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Amanda Ghassaei
AMOEBA
Commits
42b9227b
Commit
42b9227b
authored
Mar 14, 2016
by
amandaghassaei
Browse files
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Plain Diff
gpu with actuators
parent
af3d6642
Changes
3
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Showing
3 changed files
with
99 additions
and
20 deletions
+99
-20
js/simulation/EM/emSimLattice.js
js/simulation/EM/emSimLattice.js
+7
-2
js/simulation/EM/shaders/quaternionCalcShader.js
js/simulation/EM/shaders/quaternionCalcShader.js
+14
-14
js/simulation/EM/shaders/velocityCalcShader.js
js/simulation/EM/shaders/velocityCalcShader.js
+78
-4
No files found.
js/simulation/EM/emSimLattice.js
View file @
42b9227b
...
...
@@ -241,9 +241,13 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_compositeDs
"
,
7
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_originalPosition
"
,
8
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_lastQuaternion
"
,
9
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_wires
"
,
10
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_wiresMeta
"
,
11
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDim
"
,
[
textureDim
,
textureDim
],
"
2f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_multiplier
"
,
1
/
(
plist
.
allUnitTypes
[
lattice
.
getUnits
()].
multiplier
),
"
1f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_latticePitch
"
,
[
latticePitch
.
x
,
latticePitch
.
y
,
latticePitch
.
z
],
"
3f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_wiresMetaLength
"
,
this
.
wiresMeta
.
length
/
4
,
"
1f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_time
"
,
0
,
"
1f
"
);
gpuMath
.
createProgram
(
"
positionCalc
"
,
vertexShader
,
positionCalcShader
);
gpuMath
.
setUniformForProgram
(
"
positionCalc
"
,
"
u_velocity
"
,
0
,
"
1i
"
);
...
...
@@ -369,6 +373,7 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
index
++
;
});
this
.
wiresMeta
=
wiresMeta
;
gpuMath
.
initTextureFromData
(
"
u_wiresMeta
"
,
1
,
this
.
wiresMeta
.
length
/
4
,
"
FLOAT
"
,
this
.
wiresMeta
,
true
);
},
_calcNumberDCConnectedComponents
:
function
(
cells
){
...
...
@@ -460,8 +465,8 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
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_fixed
"
,
"
u_neighborsXMapping
"
,
"
u_neighborsYMapping
"
,
"
u_compositeKs
"
,
"
u_compositeDs
"
,
"
u_originalPosition
"
,
"
u_lastQuaternion
"
]
,
"
u_
velocity
"
);
"
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_fixed
"
],
"
u_translation
"
);
if
(
shouldRender
)
{
...
...
js/simulation/EM/shaders/quaternionCalcShader.js
View file @
42b9227b
...
...
@@ -145,8 +145,8 @@ vec3 neighborOffset(float i, int neighborAxis){
return
offset
;
}
int
calcNeighborAxis
(
in
t
i
){
return
int
(
floor
(
float
(
i
)
/
2.0
+
0.001
));
int
calcNeighborAxis
(
floa
t
i
){
return
int
(
floor
(
i
/
2.0
+
0.001
));
}
int
convertToInt
(
float
num
){
...
...
@@ -154,9 +154,9 @@ int convertToInt(float num){
}
float
getActuatorVoltage
(
float
wireIndex
){
vec2
wireCoord
=
vec2
(
0.5
,
(
floor
(
wireIndex
*
4.0
+
0.001
)
+
0.5
)
/
u_wiresMetaLength
);
vec2
wireCoord
=
vec2
(
0.5
,
(
floor
(
wireIndex
+
0.001
)
+
0.5
)
/
u_wiresMetaLength
);
vec4
wireMeta
=
texture2D
(
u_wiresMeta
,
wireCoord
);
int
type
=
convertToInt
(
1.2
);
int
type
=
convertToInt
(
wireMeta
[
0
]
);
if
(
type
==
-
1
)
{
//no signal connected
return
0.0
;
...
...
