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Amanda Ghassaei
AMOEBA
Commits
05477888
Commit
05477888
authored
Jul 09, 2016
by
amandaghassaei
Browse files
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Plain Diff
roation back in types arrays
parent
fd2046ce
Changes
2
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2 changed files
with
366 additions
and
86 deletions
+366
-86
js/simulation/function/EM/emSimLattice.js
js/simulation/function/EM/emSimLattice.js
+82
-86
js/simulation/function/EM/shaders/forceCalcShader.js
js/simulation/function/EM/shaders/forceCalcShader.js
+284
-0
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js/simulation/function/EM/emSimLattice.js
View file @
05477888
...
...
@@ -555,71 +555,71 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
iter
:
function
(
time
,
runConstants
,
shouldRender
){
//gpuMath.step("quaternionCalc", ["u_lastTranslation", "u_lastQuaternion", "u_fixed", "u_neighborsXMapping",
// "u_neighborsYMapping", "u_compositeKs"], "u_quaternion", "u_wires", "u_wiresMeta", time);
gpuMath
.
step
(
"
velocityCalc
"
,
[
"
u_lastVelocity
"
,
"
u_lastTranslation
"
,
"
u_mass
"
,
"
u_neighborsXMapping
"
,
"
u_neighborsYMapping
"
,
"
u_compositeKs
"
,
"
u_compositeDs
"
,
"
u_originalPosition
"
,
"
u_lastQuaternion
"
,
"
u_wires
"
,
"
u_wiresMeta
"
],
"
u_velocity
"
,
time
);
gpuMath
.
step
(
"
positionCalc
"
,
[
"
u_velocity
"
,
"
u_lastTranslation
"
,
"
u_mass
"
],
"
u_translation
"
);
if
(
shouldRender
)
{
var
textureSize
=
this
.
textureSize
[
0
]
*
this
.
textureSize
[
1
];
//get position
var
vectorLength
=
3
;
gpuMath
.
setProgram
(
"
packToBytes
"
);
gpuMath
.
setUniformForProgram
(
"
packToBytes
"
,
"
u_vectorLength
"
,
vectorLength
,
"
1f
"
);
gpuMath
.
setSize
(
this
.
textureSize
[
0
]
*
vectorLength
,
this
.
textureSize
[
1
]);
gpuMath
.
step
(
"
packToBytes
"
,
[
"
u_translation
"
],
"
outputPositionBytes
"
);
var
pixels
=
new
Uint8Array
(
textureSize
*
4
*
vectorLength
);
if
(
gpuMath
.
readyToRead
())
{
gpuMath
.
readPixels
(
0
,
0
,
this
.
textureSize
[
0
]
*
vectorLength
,
this
.
textureSize
[
1
],
pixels
);
var
parsedPixels
=
new
Float32Array
(
pixels
.
buffer
);
var
cells
=
lattice
.
getCells
();
var
multiplier
=
1
/
(
plist
.
allUnitTypes
[
lattice
.
getUnits
()].
multiplier
);
for
(
var
i
=
0
;
i
<
textureSize
;
i
++
)
{
var
rgbaIndex
=
4
*
i
;
if
(
this
.
mass
[
rgbaIndex
+
1
]
<
0
)
continue
;
//no more cells
var
index
=
[
this
.
cellsArrayMapping
[
rgbaIndex
],
this
.
cellsArrayMapping
[
rgbaIndex
+
1
],
this
.
cellsArrayMapping
[
rgbaIndex
+
2
]];
var
parsePixelsIndex
=
vectorLength
*
i
;
var
translation
=
[
parsedPixels
[
parsePixelsIndex
],
parsedPixels
[
parsePixelsIndex
+
1
],
parsedPixels
[
parsePixelsIndex
+
2
]];
var
position
=
[
this
.
originalPosition
[
rgbaIndex
],
this
.
originalPosition
[
rgbaIndex
+
1
],
this
.
