本文整理汇总了C++中Vec3d::add_mul方法的典型用法代码示例。如果您正苦于以下问题:C++ Vec3d::add_mul方法的具体用法?C++ Vec3d::add_mul怎么用?C++ Vec3d::add_mul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Vec3d
的用法示例。
在下文中一共展示了Vec3d::add_mul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: sampleGridArroundAtoms
// sampleGridArroundAtoms
// takes from a 3D grid values at grid points which are in area between $atom_Rmin[i] to $atom_Rmaxs[i] distance from any i-th atom at position $atom_posp[i]
// if $canStore == true it will save values to $sampled_val and postions to $sampled_pos else it only returns number of gridpoints fullfilling the conditions
int sampleGridArroundAtoms(
int natoms, Vec3d * atom_pos_, double * atom_Rmin, double * atom_Rmax, bool * atom_mask,
double * sampled_val, Vec3d * sampled_pos_, bool canStore, bool pbc, bool show_where
){
Vec3d * atom_pos = (Vec3d*) atom_pos_;
Vec3d * sampled_pos = (Vec3d*) sampled_pos_;
int nx = GRID::n.x;
int ny = GRID::n.y;
int nz = GRID::n.z;
int nxy = ny * nx; // used in macro i3D( ia, ib, ic )
Vec3d rProbe; rProbe.set( 0.0, 0.0, 0.0 ); // we may shift here
int points_found = 0;
int nimg = 1; if (pbc) nimg = 27; // PBC ?
for ( int ia=0; ia<nx; ia++ ){
//printf( " ia %i \n", ia );
rProbe.add( GRID::dCell.a );
for ( int ib=0; ib<ny; ib++ ){
rProbe.add( GRID::dCell.b );
for ( int ic=0; ic<nz; ic++ ){
rProbe.add( GRID::dCell.c );
bool withinRmin = false;
bool withinRmax = false;
for ( int iimg=0; iimg<nimg; iimg++ ){
Vec3d cell_shift;
cell_shift.set_lincomb( images[iimg][0], images[iimg][1], images[iimg][2], GRID::cell.a, GRID::cell.b, GRID::cell.c );
for ( int iatom=0; iatom<natoms; iatom++ ){
Vec3d dr;
dr.set_sub( rProbe, atom_pos[iatom] );
dr.sub( cell_shift );
double r2 = dr.norm2();
double rmin = atom_Rmin[iatom];
double rmax = atom_Rmax[iatom];
if( r2<(rmax*rmax) ){
if( atom_mask[iatom] ){ withinRmax = true; }
if( r2<(rmin*rmin) ){ withinRmin = true; break; }
}
}
}
if( withinRmax && (!withinRmin) ){
if( canStore ){
sampled_val[points_found] = GRID::grid[ i3D( ia, ib, ic ) ];
if( show_where ) GRID::grid[ i3D( ia, ib, ic ) ] = +100.0d;
sampled_pos[points_found].set( rProbe );
}
points_found++;
}
}
rProbe.add_mul( GRID::dCell.c, -nz );
}
rProbe.add_mul( GRID::dCell.b, -ny );
}
return points_found;
}
示例2: eventHandling
void TestAppMesh::eventHandling ( const SDL_Event& event ){
//printf( "NonInert_seats::eventHandling() \n" );
switch( event.type ){
case SDL_KEYDOWN :
switch( event.key.keysym.sym ){
case SDLK_p: first_person = !first_person; break;
case SDLK_o: perspective = !perspective; break;
//case SDLK_r: world.fireProjectile( warrior1 ); break;
}
break;
case SDL_MOUSEBUTTONDOWN:
switch( event.button.button ){
case SDL_BUTTON_LEFT:
Vec3d ray0;
ray0.set_lincomb( 1, mouse_begin_x, mouse_begin_y, camPos, camMat.a, camMat.b );
//glColor3f(1,1,1); Draw3D::drawPointCross( ray0, 0.2 );
ipicked= mesh.pickVertex( ray0, camMat.c );
mouse0.set(mouse_begin_x, mouse_begin_y);
dragging=true;
break;
}
break;
case SDL_MOUSEBUTTONUP:
switch( event.button.button ){
case SDL_BUTTON_LEFT:
if(dragging){
Vec3d d;
d.set_lincomb( 1, mouse_begin_x, mouse_begin_y, camPos, camMat.a, camMat.b );
d.sub(mesh.points[ipicked]);
double c = d.dot(camMat.c); d.add_mul(camMat.c, -c);
mesh.points[ipicked].add(d);
glDeleteLists(mesh.rendered_shape, 1);
mesh.rendered_shape = glGenLists(1);
glNewList( mesh.rendered_shape , GL_COMPILE );
glEnable( GL_LIGHTING );
glColor3f( 0.8f, 0.8f, 0.8f );
Draw3D::drawMesh( mesh );
mesh.tris2normals(true);
glColor3f(0.0f,0.0f,0.9f);
for(int i=0; i<mesh.points.size(); i++){
Draw3D::drawVecInPos( mesh.normals[i], mesh.points[i] );
}
glEndList();
}
dragging=false;
break;
}
};
AppSDL2OGL::eventHandling( event );
}
示例3: drawForces
void drawForces( double scale, bool DEBUG ){
if( ( world.truss.points != NULL )&&( world.truss.forces != NULL ) ){
glBegin( GL_LINES );
for( int i=0; i<world.truss.npoints; i++ ){
Vec3d& p = world.truss.points[i];
Vec3d& f = world.truss.forces[i];
Vec3d pf; pf.set(p); pf.add_mul( f, scale );
glVertex3f( (float)p.x, (float)p.y, (float)p.z );
glVertex3f( (float)pf.x, (float)pf.y, (float)pf.z );
if( DEBUG ){
//printf( " %i %i %i (%3.3f,%3.3f,%3.3f) (%3.3f,%3.3f,%3.3f)\n", i, bond.i, bond.j, pi.x, pi.y, pi.z, f.x, f.y, f.z );
printf( " %i (%3.3f,%3.3f,%3.3f) \n", i, f.x, f.y, f.z );
}
}
glEnd();
}
}