本文整理汇总了C++中NxVec3::setMagnitude方法的典型用法代码示例。如果您正苦于以下问题:C++ NxVec3::setMagnitude方法的具体用法?C++ NxVec3::setMagnitude怎么用?C++ NxVec3::setMagnitude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类NxVec3
的用法示例。
在下文中一共展示了NxVec3::setMagnitude方法的1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: handleContactPair
void NxRobot::handleContactPair(NxContactPair& pair, NxU32 robotIndex)
{
NxContactStreamIterator i(pair.stream);
while(i.goNextPair())
{
NxShape * s = i.getShape(robotIndex); //umas das partes do robo (o robo eh um unico actor com as MESHs: rodas, driblador, corpo)
NxShape * s1 = i.getShape(1-robotIndex); //corpo que o robo esta colidindo
while(i.goNextPatch())
{
const NxVec3& contactNormal = i.getPatchNormal();
while(i.goNextPoint())
{
//user can also call getPoint() and getSeparation() here
const NxVec3& contactPoint = i.getPoint();
//add forces:
/*//assuming front wheel drive we need to apply a force at the wheels.
if (s->is(NX_SHAPE_CAPSULE) && s->userData != NULL) {
//assuming only the wheels of the car are capsules, otherwise we need more checks.
//this branch can't be pulled out of loops because we have to do a full iteration through the stream
NxQuat local2global = s->getActor().getGlobalOrientationQuat();
NxWheel* w = (NxWheel*)s->userData;
if (!w->getWheelFlag(NX_WF_USE_WHEELSHAPE))
{
NxWheel1 * wheel = static_cast<NxWheel1*>(w);
wheel->contactInfo.otherActor = pair.actors[1-robotIndex];
wheel->contactInfo.contactPosition = contactPoint;
wheel->contactInfo.contactPositionLocal = contactPoint;
wheel->contactInfo.contactPositionLocal -= this->getActor()->getGlobalPosition();
local2global.inverseRotate(wheel->contactInfo.contactPositionLocal);
wheel->contactInfo.contactNormal = contactNormal;
if (wheel->contactInfo.otherActor->isDynamic())
{
NxVec3 globalV = s->getActor().getLocalPointVelocity(wheel->getWheelPos());
globalV -= wheel->contactInfo.otherActor->getLinearVelocity();
local2global.inverseRotate(globalV);
wheel->contactInfo.relativeVelocity = globalV.x;
//printf("%2.3f (%2.3f %2.3f %2.3f)\n", wheel->contactInfo.relativeVelocity,
// globalV.x, globalV.y, globalV.z);
}
else
{
NxVec3 vel = s->getActor().getLocalPointVelocity(wheel->getWheelPos());
local2global.inverseRotate(vel);
wheel->contactInfo.relativeVelocity = vel.x;
wheel->contactInfo.relativeVelocitySide = vel.z;
}
NX_ASSERT(wheel->hasGroundContact());
//printf(" Wheel %x is touching\n", wheel);
}
}*/
const char* name = s->getName();
if(name) {
const char* name1 = s1->getName();
if(name1) {
char* dribblerName = new char[10]; //"Driblador\0"
dribblerName[9] = 0;
memcpy(dribblerName, name, strlen(dribblerName));
char* ballName = new char[5]; //"Bola\0"
ballName[4] = 0;
memcpy(ballName, name1, strlen(ballName));
if(strcmp(dribblerName, "Driblador")==0 && strcmp(ballName, "Bola")==0) {
float angle = this->getAngle2DFromVehicle();
angle += NxPi/2.;
NxActor& ball = s1->getActor();
NxVec3 dribblerGlobalPosition = this->dribbler->getLocalPosition() + this->getPos();
NxVec3 r = contactPoint - dribblerGlobalPosition;
NxVec3 w = NxVec3(cos(angle), sin(angle), 0);
NxVec3 force = w.cross(r);
force.setMagnitude(1);
NxReal coefKinect = 0.5;
NxReal normalMagnitude = contactNormal.magnitude();
NxVec3 resultForce = this->dribbler->speedToExecute * 20. * coefKinect * normalMagnitude * force;
//NxReal teste = resultForce.magnitude();
//SimulationView::DrawForce(&ball, resultForce, NxVec3(1,1,1));
ball.addForceAtPos(/*NxVec3(sin(angle)*this->dribbler->speedToExecute*1000000.,cos(angle)*this->dribbler->speedToExecute*1000000.,0)*/resultForce, contactPoint, NX_IMPULSE);
this->dribbler->speedToExecute = 0;
}
delete dribblerName;
delete ballName;
}
}
}
}
}
//printf("----\n");
}