originalPosition
[
rgbaIndex
+
2
]];
position
[
0
]
+=
multiplier
*
translation
[
0
];
position
[
1
]
+=
multiplier
*
translation
[
1
];
position
[
2
]
+=
multiplier
*
translation
[
2
];
cells
[
index
[
0
]][
index
[
1
]][
index
[
2
]].
object3D
.
position
.
set
(
position
[
0
],
position
[
1
],
position
[
2
]);
}
}
vectorLength
=
4
;
gpuMath
.
setUniformForProgram
(
"
packToBytes
"
,
"
u_vectorLength
"
,
vectorLength
,
"
1f
"
);
gpuMath
.
setSize
(
this
.
textureSize
[
0
]
*
vectorLength
,
this
.
textureSize
[
1
]);
gpuMath
.
step
(
"
packToBytes
"
,
[
"
u_quaternion
"
],
"
outputQuaternionBytes
"
);
pixels
=
new
Uint8Array
(
textureSize
*
4
*
vectorLength
);
if
(
gpuMath
.
readyToRead
())
{
gpuMath
.
readPixels
(
0
,
0
,
this
.
textureSize
[
0
]
*
vectorLength
,
this
.
textureSize
[
1
],
pixels
);
parsedPixels
=
new
Float32Array
(
pixels
.
buffer
);
for
(
var
i
=
0
;
i
<
textureSize
;
i
++
)
{
var
rgbaIndex
=
4
*
i
;
if
(
this
.
mass
[
rgbaIndex
+
1
]
<
0
)
break
;
//no more cells
var
index
=
[
this
.
cellsArrayMapping
[
rgbaIndex
],
this
.
cellsArrayMapping
[
rgbaIndex
+
1
],
this
.
cellsArrayMapping
[
rgbaIndex
+
2
]];
var
parsePixelsIndex
=
vectorLength
*
i
;
var
quaternion
=
this
.
_multiplyQuaternions
([
parsedPixels
[
parsePixelsIndex
],
parsedPixels
[
parsePixelsIndex
+
1
],
parsedPixels
[
parsePixelsIndex
+
2
],
parsedPixels
[
parsePixelsIndex
+
3
]],
[
this
.
originalQuaternion
[
rgbaIndex
],
this
.
originalQuaternion
[
rgbaIndex
+
1
],
this
.
originalQuaternion
[
rgbaIndex
+
2
],
this
.
originalQuaternion
[
rgbaIndex
+
3
]]);
var
rotation
=
this
.
_eulerFromQuaternion
(
quaternion
);
cells
[
index
[
0
]][
index
[
1
]][
index
[
2
]].
object3D
.
rotation
.
set
(
rotation
[
0
],
rotation
[
1
],
rotation
[
2
]);
}
}
gpuMath
.
setSize
(
this
.
textureSize
[
0
],
this
.
textureSize
[
1
]);
}
gpuMath
.
swapTextures
(
"
u_velocity
"
,
"
u_lastVelocity
"
);
gpuMath
.
