Esempio n. 1
0
        public override void SimulateEnvironment(ref SimulatedEnvironment sim, bool forDataOnly)
        {
            //if( TryGetAutomticUiField("background", out background) )
            Rhino.Display.Color4f color;
            if (Fields.TryGetValue("background", out color))
            {
                sim.BackgroundColor = color.AsSystemColor();
            }

            base.SimulateEnvironment(ref sim, forDataOnly);
        }
Esempio n. 2
0
        /// <summary>
        ///   Export all the materials
        /// </summary>
        /// <param name="doc"></param>
        /// <param name="docRoot"></param>
        private void ExportEnvironment(RhinoDoc doc, XmlElement docRoot)
        {
            var environment = doc.RenderEnvironments[0];
            var simulation  = new SimulatedEnvironment();

            environment.SimulateEnvironment(ref simulation, false);
            //simulation.BackgroundImage.Filename
            var fileNamefield = simulation.BackgroundImage.Filename;
            //if (environment.Fields.ContainsField("fileName"))
            //{
            //    fileNamefield = environment.Fields.GetField("filename").ToString();
            //}
            //creamos el xml element para el enviorment y lo Ñdimos al root
            var env = _xmlDocument.CreateElement("emitter");

            env.SetAttribute("type", "envmap");
            var el = XmlMitsuba.AddElement(_xmlDocument, "string", "filename", fileNamefield);

            env.AppendChild(el);
            docRoot.AppendChild(env);
        }
Esempio n. 3
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        void BuildSimulation()
        {
            SetDefaultProbability();
            var startTime = DateTime.Now;

            system = new SimulatedEnvironment();

            system.InitSubenvironment(0);
            system.AddState(0, "depthLow", true);
            system.AddState(0, "depthMedium");
            system.AddState(0, "depthHigh");

            system.AddTransition(0, "depthLow", "depthMedium", new string[] { "depthMedium" }, .8);
            system.AddTransition(0, "depthLow", "depthLow", new string[] { }, .2);

            system.AddTransition(0, "depthMedium", "depthLow", new string[] { "depthLow" }, .3);
            system.AddTransition(0, "depthMedium", "depthHigh", new string[] { "depthHigh" }, .3);
            system.AddTransition(0, "depthMedium", "depthMedium", new string[] { }, .4);

            system.AddTransition(0, "depthHigh", "depthMedium", new string[] { "depthMedium" }, .3);
            system.AddTransition(0, "depthHigh", "depthHigh", new string[] { }, .7);

            system.InitSubenvironment(1);
            system.AddState(1, "speedLow", true);
            system.AddState(1, "speedMedium");
            system.AddState(1, "speedHigh");

            Func <double> lowToMedium  = () => (environment.RiverDepth > 4) ? .6 : .4;
            Func <double> mediumToHigh = () => (environment.RiverDepth > 4) ? .7 : .5;
            Func <double> highToMedium = () => (environment.RiverDepth > 4) ? .8 : .2;

            system.AddTransition(1, "speedLow", "speedMedium", new string[] { "speedMedium" }, lowToMedium);
            system.AddTransition(1, "speedLow", "speedLow", new string[] { }, () => 1 - lowToMedium());

            system.AddTransition(1, "speedMedium", "speedLow", new string[] { "speedLow" }, () => (1 - mediumToHigh()) / 3);
            system.AddTransition(1, "speedMedium", "speedHigh", new string[] { "speedHigh" }, mediumToHigh);
            system.AddTransition(1, "speedMedium", "speedMedium", new string[] { }, () => 2 * (1 - mediumToHigh()) / 3);

            system.AddTransition(1, "speedHigh", "speedMedium", new string[] { "speedMedium" }, highToMedium);
            system.AddTransition(1, "speedHigh", "speedHigh", new string[] { }, () => 1 - highToMedium());

