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#ifndef STIM_GL_SPIDER_H
#define STIM_GL_SPIDER_H
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include <cuda.h>
#include <cuda_gl_interop.h>
#include <cudaGL.h>
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#include <math.h>
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#include "../gl/gl_texture.h"
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#include "../visualization/camera.h"
#include "./error.h"
#include "../math/vector.h"
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#include "../math/rect.h"
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#include "../cuda/cost.h"
#include "../cuda/glbind.h"
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#include <iostream>
#include <fstream>
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namespace stim
{
template<typename T>
class gl_spider : public virtual gl_texture<T>
{
//doen't use gl_texture really, just needs the GLuint id.
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//doesn't even need the texture iD really.
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private:
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stim::vec<float> position; //vector designating the position of the spider.
stim::vec<float> direction; //vector designating the orientation of the spider
//always a unit vector.
stim::vec<float> magnitude; //magnitude of the direction vector.
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//mag[0] = length.
//mag[1] = width.
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using gl_texture<T>::texID;
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//using image_stack<T>::S;
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cudaArray* c_Array;
//void** devPtr;
//size_t size;
cudaGraphicsResource_t resource;
GLuint fboID;
GLuint texbufferID;
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int iter = 0;
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void
findOptimalPosition()
{
/* Method for finding the best direction for the spider.
Not sure if necessary since the next position for the spider
will be at direction * magnitude. */
}
void
findOptimalScale()
{
/* Method for finding the best scale for the spider.
changes the x, y, z size of the spider to minimize the cost
function. */
}
void
Evaluate()
{
/* Uses uniform sampler2D in order to take a difference between
the colors of two textures. 1st texture is the spider template,
the 2nd is the location of the spider's overlap with the
gl_template
does the spider need to track it's location? Prob not since
position can be set with gl_texture coordinates */
}
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void
Optimize()
{
/*find the optimum direction and scale */
}
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/*
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void
Step()
{
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// move to the new position
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}
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*/
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void
GenerateFBO(unsigned int width, unsigned int height)
{
glGenFramebuffers(1, &fboID);
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
int numChannels = 1;
unsigned char* texels = new unsigned char[width * height * numChannels];
glGenTextures(1, &texbufferID);
glBindTexture(GL_TEXTURE_2D, texbufferID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, texels);
delete[] texels;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void
UpdateBuffer(float v_x, float v_y)
{
//std::cout << v_y << std::endl;
float len = 10.0;
stim::vec<float>p1;
stim::vec<float>p2;
stim::vec<float>p3;
stim::vec<float>p4;
p1 = hor.p(1,1);
p2 = hor.p(1,0);
p3 = hor.p(0,0);
p4 = hor.p(0,1);
glBegin(GL_QUADS);
glTexCoord3f(
p1[0],
p1[1],
p1[2]
);
//glVertex2f(0.0,0.0);
glVertex2f(v_x,v_y);
glTexCoord3f(
p2[0],
p2[1],
p2[2]
);
//glVertex2f(1.0, 0.0);
glVertex2f(v_x+len, v_y);
glTexCoord3f(
p3[0],
p3[1],
p3[2]
);
//glVertex2f(1.0, 2.0);
glVertex2f(v_x+len, v_y+len);
glTexCoord3f(
p4[0],
p4[1],
p4[2]
);
//glVertex2f(0.0, 2.0);
glVertex2f(v_x, v_y+len);
glEnd();
p1 = ver.p(1,1);
p2 = ver.p(1,0);
p3 = ver.p(0,0);
p4 = ver.p(0,1);
glBegin(GL_QUADS);
glTexCoord3f(
p1[0],
p1[1],
p1[2]
);
//glVertex2f(1.0, 0.0);
glVertex2f(v_x+len, v_y);
glTexCoord3f(
p2[0],
p2[1],
p2[2]
);
//glVertex2f(2.0, 0.0);
glVertex2f(v_x+2*len, v_y);
glTexCoord3f(
p3[0],
p3[1],
p3[2]
);
//glVertex2f(2.0, 2.0);
glVertex2f(v_x+2*len, v_y+len);
glTexCoord3f(
p4[0],
p4[1],
p4[2]
);
//glVertex2f(1.0, 2.0);
glVertex2f(v_x+len, v_y+len);
glEnd();
}
void
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Update(float v_x, float v_y, vec<float> dir)
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{
vec<float> Y(1.0,0.0,0.0);
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if(cos(Y.dot(dir))< 0.087){
Y[0] = 0.0; Y[1] = 1.0;}
hor = stim::rect<float>(magnitude, position, dir.norm(),
((Y.cross(dir)).cross(dir)).norm());
ver = stim::rect<float>(magnitude, position, dir.norm(),
hor.n());
