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C++ WorldPtr::getGravity方法代码示例

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


在下文中一共展示了WorldPtr::getGravity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:

//==============================================================================
TEST(SkelParser, EmptyWorld)
{
  WorldPtr world = SkelParser::readWorld(DART_DATA_PATH"skel/test/empty.skel");

  EXPECT_TRUE(world != nullptr);
  EXPECT_EQ(world->getTimeStep(), 0.001);
  EXPECT_EQ(world->getGravity()(0), 0);
  EXPECT_EQ(world->getGravity()(1), 0);
  EXPECT_EQ(world->getGravity()(2), -9.81);
  EXPECT_EQ((int)world->getNumSkeletons(), 0);

  EXPECT_EQ(world->getTime(), 0);
  world->step();
  EXPECT_EQ(world->getTime(), world->getTimeStep());
}
开发者ID:jpgr87,项目名称:dart,代码行数:16,代码来源:testSkelParser.cpp

示例2: SingleContactTest

//==============================================================================
void ConstraintTest::SingleContactTest(const std::string& /*_fileName*/)
{
  using namespace std;
  using namespace Eigen;
  using namespace dart::math;
  using namespace dart::collision;
  using namespace dart::constraint;
  using namespace dart::dynamics;
  using namespace dart::simulation;
  using namespace dart::io;

  //----------------------------------------------------------------------------
  // Settings
  //----------------------------------------------------------------------------
  // Number of random state tests for each skeletons
#ifndef NDEBUG  // Debug mode
  // std::size_t testCount = 1;
#else
  // std::size_t testCount = 1;
#endif

  WorldPtr world = World::create();
  EXPECT_TRUE(world != nullptr);
  world->setGravity(Vector3d(0.0, -10.00, 0.0));
  world->setTimeStep(0.001);
  world->getConstraintSolver()->setCollisionDetector(
        DARTCollisionDetector::create());

  SkeletonPtr sphereSkel = createSphere(0.05, Vector3d(0.0, 1.0, 0.0));
  BodyNode* sphere = sphereSkel->getBodyNode(0);
  Joint* sphereJoint = sphere->getParentJoint();
  sphereJoint->setVelocity(3, Random::uniform(-2.0, 2.0));  // x-axis
  sphereJoint->setVelocity(5, Random::uniform(-2.0, 2.0));  // z-axis
  world->addSkeleton(sphereSkel);
  EXPECT_EQ(sphereSkel->getGravity(), world->getGravity());
  assert(sphere);

  SkeletonPtr boxSkel = createBox(Vector3d(1.0, 1.0, 1.0),
                                  Vector3d(0.0, 1.0, 0.0));
  BodyNode* box = boxSkel->getBodyNode(0);
  Joint* boxJoint = box->getParentJoint();
  boxJoint->setVelocity(3, Random::uniform(-2.0, 2.0));  // x-axis
  boxJoint->setVelocity(5, Random::uniform(-2.0, 2.0));  // z-axis
//  world->addSkeleton(boxSkel);
//  EXPECT_EQ(boxSkel->getGravity(), world->getGravity());
//  assert(box);

  SkeletonPtr groundSkel = createGround(Vector3d(10000.0, 0.1, 10000.0),
                                      Vector3d(0.0, -0.05, 0.0));
  groundSkel->setMobile(false);
  // BodyNode* ground = groundSkel->getBodyNode(0);
  world->addSkeleton(groundSkel);
  EXPECT_EQ(groundSkel->getGravity(), world->getGravity());
  // assert(ground);

  EXPECT_EQ((int)world->getNumSkeletons(), 2);

  // Lower and upper bound of configuration for system
  // double lb = -1.5 * constantsd::pi();
  // double ub =  1.5 * constantsd::pi();

  int maxSteps = 500;
  for (int i = 0; i < maxSteps; ++i)
  {
//    Vector3d pos1 = sphere->getWorldTransform().translation();
//    Vector3d vel1 = sphere->getWorldLinearVelocity(pos1);

//    std::cout << "pos1:" << pos1.transpose() << std::endl;
//    std::cout << "vel1:" << vel1.transpose() << std::endl;

    if (!world->checkCollision())
    {
      world->step();
      continue;
    }

    // for (std::size_t j = 0; j < cd->getNumContacts(); ++j)
    // {
      // Contact contact = cd->getContact(j);
      // Vector3d pos1 = sphere->getTransform().inverse() * contact.point;
      // Vector3d vel1 = sphere->getWorldLinearVelocity(pos1);

      // std::cout << "pos1:" << pos1.transpose() << std::endl;
      // std::cout << "vel1:" << vel1.transpose() << std::endl;
    // }

    world->step();

    const auto& result = world->getConstraintSolver()->getLastCollisionResult();

    for (const auto& contact : result.getContacts())
    {
      Vector3d pos1 = sphere->getTransform().inverse() * contact.point;
      Vector3d vel1 = sphere->getLinearVelocity(pos1);

//      std::cout << "pos1:" << pos1.transpose() << std::endl;

//      std::cout << "pos1[1]: " << pos1[1] << std::endl;

//.........这里部分代码省略.........
开发者ID:erwincoumans,项目名称:dart,代码行数:101,代码来源:test_Constraint.cpp


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