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Amanda Ghassaei
AMOEBA
Commits
af3d6642
Commit
af3d6642
authored
Mar 14, 2016
by
amandaghassaei
Browse files
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Plain Diff
added actuation to quaternion calc
parent
68eeddfa
Changes
3
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Showing
3 changed files
with
151 additions
and
69 deletions
+151
-69
js/simulation/EM/emSimLattice.js
js/simulation/EM/emSimLattice.js
+71
-64
js/simulation/EM/shaders/quaternionCalcShader.js
js/simulation/EM/shaders/quaternionCalcShader.js
+78
-4
js/simulation/GPUMath.js
js/simulation/GPUMath.js
+2
-1
No files found.
js/simulation/EM/emSimLattice.js
View file @
af3d6642
...
...
@@ -62,7 +62,8 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
this
.
compositeKs
=
new
Float32Array
(
textureSize
*
8
);
this
.
compositeDs
=
new
Float32Array
(
textureSize
*
8
);
this
.
wires
=
new
Int16Array
(
textureSize
*
4
);
//also stores actuator mask as -1
//todo int array
this
.
wires
=
new
Float32Array
(
textureSize
*
4
);
//also stores actuator mask as -1
var
wires
=
this
.
get
(
"
wires
"
);
this
.
resetWiresMetaTexture
(
wires
);
...
...
@@ -212,6 +213,8 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
gpuMath
.
initTextureFromData
(
"
u_compositeKs
"
,
textureDim
*
2
,
textureDim
,
"
FLOAT
"
,
this
.
compositeKs
);
gpuMath
.
initTextureFromData
(
"
u_compositeDs
"
,
textureDim
*
2
,
textureDim
,
"
FLOAT
"
,
this
.
compositeDs
);
gpuMath
.
initTextureFromData
(
"
u_originalPosition
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
this
.
originalPosition
);
gpuMath
.
initTextureFromData
(
"
u_wires
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
this
.
wires
);
//todo byte
gpuMath
.
initTextureFromData
(
"
u_wiresMeta
"
,
1
,
this
.
wiresMeta
.
length
/
4
,
"
FLOAT
"
,
this
.
wiresMeta
);
gpuMath
.
createProgram
(
"
quaternionCalc
"
,
vertexShader
,
quaternionCalcShader
);
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_lastTranslation
"
,
0
,
"
1i
"
);
...
...
@@ -220,8 +223,12 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_neighborsXMapping
"
,
3
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_neighborsYMapping
"
,
4
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_compositeKs
"
,
5
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_wires
"
,
6
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_wiresMeta
"
,
7
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_textureDim
"
,
[
textureDim
,
textureDim
],
"
2f
"
);
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_latticePitch
"
,
[
latticePitch
.
x
,
latticePitch
.
y
,
latticePitch
.
z
],
"
3f
"
);
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_wiresMetaLength
"
,
this
.
wiresMeta
.
length
/
4
,
"
1f
"
);
gpuMath
.
setUniformForProgram
(
"
quaternionCalc
"
,
"
u_time
"
,
0
,
"
1f
"
);
gpuMath
.
createProgram
(
"
velocityCalc
"
,
vertexShader
,
velocityCalcShader
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_lastVelocity
"
,
0
,
"
1i
"
);
...
...
@@ -450,69 +457,69 @@ define(['underscore', 'backbone', 'threeModel', 'lattice', 'plist', 'emWire', 'G
iter
:
function
(
dt
,
time
,
gravity
,
shouldRender
){
//
gpuMath.step("quaternionCalc", ["u_lastTranslation", "u_lastQuaternion", "u_fixed", "u_neighborsXMapping",
// "u_neighborsYMapping", "u_compositeKs"], "u_quaternion"
);
//
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");
//
gpuMath.step("positionCalc", ["u_velocity", "u_lastTranslation", "u_fixed"], "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.fixed[rgbaIndex] < 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.fixed[rgbaIndex] < 0) break;//no more cells
//
var index = [this.cellsArrayMapping[rgbaIndex], this.cellsArrayMapping[rgbaIndex + 1], this.cellsArrayMapping[rgbaIndex + 2]];
//
var parsePixelsIndex = vectorLength * i;
//
var quaternion = [parsedPixels[parsePixelsIndex], parsedPixels[parsePixelsIndex + 1], parsedPixels[parsePixelsIndex + 2], parsedPixels[parsePixelsIndex + 3]];
//
//console.log(quaternion);
//
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_fixed
"
,
"
u_neighborsXMapping
"
,
"
u_neighborsYMapping
"
,
"
u_compositeKs
"
,
"
u_compositeDs
"
,
"
u_originalPosition
"
,
"
u_lastQuaternion
"
],
"
u_velocity
"
);
gpuMath
.
