本文整理汇总了C++中Vector3s::array方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector3s::array方法的具体用法?C++ Vector3s::array怎么用?C++ Vector3s::array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Vector3s
的用法示例。
在下文中一共展示了Vector3s::array方法的4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: computeBoxSphereActiveSet
void CollisionUtilities::computeBoxSphereActiveSet( const Vector3s& xb, const Matrix33sc& Rb, const Vector3s& wb, const Vector3s& xs, const scalar& rs, std::vector<Vector3s>& p, std::vector<Vector3s>& n )
{
// Rotation matrix should be orthonormal and orientation preserving
assert( ( Rb * Rb.transpose() - Matrix33sc::Identity() ).lpNorm<Eigen::Infinity>() <= 1.0e-6 );
assert( fabs( Rb.determinant() - 1.0 ) <= 1.0e-6 );
// All half-widths should be positive
assert( ( wb.array() > 0.0 ).all() );
Vector3s closest_point;
computeClosestPointToBox( xb, Rb, wb, xs, closest_point );
const scalar dist_squared{ ( closest_point - xs ).squaredNorm() };
// If the closest point is outside the sphere's radius, there is no collision
if( dist_squared > rs * rs )
{
return;
}
// If we are inside the box, throw an error
// TODO: Handle this case
if( dist_squared <= 1.0e-9 )
{
std::cerr << "Error, degenerate case in Box-Sphere collision detection. Implement degenerate CD code or decrease the time step! Exiting." << std::endl;
std::exit( EXIT_FAILURE );
}
// Compute the collision normal pointing from the sphere to the box
const Vector3s normal{ ( closest_point - xs ) / sqrt( dist_squared ) };
// Return the collision
p.push_back( closest_point );
n.push_back( normal );
}
示例2: diagonalizeInertiaTensor
static void diagonalizeInertiaTensor( const Matrix3s& I, Matrix3s& R0, Vector3s& I0 )
{
// Inertia tensor should by symmetric
assert( ( I - I.transpose() ).lpNorm<Eigen::Infinity>() <= 1.0e-6 );
// Inertia tensor should have positive determinant
assert( I.determinant() > 0.0 );
// Compute the eigenvectors and eigenvalues of the input matrix
const Eigen::SelfAdjointEigenSolver<Matrix3s> es{ I };
// Check for errors
if( es.info() == Eigen::NumericalIssue )
{
std::cerr << "Warning, failed to compute eigenvalues of inertia tensor due to Eigen::NumericalIssue" << std::endl;
}
else if( es.info() == Eigen::NoConvergence )
{
std::cerr << "Warning, failed to compute eigenvalues of inertia tensor due to Eigen::NoConvergence" << std::endl;
}
else if( es.info() == Eigen::InvalidInput )
{
std::cerr << "Warning, failed to compute eigenvalues of inertia tensor due to Eigen::InvalidInput" << std::endl;
}
assert( es.info() == Eigen::Success );
// Save the eigenvectors and eigenvalues
I0 = es.eigenvalues();
assert( ( I0.array() > 0.0 ).all() );
assert( I0.x() <= I0.y() );
assert( I0.y() <= I0.z() );
R0 = es.eigenvectors();
assert( fabs( fabs( R0.determinant() ) - 1.0 ) <= 1.0e-6 );
// Ensure that we have an orientation preserving transform
if( R0.determinant() < 0.0 )
{
R0.col( 0 ) *= -1.0;
}
}
示例3: computeAABB
void RigidBodySphere::computeAABB( const Vector3s& cm, const Matrix33sr& R, Array3s& min, Array3s& max ) const
{
min = cm.array() - m_r;
max = cm.array() + m_r;
}
示例4: computeMoments
// TODO: most of this function can be vectorized
