbedalvaro | 30:d8af03f01cd4 | 482 | |
mbedalvaro | 30:d8af03f01cd4 | 483 | void elasticLoop::setRegionMotion(float mmix, float mmiy, float mmax, float mmay) { // Attention: the initial position should be INSIDE this... |
mbedalvaro | 30:d8af03f01cd4 | 484 | /* |
mbedalvaro | 30:d8af03f01cd4 | 485 | for (int i = 0; i<numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 486 | massesLoop[i].setWallLimits(mmix, mmiy, mmax, mmay); |
mbedalvaro | 30:d8af03f01cd4 | 487 | } |
mbedalvaro | 30:d8af03f01cd4 | 488 | anchorMass.setWallLimits(mmix+10, mmiy+10, mmax-10, mmay-10); |
mbedalvaro | 30:d8af03f01cd4 | 489 | */ |
mbedalvaro | 30:d8af03f01cd4 | 490 | |
mbedalvaro | 30:d8af03f01cd4 | 491 | // Use the static method of the class pointMass: |
mbedalvaro | 30:d8af03f01cd4 | 492 | // pointMass::setWallLimits(mmix+10, mmiy+10, mmax-10, mmay-10); |
mbedalvaro | 30:d8af03f01cd4 | 493 | pointMass::setWallLimits(mmix+10, mmiy+10, mmax-10, mmay-10); |
mbedalvaro | 30:d8af03f01cd4 | 494 | } |
mbedalvaro | 30:d8af03f01cd4 | 495 | |
mbedalvaro | 30:d8af03f01cd4 | 496 | void elasticLoop::update() { |
mbedalvaro | 30:d8af03f01cd4 | 497 | |
mbedalvaro | 30:d8af03f01cd4 | 498 | // (I) Process loop geometry (compute "hair vectors", area and first order moment): |
mbedalvaro | 30:d8af03f01cd4 | 499 | processLoopData(); |
mbedalvaro | 30:d8af03f01cd4 | 500 | |
mbedalvaro | 30:d8af03f01cd4 | 501 | // (II) Process sensing buffer and compute light forces |
mbedalvaro | 30:d8af03f01cd4 | 502 | displaySensingBuffer.processSensedData(); |
mbedalvaro | 30:d8af03f01cd4 | 503 | |
mbedalvaro | 30:d8af03f01cd4 | 504 | // (III) Reset all forces: |
mbedalvaro | 30:d8af03f01cd4 | 505 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 506 | massesLoop[i].resetForce(); |
mbedalvaro | 30:d8af03f01cd4 | 507 | } |
mbedalvaro | 30:d8af03f01cd4 | 508 | anchorMass.resetForce(); |
mbedalvaro | 30:d8af03f01cd4 | 509 | |
mbedalvaro | 30:d8af03f01cd4 | 510 | // (IV) COMPUTE FORCES (motion is not update yet): |
mbedalvaro | 30:d8af03f01cd4 | 511 | //== (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 | 30:d8af03f01cd4 | 512 | totalLightForce.set(0,0); |
mbedalvaro | 30:d8af03f01cd4 | 513 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 514 | // NOTE: to save memory, we can drop hairVector... |
mbedalvaro | 30:d8af03f01cd4 | 515 | lightForce[i]=hairVector[i]*factorLightForce*displaySensingBuffer.lsdTrajectory[i].lightZone; |
mbedalvaro | 30:d8af03f01cd4 | 516 | // lightForce[i]=lightForce[i]*factorLightForce*displaySensingBuffer.lsdTrajectory[i].lightZone; |
mbedalvaro | 30:d8af03f01cd4 | 517 | //compute total light force, not only on lighted zones, because it will mean AWAY from black zones: |
mbedalvaro | 30:d8af03f01cd4 | 518 | totalLightForce+=lightForce[i]; // note: bad value choice (negative means TOUCH, and equal to -1), TO CHANGE this in future implementations |
mbedalvaro | 30:d8af03f01cd4 | 519 | } |
mbedalvaro | 30:d8af03f01cd4 | 520 | //== (2) Compute the "recentering vector" from the total light force, by rotating by the angleCorrection (this will give different behaviours): |
mbedalvaro | 30:d8af03f01cd4 | 521 | recenteringVectorLoop= totalLightForce.getRotatedDeg(slidingDirection? angleCorrectionForceLoop : 140); // the hard coded value is a hack for the time being... |
mbedalvaro | 30:d8af03f01cd4 | 522 | // Compute redundant quantities: |
mbedalvaro | 30:d8af03f01cd4 | 523 | normRecenteringVector=recenteringVectorLoop.length(); |
mbedalvaro | 30:d8af03f01cd4 | 524 | angleRecenteringVector=recenteringVectorLoop.angleDegHoriz(); |
mbedalvaro | 30:d8af03f01cd4 | 525 | recenteringVectorNucleus=totalLightForce.getRotatedDeg(angleCorrectionForceNucleus); |
mbedalvaro | 30:d8af03f01cd4 | 526 | //== (3) Compute forces on the loop: |
mbedalvaro | 30:d8af03f01cd4 | 527 | //----(a) Nearest neighbour inter-particle springs on the loop (always? we can have still another mode, following the center mass only, etc...) |
mbedalvaro | 30:d8af03f01cd4 | 528 | if (springForcesOnLoop) { |
mbedalvaro | 30:d8af03f01cd4 | 529 | for (int i = 0; i < numMasses; i++) { // if putting -1, the loop is broken |
mbedalvaro | 30:d8af03f01cd4 | 530 | loopSpringArray[i].update();// this add forces to the particles |
mbedalvaro | 30:d8af03f01cd4 | 531 | } |
mbedalvaro | 30:d8af03f01cd4 | 532 | } |
mbedalvaro | 30:d8af03f01cd4 | 533 | //----(b) Direct forces from light pressure (COULD BE MERGED WITH FORCE RECENTERING!!) |
mbedalvaro | 30:d8af03f01cd4 | 534 | if (pseudopodesMode) { |
mbedalvaro | 30:d8af03f01cd4 | 535 | // special "patches" on blob membrane: |
mbedalvaro | 30:d8af03f01cd4 | 536 | if (lightForcesOnLoop) { |
mbedalvaro | 30:d8af03f01cd4 | 537 | int sign=1; |
mbedalvaro | 30:d8af03f01cd4 | 538 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 539 | if ((i%2)==0) sign*=-1; |