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UpdateBuffer(v_x, v_y);
}
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void
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Sample(vec<float> in = (0,0,1), int numSamples = 1089, int solidAngle = M_PI/2)
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{
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GenerateFBO(20, numSamples*10);
ofstream file;
file.open("samples.txt", std::ios_base::app);
float samples[numSamples][3]; //Set up the variables
//necessary for sample generation
vec<float> d_s = in.cart2sph();
vec<float> temp;
int dim = (sqrt(numSamples)-1)/2;
//std::cout << dim << std::endl;
float y_0 = 0.0;
float len = 10.0;
float p0 = M_PI/3;
float dt = solidAngle/(1.0 * dim);
float dp = p0/(1.0*dim);
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glBindFramebuffer(GL_FRAMEBUFFER, fboID);//set up GL buffer
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
texbufferID,
0);
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
glBindTexture(GL_TEXTURE_2D, texbufferID);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0,0,2.0*len, numSamples*len);
gluOrtho2D(0.0,2.0*len,0.0,numSamples*len);
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, texID);
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//file << "iteration: " << iter << "\n";
//file << "starting pos and dir:" << "[" << position[0] << "," <<position[1] << "," << position[2] << "]" << ":" << "[" << direction[0] << "," << direction[1] << "," << direction[2] << "]\n";
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//Loop over the samples
file << position[0] << "," <<position[1] << "," << position[2] << "\n";
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int idx;
for(int i = -dim; i <= dim; i++){
for(int j = -dim; j <= dim; j++){
//Create linear index
idx = (i+dim)*(dim*2+1) + (j+dim);
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temp[0] = d_s[0]; //rotate vector
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temp[1] = d_s[1]+dt*i;
temp[2] = d_s[2]+dp*j;
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temp = (temp.sph2cart()).norm(); //back to cart
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samples[idx][0] = temp[0]; //save sample vector
samples[idx][1] = temp[1];
samples[idx][2] = temp[2];
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//file << idx << ":" <<"[" << samples[idx][0] << "," << samples[idx][1] << "," << samples[idx][2] << "]" << "\n";
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Update(0.0, y_0+(idx)*10, temp);
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}
}
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//Finalize GL_buffer
glBindTexture(GL_TEXTURE_3D, 0);
glDisable(GL_TEXTURE_3D);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glBindTexture(GL_TEXTURE_2D, 0);
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int nxt = getCost();
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stim::vec<float> next;
next[0] = samples[nxt][0];
next[1] = samples[nxt][1];
next[2] = samples[nxt][2];
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next.norm();
//file << "next direction" << "[" << next[0] << "," << next[1] << "," << next[2] << "]\n\n";
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setPosition(position[0] + next[0]/500,
position[1]+next[1]/500,
position[2]+next[2]/500);
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setDirection(next[0], next[1], next[2]);
//file.close();
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}
//--------------------------------------------------------------------------//
//--------------------------------CUDA METHODS------------------------------//
//--------------------------------------------------------------------------//
/* Method for registering the texture with Cuda for shared
access */
void
createResource()
{
HANDLE_ERROR(
cudaGraphicsGLRegisterImage(
&resource,
texbufferID,
GL_TEXTURE_2D,
//CU_GRAPHICS_REGISTER_FLAGS_NONE)
cudaGraphicsMapFlagsReadOnly)
);
}
/* Method for freeing the texture from Cuda for gl access */
void
destroyResource()
{
HANDLE_ERROR(
cudaGraphicsUnregisterResource(resource)
);
}
/* Entry-point into the cuda code for calculating the cost
of a given samples array (in texture form) */
int
getCost()
{
createResource();
int cost = get_cost(resource, iter);
destroyResource();
iter++;
return cost;
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}
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public:
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stim::rect<float> hor;
stim::rect<float> ver;
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gl_spider
()
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{
setPosition(0.0,0.0,0.0);
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setDirection(1.0,1.0,1.0);
setMagnitude(0.1,0.1);
//GenerateFBO(400,200);
//Update();
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}
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gl_spider
(vec<float> pos, vec<float> dir, vec<float> mag)
{
position = pos;
direction = dir;
magnitude = mag;
//GenerateFBO(400,200);
//Update();
}
//temporary cost for convenience.
