moving_obstacle.cpp 26.3 KB
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#include "moving_obstacle.h"
#include "obstacle.h"
#include "agent.h"
#include "simulator.h"
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#include "moving_mesh.h"
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#include "Algo/Modelisation/triangulation.h"

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//float MovingObstacle::neighborDistSq_ = 5.0f * 5.0f;
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float MovingObstacle::maxSpeed_ = 2.0f;
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float MovingObstacle::neighborDist_ = 10.0f ;
float MovingObstacle::neighborDistSq_ = neighborDist_ * neighborDist_ ;
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float MovingObstacle::timeHorizonObst_ = 10.0f;
unsigned int MovingObstacle::maxNeighbors_ = 20;
float MovingObstacle::detectionFixedObst = 50;

bool MovingObstacle::is_inside(VEC3 p)
{
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	return false;
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//	VEC3 vec, norm, p1,p2;
//
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//
//	for (unsigned int i = 0; i < nbVertices; i++)
//	{
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//		 p1 = getPosition(i);
//		 p2 = getPosition((i+1)%nbVertices);
//
//		vec = VEC3(p2 - p1);
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//		norm[0] = vec[1];
//		norm[1] = -vec[0];
//
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//		vec = VEC3(p2 -p);
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//		if (vec*norm < 0)
//			return false;
//	}
//
//	return true;
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}

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float get_angle(VEC3 v1, VEC3 v2) //renvoie l'angle entre [- pi ; Pi] du v2 à v1
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{
	float flo = 0.0f;
	float nb = std::sqrt(v1.norm2() * v2.norm2());

	if (nb != 0)
	{
		nb = (v1*v2) / nb;

		if (nb > 1)
			nb = 1;
		else if (nb < -1)
			nb = -1;
		flo = std::acos(nb);
	}

	if ((v1[0] * v2[1] - v2[0] * v1[1]) > 0)
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		flo = - flo;

	if(flo >M_PI)
		flo= flo-2*M_PI;
	if (flo<(-M_PI))
		flo=flo+2*M_PI;

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	return flo;
}

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VEC3 rotate(VEC3 pos1, VEC3 center, float angle) // renvoie le déplacement necessaire depuis pos1 pour effectuer la rotation centrée en center d'angle angle
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{
	VEC3 pos2;
	PFP::REAL x = pos1[0] - center[0];
	PFP::REAL y = pos1[1] - center[1];
	pos2[0] = x * cos(angle) - y * sin(angle) - x;
	pos2[1] = x * sin(angle) + y * cos(angle) - y;
	return pos2;
}

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MovingObstacle::MovingObstacle(Simulator* sim, int ind, std::vector<VEC3> pos, std::vector<VEC3> goals, bool rigid, bool spin,int curGoal, Dart dInside, ArticulatedObstacle * art, int indParent) :
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		nbVertices(pos.size()),
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		center(0),
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		index(ind),
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		goals_(goals),
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		curGoal_(curGoal),
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		velocity_factor(0.8f),
		color1(1.0f),
		color2(1.0f),
		color3(1.0f),
		seen(false),
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		newVelocity_(0),
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		sim_(sim),
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		rigid_(rigid),
		spinning(spin),
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		parent(art),
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		mm_(NULL),
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		ag_(NULL),
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		index_parent(indParent)
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{
	assert(pos.size() > 2);

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	if(dInside==NIL)
		dInside = sim_->envMap_.getBelongingCell(pos[0]);
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	parts_ = new CGoGN::Algo::Surface::MovingObjects::ParticleCell2D<PFP>*[nbVertices];
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	obstacles_ = new Obstacle*[nbVertices];
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	belonging_cells = new std::vector<Dart>[nbVertices];
	neighbor_cells = new std::vector<Dart>[nbVertices];
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	position = map.addAttribute<VEC3, VERTEX>("position") ;
	normal = map.addAttribute<VEC3, VERTEX>("normal") ;
	deformation = map.addAttribute<VEC3, VERTEX>("deformation") ;
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	if(!rigid_)
	{
		velocity = map.addAttribute<VEC3, VERTEX>("velocity") ;
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		forces = map.addAttribute<VEC3, VERTEX>("force") ;
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		edgeLength = map.addAttribute<float, EDGE>("edgeLength") ;
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		vertexAngle = map.addAttribute<float, DART>("vertexAngle") ;
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	}
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	groundFace = map.newFace(nbVertices);