step
(
"
positionCalc
"
,
[
"
u_velocity
"
,
"
u_lastTranslation
"
,
"
u_fixed
"
],
"
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
.
fixed
[
rgbaIndex
]
<
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
.
fixed
[
rgbaIndex
]
<
0
)
break
;
//no more cells
var
index
=
[
this
.
cellsArrayMapping
[
rgbaIndex
],
this
.
cellsArrayMapping
[
rgbaIndex
+
1
],
this
.
cellsArrayMapping
[
rgbaIndex
+
2
]];
var
parsePixelsIndex
=
vectorLength
*
i
;
var
quaternion
=
[
parsedPixels
[
parsePixelsIndex
],
parsedPixels
[
parsePixelsIndex
+
1
],
parsedPixels
[
parsePixelsIndex
+
2
],
parsedPixels
[
parsePixelsIndex
+
3
]];
//console.log(quaternion);
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
latticePitch
=
lattice
.
getPitch
();
latticePitch
=
[
latticePitch
.
x
,
latticePitch
.
y
,
latticePitch
.
z
];
...
...
js/simulation/EM/shaders/quaternionCalcShader.js
View file @
af3d6642
#
define
M_PI
3.1415926535897932384626433832795
precision
mediump
float
;
uniform
vec2
u_textureDim
;
uniform
vec3
u_latticePitch
;
uniform
float
u_wiresMetaLength
;
uniform
float
u_time
;
uniform
sampler2D
u_lastTranslation
;
uniform
sampler2D
u_fixed
;
...
...
@@ -9,6 +13,10 @@ uniform sampler2D u_neighborsXMapping;
uniform
sampler2D
u_neighborsYMapping
;
uniform
sampler2D
u_lastQuaternion
;
uniform
sampler2D
u_compositeKs
;
uniform
sampler2D
u_wires
;
uniform
sampler2D
u_wiresMeta
;
vec3
applyQuaternion
(
vec3
vector
,
vec4
quaternion
)
{
...
...
@@ -129,15 +137,52 @@ float neighborSign(float i){
return
1.0
;
}
vec3
neighborOffset
(
float
i
){
vec3
neighborOffset
(
float
i
,
int
neighborAxis
){
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
(
int
i
){
return
int
(
floor
(
float
(
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
*
4.0
+
0.001
)
+
0.5
)
/
u_wiresMetaLength
);
vec4
wireMeta
=
texture2D
(
u_wiresMeta
,
wireCoord
);
int
type
=
convertToInt
(
1.2
);
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
(){
...
...
@@ -166,9 +211,14 @@ 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
);
vec2
neighborIndex
=
vec2
(
neighborsXMapping
[
j
],
neighborsYMapping
[
j
]);
neighborIndex
.
x
+=
0.5
;
neighborIndex
.
y
+=
0.5
;
...
...
@@ -178,8 +228,32 @@ void main(){
vec4
neighborQuaternion
=
texture2D
(
u_lastQuaternion
,
scaledNeighborIndex
);
vec3
neighborEuler
=
eulerFromQuaternion
(
neighborQuaternion
);
vec3
nominalD
=
neighborOffset
(
i
*
3.0
+
float
(
j
));
vec3
actuatedD
=
nominalD
;
vec3
nominalD
=
neighborOffset
(
i
*
3.0
+
float
(
j
),
neighborAxis
);
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
(
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
){
actuation
+=
0.3
*
getActuatorVoltage
(
neighborWiring
[
1
]
-
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
D
=
neighborTranslation
-
translation
+
nominalD
;
vec3
halfNominalD
=
actuatedD
*
0.5
;
...
...
js/simulation/GPUMath.js
View file @
af3d6642
...
...
@@ -95,9 +95,10 @@ define(['glBoilerplate'], function(glBoilerplate){
gl
.
useProgram
(
this
.
programs
[
programName
].
program
);
};
GPUMath
.
prototype
.
step
=
function
(
programName
,
inputTextures
,
outputTexture
){
GPUMath
.
prototype
.
step
=
function
(
programName
,
inputTextures
,
outputTexture
,
time
){
gl
.
useProgram
(
this
.
programs
[
programName
].
program
);
if
(
time
)
this
.
setUniformForProgram
(
programName
,
"
u_time
"
,
time
,
"
1f
"
);
gl
.
bindFramebuffer
(
gl
.
FRAMEBUFFER
,
this
.
frameBuffers
[
outputTexture
]);
for
(
var
i
=
0
;
i
<
inputTextures
.
length
;
i
++
){
gl
.
activeTexture
(
gl
.
TEXTURE0
+
i
);
...
...
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