当前位置: 首页>>代码示例>>C++>>正文


C++ BodyNode::getWorldLinearVelocity方法代码示例

本文整理汇总了C++中BodyNode::getWorldLinearVelocity方法的典型用法代码示例。如果您正苦于以下问题:C++ BodyNode::getWorldLinearVelocity方法的具体用法?C++ BodyNode::getWorldLinearVelocity怎么用?C++ BodyNode::getWorldLinearVelocity使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BodyNode的用法示例。


在下文中一共展示了BodyNode::getWorldLinearVelocity方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: postProcess

void CollisionInterface::postProcess() {
    mContacts.clear();
    int numContacts = mCollisionChecker->getNumContacts();
    mContacts.resize(numContacts);
    for (int i = 0; i < numContacts; i++) {
        mContacts[i].point = mCollisionChecker->getContact(i).point;
        mContacts[i].normal = mCollisionChecker->getContact(i).normal;
        mContacts[i].rb1 = mNodeMap[mCollisionChecker->getContact(i).bodyNode1];
        mContacts[i].rb2 = mNodeMap[mCollisionChecker->getContact(i).bodyNode2];
        if(mContacts[i].rb1 == NULL) {
          BodyNode* bd = mCollisionChecker->getContact(i).bodyNode1;
          Vector3d localPoint = bd->getTransform().inverse() * mContacts[i].point;
          mContacts[i].pinataVelocity = bd->getWorldLinearVelocity(localPoint);
        } else if(mContacts[i].rb2 == NULL) {
          BodyNode* bd = mCollisionChecker->getContact(i).bodyNode2;
          Vector3d localPoint = bd->getTransform().inverse() * mContacts[i].point;
          mContacts[i].pinataVelocity = bd->getWorldLinearVelocity(localPoint);
        } else {
          mContacts[i].pinataVelocity.setZero();
        }        
    }
}
开发者ID:chihuo91,项目名称:rigidbodies,代码行数:22,代码来源:CollisionInterface.cpp

示例2: SingleContactTest

//==============================================================================
void ConstraintTest::SingleContactTest(const std::string& _fileName)
{
  using namespace std;
  using namespace Eigen;
  using namespace dart::math;
  using namespace dart::collision;
  using namespace dart::constraint;
  using namespace dart::dynamics;
  using namespace dart::simulation;
  using namespace dart::utils;

  //----------------------------------------------------------------------------
  // Settings
  //----------------------------------------------------------------------------
  // Number of random state tests for each skeletons
#ifndef NDEBUG  // Debug mode
  // size_t testCount = 1;
#else
  // size_t testCount = 1;
#endif

  World* world = new World;
  EXPECT_TRUE(world != NULL);
  world->setGravity(Vector3d(0.0, -10.00, 0.0));
  world->setTimeStep(0.001);
  world->getConstraintSolver()->setCollisionDetector(
        new DARTCollisionDetector());

  Skeleton* sphereSkel = createSphere(0.05, Vector3d(0.0, 1.0, 0.0));
  BodyNode* sphere = sphereSkel->getBodyNode(0);
  Joint* sphereJoint = sphere->getParentJoint();
  sphereJoint->setVelocity(3, random(-2.0, 2.0));  // x-axis
  sphereJoint->setVelocity(5, random(-2.0, 2.0));  // z-axis
  world->addSkeleton(sphereSkel);
  EXPECT_EQ(sphereSkel->getGravity(), world->getGravity());
  assert(sphere);

  Skeleton* boxSkel = createBox(Vector3d(1.0, 1.0, 1.0),
                                Vector3d(0.0, 1.0, 0.0));
  BodyNode* box = boxSkel->getBodyNode(0);
  Joint* boxJoint = box->getParentJoint();
  boxJoint->setVelocity(3, random(-2.0, 2.0));  // x-axis
  boxJoint->setVelocity(5, random(-2.0, 2.0));  // z-axis
//  world->addSkeleton(boxSkel);
//  EXPECT_EQ(boxSkel->getGravity(), world->getGravity());
//  assert(box);

  Skeleton* groundSkel = createGround(Vector3d(10000.0, 0.1, 10000.0),
                                      Vector3d(0.0, -0.05, 0.0));
  groundSkel->setMobile(false);
  // BodyNode* ground = groundSkel->getBodyNode(0);
  world->addSkeleton(groundSkel);
  EXPECT_EQ(groundSkel->getGravity(), world->getGravity());
  // assert(ground);

  EXPECT_EQ(world->getNumSkeletons(), 2);

  ConstraintSolver* cs = world->getConstraintSolver();
  CollisionDetector* cd = cs->getCollisionDetector();

  // Lower and upper bound of configuration for system
  // double lb = -1.5 * DART_PI;
  // double ub =  1.5 * DART_PI;

  int maxSteps = 500;
  for (int i = 0; i < maxSteps; ++i)
  {
//    Vector3d pos1 = sphere->getWorldTransform().translation();
//    Vector3d vel1 = sphere->getWorldLinearVelocity(pos1);

//    std::cout << "pos1:" << pos1.transpose() << std::endl;
//    std::cout << "vel1:" << vel1.transpose() << std::endl;

    cd->detectCollision(true, true);
    if (cd->getNumContacts() == 0)
    {
      world->step();
      continue;
    }

    // for (size_t j = 0; j < cd->getNumContacts(); ++j)
    // {
      // Contact contact = cd->getContact(j);
      // Vector3d pos1 = sphere->getTransform().inverse() * contact.point;
      // Vector3d vel1 = sphere->getWorldLinearVelocity(pos1);

      // std::cout << "pos1:" << pos1.transpose() << std::endl;
      // std::cout << "vel1:" << vel1.transpose() << std::endl;
    // }

    world->step();

    for (size_t j = 0; j < cd->getNumContacts(); ++j)
    {
      Contact contact = cd->getContact(j);
      Vector3d pos1 = sphere->getTransform().inverse() * contact.point;
      Vector3d vel1 = sphere->getWorldLinearVelocity(pos1);

//      std::cout << "pos1:" << pos1.transpose() << std::endl;
//.........这里部分代码省略.........
开发者ID:VincentYu68,项目名称:dart,代码行数:101,代码来源:testConstraint.cpp


注:本文中的BodyNode::getWorldLinearVelocity方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。