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	for (unsigned int i = 0; i < nbVertices; ++i)
	{
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		Dart d = i;
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		position[d] = pos[i];
		deformation[d] = VEC3(0);
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		if(!rigid_)
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		{
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			velocity[d] = VEC3(0);
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			forces[d] = VEC3(0);
		}
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		center += pos[i];
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	}
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	//extrude face to build a cage
	// compute edgeLength for mass-spring
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	Algo::Surface::Modelisation::extrudeFace<PFP>(map, position, groundFace, -10.0f) ;
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	map.fillHole(groundFace);
	groundFace = map.phi2(groundFace);

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	if(!rigid_)
	{
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		Algo::Surface::Modelisation::EarTriangulation<PFP> et(map);
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		et.triangule();

		TraversorE<PFP::MAP> tE(map);
		for(Dart d = tE.begin() ; d != tE.end() ; d = tE.next())
		{
			edgeLength[d] = VEC3(position[map.phi1(d)]-position[d]).norm();
		}
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		DartMarker treated(map);
		for(Dart d = map.begin() ; d != map.end() ; map.next(d))
		{
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			if(!map.isBoundaryMarked2(d) && !treated.isMarked(d))
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			{
				treated.mark(d);
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				vertexAngle[d] = Algo::Surface::Geometry::angle<PFP>(map,map.phi_1(d),map.phi1(d),position);
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			}
		}

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		map.enableQuickTraversal<VERTEX>();
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		dDir=dInside;
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	}
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	for (unsigned int i = 0; i < nbVertices; ++i)
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	{
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		Dart d = sim_->envMap_.getBelongingCell(pos[i]);
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		CGoGN::Algo::Surface::MovingObjects::ParticleCell2D<PFP>* part = new CGoGN::Algo::Surface::MovingObjects::ParticleCell2D<PFP>(sim_->envMap_.map, d, pos[i], sim_->envMap_.position);
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		parts_[i] = part;
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		if(i==0)
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			dDir = d;
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	}
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	center /= nbVertices;
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	front=(position[0] + position[1]) / 2;
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	// M appartient à l'ellipse ssi MF1 + MF2 = sum_dist_foci est une constante
	// où F1 et F2 sont les deux foyers.
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//	length = (pos[0]-pos[1]).norm();
//	width  = (pos[1]-pos[2]).norm();
//	sum_dist_foci_rest = 2*(length + width*(sqrt(2)-0.5));
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//	if (spinning && parent==NULL) //départ face à la cible en cas d'obstacles pouvant effectuer des rotations
//	{
//
//		angle = get_angle(goals_[curGoal_] - center,front  - center);
//		Dart d = groundFace;
//		for (unsigned int i = 0; i < nbVertices; ++i)
//		{
//			position[d]+=rotate(position[d], center, angle);
//
//			Dart d(i);
//			position[map.phi<211>(d)] += rotate(position[map.phi<211>(d)], center, -angle);
//
//			parts_[i]->move(position[d]);
//			d = map.phi1(d);
//
//		}
//		angle=0;
//		front=(position[1] + position[2]) / 2;
//	}
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	for (unsigned int i = 0; i < nbVertices; ++i)
	{
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		Obstacle* o = new Obstacle(parts_[i]->getPosition(),
				parts_[(i + 1) % nbVertices]->getPosition(),
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				parts_[(i - 1 + nbVertices) % nbVertices]->getPosition(),
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				parts_[(i + 2) % nbVertices]->getPosition(), this, i);
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		obstacles_[i] = o;
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//		CGoGNout<<" obstacle :"<< i << " num : "<< o<<CGoGNendl;
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		sim_->envMap_.pushObstacleInCells(o);
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	}
}

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void MovingObstacle::initGL()
{
#ifdef EXPORTING_BOXES

	m_render = new Algo::Render::GL2::MapRender();

	m_positionVBO = new Utils::VBO();

	// using simple shader with color
	m_shader = new Utils::ShaderSimpleColor();
	m_shader->setAttributePosition(m_positionVBO);
	m_shader->setColor(Geom::Vec4f(0.,1.,0.,0.));
//	m_shader->setAmbiant(Geom::Vec4f(0.,1.,0.,0.));
//	m_shader->setDiffuse(Geom::Vec4f(0.,1.,0.,0.));

	m_positionVBO->updateData(position) ;

	m_render->initPrimitives<PFP>(map, Algo::Render::GL2::LINES,false) ;
	m_render->initPrimitives<PFP>(map, Algo::Render::GL2::TRIANGLES,false) ;

