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C++ Vector3r::normalized方法代码示例

本文整理汇总了C++中Vector3r::normalized方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector3r::normalized方法的具体用法?C++ Vector3r::normalized怎么用?C++ Vector3r::normalized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Vector3r的用法示例。


在下文中一共展示了Vector3r::normalized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: action

void PolyhedraSplitter::action()
{
	const shared_ptr<Scene> _rb=shared_ptr<Scene>();
	shared_ptr<Scene> rb=(_rb?_rb:Omega::instance().getScene());

	vector<PSplitT> splitsV;
	vector<Matrix3r> bStresses (scene->bodies->size(), Matrix3r::Zero());
	getStressForEachBody(bStresses);

	FOREACH(const shared_ptr<Body>& b, *rb->bodies){
		if(!b || !b->material || !b->shape) continue;
		shared_ptr<Polyhedra> p=YADE_PTR_DYN_CAST<Polyhedra>(b->shape);
		shared_ptr<PolyhedraMat> m=YADE_PTR_DYN_CAST<PolyhedraMat>(b->material);
		
		if(p && m->IsSplitable){
			//not real strees, to get real one, it has to be divided by body volume
			Matrix3r stress = bStresses[b->id];

			//get eigenstresses
			Symmetrize(stress);
			Matrix3r I_vect(Matrix3r::Zero()), I_valu(Matrix3r::Zero()); 
			matrixEigenDecomposition(stress,I_vect,I_valu);

			Eigen::Matrix3f::Index min_i, max_i;
			I_valu.diagonal().minCoeff(&min_i);
			I_valu.diagonal().maxCoeff(&max_i);

			//division of stress by volume
			const Vector3r dirC = I_vect.col(max_i);
			const Vector3r dirT = I_vect.col(min_i);
			const Vector3r dir1 = dirC.normalized() + dirT.normalized();
			const Vector3r dir2 = dirC.normalized() - dirT.normalized();
			//double sigma_t = -comp_stress/2.+ tens_stress;
			const Real sigma_t = pow((
				pow(I_valu(0,0)-I_valu(1,1),2)+
				pow(I_valu(0,0)-I_valu(2,2),2)+
				pow(I_valu(1,1)-I_valu(2,2),2))
				/2.,0.5)/p->GetVolume();
			if (sigma_t > getStrength(p->GetVolume(),m->GetStrength())) {
				splitsV.push_back(std::make_tuple(b, dir1.normalized(), dir2.normalized()));
			}
		}
	}
	std::for_each(splitsV.begin(), splitsV.end(), &SplitPolyhedraDouble);
}
开发者ID:Klicho,项目名称:trunk,代码行数:45,代码来源:Polyhedra_splitter.cpp

示例2: if

/* Law2_ScGeom_ViscElPhys_Basic */
void Law2_ScGeom_ViscElPhys_Basic::go(shared_ptr<IGeom>& _geom, shared_ptr<IPhys>& _phys, Interaction* I){

	const ScGeom& geom=*static_cast<ScGeom*>(_geom.get());
	ViscElPhys& phys=*static_cast<ViscElPhys*>(_phys.get());

	const int id1 = I->getId1();
	const int id2 = I->getId2();
	
	if (geom.penetrationDepth<0) {
		if (phys.liqBridgeCreated and -geom.penetrationDepth<phys.sCrit and phys.Capillar) {
			phys.normalForce = -calculateCapillarForce(geom, phys)*geom.normal;
		  if (I->isActive) {
				addForce (id1,-phys.normalForce,scene);
				addForce (id2, phys.normalForce,scene);
			};
			return;
		} else {
			scene->interactions->requestErase(I);
			return;
		};
	};

	const BodyContainer& bodies = *scene->bodies;

	const State& de1 = *static_cast<State*>(bodies[id1]->state.get());
	const State& de2 = *static_cast<State*>(bodies[id2]->state.get());