            //

            system.InitSubenvironment(2);
            system.AddState(2, "notDusty", true);
            system.AddState(2, "dusty");

            system.AddTransition(2, "notDusty", "dusty", new string[] { "dustAppears" }, () => probability["dustAppears"]);
            system.AddTransition(2, "notDusty", "notDusty", new string[] { }, () => 1 - probability["dustAppears"]);
            system.AddTransition(2, "dusty", "notDusty", new string[] { "dustLeaves" }, () => probability["dustLeaves"]);
            system.AddTransition(2, "dusty", "dusty", new string[] { }, () => 1 - probability["dustLeaves"]);

            //

            system.InitSubenvironment(3);
            system.AddState(3, "noFalseEcho", true);
            system.AddState(3, "falseEcho");

            system.AddTransition(3, "noFalseEcho", "falseEcho", new string[] { "falseEchoAppears" }, 0.1);
            system.AddTransition(3, "noFalseEcho", "noFalseEcho", new string[] { }, 0.9);
            system.AddTransition(3, "falseEcho", "noFalseEcho", new string[] { "falseEchoLeaves" }, 0.5);
            system.AddTransition(3, "falseEcho", "falseEcho", new string[] { }, 0.5);

            //

            system.InitSubenvironment(4);
            system.AddState(4, "depthSensorWorking", true);
            system.AddState(4, "depthSensorBroken");

            system.AddTransition(4, "depthSensorWorking", "depthSensorBroken", new string[] { "depthSensorBroken" }, 0.15);
            system.AddTransition(4, "depthSensorWorking", "depthSensorWorking", new string[] { }, 0.85);
            system.AddTransition(4, "depthSensorBroken", "depthSensorWorking", new string[] { "depthSensorRepair" }, 0.3);
            system.AddTransition(4, "depthSensorBroken", "depthSensorBroken", new string[] { }, 0.7);

            // UltrasoundSensorBroken

            int id = 5;

            system.InitSubenvironment(id);
            system.AddState(id, "UltrasoundSensorNotBroken", true);
            system.AddState(id, "UltrasoundSensorBroken");
            system.AddTransition(id, "UltrasoundSensorNotBroken", "UltrasoundSensorBroken", new string[] { "ultrasoundSensorBreak" }, () => probability["ultrasoundSensorBreak"]);
            system.AddTransition(id, "UltrasoundSensorNotBroken", "UltrasoundSensorNotBroken", new string[] { }, () => 1 - probability["ultrasoundSensorBreak"]);
            system.AddTransition(id, "UltrasoundSensorBroken", "UltrasoundSensorNotBroken", new string[] { "ultrasoundSensorRepair" }, () => probability["ultrasoundSensorRepair"]);
            system.AddTransition(id, "UltrasoundSensorBroken", "UltrasoundSensorBroken", new string[] { }, () => 1 - probability["ultrasoundSensorRepair"]);

            // UltrasoundDistortion

            id++;
            system.InitSubenvironment(id);
            system.AddState(id, "NoUltrasoundDistortion", true);
            system.AddState(id, "UltrasoundDistortion");
            system.AddTransition(id, "NoUltrasoundDistortion", "UltrasoundDistortion", new string[] { "ultrasoundDistortionAppears" }, 0.25);
            system.AddTransition(id, "NoUltrasoundDistortion", "NoUltrasoundDistortion", new string[] { }, 0.75);
            system.AddTransition(id, "UltrasoundDistortion", "NoUltrasoundDistortion", new string[] { "ultrasoundDistortionLeaves" }, 0.35);
            system.AddTransition(id, "UltrasoundDistortion", "UltrasoundDistortion", new string[] { }, 0.65);

            // NoisyImage

            id++;
            system.InitSubenvironment(id);
            system.AddState(id, "NoiselessImage", true);
            system.AddState(id, "NoisyImage");
            system.AddTransition(id, "NoiselessImage", "NoisyImage", new string[] { "noisyImagesAppears" }, () => probability["noisyImagesAppears"]);
            system.AddTransition(id, "NoiselessImage", "NoiselessImage", new string[] { }, () => 1 - probability["noisyImagesAppears"]);
            system.AddTransition(id, "NoisyImage", "NoiselessImage", new string[] { "noisyImagesLeaves" }, () => probability["noisyImagesLeaves"]);
            system.AddTransition(id, "NoisyImage", "NoisyImage", new string[] { }, () => 1 - probability["noisyImagesLeaves"]);