swapTextures
(
"
u_translation
"
,
"
u_lastTranslation
"
);
//gpuMath.swapTextures("u_quaternion", "u_lastQuaternion");
return
;
//
//
gpuMath.step("quaternionCalc", ["u_lastTranslation", "u_lastQuaternion", "u_fixed", "u_neighborsXMapping",
//
//
"u_neighborsYMapping", "u_compositeKs"], "u_quaternion", "u_wires", "u_wiresMeta", time);
//
gpuMath.step("velocityCalc", ["u_lastVelocity", "u_lastTranslation", "u_mass", "u_neighborsXMapping",
//
"u_neighborsYMapping", "u_compositeKs", "u_compositeDs", "u_originalPosition", "u_lastQuaternion", "u_wires",
//
"u_wiresMeta"], "u_velocity", time);
//
gpuMath.step("positionCalc", ["u_velocity", "u_lastTranslation", "u_mass"], "u_translation");
//
//
if (shouldRender) {
//
var textureSize = this.textureSize[0]*this.textureSize[1];
//
//
//get position
//
var vectorLength = 3;
//
gpuMath.setProgram("packToBytes");
//
gpuMath.setUniformForProgram("packToBytes", "u_vectorLength", vectorLength, "1f");
//
gpuMath.setSize(this.textureSize[0]*vectorLength, this.textureSize[1]);
//
gpuMath.step("packToBytes", ["u_translation"], "outputPositionBytes");
//
var pixels = new Uint8Array(textureSize * 4*vectorLength);
//
if (gpuMath.readyToRead()) {
//
gpuMath.readPixels(0, 0, this.textureSize[0] * vectorLength, this.textureSize[1], pixels);
//
var parsedPixels = new Float32Array(pixels.buffer);
//
var cells = lattice.getCells();
//
var multiplier = 1 / (plist.allUnitTypes[lattice.getUnits()].multiplier);
//
for (var i = 0; i < textureSize; i++) {
//
var rgbaIndex = 4 * i;
//
if (this.mass[rgbaIndex+1] < 0) continue;//no more cells
//
var index = [this.cellsArrayMapping[rgbaIndex], this.cellsArrayMapping[rgbaIndex + 1], this.cellsArrayMapping[rgbaIndex + 2]];
//
var parsePixelsIndex = vectorLength * i;
//
var translation = [parsedPixels[parsePixelsIndex], parsedPixels[parsePixelsIndex + 1], parsedPixels[parsePixelsIndex + 2]];
//
var position = [this.originalPosition[rgbaIndex], this.originalPosition[rgbaIndex + 1], this.originalPosition[rgbaIndex + 2]];
//
position[0] += multiplier * translation[0];
//
position[1] += multiplier * translation[1];
//
position[2] += multiplier * translation[2];
//
cells[index[0]][index[1]][index[2]].object3D.position.set(position[0], position[1], position[2]);
//
}
//
}
//
//
vectorLength = 4;
//
gpuMath.setUniformForProgram("packToBytes", "u_vectorLength", vectorLength, "1f");
//
gpuMath.setSize(this.textureSize[0]*vectorLength, this.textureSize[1]);
//
gpuMath.step("packToBytes", ["u_quaternion"], "outputQuaternionBytes");
//
pixels = new Uint8Array(textureSize * 4*vectorLength);
//
if (gpuMath.readyToRead()) {
//
gpuMath.readPixels(0, 0, this.textureSize[0] * vectorLength, this.textureSize[1], pixels);
//
parsedPixels = new Float32Array(pixels.buffer);
//
for (var i = 0; i < textureSize; i++) {
//
var rgbaIndex = 4 * i;
//
if (this.mass[rgbaIndex+1] < 0) break;//no more cells
//
var index = [this.cellsArrayMapping[rgbaIndex], this.cellsArrayMapping[rgbaIndex + 1], this.cellsArrayMapping[rgbaIndex + 2]];
//
var parsePixelsIndex = vectorLength * i;
//
//
var quaternion = this._multiplyQuaternions([parsedPixels[parsePixelsIndex], parsedPixels[parsePixelsIndex + 1], parsedPixels[parsePixelsIndex + 2], parsedPixels[parsePixelsIndex + 3]],
//
[this.originalQuaternion[rgbaIndex], this.originalQuaternion[rgbaIndex+1], this.originalQuaternion[rgbaIndex+2], this.originalQuaternion[rgbaIndex+3]]);
//
var rotation = this._eulerFromQuaternion(quaternion);
//
//
cells[index[0]][index[1]][index[2]].object3D.rotation.set(rotation[0], rotation[1], rotation[2]);
//
}
//
}
//
//
gpuMath.setSize(this.textureSize[0], this.textureSize[1]);
//
}
//
//
gpuMath.swapTextures("u_velocity", "u_lastVelocity");
//
gpuMath.swapTextures("u_translation", "u_lastTranslation");
//
//
gpuMath.swapTextures("u_quaternion", "u_lastQuaternion");
//
return;
var
gravity
=
runConstants
.
gravity
;
var
groundHeight
=
runConstants
.
groundHeight
;
...
...