//	registerShader(m_shader);
#endif
}

void MovingObstacle::draw()
{
#ifdef EXPORTING_BOXES
//	m_render->initPrimitives<PFP>(map, Algo::Render::GL2::LINES,false) ;
//	m_render->initPrimitives<PFP>(map, Algo::Render::GL2::TRIANGLES,false) ;
	m_positionVBO->updateData(position);
	m_shader->setColor(Geom::Vec4f(1.,0.,0.,0.));
	m_render->draw(m_shader, Algo::Render::GL2::TRIANGLES);
	m_shader->setColor(Geom::Vec4f(0.,0.,0.,0.));
	m_render->draw(m_shader, Algo::Render::GL2::LINES);
#endif
}

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VEC3 MovingObstacle::getDilatedPosition(unsigned int ind)
{
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	Dart d(ind); //WARNING : works only for one face created at start !
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//	return position[d]+deformation[d];
	return position[d];
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}

VEC3 MovingObstacle::getPosition(unsigned int ind)
{
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	Dart d(ind);
	return position[d];
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}

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bool MovingObstacle::test_opposition(VEC3 o, VEC3 p1, VEC3 p2)
{
	o.normalize();
	o *= -1;
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	VEC3 vector(p1 - p2);
	vector.normalize();
	return (o - vector).norm2() < 0.1;
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}

// TODO Check position
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//void MovingObstacle::contournerBatiment()
//{
//	PFP::VEC3 toto;
//	PFP::VEC3 toto_norm;
//	//for particles in the "front" of the object (to modify)
//	for(int k =0;k<2;k++)
//	{
//
//		registering_part->get_memo(vertices[k]);
//		std::vector<Obstacle*>& obst = sim_->envMap_.obstvect[registering_part->d];
//
//		//search all obstacles around
//		for(std::vector<Obstacle*>::const_iterator it = obst.begin(); it != obst.end(); ++it)
//		{
//			//only for fixed obstacles around
//			if ((*it)->mo==NULL)
//			{
//				float distSq = distSqPointLineSegment((*it)->p1, (*it)->p2, vertices[k]);
//				if(distSq < detectionFixedObst*detectionFixedObst)
//				{
//					toto= (*it)->p1 -(*it)->p2;
//					toto_norm=toto;
//					toto_norm[0]=-toto[1];
//					toto_norm[1]=toto[0];
//
//					if(test_opposition(toto_norm,front,center)) //// à changer ////////////
//					{
//						int co = rand() % 2 ;
//						if (toto[0]==0)
//						{
//							finalGoal[0]=front[0];
//							if (co == 0)
//								finalGoal[0]=sim_->envMap_.geometry.max()[1]-maxNeighbors_;
//							else
//								finalGoal[0]=sim_->envMap_.geometry.min()[1]+maxNeighbors_;
//						}
//						else
//						{
//							finalGoal[1]=front[1];
//							if (co == 0)
//								finalGoal[0]=sim_->envMap_.geometry.max()[1]-maxNeighbors_;
//							else
//								finalGoal[0]=sim_->envMap_.geometry.min()[1]+maxNeighbors_;
//						}
//
//						float angle =get_angle(finalGoal-center,front -center);
//						make_half_turn=angle*nbVertices;
//						break;
//					}
//				}
//			}
//		}
//	}
//}
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void MovingObstacle::updateAgentNeighbors() // agents voisins avec distance au bord (distpointlinesq) de l'obstacle // a mettre en place si besoin
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{
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	//test for slugs : doesn't always work.. :)
//	if(!rigid_)
//	{
//		Dart d = registering_part->d;
//
//		std::list<MovingObstacle*> seen;
//		PFP::OBSTACLEVECT& obst = sim_->envMap_.obstvect[d] ;
//		PFP::OBSTACLEVECT& neighborObst = sim_->envMap_.neighborObstvect[d] ;
//
//		for (std::vector<Obstacle*>::iterator it = obst.begin(); it != obst.end(); ++it)
//		{
//
//			if ((*it)->mo!=NULL)
//			{
//				MovingObstacle* other = (*it)->mo;
//				if(other->velocity_ * velocity_<=0.0f) //stop when not in front of each other
//				{
//					if(velocity_*(other->registering_part->getPosition()-registering_part->getPosition())>0)
//					{
//						newVelocity_ = VEC3(newVelocity_[1], -newVelocity_[0], 0);
//						seen.push_back(other);
//					}
//				}
//				else if(velocity_*(other->registering_part->getPosition()-registering_part->getPosition())>0
//						&& (other->registering_part->getPosition()-registering_part->getPosition()).norm2()<2000.0f)
//					newVelocity_ *= 0.01f;
//			}
//		}
//
//		for (std::vector<Obstacle*>::iterator it = neighborObst.begin(); it != neighborObst.end(); ++it)
//		{
//
//			if ((*it)->mo!=NULL)
//			{
//				MovingObstacle* other = (*it)->mo;
//				if(std::find(seen.begin(),seen.end(), other)==seen.end())
//				{
//					if(other->velocity_ * velocity_<=0.0f
//							&& (other->registering_part->getPosition()-registering_part->getPosition()).norm2()<2000.0f)
//					{
//
//						if(velocity_*(other->registering_part->getPosition()-registering_part->getPosition())>0)
//						{
//							newVelocity_ = VEC3(newVelocity_[1], -newVelocity_[0], 0);
//						}
//					}
////					else if(velocity_*(other->registering_part->getPosition()-registering_part->getPosition())>0)
////						newVelocity_ *= 0.5f;
//				}
//			}
//		}
//	}