@@ -198,6 +198,9 @@ void main(){
vec3
translation
=
texture2D
(
u_lastTranslation
,
scaledFragCoord
).
xyz
;
vec4
quaternion
=
texture2D
(
u_lastQuaternion
,
scaledFragCoord
);
vec4
wiring
=
texture2D
(
u_wires
,
scaledFragCoord
);
bool
isActuator
=
wiring
.
x
<
-
0.5
;
//-1
vec3
rTotal
=
vec3
(
0
);
float
rContrib
=
0.0
;
...
...
@@ -211,13 +214,10 @@ void main(){
vec3
neighborsYMapping
=
texture2D
(
u_neighborsYMapping
,
mappingIndex
).
xyz
;
vec3
compositeKs
=
texture2D
(
u_compositeKs
,
mappingIndex
).
xyz
;
vec4
wiring
=
texture2D
(
u_wires
,
mappingIndex
);
bool
isActuator
=
wiring
.
x
<
0.5
;
//-1
for
(
int
j
=
0
;
j
<
3
;
j
++
){
if
(
neighborsXMapping
[
j
]
<
0.0
)
continue
;
//no neighbor
int
neighborAxis
=
calcNeighborAxis
(
j
);
int
neighborAxis
=
calcNeighborAxis
(
i
*
3.0
+
float
(
j
)
);
vec2
neighborIndex
=
vec2
(
neighborsXMapping
[
j
],
neighborsYMapping
[
j
]);
neighborIndex
.
x
+=
0.5
;
...
...
@@ -241,13 +241,13 @@ void main(){
}
}
vec4
neighborWiring
=
texture2D
(
u_wires
,
scaledNeighborIndex
);
if
(
neighborWiring
[
0
]
<
0.5
){
if
(
neighborWiring
[
1
]
>
0.1
){
actuation
+=
0.3
*
getActuatorVoltage
(
neighborWiring
[
1
]
-
1.0
);
}
else
if
(
neighborWiring
[
2
]
>
0.1
){
actuation
+=
0.3
*
getActuatorVoltage
(
neighborWiring
[
1
]
-
1.0
);
}
else
if
(
neighborWiring
[
3
]
>
0.1
){
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
;
...
...
js/simulation/EM/shaders/velocityCalcShader.js
View file @
42b9227b
#
define
M_PI
3.1415926535897932384626433832795
precision
mediump
float
;
uniform
vec2
u_textureDim
;
...
...
@@ -5,6 +7,9 @@ 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
sampler2D
u_lastVelocity
;
uniform
sampler2D
u_lastTranslation
;
...
...
@@ -16,6 +21,8 @@ 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
)
{
...
...
@@ -54,6 +61,45 @@ vec3 neighborOffset(float i){
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
;
}
void
main
(){
vec2
fragCoord
=
gl_FragCoord
.
xy
;
...
...
@@ -70,6 +116,9 @@ void main(){
vec3
lastVelocity
=
texture2D
(
u_lastVelocity
,
scaledFragCoord
).
xyz
;
vec4
quaternion
=
texture2D
(
u_lastQuaternion
,
scaledFragCoord
);
vec4
wiring
=
texture2D
(
u_wires
,
scaledFragCoord
);
bool
isActuator
=
wiring
[
0
]
<
-
0.5
;
//-1
vec3
force
=
u_gravity
*
mass
;
//simple collision
...
...
@@ -92,6 +141,8 @@ void main(){
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
;
...
...
@@ -102,10 +153,33 @@ void main(){
vec4
neighborQuaternion
=
texture2D
(
u_lastQuaternion
,
scaledNeighborIndex
);
vec3
nominalD
=
neighborOffset
(
i
*
3.0
+
float
(
j
));
vec3
actuatedD
=
nominalD
;
vec3
rotatedNomD
=
applyQuaternion
(
nominalD
,
quaternion
);
vec3
neighbRotatedNomD
=
applyQuaternion
(
nominalD
,
neighborQuaternion
);
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
;
vec3
rotatedNomD
=
applyQuaternion
(
actuatedD
,
quaternion
);
vec3
neighbRotatedNomD
=
applyQuaternion
(
actuatedD
,
neighborQuaternion
);
vec3
rotatedNominalD
=
(
rotatedNomD
+
neighbRotatedNomD
)
*
0.5
;
...
...
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