@@ -682,8 +682,8 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
var
translationalK
=
[
this
.
compositeKs
[
i
*
8
*
6
+
j
*
8
],
this
.
compositeKs
[
i
*
8
*
6
+
j
*
8
+
1
],
this
.
compositeKs
[
i
*
8
*
6
+
j
*
8
+
2
]];
var
translationalD
=
[
this
.
compositeDs
[
i
*
8
*
6
+
j
*
8
],
this
.
compositeDs
[
i
*
8
*
6
+
j
*
8
+
1
],
this
.
compositeDs
[
i
*
8
*
6
+
j
*
8
+
2
]];
var
rotationalK
=
[
this
.
compositeKs
[
i
*
8
*
6
+
j
*
8
+
3
],
this
.
compositeKs
[
i
*
8
*
6
+
j
*
8
+
4
],
this
.
compositeKs
[
i
*
8
*
6
+
j
*
8
+
5
]];
var
rotationalD
=
[
this
.
compositeDs
[
i
*
8
*
6
+
j
*
8
+
3
],
this
.
compositeDs
[
i
*
8
*
6
+
j
*
8
+
4
],
this
.
compositeDs
[
i
*
8
*
6
+
j
*
8
+
5
]];
var
rotationalK
=
[
this
.
compositeKs
[
i
*
8
*
6
+
j
*
8
+
4
],
this
.
compositeKs
[
i
*
8
*
6
+
j
*
8
+
5
],
this
.
compositeKs
[
i
*
8
*
6
+
j
*
8
+
6
]];
var
rotationalD
=
[
this
.
compositeDs
[
i
*
8
*
6
+
j
*
8
+
4
],
this
.
compositeDs
[
i
*
8
*
6
+
j
*
8
+
5
],
this
.
compositeDs
[
i
*
8
*
6
+
j
*
8
+
6
]];
//convert translational offsets to correct reference frame
var
nominalD
=
this
.
_neighborOffset
(
j
,
latticePitch
);
...
...
@@ -710,23 +710,19 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
_force
=
this
.
_applyQuaternion
(
_force
,
averageQuaternion
);
force
=
this
.
_addVectors
(
force
,
_force
);
////translational forces cause rotation in cell - convert to cell reference frame
//var torque = this._crossVectors(halfNominalD, this._applyQuaternion(_force, this._invertQuaternion(quaternion)));//cellHalfNominalD = lever arm
//rForce[0] += torque[0];
//rForce[1] += torque[1];
//rForce[2] += torque[2];
//
////todo this is causing instability
////bending and torsion
//var quaternionDiff = this._multiplyQuaternions(this._invertQuaternion(quaternion), neighborQuaternion);
//var diffEuler = this._eulerFromQuaternion(quaternionDiff);
//for (var _axis = 0; _axis < 3; _axis++) {
// if (_axis == neighborAxis) {
// rForce[_axis] += 0.00001 * torsionK[_axis] * (diffEuler[_axis]);// + torsionD[_axis]*(neighborAngVelocity[_axis]-angVelocity[_axis]);
// } else {
// rForce[_axis] += 0.00001 * bendingK[_axis] * (diffEuler[_axis]);// + bendingD[_axis]*(neighborAngVelocity[_axis]-angVelocity[_axis]);
// }
//}
//translational forces cause rotation in cell - convert to cell reference frame
var
torque
=
this
.
_crossVectors
(
halfNominalD
,
this
.
_applyQuaternion
(
_force
,
this
.
_invertQuaternion
(
quaternion
)));
//cellHalfNominalD = lever arm
rForce
[
0
]
+=
torque
[
0
];
rForce
[
1
]
+=
torque
[
1
];
rForce
[
2
]
+=
torque
[
2
];
//todo this is causing instability
//bending and torsion
var
quaternionDiff
=
this
.
_multiplyQuaternions
(
this
.
_invertQuaternion
(
quaternion
),
neighborQuaternion
);
var
diffEuler
=
this
.