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//	agentNeighbors_.clear() ;
//	Dart d;
//	float maxDist = 0.0f ;//distance max des agents eregistrés au centre
//	std::set::iterator agIt;//emplacement de l'agent en question
//	for(int i = 0;i< nbVertices;i++ )
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//	{
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//		registering_part->get_memo(vertices[i]);
//		d=registering_part->d;
//		const std::vector<Agent*>& agents = sim_->envMap_.agentvect[d] ;
//		const std::vector<Agent*>& neighborAgents = sim_->envMap_.neighborAgentvect[d] ;
//
//
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//
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//		for (std::vector<Agent*>::const_iterator it = agents.begin(); it != agents.end(); ++it)
//		{
//			if ((*it)->alive)
//			{
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//
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//				float distSq = (center - (*it)->getPosition()).norm2() ;
//				if ((agentNeighbors_.size() < maxNeighbors_ || distSq < maxDist)
//					&& distSq < neighborDistSq_)
//				{
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//
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//					if (distSq > maxDist)
//					{
//						maxDist = distSq ;
//						agIt=(agentNeighbors_.insert(std::make_pair(distSq, *it))).first() ;
//					}
//					else
//					{
//						agentNeighbors_.insert(std::make_pair(distSq, *it))
//					}
//				}
//
//			}
//		}
//
//		for (std::vector<Agent*>::const_iterator it = neighborAgents.begin(); it != neighborAgents.end(); ++it)
//		{
//			if ((*it)->alive)
//			{
//				float distSq = (getPosition() - (*it)->getPosition()).norm2() ;
//				if ((agentNeighbors_.size() < maxNeighbors_ || distSq < maxDist)
//					&& distSq < neighborDistSq_)
//				{
//					if (distSq > maxDist)
//					{
//						maxDist = distSq ;
//						agIt=(agentNeighbors_.insert(std::make_pair(distSq, *it))).first() ;
//					}
//					else
//					{
//						agentNeighbors_.insert(std::make_pair(distSq, *it))
//					}
//				}
//			}
//
//		}
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//	}
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}

void MovingObstacle::updateObstacleNeighbors() // obstacles voisins , distance par rapport aux centres des segments// a mettre en place si besoin
{
//	obstacleNeighbors_.clear() ;
//	movingObstacleNeighbors_.clear() ;
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//
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//	std::vector<Obstacle*>& obst = sim_->envMap_.obstvect[part_.d] ;
//	std::vector<Obstacle*>& neighborObst = sim_->envMap_.neighborObstvect[part_.d] ;
//	for(std::vector<Obstacle*>::const_iterator it = obst.begin() ; it != obst.end() ; ++it)
//	{
//		float distSq = distSqPointLineSegment((*it)->p1, (*it)->p2, part_.getPosition()) ;
//		if (distSq < rangeSq_)
//		{
//			if (Geom::testOrientation2D(part_.getPosition(), (*it)->p1, (*it)->p2) == Geom::RIGHT)
//			{
//				if ((*it)->mo==NULL)
//					obstacleNeighbors_.push_back(std::make_pair(distSq, *it)) ;
//				else
//				{
//					movingObstacleNeighbors_.push_back(std::make_pair(distSq, *it)) ;
//				}
//			}
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//
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//		}
//	}
//	for(std::vector<Obstacle*>::const_iterator it = neighborObst.begin() ; it != neighborObst.end() ; ++it)
//	{
//		float distSq = distSqPointLineSegment((*it)->p1, (*it)->p2, part_.getPosition()) ;
//		if(distSq < rangeSq_)
//		{
//			if(Geom::testOrientation2D(part_.getPosition(), (*it)->p1, (*it)->p2) == Geom::RIGHT)
//			{
//				if ((*it)->mo==NULL)
//					obstacleNeighbors_.push_back(std::make_pair(distSq, *it)) ;
//				else
//					movingObstacleNeighbors_.push_back(std::make_pair(distSq, *it)) ;
//			}
//		}
//	}
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}