  /*
   * This part for implementation of the capillar model.
   * All main equations are in calculateCapillarForce function. 
   * There is only the determination of critical distance between spheres, 
   * after that the liquid bridge will be broken.
   */ 
   
	if (not(phys.liqBridgeCreated) and phys.Capillar) {
		phys.liqBridgeCreated = true;
		Sphere* s1=dynamic_cast<Sphere*>(bodies[id1]->shape.get());
		Sphere* s2=dynamic_cast<Sphere*>(bodies[id2]->shape.get());
		if (s1 and s2) {
			phys.R = 2 * s1->radius * s2->radius / (s1->radius + s2->radius);
		} else if (s1 and not(s2)) {
			phys.R = s1->radius;
		} else {
			phys.R = s2->radius;
		}
		
		const Real Vstar = phys.Vb/(phys.R*phys.R*phys.R);
		const Real Sstar = (1+0.5*phys.theta)*(pow(Vstar,1/3.0) + 0.1*pow(Vstar,2.0/3.0));   // [Willett2000], equation (15), use the full-length e.g 2*Sc
		
		phys.sCrit = Sstar*phys.R;
	}

	Vector3r& shearForce = phys.shearForce;
	if (I->isFresh(scene)) shearForce=Vector3r(0,0,0);
	const Real& dt = scene->dt;
	shearForce = geom.rotate(shearForce);
	

	// Handle periodicity.
	const Vector3r shift2 = scene->isPeriodic ? scene->cell->intrShiftPos(I->cellDist): Vector3r::Zero(); 
	const Vector3r shiftVel = scene->isPeriodic ? scene->cell->intrShiftVel(I->cellDist): Vector3r::Zero(); 

	const Vector3r c1x = (geom.contactPoint - de1.pos);
	const Vector3r c2x = (geom.contactPoint - de2.pos - shift2);
	
	const Vector3r relativeVelocity = (de1.vel+de1.angVel.cross(c1x)) - (de2.vel+de2.angVel.cross(c2x)) + shiftVel;
	const Real normalVelocity	= geom.normal.dot(relativeVelocity);
	const Vector3r shearVelocity	= relativeVelocity-normalVelocity*geom.normal;
	
	// As Chiara Modenese suggest, we store the elastic part 
	// and then add the viscous part if we pass the Mohr-Coulomb criterion.
	// See http://www.mail-archive.com/[email protected]/msg01391.html
	shearForce += phys.ks*dt*shearVelocity; // the elastic shear force have a history, but
	Vector3r shearForceVisc = Vector3r::Zero(); // the viscous shear damping haven't a history because it is a function of the instant velocity 


	// Prevent appearing of attraction forces due to a viscous component
	// [Radjai2011], page 3, equation [1.7]
	// [Schwager2007]
	const Real normForceReal = phys.kn * geom.penetrationDepth + phys.cn * normalVelocity;
	if (normForceReal < 0) {
		phys.normalForce = Vector3r::Zero();
	} else {
		phys.normalForce = normForceReal * geom.normal;
	}
	
	Vector3r momentResistance = Vector3r::Zero();
	if (phys.mR>0.0) {
		const Vector3r relAngVel  = de1.angVel - de2.angVel;
		relAngVel.normalized();
		
		if (phys.mRtype == 1) { 
			momentResistance = -phys.mR*phys.normalForce.norm()*relAngVel;																														// [Zhou1999536], equation (3)
		} else if (phys.mRtype == 2) { 
			momentResistance = -phys.mR*(c1x.cross(de1.angVel) - c2x.cross(de2.angVel)).norm()*phys.normalForce.norm()*relAngVel;			// [Zhou1999536], equation (4)
		}
	}
	
	const Real maxFs = phys.normalForce.squaredNorm() * std::pow(phys.tangensOfFrictionAngle,2);
//.........这里部分代码省略.........
开发者ID:ThomasSweijen,项目名称:yadesolute2,代码行数:101,代码来源:ViscoelasticPM.cpp

示例3: computeForceTorqueViscEl

bool computeForceTorqueViscEl(shared_ptr<IGeom>& _geom, shared_ptr<IPhys>& _phys, Interaction* I, Vector3r & force, Vector3r & torque1, Vector3r & torque2) {
	ViscElPhys& phys=*static_cast<ViscElPhys*>(_phys.get());
	const ScGeom& geom=*static_cast<ScGeom*>(_geom.get());
	Scene* scene=Omega::instance().getScene().get();