mbedalvaro | 30:d8af03f01cd4 | 540 | if (displaySensingBuffer.lsdTrajectory[i].lightZone>0) // this means touching something black: make SOME points attracted by it (pseudopodes!!) - but not all! |
mbedalvaro | 30:d8af03f01cd4 | 541 | massesLoop[i].addForce(lightForce[i]*(sign<0? -1.24 : 1.4)); // sign<0 means this is a pseudopode attracted by dark zones |
mbedalvaro | 30:d8af03f01cd4 | 542 | else // this means something white: do nothing, all forces are towards the exterior |
mbedalvaro | 30:d8af03f01cd4 | 543 | massesLoop[i].addForce(lightForce[i]*1.6); // this force tends to make the blob "inflate", but is not "directional" |
mbedalvaro | 30:d8af03f01cd4 | 544 | } |
mbedalvaro | 30:d8af03f01cd4 | 545 | } |
mbedalvaro | 30:d8af03f01cd4 | 546 | //----(c) Forces from the recentering vector on each particle (WITH PATCHES on the loop?): |
mbedalvaro | 30:d8af03f01cd4 | 547 | if (recenteringForceOnLoop) { |
mbedalvaro | 30:d8af03f01cd4 | 548 | |
mbedalvaro | 30:d8af03f01cd4 | 549 | vector2Df auxForce= recenteringVectorLoop*factorRecenteringLoopMass*1.0; |
mbedalvaro | 30:d8af03f01cd4 | 550 | vector2Df auxForce2= totalLightForce.getRotatedDeg(80)*factorRecenteringLoopMass*(slidingDirection? 0 : 1)*1.8; |
mbedalvaro | 30:d8af03f01cd4 | 551 | int sign=1; |
mbedalvaro | 30:d8af03f01cd4 | 552 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 553 | if ((i%2)==0) sign*=-1; |
mbedalvaro | 30:d8af03f01cd4 | 554 | if (displaySensingBuffer.lsdTrajectory[i].lightZone>0) {// this means touching something black: behaviour may depend on the pseudopode presence: |
mbedalvaro | 30:d8af03f01cd4 | 555 | massesLoop[i].addForce((sign<0? auxForce2 : auxForce2)); // nothing, or sign, or corrected angle |
mbedalvaro | 30:d8af03f01cd4 | 556 | } else |
mbedalvaro | 30:d8af03f01cd4 | 557 | massesLoop[i].addForce(auxForce); // this force is responsible for the behaviour (contour following or not) |
mbedalvaro | 30:d8af03f01cd4 | 558 | } |
mbedalvaro | 30:d8af03f01cd4 | 559 | } |
mbedalvaro | 30:d8af03f01cd4 | 560 | } else { // no special zones in the "cell membrane": |
mbedalvaro | 30:d8af03f01cd4 | 561 | if (lightForcesOnLoop) { |
mbedalvaro | 30:d8af03f01cd4 | 562 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 563 | massesLoop[i].addForce(lightForce[i]); |
mbedalvaro | 30:d8af03f01cd4 | 564 | } |
mbedalvaro | 30:d8af03f01cd4 | 565 | } |
mbedalvaro | 30:d8af03f01cd4 | 566 | //----(c') Forces from the recentering vector on each particle: |
mbedalvaro | 30:d8af03f01cd4 | 567 | if (recenteringForceOnLoop) { |
mbedalvaro | 30:d8af03f01cd4 | 568 | vector2Df auxForce= recenteringVectorLoop*factorRecenteringLoopMass; |
mbedalvaro | 30:d8af03f01cd4 | 569 | for (int i = 0; i < numMasses; i++) massesLoop[i].addForce(auxForce); |
mbedalvaro | 30:d8af03f01cd4 | 570 | } |
mbedalvaro | 30:d8af03f01cd4 | 571 | } |
mbedalvaro | 30:d8af03f01cd4 | 572 | |
mbedalvaro | 30:d8af03f01cd4 | 573 | //----(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 | 30:d8af03f01cd4 | 574 | if (nuclearForceOnLoop) { |
mbedalvaro | 30:d8af03f01cd4 | 575 | // Springs: |
mbedalvaro | 30:d8af03f01cd4 | 576 | for (int i = 0; i < numMasses; i++) centralSpringArray[i].update();//assymetricUpdate(); |
mbedalvaro | 30:d8af03f01cd4 | 577 | // note: if using centralSpringArray[i].update(), we will add forces to the particles AND to the anchor mass... |
mbedalvaro | 30:d8af03f01cd4 | 578 | // Inverse square (attractive): |
mbedalvaro | 30:d8af03f01cd4 | 579 | //for (int i = 0; i < numMasses; i++) massesLoop[i].addInterInvSquareForce(anchorMass, 10, 300, centralSpringK); |
mbedalvaro | 30:d8af03f01cd4 | 580 | } |
mbedalvaro | 30:d8af03f01cd4 | 581 | //----(d) Inter loop-particles forces (Zach-Liebermann-like blob): |
mbedalvaro | 30:d8af03f01cd4 | 582 | if (interParticleForceOnLoop) { |
mbedalvaro | 30:d8af03f01cd4 | 583 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 584 | for (int j = 0; j < i-1; j++) massesLoop[i].addInterSpringForce(massesLoop[j], interParticleRange, factorInterParticleForce); |
mbedalvaro | 30:d8af03f01cd4 | 585 | } |
mbedalvaro | 30:d8af03f01cd4 | 586 | } |
mbedalvaro | 30:d8af03f01cd4 | 587 | //----(e) Internal blob pressure force (my faster method to have a blob-like behaviour): |
mbedalvaro | 30:d8af03f01cd4 | 588 | if (forceInternalPressureOnLoop) { |
mbedalvaro | 30:d8af03f01cd4 | 589 | // 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 | 30:d8af03f01cd4 | 590 | // so: f= factor/area - cte, with cte=factor/area0, with area0 being the area at equilibrium. |
mbedalvaro | 30:d8af03f01cd4 | 591 | // (And of course, to make it even more exact, we should do pressure*surface, but this will be considered constant) |
mbedalvaro | 30:d8af03f01cd4 | 592 | // float area0=30000; // area in pixels when at equilibrium |
mbedalvaro | 30:d8af03f01cd4 | 593 | //float factorPressureLoopMass=-0.1*(1.0/area-1.0/area0); |
