#include "simul/robot.h" #include #include "odometrie.h" #include "asservissement.h" #include "strategie.h" #include class OdoRobot : public Odometrie { private: Robot* robot; public: OdoRobot(Robot* robot) { this->robot = robot; } PositionPlusAngle getPos() { return robot->pos; } Distance getVitesseLineaire() { return robot->deriv.position.getNorme(); } Angle getVitesseAngulaire() { return robot->deriv.angle; } void setPos(PositionPlusAngle p) { robot->pos = p; } }; Robot::Robot(b2World & world) : olds(10000) { deriv.position.x = 0; deriv.position.y = 0; deriv.angle = 0; manual = false; odometrie = new OdoRobot(this); asservissement = new Asservissement(odometrie); strategie = new Strategie(true, asservissement); pos.position.x=1000.; pos.position.y=500.; pos.angle=0; asservissement->strategie = strategie; b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position.Set(pos.position.x/100., pos.position.y/100.); bodyDef.angle = pos.angle.getValueInRadian(); body = world.CreateBody(&bodyDef); b2PolygonShape box; box.SetAsBox(1.,1., b2Vec2(1,1),0); b2FixtureDef fixtureDef; fixtureDef.shape = &box; fixtureDef.density = 10.0f; fixtureDef.friction = 1.0f; body->CreateFixture(&fixtureDef); } void Robot::updateForces(int dt) { if(dt == 0) return; Position impulse; impulse.x = (deriv.position.x*(float)cos(pos.angle.getValueInRadian()) - deriv.position.y*(float)sin(pos.angle.getValueInRadian())); impulse.y = (deriv.position.x*(float)sin(pos.angle.getValueInRadian()) + deriv.position.y*(float)cos(pos.angle.getValueInRadian())); float32 rdt = 1000./(float)dt; b2Vec2 bvelocity = 0.01*rdt*b2Vec2(impulse.x,impulse.y); float bangular = deriv.angle.getValueInRadian()*rdt; //body->ApplyForce(10*body->GetMass()*(bimpulse - body->GetLinearVelocity()), body->GetWorldCenter()); //body->ApplyTorque((bangular - body->GetAngularVelocity())*body->GetInertia()); body->SetLinearVelocity(bvelocity); body->SetAngularVelocity(bangular); } void Robot::paint(QPainter &p, int dt) { if(dt) { pos.position.x = 100*body->GetWorldCenter().x; pos.position.y = 100*body->GetWorldCenter().y; pos.angle = body->GetAngle(); float rdt = (float)dt/1000.; deriv.angle = body->GetAngularVelocity()*rdt; float derx = 100*body->GetLinearVelocity().x*rdt; float dery = 100*body->GetLinearVelocity().y*rdt; deriv.position.x = derx*cos(pos.angle.getValueInRadian()) + dery*sin(pos.angle.getValueInRadian()); deriv.position.y = 0; olds.push_back(pos); if(manual) { keyPressEvent(NULL,false); deriv.position.x = deriv.position.x* 0.97f; deriv.angle = deriv.angle * 0.9; } else { Asservissement::asservissement->update(); deriv.position.x = asservissement->vitesse_lineaire_a_atteindre; deriv.position.y = 0; deriv.angle = asservissement->vitesse_angulaire_a_atteindre; } } p.setWorldTransform(QTransform().translate(pos.position.x,-pos.position.y).rotateRadians(-pos.angle.getValueInRadian())); p.setPen(QColor(Qt::black)); p.setBrush(QBrush(QColor(90,90,90))); p.setOpacity(.3); p.drawRect(-100, -100, 200, 200); p.setOpacity(1); p.setPen(QColor(Qt::red)); p.drawLine(0,0,pos.position.x,0); p.drawLine(0,100*pos.angle.getValueInRadian(),0,0); p.setWorldTransform(QTransform()); p.setPen(QColor(Qt::green)); for(unsigned int i=0; i+1 < olds.size(); i++) p.drawLine(olds[i].position.x, -olds[i].position.y, olds[i+1].position.x, -olds[i+1].position.y); } #define IF_KEYSWITCH(n,a) \ static bool n=false; \ if(evt) n= a ? press : n; if(n) void Robot::keyPressEvent(QKeyEvent* evt, bool press) { if(evt && press && evt->text() == "e" && !evt->isAutoRepeat()) manual = !manual; if(manual) { float dinc = .5; float ainc = 0.005; IF_KEYSWITCH(avant,evt->key() == Qt::Key_Up) deriv.position.x += dinc; IF_KEYSWITCH(arriere,evt->key() == Qt::Key_Down) deriv.position.x -= dinc; IF_KEYSWITCH(gauche,evt->key() == Qt::Key_Right) deriv.angle -= ainc; IF_KEYSWITCH(droite,evt->key() == Qt::Key_Left) deriv.angle += ainc; } }