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gl_spider
(float pos_x, float pos_y, float pos_z, float dir_x, float dir_y, float dir_z,
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float mag_x, float mag_y)
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{
setPosition(pos_x, pos_y, pos_z);
setDirection(dir_x, dir_y, dir_z);
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setMagnitude(mag_x, mag_y);
//GenerateFBO(400,200);
//Update();
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}
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void
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attachSpider(GLuint id)
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{
texID = id;
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Sample(direction);
//GenerateFBO(20,10000);
// Update();
// generateVectorField(direction, 4.0);
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}
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void
Update()
{
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vec<float> Y(1.0,0.0,0.0);
if(cos(Y.dot(direction))< 0.087){
Y[0] = 0.0; Y[1] = 1.0;}
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hor = stim::rect<float>(magnitude, position, direction.norm(),
((Y.cross(direction)).cross(direction)).norm());
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ver = stim::rect<float>(magnitude, position, direction.norm(),
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hor.n());
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//UpdateBuffer();
generateVectorField(direction, 4.0);
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}
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vec<float>
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getPosition()
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{
return position;
}
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vec<float>
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getDirection()
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{
return direction;
}
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vec<float>
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getMagnitude()
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{
return magnitude;
}
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void
setPosition(vec<float> pos)
{
position = pos;
}
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void
setPosition(float x, float y, float z)
{
position[0] = x;
position[1] = y;
position[2] = z;
}
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void
setDirection(vec<float> dir)
{
direction = dir;
}
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void
setDirection(float x, float y, float z)
{
direction[0] = x;
direction[1] = y;
direction[2] = z;
}
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void
setMagnitude(vec<float> mag)
{
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magnitude = mag;
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}
void
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setMagnitude(float x, float y)
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{
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magnitude[0] = x;
magnitude[1] = y;
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}
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GLuint
getFB()
{
return fboID;
}
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void
Step()
{
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std::cout << position[0] << "," << position[1] << "," << position[1]
<< std::endl;
//setPosition(direction*magnitude[1]/2+position);
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findOptimalDirection();
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//Update();
std::cout << position[0] << "," << position[1] << "," << position[1]
<< std::endl;
}
void
UpdateBuffer()
{
stim::vec<float>p1;
stim::vec<float>p2;
stim::vec<float>p3;
stim::vec<float>p4;
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
texbufferID,
0);
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
glBindTexture(GL_TEXTURE_2D, texbufferID);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0,0,400,200);
gluOrtho2D(0.0,2.0,0.0,2.0);
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, texID);
p1 = hor.p(1,1);
p2 = hor.p(1,0);
p3 = hor.p(0,0);
p4 = hor.p(0,1);
glBegin(GL_QUADS);
glTexCoord3f(
p1[0],
p1[1],
p1[2]
);
glVertex2f(0.0,0.0);
glTexCoord3f(
p2[0],
p2[1],
p2[2]
);
glVertex2f(1.0, 0.0);
glTexCoord3f(
p3[0],
p3[1],
p3[2]
);
glVertex2f(1.0, 2.0);
glTexCoord3f(
p4[0],
p4[1],
p4[2]
);
glVertex2f(0.0, 2.0);
glEnd();
p1 = ver.p(1,1);
p2 = ver.p(1,0);
p3 = ver.p(0,0);
p4 = ver.p(0,1);
glBegin(GL_QUADS);
glTexCoord3f(
p1[0],
p1[1],
p1[2]
);
glVertex2f(1.0, 0.0);
glTexCoord3f(
p2[0],
p2[1],
p2[2]
);
glVertex2f(2.0, 0.0);
glTexCoord3f(
p3[0],
p3[1],
p3[2]
);
glVertex2f(2.0, 2.0);
glTexCoord3f(
p4[0],
p4[1],
p4[2]
);
glVertex2f(1.0, 2.0);
glEnd();
glBindTexture(GL_TEXTURE_3D, 0);
glDisable(GL_TEXTURE_3D);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glBindTexture(GL_TEXTURE_2D, 0);
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}
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void
generateVectorField(stim::vec<float> d, float dim)
{
vec<float> d_s = d.cart2sph();
vec<float> temp;
float Dim = (float) dim;
float y_0 = 0.0;
float x_0 = 0.0;
float len = 4.0/(2.0*Dim+1.0);
float t0 = M_PI/2;
float p0 = M_PI/3;
float dt = t0/Dim;
float dp = p0/Dim;
for(int i = -dim; i <= dim; i++){
for(int j = -dim; j <= dim; j++){
//field[i+dim][j+dim][0] = d[0];
//field[i+dim][j+dim][1] = d[1]+dt*i;
//field[i+dim][j+dim][2] = d[2]+dp*j;
temp[0] = 1;
temp[1] = d_s[1]+dt*i;
temp[2] = d_s[2]+dp*j;
temp = temp.sph2cart();
Update(x_0+2.0*(i+dim)*len, y_0+(j+dim)*len, temp);
}
}
}
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void
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findOptimalDirection()
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{
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/* Method for finding the best direction for the spider.
Uses the camera to rotate. Then Calls Evaluate to find new cost.
*/
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Sample(direction);
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}
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/* Method for initializing the cuda devices, necessary only
there are multiple cuda devices */
void
initCuda()
{
//stim::cudaSetDevice();
//GLint max;
//glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max);
//std::cout << max << std::endl;
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}
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};
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}
#endif
|