mbedalvaro | 30:d8af03f01cd4 | 594 | //float factorPressureLoopMass=500000.0*(1.0/(area*area)-1.0/(area0*area0)); |
mbedalvaro | 30:d8af03f01cd4 | 595 | //float factorPressureLoopMass=20000.0*(1.0/sqrt(area)-1.0/sqrt(area0)); |
mbedalvaro | 30:d8af03f01cd4 | 596 | // 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 | 30:d8af03f01cd4 | 597 | //float factorPressureLoopMass=2.5;//4.8; |
mbedalvaro | 30:d8af03f01cd4 | 598 | // Now, add the pressure force proportional to the inverse of the area to all particles, or just a signed constant: |
mbedalvaro | 30:d8af03f01cd4 | 599 | int auxsign=(area>=0? -1: 1); |
mbedalvaro | 30:d8af03f01cd4 | 600 | auxsign=-1; |
mbedalvaro | 30:d8af03f01cd4 | 601 | for (int i = 0; i < numMasses; i++) massesLoop[i].addForce( hairVector[i] * factorPressureLoopMass* auxsign); |
mbedalvaro | 30:d8af03f01cd4 | 602 | } |
mbedalvaro | 30:d8af03f01cd4 | 603 | //----(f) force from border: |
mbedalvaro | 30:d8af03f01cd4 | 604 | if (forceBorderOnLoop) { |
mbedalvaro | 30:d8af03f01cd4 | 605 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 606 | if (massesLoop[i].bWallCollision) massesLoop[i].addForce(massesLoop[i].innerCollitionDirection*factorForceBorder); |
mbedalvaro | 30:d8af03f01cd4 | 607 | } |
mbedalvaro | 30:d8af03f01cd4 | 608 | } |
mbedalvaro | 30:d8af03f01cd4 | 609 | |
mbedalvaro | 30:d8af03f01cd4 | 610 | //== (4) Compute forces on the anchor mass: |
mbedalvaro | 30:d8af03f01cd4 | 611 | //----(a) Force from data send by OSC? (ex: from mouse?) |
mbedalvaro | 30:d8af03f01cd4 | 612 | // anchorMass.addSpringForce(mx, my, 500, -10.2f); |
mbedalvaro | 30:d8af03f01cd4 | 613 | // or direct control: |
mbedalvaro | 30:d8af03f01cd4 | 614 | // anchorMass.pos.x=mx;anchorMass.pos.y=my; |
mbedalvaro | 30:d8af03f01cd4 | 615 | //----(b) Force from the total light force (aka, the "recentering vector"!): |
mbedalvaro | 30:d8af03f01cd4 | 616 | if (recenteringForceOnNucleus) { |
mbedalvaro | 30:d8af03f01cd4 | 617 | anchorMass.addForce(recenteringVectorNucleus*factorRecenteringAnchorMass); |
mbedalvaro | 30:d8af03f01cd4 | 618 | } |
mbedalvaro | 30:d8af03f01cd4 | 619 | |
mbedalvaro | 30:d8af03f01cd4 | 620 | // when nothing is touching it for a while: |
mbedalvaro | 30:d8af03f01cd4 | 621 | if (searchActive) { |
mbedalvaro | 30:d8af03f01cd4 | 622 | if (!displaySensingBuffer.lightTouched) { |
mbedalvaro | 30:d8af03f01cd4 | 623 | if (firstTimeNoTouch) { |
mbedalvaro | 30:d8af03f01cd4 | 624 | firstTimeNoTouch=false; |
mbedalvaro | 30:d8af03f01cd4 | 625 | computeBoundingBox(); |
mbedalvaro | 30:d8af03f01cd4 | 626 | randomForce.set(2000-cx,2000-cy); |
mbedalvaro | 30:d8af03f01cd4 | 627 | randomForce.normalize(); |
mbedalvaro | 30:d8af03f01cd4 | 628 | randomForce= randomForce.getRotatedDeg(rand()%50-25); |
mbedalvaro | 30:d8af03f01cd4 | 629 | } |
mbedalvaro | 30:d8af03f01cd4 | 630 | if (noTouchedCounter>0) { |
mbedalvaro | 30:d8af03f01cd4 | 631 | // add random force, modulated: |
mbedalvaro | 30:d8af03f01cd4 | 632 | float aux=1.0*noTouchedCounter/1150; |
mbedalvaro | 30:d8af03f01cd4 | 633 | vector2Df randf=randomForce.getRotatedDeg(40.0*sin(aux*2*PI*2))*20.0;//*(1.0-aux)*0.3; |
mbedalvaro | 30:d8af03f01cd4 | 634 | 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 | 30:d8af03f01cd4 | 635 | massesLoop[i].addForce(randf); |
mbedalvaro | 30:d8af03f01cd4 | 636 | } |
mbedalvaro | 30:d8af03f01cd4 | 637 | // and a special point? |
mbedalvaro | 30:d8af03f01cd4 | 638 | //massesLoop[numMasses/2].addForce(randf); |
mbedalvaro | 30:d8af03f01cd4 | 639 | // plus amoeba effect ? |
mbedalvaro | 30:d8af03f01cd4 | 640 | // for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 641 | // massesLoop[i].addForce(hairVector[i]*18*cos( (0.0*noTouchedCounter/1000 + 1.0*i/(numMasses-1)*2*PI*3))); |
mbedalvaro | 30:d8af03f01cd4 | 642 | //} |
mbedalvaro | 30:d8af03f01cd4 | 643 | |
mbedalvaro | 30:d8af03f01cd4 | 644 | if ((noTouchedCounter>1150)||(blobWallCollision)) { |
mbedalvaro | 30:d8af03f01cd4 | 645 | noTouchedCounter=0; |
mbedalvaro | 30:d8af03f01cd4 | 646 | // compute force towards the center, slightly rotated to make the blob wander about: |
mbedalvaro | 30:d8af03f01cd4 | 647 | computeBoundingBox(); |
mbedalvaro | 30:d8af03f01cd4 | 648 | randomForce.set(2000-cx,2000-cy); |
mbedalvaro | 30:d8af03f01cd4 | 649 | randomForce.normalize(); |
mbedalvaro | 30:d8af03f01cd4 | 650 | randomForce= randomForce.getRotatedDeg(rand()%50-25); |
mbedalvaro | 30:d8af03f01cd4 | 651 | } |
mbedalvaro | 30:d8af03f01cd4 | 652 | } |
mbedalvaro | 30:d8af03f01cd4 | 653 | } else { |
mbedalvaro | 30:d8af03f01cd4 | 654 | firstTimeNoTouch=true; |
mbedalvaro | 30:d8af03f01cd4 | 655 | noTouchedCounter=0; |
mbedalvaro | 30:d8af03f01cd4 | 656 | } |
mbedalvaro | 30:d8af03f01cd4 | 657 | noTouchedCounter++; |
mbedalvaro | 30:d8af03f01cd4 | 658 | } |
mbedalvaro | 30:d8af03f01cd4 | 659 | |
