feat: add some point to respect angle position
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a006bd87a6
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@ -35,3 +35,7 @@ Until = 48
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[[transformers]]
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[transformers.intensity]
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[[transformers]]
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[transformers.angle_correction]
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coef = 2000.0
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@ -3,13 +3,15 @@ use crate::transformer::Transformers;
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use crate::worldstate::WorldState;
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use serde::{Deserialize, Serialize};
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use std::f32::consts::PI;
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use std::f64::consts::PI;
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//use std::cmp::min;
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/// Angle Optimisation
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#[derive(Serialize, Deserialize, Debug, Clone, Copy)]
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pub struct AngleOptimisation {
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coef: f32,
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coef: f64,
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//pps: u16,
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}
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fn color_not_zero(p1: &Point, p2: &Point, p3: &Point) -> bool {
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@ -29,58 +31,93 @@ fn pos_different(p1: &Point, p2: &Point) -> bool {
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}
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}
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/*
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* Le temps a attendre a un angle est toujours le meme, peu importe les kpps.
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* Donc le nombre de point a rajouter est proportionelle a la vitesse du laser.
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*
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* kpps /
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* */
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fn color_same(p1: &Point, p2: &Point) -> bool {
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if p1.color.r == p2.color.r && p1.color.g == p2.color.g && p1.color.b == p2.color.b {
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true
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} else {
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false
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}
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}
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// quand on rajoute un point, on le rejoute ou et avec quelle couleur
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// -> j'ai l'impression qu'on le rajoute surtout a l'arriver
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fn get_prev(pl: &[Point], id: usize) -> (Option<&Point>, usize) {
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for i in (0..id).rev() {
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if pos_different(&pl[id], &pl[i]) {
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return (Some(&pl[i]), id - i);
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}
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}
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(None, id - 0)
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}
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fn get_next(pl: &[Point], id: usize) -> (Option<&Point>, usize) {
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for i in id..(pl.len() - 1) {
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if pos_different(&pl[id], &pl[i]) {
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return (Some(&pl[i]), i - id);
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}
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}
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(None, pl.len() - id - 1)
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}
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fn max(v1: f64, v2: f64) -> f64 {
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if v1 > v2 {
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v1
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} else {
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v2
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}
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}
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impl Transformers for AngleOptimisation {
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fn apply(&self, point_list: &[Point], _ws: &WorldState) -> Vec<Point> {
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fn apply(&self, pl: &[Point], _ws: &WorldState) -> Vec<Point> {
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let c0 = Color { r: 0, g: 0, b: 0 };
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let mut v = vec![];
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//println!();
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//println!("====================");
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//println!("= next Frame =");
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//println!("====================");
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v.push(point_list[0]);
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for i in 1..(point_list.len() - 1) {
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let prev = point_list[i - 1];
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let node = point_list[i];
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let next = point_list[i + 1];
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let to_add_max = _ws.kpps as f64 / self.coef; // for 180 deg
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let to_add_min = max(to_add_max / 1.5, 2.); // for 180 deg
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if color_not_zero(&prev, &node, &next)
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&& pos_different(&prev, &node)
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&& pos_different(&node, &next)
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v.push(pl[0]); // push first
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for i in 1..(pl.len() - 1) {
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let node = &pl[i];
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if let ((Some(prev), dist_prev), (Some(next), dist_next)) =
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(get_prev(pl, i), get_next(pl, i))
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{
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//println!("=========");
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let mut d1 = Point::diff(&node, &prev);
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let mut d2 = Point::diff(&next, &next);
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//dbg!(d1);
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//dbg!(d2);
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d1.normalize();
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d2.normalize();
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let cross = d1.cross(&d2);
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let angle = d1.cross(&d2).acos();
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let deg = angle * 180. / PI;
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//dbg!(prev);
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//dbg!(node);
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//dbg!(next);
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//dbg!(d1);
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//dbg!(d2);
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//dbg!(cross);
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//dbg!(angle);
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//dbg!(deg);
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//println!("deg: {deg}");
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let nb_add = (self.coef * (1. - angle / PI)) as usize;
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for _ in 0..nb_add {}
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}
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v.push(node); // push node
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// on push plusisieur fois le point que l'on regarde
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// - on calcul l'angle
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// - on en deduis le ratio de nombre a appliquer
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// - on regarde si il y a suffisement de point avant
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// - on rajoute les point manquant
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let d1 = Point::diff(node, prev).normalize();
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let d2 = Point::diff(next, node).normalize();
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let angle = (d1.cross(&d2) as f64).acos();
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let to_add = ((to_add_max - to_add_min) * (angle / PI) + to_add_min) as usize;
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println!("\nangle: {}", (angle / PI * 180.));
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dbg!(to_add);
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dbg!(to_add_max);
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for _ in 0..to_add {
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v.push(*node);
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}
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} else {
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v.push(*node);
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};
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//v.push(*node); // push node
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}
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v.push(point_list[point_list.len() - 1]); // push last
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v.push(pl[pl.len() - 1]); // push last
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v
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}
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}
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/*
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* |\
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* | \
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* | \
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* | |
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* */
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@ -1,4 +1,4 @@
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use crate::point::{Point, Color};
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use crate::point::{Color, Point};
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use crate::transformer::Transformers;
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use crate::worldstate::WorldState;
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@ -20,8 +20,19 @@ impl Transformers for Replicate {
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match self {
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Replicate::Until(n) => {
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while point_list2.len() < *n {
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if point_list.len() == 0 { // to prevent infinit loop in case of empty frame
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point_list2.append(&mut vec![Point{x:0., y:0., color: Color{r:0, g:0, b:0}}; *n].to_vec());
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if point_list.len() == 0 {
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// to prevent infinit loop in case of empty frame
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point_list2.append(
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&mut vec![
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Point {
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x: 0.,
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y: 0.,
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color: Color { r: 0, g: 0, b: 0 }
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};
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*n
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]
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.to_vec(),
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);
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} else {
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point_list2.append(&mut point_list.to_vec());
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}
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