_eulerFromQuaternion
(
quaternionDiff
);
for
(
var
_axis
=
0
;
_axis
<
3
;
_axis
++
)
{
rForce
[
_axis
]
+=
0.00001
*
rotationalK
[
_axis
]
*
(
diffEuler
[
_axis
]);
// + rotationalD[_axis]*(neighborAngVelocity[_axis]-angVelocity[_axis]);
}
}
//simple collision detection
...
...
@@ -803,8 +799,8 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
this
.
_swapArrays
(
"
velocity
"
,
"
lastVelocity
"
);
this
.
_swapArrays
(
"
translation
"
,
"
lastTranslation
"
);
//
this._swapArrays("quaternion", "lastQuaternion");
//
this._swapArrays("rotation", "lastRotation");
this
.
_swapArrays
(
"
quaternion
"
,
"
lastQuaternion
"
);
this
.
_swapArrays
(
"
rotation
"
,
"
lastRotation
"
);
},
_addVectors
:
function
(
vector1
,
vector2
){
...
...
js/simulation/function/EM/shaders/forceCalcShader.js
0 → 100644
View file @
05477888
#
define
M_PI
3.1415926535897932384626433832795
precision
mediump
float
;
uniform
vec2
u_textureDim
;
uniform
vec3
u_gravity
;
uniform
float
u_dt
;
uniform
float
u_multiplier
;
uniform
vec3
u_latticePitch
;
uniform
float
u_wiresMetaLength
;
uniform
float
u_time
;
uniform
float
u_groundHeight
;
uniform
float
u_friction
;
uniform
sampler2D
u_lastVelocity
;
uniform
sampler2D
u_lastTranslation
;
uniform
sampler2D
u_mass
;
uniform
sampler2D
u_neighborsXMapping
;
uniform
sampler2D
u_neighborsYMapping
;
uniform
sampler2D
u_compositeKs
;
uniform
sampler2D
u_compositeDs
;
uniform
sampler2D
u_originalPosition
;
uniform
sampler2D
u_lastQuaternion
;
uniform
sampler2D
u_wires
;
uniform
sampler2D
u_wiresMeta
;
vec3
applyQuaternion
(
vec3
vector
,
vec4
quaternion
)
{
float
x
=
vector
[
0
];
float
y
=
vector
[
1
];
float
z
=
vector
[
2
];
float
qx
=
quaternion
[
0
];
float
qy
=
quaternion
[
1
];
float
qz
=
quaternion
[
2
];
float
qw
=
quaternion
[
3
];
// calculate quat * vector
float
ix
=
qw
*
x
+
qy
*
z
-
qz
*
y
;
float
iy
=
qw
*
y
+
qz
*
x
-
qx
*
z
;
float
iz
=
qw
*
z
+
qx
*
y
-
qy
*
x
;
float
iw
=
-
qx
*
x
-
qy
*
y
-
qz
*
z
;
// calculate result * inverse quat
return
vec3
(
ix
*
qw
+
iw
*
-
qx
+
iy
*
-
qz
-
iz
*
-
qy
,
iy
*
qw
+
iw
*
-
qy
+
iz
*
-
qx
-
ix
*
-
qz
,
iz
*
qw
+
iw
*
-
qz
+
ix
*
-
qy
-
iy
*
-
qx
);
}
float
neighborSign
(
float
i
){
if
(
mod
(
i
+
0.001
,
2.0
)
<
0.5
)
return
-
1.0
;
return
1.0
;
}
vec3
neighborOffset
(
float
i
){
vec3
offset
=
vec3
(
0
);
int
neighborAxis
=
int
(
floor
(
i
/
2.0
+
0.001
));
if
(
neighborAxis
==
0
)
offset
[
0
]
=
neighborSign
(
i
)
*
u_latticePitch
[
0
];
else
if
(
neighborAxis
==
1
)
offset
[
1
]
=
neighborSign
(
i
)
*
u_latticePitch
[
1
];
else
if
(
neighborAxis
==
2
)
offset
[
2
]
=
neighborSign
(
i
)
*
u_latticePitch
[
2
];
return
offset
;
}
int
calcNeighborAxis
(
float
i
){
return
int
(
floor
(
i
/
2.0
+
0.001
));
}
int
convertToInt
(
float
num
){
return
int
(