mbedalvaro | 30:d8af03f01cd4 | 660 | // (V) UPDATE DYNAMICS |
mbedalvaro | 30:d8af03f01cd4 | 661 | //== (1) particules on the loop: |
mbedalvaro | 30:d8af03f01cd4 | 662 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 663 | #ifndef VERLET_METHOD |
mbedalvaro | 30:d8af03f01cd4 | 664 | massesLoop[i].addDampingForce(); // only in case of EULER method (damping in VERLET mode is done automatically when updating) |
mbedalvaro | 30:d8af03f01cd4 | 665 | #endif |
mbedalvaro | 30:d8af03f01cd4 | 666 | massesLoop[i].update(); // unconstrained |
mbedalvaro | 30:d8af03f01cd4 | 667 | massesLoop[i].bounceOffWalls(); // constrain position (and compute wall "hit") |
mbedalvaro | 30:d8af03f01cd4 | 668 | } |
mbedalvaro | 30:d8af03f01cd4 | 669 | //== (2) For the anchorMass: |
mbedalvaro | 30:d8af03f01cd4 | 670 | #ifndef VERLET_METHOD |
mbedalvaro | 30:d8af03f01cd4 | 671 | anchorMass.addDampingForce(); // // only in case of EULER method (damping in VERLET mode is done automatically when updating) |
mbedalvaro | 30:d8af03f01cd4 | 672 | #endif |
mbedalvaro | 30:d8af03f01cd4 | 673 | anchorMass.update(); // unconstrained |
mbedalvaro | 30:d8af03f01cd4 | 674 | anchorMass.bounceOffWalls(); // constrain position (and compute wall "hit") |
mbedalvaro | 30:d8af03f01cd4 | 675 | |
mbedalvaro | 30:d8af03f01cd4 | 676 | // OTHER PARTICULAR THINGS: |
mbedalvaro | 30:d8af03f01cd4 | 677 | // (1) current color: change with touch? NO |
mbedalvaro | 30:d8af03f01cd4 | 678 | // if (displaySensingBuffer.lightTouched) |
mbedalvaro | 30:d8af03f01cd4 | 679 | // transientBlobColor=blobColor|0x02; // set green ON on the trajectory, regardless of the initial color |
mbedalvaro | 30:d8af03f01cd4 | 680 | // else |
mbedalvaro | 30:d8af03f01cd4 | 681 | transientBlobColor=blobColor; // just the original blob color |
mbedalvaro | 30:d8af03f01cd4 | 682 | |
mbedalvaro | 30:d8af03f01cd4 | 683 | // change sliding direction (for countour following): |
mbedalvaro | 30:d8af03f01cd4 | 684 | if (blobWallCollision) { |
mbedalvaro | 30:d8af03f01cd4 | 685 | if (wallCounter>10) { |
mbedalvaro | 30:d8af03f01cd4 | 686 | slidingDirection=!slidingDirection; |
mbedalvaro | 30:d8af03f01cd4 | 687 | wallCounter=0; |
mbedalvaro | 30:d8af03f01cd4 | 688 | } |
mbedalvaro | 30:d8af03f01cd4 | 689 | } |
mbedalvaro | 30:d8af03f01cd4 | 690 | wallCounter++; |
mbedalvaro | 30:d8af03f01cd4 | 691 | } |
mbedalvaro | 30:d8af03f01cd4 | 692 | |
mbedalvaro | 30:d8af03f01cd4 | 693 | // Drawing the graphics - this will in fact use the graphic renderer - if any - and produce the trajectory to be displayed by the laser |
mbedalvaro | 30:d8af03f01cd4 | 694 | void elasticLoop::draw() { |
mbedalvaro | 30:d8af03f01cd4 | 695 | // for the time being, there is no "opengl" like renderer, so we just copy the coordinates of the mass into the lsdTrajectory: |
mbedalvaro | 30:d8af03f01cd4 | 696 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 697 | displaySensingBuffer.lsdTrajectory[i].x= (unsigned short)( massesLoop[i].pos.x ); // note: it should be an unsigned short |
mbedalvaro | 30:d8af03f01cd4 | 698 | displaySensingBuffer.lsdTrajectory[i].y= (unsigned short)( massesLoop[i].pos.y ); |
mbedalvaro | 30:d8af03f01cd4 | 699 | |
mbedalvaro | 30:d8af03f01cd4 | 700 | //displaySensingBuffer.lsdTrajectory[i]= massesLoop[i].pos.y; // NOTE: doing this means converting from unsigned short to float (vector2Dd to vector2Df) |
mbedalvaro | 30:d8af03f01cd4 | 701 | |
mbedalvaro | 30:d8af03f01cd4 | 702 | //displaySensingBuffer.lsdTrajectory[i].color=blobColor; // perhaps per point color is not a good idea for the time being... |
mbedalvaro | 30:d8af03f01cd4 | 703 | } |
mbedalvaro | 30:d8af03f01cd4 | 704 | |
mbedalvaro | 30:d8af03f01cd4 | 705 | // Global color for the whole loop: |
mbedalvaro | 30:d8af03f01cd4 | 706 | displaySensingBuffer.displayColor=transientBlobColor; |
mbedalvaro | 30:d8af03f01cd4 | 707 | } |
mbedalvaro | 30:d8af03f01cd4 | 708 | |
mbedalvaro | 30:d8af03f01cd4 | 709 | |
mbedalvaro | 30:d8af03f01cd4 | 710 | void elasticLoop::processLoopData() { |
mbedalvaro | 30:d8af03f01cd4 | 711 | |
mbedalvaro | 30:d8af03f01cd4 | 712 | // (0) Check if the blob touched the borders: |
mbedalvaro | 30:d8af03f01cd4 | 713 | blobWallCollision=false; |
mbedalvaro | 30:d8af03f01cd4 | 714 | for (int i = 0; i < numMasses; i++) blobWallCollision= (blobWallCollision || massesLoop[i].bWallCollision); |
mbedalvaro | 30:d8af03f01cd4 | 715 | |
mbedalvaro | 30:d8af03f01cd4 | 716 | // (1) Compute all the "hairvectors" for the loop (this is, the normals to the particles, pointing outwards). |
mbedalvaro | 30:d8af03f01cd4 | 717 | // This will be approximated by taking the 90 deg rotated difference between contiguous particles positions. |
mbedalvaro | 30:d8af03f01cd4 | 718 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 719 | vector2Df diff; |
