本文整理汇总了C++中TwoDScene::getRadius方法的典型用法代码示例。如果您正苦于以下问题:C++ TwoDScene::getRadius方法的具体用法?C++ TwoDScene::getRadius怎么用?C++ TwoDScene::getRadius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::getRadius方法的3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: detectParticleParticle
// Detects whether two particles are overlapping (including the radii of each)
// and approaching.
// If the two particles overlap and are approaching, returns true and sets
// the vector n to be the vector between the first and second particle.
// Inputs:
// scene: The scene data structure. The positions and radii of the particles
// can be obtained from here.
// idx1: The index of the first particle. (Ie, the degrees of freedom
// corresponding to this particle are entries 2*idx1 and 2*idx1+1 in
// scene.getX().
// idx2: The index of the second particle.
// Outputs:
// n: The vector between the two particles.
// Returns true if the two particles overlap and are approaching.
bool SimpleCollisionHandler::detectParticleParticle(TwoDScene &scene, int idx1, int idx2, VectorXs &n)
{
VectorXs x1 = scene.getX().segment<2>(2*idx1);
VectorXs x2 = scene.getX().segment<2>(2*idx2);
n = x2-x1;
if(n.norm() < scene.getRadius(idx1) + scene.getRadius(idx2))
{
double relvel = (scene.getV().segment<2>(2*idx1)-scene.getV().segment<2>(2*idx2)).dot(n);
if(relvel > 0)
return true;
}
return false;
}
示例2: detectParticleHalfplane
// Detects whether a particle and a half-plane are overlapping (including the
// radius of the particle) 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 half-plane.
// Inputs:
// scene: The scene data structure.
// vidx: The index of the particle.
// pidx: The index of the halfplane. The vectors (px, py) and (nx, ny) can
// be retrieved by calling scene.getHalfplane(pidx).
// Outputs:
// n: The shortest vector between the particle and the half-plane.
// Returns true if the two objects overlap and are approaching.
bool SimpleCollisionHandler::detectParticleHalfplane(TwoDScene &scene, int vidx, int pidx, VectorXs &n)
{
VectorXs x1 = scene.getX().segment<2>(2*vidx);
VectorXs px = scene.getHalfplane(pidx).first;
VectorXs pn = scene.getHalfplane(pidx).second;
pn.normalize();
n = (px-x1).dot(pn)*pn;
if(n.norm() < scene.getRadius(vidx))
{
double relvel = scene.getV().segment<2>(2*vidx).dot(n);
if(relvel > 0)
return true;
}
return false;
}
示例3: 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;
}