本文整理汇总了C++中TwoDScene::getEdges方法的典型用法代码示例。如果您正苦于以下问题:C++ TwoDScene::getEdges方法的具体用法?C++ TwoDScene::getEdges怎么用?C++ TwoDScene::getEdges使用的例子?那么恭喜您, 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TwoDScene
的用法示例。
在下文中一共展示了TwoDScene::getEdges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: detectParticleEdge
// Detects whether a particle and an edge are overlapping (including the radii
// of both) and are approaching.
// If the two objects overlap and are approaching, returns true and sets the
// vector n to be the shortest vector between the particle and the edge.
// Inputs:
// scene: The scene data structure.
// vidx: The index of the particle.
// eidx: The index of the edge. (Ie, the indices of particle with index e are
// scene.getEdges()[e].first and scene.getEdges()[e].second.)
// Outputs:
// n: The shortest vector between the particle and the edge.
// Returns true if the two objects overlap and are approaching.
bool SimpleCollisionHandler::detectParticleEdge(TwoDScene &scene, int vidx, int eidx, VectorXs &n)
{
VectorXs x1 = scene.getX().segment<2>(2*vidx);
VectorXs x2 = scene.getX().segment<2>(2*scene.getEdges()[eidx].first);
VectorXs x3 = scene.getX().segment<2>(2*scene.getEdges()[eidx].second);
double alpha = (x1-x2).dot(x3-x2)/(x3-x2).dot(x3-x2);
alpha = std::min(1.0, std::max(0.0, alpha));
VectorXs closest = x2 + alpha*(x3-x2);
n = closest-x1;
if(n.norm() < scene.getRadius(vidx)+scene.getEdgeRadii()[eidx])
{
VectorXs v1 = scene.getV().segment<2>(2*vidx);
VectorXs v2 = scene.getV().segment<2>(2*scene.getEdges()[eidx].first);
VectorXs v3 = scene.getV().segment<2>(2*scene.getEdges()[eidx].second);
double relvel = (v1 - v2 - alpha*(v3-v2)).dot(n);
if(relvel > 0)
{
return true;
}
}
return false;
}
示例2: respondParticleEdge
// Responds to a collision detected between a particle and an edge by applying
// an impulse to the velocities of each one.
// Inputs:
// scene: The scene data structure.
// vidx: The index of the particle.
// eidx: The index of the edge.
// n: The shortest vector between the particle and the edge.
// Outputs:
// None.
void SimpleCollisionHandler::respondParticleEdge(TwoDScene &scene, int vidx, int eidx, const VectorXs &n)
{
const VectorXs &M = scene.getM();
int eidx1 = scene.getEdges()[eidx].first;
int eidx2 = scene.getEdges()[eidx].second;
VectorXs x1 = scene.getX().segment<2>(2*vidx);
VectorXs x2 = scene.getX().segment<2>(2*eidx1);
VectorXs x3 = scene.getX().segment<2>(2*eidx2);
VectorXs v1 = scene.getV().segment<2>(2*vidx);
VectorXs v2 = scene.getV().segment<2>(2*eidx1);
VectorXs v3 = scene.getV().segment<2>(2*eidx2);
VectorXs nhat = n;
nhat.normalize();
double alpha = (x1-x2).dot(x3-x2)/(x3-x2).dot(x3-x2);
alpha = std::min(1.0, std::max(0.0, alpha) );
VectorXs vedge = v2 + alpha*(v3-v2);
double cfactor = (1.0 + getCOR())/2.0;
double m1 = scene.isFixed(vidx) ? std::numeric_limits<double>::infinity() : M[2*vidx];
double m2 = scene.isFixed(eidx1) ? std::numeric_limits<double>::infinity() : M[2*eidx1];
double m3 = scene.isFixed(eidx2) ? std::numeric_limits<double>::infinity() : M[2*eidx2];
double numerator = 2*cfactor*(vedge-v1).dot(nhat);
double denom1 = 1.0 + (1-alpha)*(1-alpha)*m1/m2 + alpha*alpha*m1/m3;
double denom2 = m2/m1 + (1-alpha)*(1-alpha) + alpha*alpha*m2/m3;
double denom3 = m3/m1 + (1-alpha)*(1-alpha)*m3/m2 + alpha*alpha;
if(!scene.isFixed(vidx))
scene.getV().segment<2>(2*vidx) += numerator/denom1 * nhat;
if(!scene.isFixed(eidx1))
scene.getV().segment<2>(2*eidx1) -= (1.0-alpha)*numerator/denom2 * nhat;
if(!scene.isFixed(eidx2))
scene.getV().segment<2>(2*eidx2) -= alpha * numerator/denom3 * nhat;
}