void computeMoments( const Matrix3Xsc& vertices, const Matrix3Xuc& indices, scalar& mass, Vector3s& I, Vector3s& center, Matrix3s& R )
{
assert( ( indices.array() < unsigned( vertices.cols() ) ).all() );
const scalar oneDiv6{ 1.0 / 6.0 };
const scalar oneDiv24{ 1.0 / 24.0 };
const scalar oneDiv60{ 1.0 / 60.0 };
const scalar oneDiv120{ 1.0 / 120.0 };
// order: 1, x, y, z, x^2, y^2, z^2, xy, yz, zx
VectorXs integral{ VectorXs::Zero( 10 ) };
for( int i = 0; i < indices.cols(); ++i )
{
// Copy the vertices of triangle i
const Vector3s v0{ vertices.col( indices( 0, i ) ) };
const Vector3s v1{ vertices.col( indices( 1, i ) ) };
const Vector3s v2{ vertices.col( indices( 2, i ) ) };
// Compute a normal for the current triangle
const Vector3s N{ ( v1 - v0 ).cross( v2 - v0 ) };
// Compute the integral terms
scalar tmp0{ v0.x() + v1.x() };
scalar tmp1{ v0.x() * v0.x() };
scalar tmp2{ tmp1 + v1.x() * tmp0 };
const scalar f1x{ tmp0 + v2.x() };
const scalar f2x{ tmp2 + v2.x() * f1x };
const scalar f3x{ v0.x() * tmp1 + v1.x() * tmp2 + v2.x() * f2x };
const scalar g0x{ f2x + v0.x() * ( f1x + v0.x() ) };
const scalar g1x{ f2x + v1.x() * ( f1x + v1.x() ) };
const scalar g2x{ f2x + v2.x() * ( f1x + v2.x() ) };
tmp0 = v0.y() + v1.y();
tmp1 = v0.y() * v0.y();
tmp2 = tmp1 + v1.y() * tmp0;
const scalar f1y{ tmp0 + v2.y() };
const scalar f2y{ tmp2 + v2.y() * f1y };
const scalar f3y{ v0.y() * tmp1 + v1.y() * tmp2 + v2.y() * f2y };
const scalar g0y{ f2y + v0.y() * ( f1y + v0.y() ) };
const scalar g1y{ f2y + v1.y() * ( f1y + v1.y() ) };
const scalar g2y{ f2y + v2.y() * ( f1y + v2.y() ) };
tmp0 = v0.z() + v1.z();
tmp1 = v0.z()*v0.z();
tmp2 = tmp1 + v1.z()*tmp0;
const scalar f1z{ tmp0 + v2.z() };
const scalar f2z{ tmp2 + v2.z() * f1z };
const scalar f3z{ v0.z() * tmp1 + v1.z() * tmp2 + v2.z() * f2z };
const scalar g0z{ f2z + v0.z() * ( f1z + v0.z() ) };
const scalar g1z{ f2z + v1.z() * ( f1z + v1.z() ) };
const scalar g2z{ f2z + v2.z() * ( f1z + v2.z() ) };
// Update integrals
integral(0) += N.x() * f1x;
integral(1) += N.x() * f2x;
integral(2) += N.y() * f2y;
integral(3) += N.z() * f2z;
integral(4) += N.x() * f3x;
integral(5) += N.y() * f3y;
integral(6) += N.z() * f3z;
integral(7) += N.x() * ( v0.y() * g0x + v1.y() * g1x + v2.y() * g2x );
integral(8) += N.y() * ( v0.z() * g0y + v1.z() * g1y + v2.z() * g2y );
integral(9) += N.z() * ( v0.x() * g0z + v1.x() * g1z + v2.x() * g2z );
}
integral(0) *= oneDiv6;
integral(1) *= oneDiv24;
integral(2) *= oneDiv24;
integral(3) *= oneDiv24;
integral(4) *= oneDiv60;
integral(5) *= oneDiv60;
integral(6) *= oneDiv60;
integral(7) *= oneDiv120;
integral(8) *= oneDiv120;
integral(9) *= oneDiv120;
// Mass
mass = integral(0);
// Center of mass
center = Vector3s( integral(1), integral(2), integral(3) )/mass;
// Inertia relative to world origin
R(0,0) = integral(5) + integral(6);
R(0,1) = -integral(7);
R(0,2) = -integral(9);
R(1,0) = R(0,1);
R(1,1) = integral(4) + integral(6);
R(1,2) = -integral(8);
R(2,0) = R(0,2);
R(2,1) = R(1,2);
R(2,2) = integral(4) + integral(5);
// Comptue the inertia relative to the center of mass
R(0,0) -= mass * ( center.y() * center.y() + center.z() * center.z() );
R(0,1) += mass * center.x() * center.y();
R(0,2) += mass * center.z() * center.x();
R(1,0) = R(0,1);
//.........这里部分代码省略.........