void MovingObstacle::update()
{
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	assert(sim_->envMap_.map.getCurrentLevel() == sim_->envMap_.map.getMaxLevel()) ;
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	///////remise a zero
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	if(sim_->detect_agent_collision)
		general_belonging.clear();
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	//pour les tests de détection///////////////
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	if(!seen)
	{
		color1=1.0f;
		color2=1.0f;
		color3=1.0f;
	}
	seen=false;
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	//////////////////////////
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	PFP::VEC3 bary(0);
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	Dart d;
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	velocity_[0] = newVelocity_[0] * velocity_factor;
	velocity_[1] = newVelocity_[1] * velocity_factor;
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	// velocity_[0] = 0.0;
	// velocity_[1] = 0.0;
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	// MAJ des particules
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	float abs_angle= angle > 0 ? 1 : -1;
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	float rotor=0;
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	if (index_parent==0)
		rotor = abs_angle*angle > 0.04f ? 0.04f : abs_angle*angle ;
	else
		rotor = abs_angle*angle ;
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	if(!rigid_)
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	{
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		Dart d = groundFace;
		map.next(d);
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		Dart dd =d;
		for (unsigned int i = 1; i < nbVertices; ++i)
		{
			//initialisation of forces with viscosity
			forces[dd] = -0.2f*velocity[dd];
			map.next(dd);
		}

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		CellMarkerStore<EDGE> cm(map);
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		DartMarkerStore dm(map);
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		for (unsigned int i = 1; i < nbVertices; ++i)
		{
			Dart dd = d;
			do {
				if(!cm.isMarked(dd))
				{
					cm.mark(dd);
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					VEC3 p1Next = position[map.phi1(dd)]+(velocity[map.phi1(dd)] * sim_->timeStep_);
					VEC3 p2Next = position[dd]+(velocity[dd] * sim_->timeStep_);
					VEC3 v1 = (p1Next-p2Next);
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					//stretch spring : /!\ max rigidity relative to the timestep used (unstable otherwise)
					float norm = v1.norm();
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					float rigidity = 70.0f;
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					float stretch = rigidity*(edgeLength[dd]-v1.norm());
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					if(norm>0.0f)
					{
						VEC3 f = stretch*(v1/norm);
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						//apply force symmetrically
						forces[dd] -= f;
						forces[map.phi1(dd)] += f;
					}
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				}

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				dd = map.phi1(dd);
			} while(dd!=d);

			do {
				if(!dm.isMarked(dd))
				{
					dm.mark(dd);
//					VEC3 v1 = (position[map.phi1(dd)]-position[dd]);
					VEC3 p1Next = position[map.phi1(dd)]+(velocity[map.phi1(dd)] * sim_->timeStep_);
					VEC3 p2Next = position[dd]+(velocity[dd] * sim_->timeStep_);
					VEC3 v1 = (p1Next-p2Next);

					float norm = v1.norm();

					//bend spring: /!\ max rigidity relative to the timestep used (unstable otherwise)
					float restAngle = vertexAngle[dd];
					if(restAngle!=0.0f)
					{
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						float angularRig = 70.0f;
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						float curAngle = Algo::Surface::Geometry::angle<PFP>(map, map.phi_1(dd),map.phi1(dd),position);
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						float angularStretch = angularRig*(restAngle-curAngle);

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						if(norm>0.0f && curAngle==curAngle) //test to avoid NaN
						{
							VEC3 f = angularStretch*(v1/norm);

							forces[dd] += f;
							forces[map.phi1(dd)] -= f;
						}
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					}
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				}
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				dd = map.phi1(dd);
			} while(dd!=d);
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			map.next(d);
		}

		//guiding vertex = first vertex (set the displacement)
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		forces[groundFace] = VEC3(0);
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		velocity[groundFace] = velocity_;
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		//apply force to each vertex
		d = groundFace;
		for (unsigned int i = 0; i < nbVertices; ++i)
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		{
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			velocity[d] += forces[d] * sim_->timeStep_;
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			position[d] += (velocity[d] * sim_->timeStep_);
			position[map.phi<211>(d)] += (velocity[d] * sim_->timeStep_);
			bary += position[d];
			map.next(d);
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		}
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	}
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	else
	{
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	//	CGoGNout << "Obstacle "<< index << CGoGNendl;
//		CGoGNout << "vitesse : "<< velocity_ << CGoGNendl;
		//	on fait tourner l'obstacle
		Dart d = groundFace;
		for (unsigned int i = 0; i < nbVertices; ++i)
		{
			position[d] += rotate(position[d], center, abs_angle*rotor);
			position[d] += (velocity_ * sim_->timeStep_);