mbedalvaro | 30:d8af03f01cd4 | 720 | diff.set(massesLoop[(i+1)%numMasses].pos-massesLoop[i].pos); |
mbedalvaro | 30:d8af03f01cd4 | 721 | // normalize and rotate 90 deg: |
mbedalvaro | 30:d8af03f01cd4 | 722 | // NOTE: to save memory, we can drop hairVector... |
mbedalvaro | 30:d8af03f01cd4 | 723 | hairVector[i]=diff.getPerpendicularNormed(CW); |
mbedalvaro | 30:d8af03f01cd4 | 724 | //lightForce[i]=diff.getPerpendicularNormed(CW); |
mbedalvaro | 30:d8af03f01cd4 | 725 | } |
mbedalvaro | 30:d8af03f01cd4 | 726 | |
mbedalvaro | 30:d8af03f01cd4 | 727 | // (2) Compute area: |
mbedalvaro | 30:d8af03f01cd4 | 728 | // (a) using Green method: |
mbedalvaro | 30:d8af03f01cd4 | 729 | area=0; |
mbedalvaro | 30:d8af03f01cd4 | 730 | float dx; |
mbedalvaro | 30:d8af03f01cd4 | 731 | for (int i = 0; i < numMasses-1; i++){ |
mbedalvaro | 30:d8af03f01cd4 | 732 | dx=massesLoop[i].pos.x-massesLoop[i+1].pos.x; |
mbedalvaro | 30:d8af03f01cd4 | 733 | area+=dx*massesLoop[i].pos.y; |
mbedalvaro | 30:d8af03f01cd4 | 734 | } |
mbedalvaro | 30:d8af03f01cd4 | 735 | // to avoid computation problems: |
mbedalvaro | 30:d8af03f01cd4 | 736 | // if (area<=0) area=1; // or just norm: area CAN be negative! (a loop that is larger than the original blob...) |
mbedalvaro | 30:d8af03f01cd4 | 737 | |
mbedalvaro | 30:d8af03f01cd4 | 738 | // (b) Compute approximate area from enclosing rectangle: |
mbedalvaro | 30:d8af03f01cd4 | 739 | computeBoundingBox(); |
mbedalvaro | 30:d8af03f01cd4 | 740 | |
mbedalvaro | 30:d8af03f01cd4 | 741 | // (c) Compute kinetic energy: |
mbedalvaro | 30:d8af03f01cd4 | 742 | totalKineticEnergy=0; |
mbedalvaro | 30:d8af03f01cd4 | 743 | for (int i = 0; i < numMasses; i++){ |
mbedalvaro | 30:d8af03f01cd4 | 744 | totalKineticEnergy+=massesLoop[i].getSpeed().squareLength(); |
mbedalvaro | 30:d8af03f01cd4 | 745 | } |
mbedalvaro | 30:d8af03f01cd4 | 746 | } |
mbedalvaro | 30:d8af03f01cd4 | 747 | |
mbedalvaro | 30:d8af03f01cd4 | 748 | |
mbedalvaro | 30:d8af03f01cd4 | 749 | void elasticLoop::computeBoundingBox() { |
mbedalvaro | 30:d8af03f01cd4 | 750 | float minx=4096, maxx=-1, miny=4096, maxy=-1; |
mbedalvaro | 30:d8af03f01cd4 | 751 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 752 | if (i == 0) { |
mbedalvaro | 30:d8af03f01cd4 | 753 | minx = massesLoop[i].pos.x; |
mbedalvaro | 30:d8af03f01cd4 | 754 | maxx = massesLoop[i].pos.x; |
mbedalvaro | 30:d8af03f01cd4 | 755 | miny = massesLoop[i].pos.y; |
mbedalvaro | 30:d8af03f01cd4 | 756 | maxy = massesLoop[i].pos.y; |
mbedalvaro | 30:d8af03f01cd4 | 757 | } else { |
mbedalvaro | 30:d8af03f01cd4 | 758 | |
mbedalvaro | 30:d8af03f01cd4 | 759 | minx = min(minx, massesLoop[i].pos.x); |
mbedalvaro | 30:d8af03f01cd4 | 760 | maxx = max(maxx, massesLoop[i].pos.x); |
mbedalvaro | 30:d8af03f01cd4 | 761 | miny = min(miny, massesLoop[i].pos.y); |
mbedalvaro | 30:d8af03f01cd4 | 762 | maxy = max(maxy, massesLoop[i].pos.y); |
mbedalvaro | 30:d8af03f01cd4 | 763 | } |
mbedalvaro | 30:d8af03f01cd4 | 764 | } |
mbedalvaro | 30:d8af03f01cd4 | 765 | |
mbedalvaro | 30:d8af03f01cd4 | 766 | // final results: |
mbedalvaro | 30:d8af03f01cd4 | 767 | w = maxx - minx; |
mbedalvaro | 30:d8af03f01cd4 | 768 | h = maxy - miny; |
mbedalvaro | 30:d8af03f01cd4 | 769 | cx = minx+0.5*w; // note: center will be initialized with posX and posY when calling setInitialPos() of blobConfig |
mbedalvaro | 30:d8af03f01cd4 | 770 | cy = miny+0.5*h; |
mbedalvaro | 30:d8af03f01cd4 | 771 | |
mbedalvaro | 30:d8af03f01cd4 | 772 | // approx area: |
mbedalvaro | 30:d8af03f01cd4 | 773 | approxArea=w*h; |
mbedalvaro | 30:d8af03f01cd4 | 774 | } |
mbedalvaro | 30:d8af03f01cd4 | 775 | |
mbedalvaro | 30:d8af03f01cd4 | 776 | void elasticLoop::sendDataSpecific() { |
mbedalvaro | 30:d8af03f01cd4 | 777 | char auxstring[10]; |
mbedalvaro | 30:d8af03f01cd4 | 778 | myled2=1; // for tests... |
mbedalvaro | 30:d8af03f01cd4 | 779 | |
mbedalvaro | 30:d8af03f01cd4 | 780 | // First, set the top address of the message to the ID of the blob (not the name): |
mbedalvaro | 30:d8af03f01cd4 | 781 | // sprintf(auxstring, "%d", identifier); |
mbedalvaro | 30:d8af03f01cd4 | 782 | // sendMes.setTopAddress("0");//auxstring); |
mbedalvaro | 30:d8af03f01cd4 | 783 | |
mbedalvaro | 30:d8af03f01cd4 | 784 | // ===================== OSC ====================== |
mbedalvaro | 30:d8af03f01cd4 | 785 | if (sendOSC) { |
mbedalvaro | 30:d8af03f01cd4 | 786 | |
mbedalvaro | 30:d8af03f01cd4 | 787 | // (new) Total kinetic energy: |
mbedalvaro | 30:d8af03f01cd4 | 788 | if (sendingKineticEnergy) { |
mbedalvaro | 30:d8af03f01cd4 | 789 | sprintf(auxstring, "/k %d",identifier); |
mbedalvaro | 30:d8af03f01cd4 | 790 | sendMes.setSubAddress(auxstring); |
mbedalvaro | 30:d8af03f01cd4 | 791 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 792 | x=(long)(totalKineticEnergy); |
mbedalvaro | 30:d8af03f01cd4 | 793 | sendMes.setArgs( "i", &x); |