floor
(
num
+
0.001
));
}
float
getActuatorVoltage
(
float
wireIndex
){
vec2
wireCoord
=
vec2
(
0.5
,
(
floor
(
wireIndex
+
0.001
)
+
0.5
)
/
u_wiresMetaLength
);
vec4
wireMeta
=
texture2D
(
u_wiresMeta
,
wireCoord
);
int
type
=
convertToInt
(
wireMeta
[
0
]);
if
(
type
==
-
1
)
{
//no signal connected
return
0.0
;
}
float
frequency
=
wireMeta
[
1
];
float
period
=
1.0
/
frequency
;
float
phase
=
wireMeta
[
2
];
float
currentPhase
=
mod
(
u_time
+
phase
*
period
,
period
)
/
period
;
if
(
type
==
0
){
return
0.5
*
sin
(
2.0
*
M_PI
*
currentPhase
);
}
if
(
type
==
1
){
float
pwm
=
wireMeta
[
3
];
if
(
currentPhase
<
pwm
)
return
0.5
;
return
-
0.5
;
}
if
(
type
==
2
){
if
(
wireMeta
[
3
]
>
0.5
)
return
0.5
-
currentPhase
;
return
currentPhase
-
0.5
;
}
if
(
type
==
3
){
if
(
currentPhase
<
0.5
)
return
currentPhase
*
2.0
-
0.5
;
return
0.5
-
(
currentPhase
-
0.5
)
*
2.0
;
}
return
0.0
;
}
vec4
averageQuaternions
(
vec4
quaternion1
,
vec4
quaternion2
){
float
x
=
quaternion1
[
0
],
y
=
quaternion1
[
1
],
z
=
quaternion1
[
2
],
w
=
quaternion1
[
3
];
float
_x1
=
quaternion1
[
0
],
_y1
=
quaternion1
[
1
],
_z1
=
quaternion1
[
2
],
_w1
=
quaternion1
[
3
];
float
_x2
=
quaternion2
[
0
],
_y2
=
quaternion2
[
1
],
_z2
=
quaternion2
[
2
],
_w2
=
quaternion2
[
3
];
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
float
cosHalfTheta
=
w
*
_w2
+
x
*
_x2
+
y
*
_y2
+
z
*
_z2
;
if
(
cosHalfTheta
<
0.0
)
{
_w1
=
-
_w2
;
_x1
=
-
_x2
;
_y1
=
-
_y2
;
_z1
=
-
_z2
;
cosHalfTheta
=
-
cosHalfTheta
;
}
else
{
_w1
=
_w2
;
_x1
=
_x2
;
_y1
=
_y2
;
_z1
=
_z2
;
}
if
(
cosHalfTheta
>=
1.0
)
{
_w1
=
w
;
_x1
=
x
;
_y1
=
y
;
_z1
=
z
;
return
vec4
(
_x1
,
_y1
,
_z1
,
_w1
);
}
float
halfTheta
=
acos
(
cosHalfTheta
);
float
sinHalfTheta
=
sqrt
(
1.0
-
cosHalfTheta
*
cosHalfTheta
);
if
(
abs
(
sinHalfTheta
)
<
0.001
)
{
_w1
=
0.5
*
(
w
+
_w1
);
_x1
=
0.5
*
(
x
+
_x1
);
_y1
=
0.5
*
(
y
+
_y1
);
_z1
=
0.5
*
(
z
+
_z1
);
return
vec4
(
_x1
,
_y1
,
_z1
,
_w1
);
}
float
ratioA
=
sin
(
(
0.5
)
*
halfTheta
)
/
sinHalfTheta
,
ratioB
=
sin
(
0.5
*
halfTheta
)
/
sinHalfTheta
;
_w1
=
(
w
*
ratioA
+
_w1
*
ratioB
);
_x1
=
(
x
*
ratioA
+
_x1
*
ratioB
);
_y1
=
(
y
*
ratioA
+
_y1
*
ratioB
);
_z1
=
(
z
*
ratioA
+
_z1
*
ratioB
);
return
vec4
(
_x1
,
_y1
,
_z1
,
_w1
);
}
vec4
normalize4D
(
vec4
vector
){
float
length
=
sqrt
(
vector
[
0
]
*
vector
[
0
]
+
vector
[
1
]
*
vector
[
1
]
+
vector
[
2
]
*
vector
[
2
]
+
vector
[
3
]
*
vector
[
3
]);
return
vec4
(
vector
[
0
]
/
length
,
vector
[
1
]
/
length
,
vector
[
2
]
/
length
,
vector
[
3
]
/
length
);
}
vec4
invertQuaternion
(
vec4
quaternion
){
return
normalize4D
(
vec4
(
quaternion
[
0
]
*-
1.0
,
quaternion
[
1
]
*-
1.0
,
quaternion
[
2
]
*-
1.0
,
quaternion
[
3
]));
}
void
main
(){
vec2
fragCoord
=
gl_FragCoord
.