            // GSMNetworkDown

            id++;
            system.InitSubenvironment(id);
            system.AddState(id, "GSMNetworkUp", true);
            system.AddState(id, "GSMNetworkDown");
            system.AddTransition(id, "GSMNetworkUp", "GSMNetworkDown", new string[] { "gsmDown" }, 0.1);
            system.AddTransition(id, "GSMNetworkUp", "GSMNetworkUp", new string[] { }, 0.9);
            system.AddTransition(id, "GSMNetworkDown", "GSMNetworkUp", new string[] { "gsmUp" }, 0.65);
            system.AddTransition(id, "GSMNetworkDown", "GSMNetworkDown", new string[] { }, 0.35);

            // VoiceNetworkOveloaded

            id++;
            system.InitSubenvironment(id);
            system.AddState(id, "VoiceNetworkWorking", true);
            system.AddState(id, "VoiceNetworkOveloaded");
            system.AddTransition(id, "VoiceNetworkWorking", "VoiceNetworkOveloaded", new string[] { "voiceNetworkOverload" }, 0.1);
            system.AddTransition(id, "VoiceNetworkWorking", "VoiceNetworkWorking", new string[] { }, 0.9);
            system.AddTransition(id, "VoiceNetworkOveloaded", "VoiceNetworkWorking", new string[] { "voiceNetworkDeload" }, 0.58);
            system.AddTransition(id, "VoiceNetworkOveloaded", "VoiceNetworkOveloaded", new string[] { }, 0.42);

            //

            actions = new Dictionary <string, Action>();
            actions.Add("depthLow", () => environment.SetDepth(RiverDepth.LOW));
            actions.Add("depthMedium", () => environment.SetDepth(RiverDepth.MEDIUM));
            actions.Add("depthHigh", () => environment.SetDepth(RiverDepth.HIGH));

            actions.Add("speedLow", () => environment.SetSpeed(Environment.RiverSpeedValues.LOW));
            actions.Add("speedMedium", () => environment.SetSpeed(Environment.RiverSpeedValues.MEDIUM));
            actions.Add("speedHigh", () => environment.SetSpeed(Environment.RiverSpeedValues.HIGH));

            actions.Add("dustAppears", () => environment.Dust = true);
            actions.Add("dustLeaves", () => environment.Dust  = false);

            actions.Add("falseEchoAppears", () => environment.FalseEcho = true);
            actions.Add("falseEchoLeaves", () => environment.FalseEcho  = false);

            actions.Add("depthSensorBroken", () => environment.DepthSensorBroken = true);
            actions.Add("depthSensorRepair", () => environment.DepthSensorBroken = false);

            actions.Add("ultrasoundSensorBreak", () => environment.UltrasoundSensorBroken  = true);
            actions.Add("ultrasoundSensorRepair", () => environment.UltrasoundSensorBroken = false);

            actions.Add("ultrasoundDistortionAppears", () => environment.UltrasoundDistortion = true);
            actions.Add("ultrasoundDistortionLeaves", () => environment.UltrasoundDistortion  = false);

            actions.Add("noisyImagesAppears", () => environment.NoisyImage = true);
            actions.Add("noisyImagesLeaves", () => environment.NoisyImage  = false);

            actions.Add("gsmDown", () => environment.GSMNetworkDown = true);
            actions.Add("gsmUp", () => environment.GSMNetworkDown   = false);

            actions.Add("voiceNetworkOverload", () => environment.VoiceNetworkOveloaded = true);
            actions.Add("voiceNetworkDeload", () => environment.VoiceNetworkOveloaded   = false);
        }