mbedalvaro | 30:d8af03f01cd4 | 794 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 795 | } |
mbedalvaro | 30:d8af03f01cd4 | 796 | // (a) Anchor mass: |
mbedalvaro | 30:d8af03f01cd4 | 797 | if (sendingAnchorPosition) { |
mbedalvaro | 30:d8af03f01cd4 | 798 | sprintf(auxstring, "/p %d",identifier); |
mbedalvaro | 30:d8af03f01cd4 | 799 | sendMes.setSubAddress(auxstring); |
mbedalvaro | 30:d8af03f01cd4 | 800 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 801 | x=(long)(anchorMass.pos.x); |
mbedalvaro | 30:d8af03f01cd4 | 802 | y=(long)(anchorMass.pos.y); |
mbedalvaro | 30:d8af03f01cd4 | 803 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 30:d8af03f01cd4 | 804 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 805 | } |
mbedalvaro | 30:d8af03f01cd4 | 806 | if (sendingAnchorForce) { |
mbedalvaro | 30:d8af03f01cd4 | 807 | sendMes.setSubAddress("/aforce"); |
mbedalvaro | 30:d8af03f01cd4 | 808 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 809 | x=(long)(anchorMass.totalForce.x); |
mbedalvaro | 30:d8af03f01cd4 | 810 | y=(long)(anchorMass.totalForce.y); |
mbedalvaro | 30:d8af03f01cd4 | 811 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 30:d8af03f01cd4 | 812 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 813 | } |
mbedalvaro | 30:d8af03f01cd4 | 814 | if (sendingAnchorTouchWall) {// note: not an else (we can send different data simultaneously) |
mbedalvaro | 30:d8af03f01cd4 | 815 | sendMes.setSubAddress("/awall"); |
mbedalvaro | 30:d8af03f01cd4 | 816 | long wall=(long)(anchorMass.bWallCollision? 1 : 0); |
mbedalvaro | 30:d8af03f01cd4 | 817 | sendMes.setArgs( "i", &wall); |
mbedalvaro | 30:d8af03f01cd4 | 818 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 819 | } |
mbedalvaro | 30:d8af03f01cd4 | 820 | // (b) data from blob points: |
mbedalvaro | 30:d8af03f01cd4 | 821 | if (sendingLoopPositions) { |
mbedalvaro | 30:d8af03f01cd4 | 822 | #ifdef SEND_AS_POINTS |
mbedalvaro | 30:d8af03f01cd4 | 823 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 824 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 825 | sprintf(auxstring, "/p %d", i); // auxstring read as "/p1", "/p2", ... |
mbedalvaro | 30:d8af03f01cd4 | 826 | 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 | 30:d8af03f01cd4 | 827 | x=(long)(massesLoop[i].pos.x); |
mbedalvaro | 30:d8af03f01cd4 | 828 | y=(long)(massesLoop[i].pos.y); |
mbedalvaro | 30:d8af03f01cd4 | 829 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 30:d8af03f01cd4 | 830 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 831 | } |
mbedalvaro | 30:d8af03f01cd4 | 832 | #endif |
mbedalvaro | 30:d8af03f01cd4 | 833 | #ifdef SEND_AS_BLOB |
mbedalvaro | 30:d8af03f01cd4 | 834 | sendMes.clearArgs(); // no need, we won't use osc.sendOsc()... |
mbedalvaro | 30:d8af03f01cd4 | 835 | uint8_t blobdata[4*numMasses]; // 2 bytes per coordinate, and 2 coordinates |
mbedalvaro | 30:d8af03f01cd4 | 836 | for (int i = 0; i < numMasses; i++ ) { |
mbedalvaro | 30:d8af03f01cd4 | 837 | // note: massesLoop[i].pos.x is a "float" |
mbedalvaro | 30:d8af03f01cd4 | 838 | uint16_t x=(uint16_t)(massesLoop[i].pos.x); |
mbedalvaro | 30:d8af03f01cd4 | 839 | blobdata[4*i]=(uint8_t)x>>8; // BIG ENDIAN (send FIRST the MOST SIGNIFICANT BYTE) |
mbedalvaro | 30:d8af03f01cd4 | 840 | blobdata[4*i+1]=(uint8_t)x; |
mbedalvaro | 30:d8af03f01cd4 | 841 | |
mbedalvaro | 30:d8af03f01cd4 | 842 | uint16_t y=(uint16_t)(massesLoop[i].pos.y); |
mbedalvaro | 30:d8af03f01cd4 | 843 | blobdata[4*i+2]=(uint8_t)y>>8; // BIG ENDIAN (send FIRST the MOST SIGNIFICANT BYTE) |
mbedalvaro | 30:d8af03f01cd4 | 844 | blobdata[4*i+3]=(uint8_t)y; |
mbedalvaro | 30:d8af03f01cd4 | 845 | } |
mbedalvaro | 30:d8af03f01cd4 | 846 | osc.sendOscBlob(&(blobdata[0]), 4*numMasses, &sendMes ); // second parameter is osc blob size in bytes |
mbedalvaro | 30:d8af03f01cd4 | 847 | #endif |
mbedalvaro | 30:d8af03f01cd4 | 848 | #ifdef SEND_AS_STRING |
mbedalvaro | 30:d8af03f01cd4 | 849 | sendMes.clearArgs(); // no need, we won't use osc.sendOsc()... |
mbedalvaro | 30:d8af03f01cd4 | 850 | uint8_t blobdata[4*numMasses]; // 2 bytes per coordinate, and 2 coordinates |
mbedalvaro | 30:d8af03f01cd4 | 851 | for (int i = 0; i < numMasses; i++ ) { |
mbedalvaro | 30:d8af03f01cd4 | 852 | // note: massesLoop[i].pos.x is a "float" |
mbedalvaro | 30:d8af03f01cd4 | 853 | uint16_t x=(uint16_t)(massesLoop[i].pos.x); |
mbedalvaro | 30:d8af03f01cd4 | 854 | blobdata[4*i]=(uint8_t)x>>8; // BIG ENDIAN (send FIRST the MOST SIGNIFICANT BYTE) |
mbedalvaro | 30:d8af03f01cd4 | 855 | blobdata[4*i+1]=(uint8_t)x; |
mbedalvaro | 30:d8af03f01cd4 | 856 | |
mbedalvaro | 30:d8af03f01cd4 | 857 | uint16_t y=(uint16_t)(massesLoop[i].pos.y); |
mbedalvaro | 30:d8af03f01cd4 | 858 | blobdata[4*i+2]=(uint8_t)y>>8; // BIG ENDIAN (send FIRST the MOST SIGNIFICANT BYTE) |
mbedalvaro | 30:d8af03f01cd4 | 859 | blobdata[4*i+3]=(uint8_t)y; |