#ifdef YADE_SPH
//=======================================================================================================
	if (phys.SPHmode) {
		if (computeForceSPH(_geom, _phys, I, force)) {
			return true;
		} else {
			return false;
		}
	}
//=======================================================================================================
#endif

	const int id1 = I->getId1();
	const int id2 = I->getId2();
	
	if (geom.penetrationDepth<0) {
		return false;
	} else {
		const BodyContainer& bodies = *scene->bodies;
	
		const State& de1 = *static_cast<State*>(bodies[id1]->state.get());
		const State& de2 = *static_cast<State*>(bodies[id2]->state.get());
	
		Vector3r& shearForce = phys.shearForce;
		if (I->isFresh(scene)) shearForce=Vector3r(0,0,0);
		const Real& dt = scene->dt;
		shearForce = geom.rotate(shearForce);
	
		// Handle periodicity.
		const Vector3r shift2 = scene->isPeriodic ? scene->cell->intrShiftPos(I->cellDist): Vector3r::Zero(); 
		const Vector3r shiftVel = scene->isPeriodic ? scene->cell->intrShiftVel(I->cellDist): Vector3r::Zero(); 
	
		const Vector3r c1x = (geom.contactPoint - de1.pos);
		const Vector3r c2x = (geom.contactPoint - de2.pos - shift2);
		
		const Vector3r relativeVelocity = (de1.vel+de1.angVel.cross(c1x)) - (de2.vel+de2.angVel.cross(c2x)) + shiftVel;
		const Real normalVelocity	= geom.normal.dot(relativeVelocity);
		const Vector3r shearVelocity	= relativeVelocity-normalVelocity*geom.normal;
		
		// As Chiara Modenese suggest, we store the elastic part 
		// and then add the viscous part if we pass the Mohr-Coulomb criterion.
		// See http://www.mail-archive.com/[email protected]/msg01391.html
		shearForce += phys.ks*dt*shearVelocity; // the elastic shear force have a history, but
		Vector3r shearForceVisc = Vector3r::Zero(); // the viscous shear damping haven't a history because it is a function of the instant velocity 
	
	
		// Prevent appearing of attraction forces due to a viscous component
		// [Radjai2011], page 3, equation [1.7]
		// [Schwager2007]
		phys.Fn = phys.kn * geom.penetrationDepth;
		phys.Fv = phys.cn * normalVelocity;
		const Real normForceReal = phys.Fn + phys.Fv;
		if (normForceReal < 0) {
			phys.normalForce = Vector3r::Zero();
		} else {
			phys.normalForce = normForceReal * geom.normal;
		}
		
		Vector3r momentResistance = Vector3r::Zero();
		if (phys.mR>0.0) {
			const Vector3r relAngVel  = de1.angVel - de2.angVel;
			relAngVel.normalized();
			
			if (phys.mRtype == 1) { 
				momentResistance = -phys.mR*phys.normalForce.norm()*relAngVel;																														// [Zhou1999536], equation (3)
			} else if (phys.mRtype == 2) { 
				momentResistance = -phys.mR*(c1x.cross(de1.angVel) - c2x.cross(de2.angVel)).norm()*phys.normalForce.norm()*relAngVel;			// [Zhou1999536], equation (4)
			}
		}
		
		const Real maxFs = phys.normalForce.squaredNorm() * std::pow(phys.tangensOfFrictionAngle,2);
		if( shearForce.squaredNorm() > maxFs )
		{
			// Then Mohr-Coulomb is violated (so, we slip), 
			// we have the max value of the shear force, so 
			// we consider only friction damping.
			const Real ratio = sqrt(maxFs) / shearForce.norm();
			shearForce *= ratio;
		} 
		else 
		{
			// Then no slip occurs we consider friction damping + viscous damping.
			shearForceVisc = phys.cs*shearVelocity; 
		}
		force = phys.normalForce + shearForce + shearForceVisc;
		torque1 = -c1x.cross(force)+momentResistance;
		torque2 =  c2x.cross(force)-momentResistance;
		return true;
	}
}
开发者ID:bcharlas,项目名称:mytrunk,代码行数:95,代码来源:ViscoelasticPM.cpp


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