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#ifdef EXPORTING_BOXES
			position[map.phi<211>(d)] += rotate(position[map.phi<211>(d)], center, abs_angle*rotor);
			position[map.phi<211>(d)] += (velocity_ * sim_->timeStep_);
#endif

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//			position[map.phi<211>(d)] += (velocity_ * sim_->timeStep_);

			bary += position[d];
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			parts_[i]->move(getDilatedPosition(i));
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			map.next(d);
		}

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		front=(position[0] + position[1]) / 2;
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		if(angle >0)
			angle -= rotor;
		else
			angle += rotor;
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	}
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	center = bary / nbVertices;
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	//computing deformation vector on vertices :
	//depending on the velocity, extend the perceived shape
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	VEC3 vel = velocity_.normalized();
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	d = groundFace;
	for (unsigned int i = 0; i < nbVertices; ++i)
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	{
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		VEC3 v(position[d] - center);
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		VEC3 vN = v.normalized();
		float dot = vN * vel;
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		deformation[d] = v * 2.0f * (dot+1.0f)/2.0f;
		map.next(d);
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	}

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//	if(!rigid_)
//		center = position[groundFace];
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	// MAJ des obstacles
	for (unsigned int i = 0; i < nbVertices; ++i)
	{
		//		CGoGNout << "avant une etape : Obstacle "<< i << CGoGNendl;
		Obstacle* o = obstacles_[i];
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		o->p1 = getDilatedPosition(i);
		o->p2 = getDilatedPosition((i+1) % nbVertices);
		o->prevP = getDilatedPosition((i - 1 + nbVertices) % nbVertices);
		o->nextP = getDilatedPosition((i + 2 + nbVertices) % nbVertices);
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		Dart d1 = parts_[i]->d;
		Dart d2 = parts_[(i+1)%nbVertices]->d;
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		if(!((sim_->envMap_.map.sameFace(d1,d2))&& (parts_[i]->crossCell==CGoGN::Algo::Surface::MovingObjects::NO_CROSS && parts_[(i+1)%nbVertices]->crossCell==CGoGN::Algo::Surface::MovingObjects::NO_CROSS)))
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		{
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		sim_->envMap_.popAndPushObstacleInCells(o,i);
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		}
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		if(sim_->detect_agent_collision)
		{
			for (std::vector<Dart>::iterator it = belonging_cells[i].begin(); it != belonging_cells[i].end(); ++it)
			{
				general_belonging.insert(*it);
			}
		}
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		//		CGoGNout << "Apres une etape : Obstacle "<< i << CGoGNendl;
	}

	//
	//		envMap_->addMovingObstAsNeighbor(this,general_belonging,&(general_neighbors));
	//		CGoGNout << "nouvel update : "<< CGoGNendl;
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	if(sim_->detect_agent_collision)
	{
		for (std::set<Dart>::iterator it2 = general_belonging.begin(); it2 != general_belonging.end(); ++ it2)
		{
			std::vector<Agent*> vector =sim_->envMap_.agentvect[(*it2)];
			for(std::vector<Agent*>::iterator it=vector.begin();it!=vector.end(); ++it)
			{
				if (this->is_inside((*it)->part_.getPosition()))
				{
					(*it)->alive=false;
					(*it)->color1=0.0f;
					(*it)->color2=0.4f;
					(*it)->color3=0.0f;
					sim_->envMap_.popAgentInCells(*it,(*it)->part_.d);
				}
			}
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		}
	}
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}

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std::vector<Dart> MovingObstacle::getMemoCross(const VEC3& pos, const VEC3& dest, Dart& d1, Dart& d2)
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{
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	CGoGN::Algo::Surface::MovingObjects::ParticleCell2DMemo<PFP> * registering_part = new CGoGN::Algo::Surface::MovingObjects::ParticleCell2DMemo<PFP>(sim_->envMap_.map, d1,pos,sim_->envMap_.position);
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	std::vector<Dart> result =(registering_part->move(dest));
	d2=registering_part->d;
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//	CGoGNout<<"d1 : "<< *d1<<"|| d2 : "<< *d2<<"|| start : "<< pos<<"|| stop : "<< dest<<CGoGNendl;
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	return result;
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}