mbedalvaro | 30:d8af03f01cd4 | 860 | } |
mbedalvaro | 30:d8af03f01cd4 | 861 | osc.sendOscString(blobdata, 4*numMasses, &sendMes ); // second parameter is osc blob size in bytes |
mbedalvaro | 30:d8af03f01cd4 | 862 | #endif |
mbedalvaro | 30:d8af03f01cd4 | 863 | } |
mbedalvaro | 30:d8af03f01cd4 | 864 | if (sendingLoopForces) { // ATTN: the force is the TOTAL force on the point (interesting perhaps for making sound...) |
mbedalvaro | 30:d8af03f01cd4 | 865 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 866 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 867 | sprintf(auxstring, "/f%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 30:d8af03f01cd4 | 868 | 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 | 30:d8af03f01cd4 | 869 | x=(long)(massesLoop[i].totalForce.x); |
mbedalvaro | 30:d8af03f01cd4 | 870 | y=(long)(massesLoop[i].totalForce.y); |
mbedalvaro | 30:d8af03f01cd4 | 871 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 30:d8af03f01cd4 | 872 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 873 | } |
mbedalvaro | 30:d8af03f01cd4 | 874 | } |
mbedalvaro | 30:d8af03f01cd4 | 875 | if (sendingLoopForcesLight) { // ATTN: the force is the TOTAL force on the point (interesting perhaps for making sound...) |
mbedalvaro | 30:d8af03f01cd4 | 876 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 877 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 878 | sprintf(auxstring, "/g%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 30:d8af03f01cd4 | 879 | 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 | 30:d8af03f01cd4 | 880 | x=(long)(1000*lightForce[i].x); |
mbedalvaro | 30:d8af03f01cd4 | 881 | y=(long)(1000*lightForce[i].y); |
mbedalvaro | 30:d8af03f01cd4 | 882 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 30:d8af03f01cd4 | 883 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 884 | } |
mbedalvaro | 30:d8af03f01cd4 | 885 | } |
mbedalvaro | 30:d8af03f01cd4 | 886 | |
mbedalvaro | 30:d8af03f01cd4 | 887 | if (sendingLoopRegions) { |
mbedalvaro | 30:d8af03f01cd4 | 888 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 889 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 890 | sprintf(auxstring, "/r%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 30:d8af03f01cd4 | 891 | 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 | 30:d8af03f01cd4 | 892 | x=(long)(displaySensingBuffer.lsdTrajectory[i].lightZone>0? 1 : 0); |
mbedalvaro | 30:d8af03f01cd4 | 893 | sendMes.setArgs( "i", &x); |
mbedalvaro | 30:d8af03f01cd4 | 894 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 895 | } |
mbedalvaro | 30:d8af03f01cd4 | 896 | } |
mbedalvaro | 30:d8af03f01cd4 | 897 | if (sendingLoopTouchWall) { // global touch wall for the loop (not per point) |
mbedalvaro | 30:d8af03f01cd4 | 898 | long wall; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 899 | sprintf(auxstring, "/bWall"); |
mbedalvaro | 30:d8af03f01cd4 | 900 | sendMes.setSubAddress(auxstring); |
mbedalvaro | 30:d8af03f01cd4 | 901 | wall=(long)(blobWallCollision? 1 : 0); |
mbedalvaro | 30:d8af03f01cd4 | 902 | sendMes.setArgs( "i", &wall); |
mbedalvaro | 30:d8af03f01cd4 | 903 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 904 | } |
mbedalvaro | 30:d8af03f01cd4 | 905 | // (c) Blob geometry: |
mbedalvaro | 30:d8af03f01cd4 | 906 | if (sendingBlobArea) { |
mbedalvaro | 30:d8af03f01cd4 | 907 | /* sendMes.setSubAddress("/a"); |
mbedalvaro | 30:d8af03f01cd4 | 908 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 909 | // x=(long)(area);//approxArea); // area or approxArea |
mbedalvaro | 30:d8af03f01cd4 | 910 | x=(long)(area>0? approxArea : -approxArea); |
mbedalvaro | 30:d8af03f01cd4 | 911 | sendMes.setArgs( "i", &x); // ATTENTION: AREA CAN BE NEGATIVE!!! (does MAX handles this well? test this!) |
mbedalvaro | 30:d8af03f01cd4 | 912 | */ |
mbedalvaro | 30:d8af03f01cd4 | 913 | // HACK for the time being (for Daito): |
mbedalvaro | 30:d8af03f01cd4 | 914 | sendMes.setSubAddress("/a"); |
mbedalvaro | 30:d8af03f01cd4 | 915 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 916 | // x=(long)(area);//approxArea); // area or approxArea |
mbedalvaro | 30:d8af03f01cd4 | 917 | x=(long)(w); y=(long)(h); |
mbedalvaro | 30:d8af03f01cd4 | 918 | sendMes.setArgs( "ii", &x, &y); // ATTENTION: AREA CAN BE NEGATIVE!!! (does MAX handles this well? test this!) |
mbedalvaro | 30:d8af03f01cd4 | 919 | |
mbedalvaro | 30:d8af03f01cd4 | 920 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 921 | } |
mbedalvaro | 30:d8af03f01cd4 | 922 | if (sendingBlobNormals) { |
mbedalvaro | 30:d8af03f01cd4 | 923 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 924 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 925 | sprintf(auxstring, "nf%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 30:d8af03f01cd4 | 926 | 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 | 30:d8af03f01cd4 | 927 | x=(long)(hairVector[i].x); |