xy
;
vec2
scaledFragCoord
=
fragCoord
/
u_textureDim
;
float
isFixed
=
texture2D
(
u_mass
,
scaledFragCoord
).
y
;
if
(
isFixed
<
0.0
||
isFixed
==
1.0
){
//no cell or is fixed
gl_FragColor
=
vec4
(
0
,
0
,
0
,
0
);
return
;
}
float
mass
=
texture2D
(
u_mass
,
scaledFragCoord
).
x
;
vec3
force
=
u_gravity
*
mass
;
vec3
translation
=
texture2D
(
u_lastTranslation
,
scaledFragCoord
).
xyz
;
vec3
velocity
=
texture2D
(
u_lastVelocity
,
scaledFragCoord
).
xyz
;
vec4
quaternion
=
texture2D
(
u_lastQuaternion
,
scaledFragCoord
);
vec4
wiring
=
texture2D
(
u_wires
,
scaledFragCoord
);
bool
isActuator
=
wiring
[
0
]
<
-
0.5
;
//-1
//simple collision
float
zPosition
=
texture2D
(
u_originalPosition
,
scaledFragCoord
).
z
+
translation
.
z
*
u_multiplier
-
u_groundHeight
;
float
collisionK
=
1.0
;
if
(
zPosition
<
0.0
)
{
float
normalForce
=
-
zPosition
*
collisionK
-
velocity
.
z
*
collisionK
/
10.0
;
force
.
z
+=
normalForce
;
if
(
u_friction
>
0.5
){
float
mu
=
10.0
;
if
(
velocity
.
x
>
0.0
)
force
.
x
-=
mu
*
normalForce
;
else
if
(
velocity
.
x
<
0.0
)
force
.
x
+=
mu
*
normalForce
;
if
(
velocity
.
y
>
0.0
)
force
.
y
-=
mu
*
normalForce
;
else
if
(
velocity
.
y
<
0.0
)
force
.
y
+=
mu
*
normalForce
;
}
}
for
(
float
i
=
0.0
;
i
<
2.0
;
i
+=
1.0
){
float
xIndex
=
2.0
*
(
fragCoord
.
x
-
0.5
)
+
0.5
;
if
(
i
>
0.0
)
xIndex
+=
1.0
;
vec2
mappingIndex
=
vec2
(
xIndex
/
(
u_textureDim
.
x
*
2.0
),
scaledFragCoord
.
y
);
vec3
neighborsXMapping
=
texture2D
(
u_neighborsXMapping
,
mappingIndex
).
xyz
;
vec3
neighborsYMapping
=
texture2D
(
u_neighborsYMapping
,
mappingIndex
).
xyz
;
for
(
int
j
=
0
;
j
<
3
;
j
++
){
if
(
neighborsXMapping
[
j
]
<
0.0
)
continue
;
//no neighbor
int
neighborAxis
=
calcNeighborAxis
(
i
*
3.0
+
float
(
j
));
vec2
neighborIndex
=
vec2
(
neighborsXMapping
[
j
],
neighborsYMapping
[
j
]);
neighborIndex
.