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void resetPartSubdiv(Obstacle* o)
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{
	MovingObstacle * mo = o->mo;
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	if (mo != NULL)
	{
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		int n =o->index;
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		VEC3 pos =mo->parts_[n]->getPosition();
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		mo->parts_[n]->CGoGN::Algo::MovingObjects::ParticleBase<PFP>::move(Algo::Surface::Geometry::faceCentroid<PFP>(mo->sim_->envMap_.map, mo->parts_[n]->d, mo->sim_->envMap_.position)) ;
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		mo->parts_[n]->setState(FACE) ;
		mo->parts_[n]->move(pos) ;

		mo->dDir = mo->parts_[0]->d;
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	}
}

void resetObstPartInFace(Obstacle* o, Dart d1)
{
	MovingObstacle * mo = o->mo;
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	if (mo != NULL) {
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		unsigned int n =o->index;
		VEC3 pos1 = mo->parts_[n]->getPosition();
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		if (Algo::Surface::Geometry::isPointInConvexFace2D < PFP
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				> (mo->sim_->envMap_.map, d1, mo->sim_->envMap_.position, pos1, true)) {
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			mo->parts_[n]->d = d1;
		}
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		if(n==0)
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			mo->dDir = mo->parts_[0]->d;
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	}
}

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void resetPart(Obstacle * o, Dart d1)
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{
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	MovingObstacle * mo = o->mo;
	if(mo!=NULL)
	{
		int n =o->index;
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		if (mo->parts_[n]->d == mo->sim_->envMap_.map.phi1(d1))
			mo->parts_[n]->d = d1;
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		if(n==0)
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			mo->dDir = mo->parts_[n]->d;


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	}
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}

void displayMO(Obstacle * o)
{
	CGoGNout << "obstacle problematique : " << (o->mo->index) << CGoGNendl;
}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////comportement à modifier///////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////



// TODO Check position
void MovingObstacle::computePrefVelocity() //calcul du vecteur optimal pour atteindre l'objectif // changer pour 2.5 ?
{
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	VEC3 goalVector;
	if (index_parent<1)
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	{
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		if(rigid_ || goals_.size()>1)
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		{
			goalVector = goals_[curGoal_] - center ;
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	//		goalVector = goals_[curGoal_] - position[groundFace] ;
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			float goalDist2 = goalVector.norm2() ;

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			if (goalDist2 < 1000.0f)
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			{
				curGoal_ = (curGoal_ + 1) % goals_.size() ;
				goalVector = goals_[curGoal_] - center ;
	//			goalVector = goals_[curGoal_] - position[groundFace] ;
				goalDist2 = goalVector.norm2() ;
			}

			if (goalDist2 > maxSpeed_)
			{
				goalVector.normalize() ;
				goalVector *= maxSpeed_;
			}
		}
		else
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		{
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			if(ag_!=NULL)
			{
				goalVector = ag_->getPosition() - center ;
				if (goalVector.norm2() > maxSpeed_)
				{
					goalVector.normalize() ;
					goalVector *= maxSpeed_;
				}
			}
			else
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			{
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	//			if(sim_->envMap_.pedWayMark.isMarked(sim_->envMap_.map.phi2(dDir)))
	//				dDir = sim_->envMap_.map.phi1(sim_->envMap_.map.phi1(dDir));
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				VEC3 mid = (sim_->envMap_.position[dDir]+sim_->envMap_.position[sim_->envMap_.map.phi1(dDir)])*0.5f;
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				goalVector = mid - position[0] ;

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				Dart dStart=dDir;
				VEC3 dir = center - position[0];
				while(goalVector.norm2()==0 || sim_->envMap_.pedWayMark.isMarked(sim_->envMap_.map.phi2(dDir)) || ((dir*goalVector)>0))
				{
	//				std::cout << "d " << dDir << std::endl;
	//				std::cout << "dir*goalVector " << dir*goalVector << std::endl;
	//				std::cout << "goal vec " << goalVector << std::endl;
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					dDir = sim_->envMap_.map.phi_1(dDir);
					mid = (sim_->envMap_.position[dDir]+sim_->envMap_.position[sim_->envMap_.map.phi1(dDir)])*0.5f;
					goalVector = mid - position[0] ;
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					if(dDir==dStart)
						break;
				}
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				if(sim_->envMap_.map.isBoundaryEdge(sim_->envMap_.map.phi2(dDir)))
					goalVector = VEC3(0);
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	//			goalVector = mid - center ;

	//			std::cout << "dDir " << dDir << " goalVec" << goalVector << std::endl;