mbedalvaro | 30:d8af03f01cd4 | 928 | y=(long)(hairVector[i].y); |
mbedalvaro | 30:d8af03f01cd4 | 929 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 30:d8af03f01cd4 | 930 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 931 | } |
mbedalvaro | 30:d8af03f01cd4 | 932 | } |
mbedalvaro | 30:d8af03f01cd4 | 933 | if (sendingBlobAngles) { |
mbedalvaro | 30:d8af03f01cd4 | 934 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 935 | for (int i = 0; i < numMasses; i++) { |
mbedalvaro | 30:d8af03f01cd4 | 936 | sprintf(auxstring, "/a%d", i); // auxstring read as "/f1", "/f2", ... |
mbedalvaro | 30:d8af03f01cd4 | 937 | 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 | 30:d8af03f01cd4 | 938 | x=(long)(hairVector[i].angleDegHoriz()); |
mbedalvaro | 30:d8af03f01cd4 | 939 | sendMes.setArgs( "i", &x); |
mbedalvaro | 30:d8af03f01cd4 | 940 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 941 | } |
mbedalvaro | 30:d8af03f01cd4 | 942 | } |
mbedalvaro | 30:d8af03f01cd4 | 943 | // (d) Light sensing statistics: |
mbedalvaro | 30:d8af03f01cd4 | 944 | if (sendingBlobMaxMin) { |
mbedalvaro | 30:d8af03f01cd4 | 945 | sendMes.setSubAddress("/maxmin"); |
mbedalvaro | 30:d8af03f01cd4 | 946 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 947 | x=(long)(displaySensingBuffer.maxI); |
mbedalvaro | 30:d8af03f01cd4 | 948 | y=(long)(displaySensingBuffer.minI); |
mbedalvaro | 30:d8af03f01cd4 | 949 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 30:d8af03f01cd4 | 950 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 951 | } |
mbedalvaro | 30:d8af03f01cd4 | 952 | if (sendingLightForce) { |
mbedalvaro | 30:d8af03f01cd4 | 953 | sendMes.setSubAddress("/lforce"); |
mbedalvaro | 30:d8af03f01cd4 | 954 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 955 | x=(long)(totalLightForce.x); |
mbedalvaro | 30:d8af03f01cd4 | 956 | y=(long)(totalLightForce.y); |
mbedalvaro | 30:d8af03f01cd4 | 957 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 30:d8af03f01cd4 | 958 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 959 | } |
mbedalvaro | 30:d8af03f01cd4 | 960 | // (e) Recentering vector: (note: redundant with sendingLightForce, IF the correction angle is known). |
mbedalvaro | 30:d8af03f01cd4 | 961 | if (sendingRecenteringVector) { |
mbedalvaro | 30:d8af03f01cd4 | 962 | sendMes.setSubAddress("/rvector"); |
mbedalvaro | 30:d8af03f01cd4 | 963 | long x, y; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 964 | x=(long)(recenteringVectorLoop.x); |
mbedalvaro | 30:d8af03f01cd4 | 965 | y=(long)(recenteringVectorLoop.y); |
mbedalvaro | 30:d8af03f01cd4 | 966 | sendMes.setArgs( "ii", &x, &y); |
mbedalvaro | 30:d8af03f01cd4 | 967 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 968 | } |
mbedalvaro | 30:d8af03f01cd4 | 969 | if (sendingRecenteringAngle) { |
mbedalvaro | 30:d8af03f01cd4 | 970 | sendMes.setSubAddress("/rangle"); |
mbedalvaro | 30:d8af03f01cd4 | 971 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 972 | x=(long)(angleRecenteringVector); |
mbedalvaro | 30:d8af03f01cd4 | 973 | sendMes.setArgs( "i", &x); |
mbedalvaro | 30:d8af03f01cd4 | 974 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 975 | } |
mbedalvaro | 30:d8af03f01cd4 | 976 | if (sendingRecenteringNorm) { |
mbedalvaro | 30:d8af03f01cd4 | 977 | sendMes.setSubAddress("/rnorm"); |
mbedalvaro | 30:d8af03f01cd4 | 978 | long x; //ATTENTION: parameters to setArgs should be long or unsigned long only (not int!!) |
mbedalvaro | 30:d8af03f01cd4 | 979 | x=(long)(normRecenteringVector); |
mbedalvaro | 30:d8af03f01cd4 | 980 | sendMes.setArgs( "i", &x); |
mbedalvaro | 30:d8af03f01cd4 | 981 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 982 | } |
mbedalvaro | 30:d8af03f01cd4 | 983 | |
mbedalvaro | 30:d8af03f01cd4 | 984 | if (sendingTouched) { |
mbedalvaro | 30:d8af03f01cd4 | 985 | if (displaySensingBuffer.lightTouched) { |
mbedalvaro | 30:d8af03f01cd4 | 986 | sendMes.clearArgs(); // there are no arguments to send |
mbedalvaro | 30:d8af03f01cd4 | 987 | sendMes.setSubAddress("/touched"); |
mbedalvaro | 30:d8af03f01cd4 | 988 | osc.sendOsc( &sendMes ); |
mbedalvaro | 30:d8af03f01cd4 | 989 | } |
mbedalvaro | 30:d8af03f01cd4 | 990 | } |
mbedalvaro | 30:d8af03f01cd4 | 991 | |
mbedalvaro | 30:d8af03f01cd4 | 992 | } // end of OSC sending per-spot |
mbedalvaro | 30:d8af03f01cd4 | 993 | |
mbedalvaro | 30:d8af03f01cd4 | 994 | // ===================== SERIAL ====================== |
mbedalvaro | 30:d8af03f01cd4 | 995 | if (sendSerial) { |
mbedalvaro | 30:d8af03f01cd4 | 996 | //.. to do |
mbedalvaro | 30:d8af03f01cd4 | 997 | } |
mbedalvaro | 30:d8af03f01cd4 | 998 | |
mbedalvaro | 30:d8af03f01cd4 | 999 | myled2=0; // for tests... |
mbedalvaro | 30:d8af03f01cd4 | 1000 | } |
mbedalvaro | 30:d8af03f01cd4 | 1001 |