x
+=
0.5
;
neighborIndex
.
y
+=
0.5
;
vec2
scaledNeighborIndex
=
neighborIndex
/
u_textureDim
;
vec3
neighborTranslation
=
texture2D
(
u_lastTranslation
,
scaledNeighborIndex
).
xyz
;
vec3
neighborVelocity
=
texture2D
(
u_lastVelocity
,
scaledNeighborIndex
).
xyz
;
vec4
neighborQuaternion
=
texture2D
(
u_lastQuaternion
,
scaledNeighborIndex
);
vec3
nominalD
=
neighborOffset
(
i
*
3.0
+
float
(
j
));
vec3
halfNominalD
=
nominalD
/
2.0
;
vec3
cellHalfNominalD
=
applyQuaternion
(
halfNominalD
,
quaternion
);
//halfNominalD in cell's reference frame
vec3
neighborHalfNominalD
=
applyQuaternion
(
halfNominalD
,
neighborQuaternion
);
//halfNominalD in neighbor's reference frame
//vec3 actuatedD = vec3(nominalD[0], nominalD[1], nominalD[2]);
//float actuation = 0.0;
//if (isActuator){
// if (neighborAxis == 0 && wiring[1]>0.1){//>0
// actuation += 0.3*getActuatorVoltage(wiring[1]-1.0);
// } else if (neighborAxis == 1 && wiring[2]>0.1){
// actuation += 0.3*getActuatorVoltage(wiring[2]-1.0);
// } else if (neighborAxis == 2 && wiring[3]>0.1){
// actuation += 0.3*getActuatorVoltage(wiring[3]-1.0);
// }
//}
//vec4 neighborWiring = texture2D(u_wires, scaledNeighborIndex);
//if (neighborWiring[0] < -0.5){
// if (neighborAxis == 0 && neighborWiring[1]>0.1){
// actuation += 0.3*getActuatorVoltage(neighborWiring[1]-1.0);
// } else if (neighborAxis == 1 && neighborWiring[2]>0.1){
// actuation += 0.3*getActuatorVoltage(neighborWiring[2]-1.0);
// } else if (neighborAxis == 2 && neighborWiring[3]>0.1){
// actuation += 0.3*getActuatorVoltage(neighborWiring[3]-1.0);
// }
//}
//if (neighborAxis == 0) actuatedD[0] *= 1.0+actuation;
//else if (neighborAxis == 1) actuatedD[1] *= 1.0+actuation;
//else if (neighborAxis == 2) actuatedD[2] *= 1.0+actuation;
vec2
kIndex
=
vec2
(((
fragCoord
.
x
-
0.5
)
*
12.0
+
2.0
*
(
i
*
3.0
+
float
(
j
))
+
0.5
)
/
(
u_textureDim
.
x
*
12.0
),
scaledFragCoord
.
y
);
vec3
translationalK
=
texture2D
(
u_compositeKs
,
kIndex
).
xyz
;
vec3
translationalD
=
texture2D
(
u_compositeDs
,
kIndex
).
xyz
;
vec4
averageQuaternion
=
averageQuaternions
(
quaternion
,
neighborQuaternion
);
vec4
averageQuaternionInverse
=
invertQuaternion
(
averageQuaternion
);
vec3
translationalDelta
=
neighborTranslation
-
translation
+
nominalD
-
cellHalfNominalD
-
neighborHalfNominalD
;
vec3
translationalDeltaXYZ
=
applyQuaternion
(
translationalDelta
,
averageQuaternionInverse
);
vec3
velocityDelta
=
neighborVelocity
-
velocity
;
vec3
velocityDeltaXYZ
=
applyQuaternion
(
velocityDelta
,
averageQuaternionInverse
);
vec3
_force
=
translationalK
*
translationalDeltaXYZ
+
translationalD
*
velocityDeltaXYZ
;
//convert _force vector back into world reference frame
_force
=
applyQuaternion
(
_force
,
averageQuaternion
);
force
+=
_force
;
}
}
gl_FragColor
=
vec4
(
force
,
0
);
}
\ No newline at end of file
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