	//			float goalDist2 = goalVector.norm2() ;
	//			if (goalDist2 > maxSpeed_)
				{
					goalVector.normalize() ;
					goalVector *= maxSpeed_*maxSpeed_;
				}
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			}
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		}
	}
	else
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	{
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		goalVector = get_center(parent,index_parent-1) -center;
		float goalDist2 = goalVector.norm2() ;
		if (goalDist2 > maxSpeed_)
		{
			goalVector.normalize() ;
			goalVector *= maxSpeed_;
		}
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	}
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	if (spinning)
		angle =get_angle(goalVector,front-center);
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	prefVelocity_ = goalVector ;

}
void MovingObstacle::computeNewVelocity()  //comportement des obstacles en tenant compte de l'environnement.
{
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	if (spinning)
	{
		VEC3 forward = front-center;
		float goalDist2 = forward.norm2() ;
		float objective = prefVelocity_.norm2();
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		if (goalDist2 > objective)
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		{
			forward.normalize() ;
			forward *= objective;
		}

		if(index_parent==0 && angle>0.01f)
			forward/=10;

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		newVelocity_=forward;
	}
	else
	{
		newVelocity_=prefVelocity_;
	}
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}
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PFP::REAL MovingObstacle::computeMVC(PFP::VEC3 p, Dart vertex)
{
	PFP::REAL r = (position[vertex]-p).norm();

	PFP::REAL sumU(0.);
	Dart it = vertex;
	do
	{
		PFP::VEC3 vi = position[it];
		PFP::VEC3 vj = position[map.phi1(it)];
		PFP::VEC3 vk = position[map.phi_1(it)];

		PFP::REAL Bjk = Geom::angle(vj - p, vk - p);
		PFP::REAL Bij = Geom::angle(vi - p, vj - p);
		PFP::REAL Bki = Geom::angle(vk - p, vi - p);

		PFP::VEC3 ei = (vi - p) / ((vi - p).norm());
		PFP::VEC3 ej = (vj - p) / ((vj - p).norm());
		PFP::VEC3 ek = (vk - p) / ((vk - p).norm());

		PFP::VEC3 nij = (ei ^ ej) / ((ei ^ ej).norm());
		PFP::VEC3 njk = (ej ^ ek) / ((ej ^ ek).norm());
		PFP::VEC3 nki = (ek ^ ei) / ((ek ^ ei).norm());

		PFP::REAL ui= (Bjk + (Bij*(nij*njk)) + (Bki*(nki*njk))) / (2.0f*ei*njk);

		sumU += ui;

		it = map.phi<21>(it);
	}
	while(it != vertex);

	return (1.0f / r) * sumU;
}

void MovingObstacle::computePointMVC(PFP::VEC3 point, std::vector<PFP::REAL>& coordinates)
{
	DartMarker mark_vertex(map);

	coordinates.clear();

	PFP::REAL sumMVC(0);
	unsigned int j = 0;
	TraversorV<PFP::MAP> t(map) ;
	for(Dart it = t.begin(); it != t.end(); it = t.next())
	{
		PFP::REAL c = computeMVC(point, it);
		coordinates.push_back(c);
		sumMVC += c;
		j++;
	}

	for(unsigned int i = 0; i < j; i++)
		coordinates[i] /= sumMVC;
}

void MovingObstacle::attachMesh(MovingMesh* mm)
{
	mm_ = mm;
	mvc_ = mm->map.getAttribute<NoMathIONameAttribute<std::vector<PFP::REAL> >, VERTEX>("mvc");
	if(!mvc_.isValid())
		mvc_ = mm->map.addAttribute<NoMathIONameAttribute<std::vector<PFP::REAL> >, VERTEX>("mvc");
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	TraversorV<PFP2::MAP> t(mm_->map);
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	for(Dart it = t.begin(); it != t.end(); it = t.next())
		computePointMVC(mm->position[it], mvc_[it]);
}

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void MovingObstacle::attachAgent(Agent* ag)
{
	ag_ = ag;
}

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void MovingObstacle::updateMesh()
{
	if(mm_)
	{
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		TraversorV<PFP2::MAP> t(mm_->map);
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		for(Dart it = t.begin(); it != t.end(); it = t.next())
		{
			PFP::VEC3 newPos;
			unsigned int j = 0;
			TraversorV<PFP::MAP> tt(map) ;
			for(Dart itt = tt.begin(); itt != tt.end(); itt = tt.next())
			{
				newPos += mvc_[it][j] * position[itt];
				++j;
			}
			mm_->position[it] = newPos;
		}
	}
}