本文整理汇总了C++中cFrequencyCounter::getFrequency方法的典型用法代码示例。如果您正苦于以下问题:C++ cFrequencyCounter::getFrequency方法的具体用法?C++ cFrequencyCounter::getFrequency怎么用?C++ cFrequencyCounter::getFrequency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cFrequencyCounter
的用法示例。
在下文中一共展示了cFrequencyCounter::getFrequency方法的6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: updateGraphics
void updateGraphics(void)
{
/////////////////////////////////////////////////////////////////////
// UPDATE WIDGETS
/////////////////////////////////////////////////////////////////////
// update haptic rate label
labelHapticRate->setString ("haptic rate: "+cStr(frequencyCounter.getFrequency(), 0) + " [Hz]");
// update position of haptic rate label
labelHapticRate->setLocalPos((int)(0.5 * (windowW - labelHapticRate->getWidth())), 15);
// update position of message label
labelMessage->setLocalPos((int)(0.5 * (windowW - labelMessage->getWidth())), 50);
/////////////////////////////////////////////////////////////////////
// RENDER SCENE
/////////////////////////////////////////////////////////////////////
// render world
camera->renderView(windowW, windowH);
// swap buffers
glutSwapBuffers();
// check for any OpenGL errors
GLenum err = glGetError();
if (err != GL_NO_ERROR) cout << "Error: " << gluErrorString(err) << endl;
}
示例2: updateGraphics
void updateGraphics(void)
{
int px, py;
// update haptic rate label
labelHapticRate->setString ("haptic rate: "+cStr(frequencyCounter.getFrequency(), 0) + " [Hz]");
px = (int)(0.5 * (displayW - labelHapticRate->getWidth()));
labelHapticRate->setLocalPos(px, 15);
// update other widgets
py = (int)(0.5 * (displayH - level->getHeight()));
level->setLocalPos(50, py);
level->setValue(tool->m_lastComputedGlobalForce.length());
px = displayW - 80;
py = (int)(0.5 * displayH);
dial->setLocalPos(px, py);
dial->setValue1(angVel.length());
// render world
camera->renderView(displayW, displayH);
// swap buffers
glutSwapBuffers();
// check for any OpenGL errors
GLenum err;
err = glGetError();
if (err != GL_NO_ERROR) printf("Error: %s\n", gluErrorString(err));
}
示例3: updateGraphics
void updateGraphics(void)
{
int px;
// update position of label
labelHapticDeviceModel->setLocalPos(10, displayH - 30, 0.0);
// update position of label and content
double posX = 1000 * hapticDevicePosition.x();
double posY = 1000 * hapticDevicePosition.y();
double posZ = 1000 * hapticDevicePosition.z();
labelHapticDevicePosition->setString("position [mm]: " + cStr(posX, 0) + " " +
cStr(posY, 0) + " " +
cStr(posZ, 0));
labelHapticDevicePosition->setLocalPos(10, displayH - 50, 0.0);
// update haptic rate label
labelHapticRate->setString ("haptic rate: "+cStr(frequencyCounter.getFrequency(), 0) + " [Hz]");
px = (int)(0.5 * (displayW - labelHapticRate->getWidth()));
labelHapticRate->setLocalPos(px, 15);
// render world
camera->renderView(displayW, displayH);
// swap buffers
glutSwapBuffers();
// check for any OpenGL errors
GLenum err;
err = glGetError();
if (err != GL_NO_ERROR) printf("Error: %s\n", gluErrorString(err));
}
示例4: updateGraphics
void updateGraphics(void)
{
/////////////////////////////////////////////////////////////////////
// UPDATE WIDGETS
/////////////////////////////////////////////////////////////////////
// display haptic rate data
labelHapticRate->setString ("haptic rate: "+cStr(frequencyCounter.getFrequency(), 0) + " [Hz]");
// update position of label
labelHapticRate->setLocalPos((int)(0.5 * (windowW - labelHapticRate->getWidth())), 15);
// update value of level
level->setValue( cylinder->getLocalPos().y() );
// update value of scope
scope->setSignalValues( tool->m_lastComputedGlobalForce.length() );
/////////////////////////////////////////////////////////////////////
// RENDER SCENE
/////////////////////////////////////////////////////////////////////
// render world
camera->renderView(windowW, windowH);
// swap buffers
glutSwapBuffers();
// check for any OpenGL errors
GLenum err;
err = glGetError();
if (err != GL_NO_ERROR) cout << "Error: %s\n" << gluErrorString(err);
}
示例5: updateGraphics
void updateGraphics(void)
{
// update haptic rate label
labelHapticRate->setString ("haptic rate: "+cStr(frequencyCounter.getFrequency(), 0) + " [Hz]");
int px = (int)(0.5 * (displayW - labelHapticRate->getWidth()));
labelHapticRate->setLocalPos(px, 15);
// render world
camera->renderView(displayW, displayH);
// swap buffers
glutSwapBuffers();
// check for any OpenGL errors
GLenum err;
err = glGetError();
if (err != GL_NO_ERROR) printf("Error: %s\n", gluErrorString(err));
}
示例6: updateGraphics
void updateGraphics( void )
{
/////////////////////////////////////////////////////////////////////
// CHECK GAME STATUS
/////////////////////////////////////////////////////////////////////
if ( particles_left[ELECTRON] == 0 &&
particles_left[PROTON] == 0 &&
particles_left[NEUTRON] == 0 )
{
// Display game over screen
camera->m_frontLayer->addChild( clear_screen );
// Set timeout
timeout_start = clock();
show_clear_screen = true;
// Get new random atom
getNewAtom( rand() % NUM_ATOMS + 1 );
}
// If timeout
if ( show_clear_screen && ( ( clock() - timeout_start )/( double )CLOCKS_PER_SEC ) > CLEAR_SCREEN_TIMEOUT )
{
// Reset screen
resetScreen();
show_clear_screen = false;
camera->m_frontLayer->removeChild( clear_screen );
}
/////////////////////////////////////////////////////////////////////
// UPDATE WIDGETS
/////////////////////////////////////////////////////////////////////
// update haptic rate label
labelHapticRate->setString( "haptic rate: "+cStr( frequencyCounter.getFrequency(), 0 ) + " [Hz]" );
// update position of label
labelHapticRate->setLocalPos( ( int )( 0.5 * ( windowW - labelHapticRate->getWidth() ) ), 15 );
// Set text and position of atom number label
atom_num->setString( to_string( current_atom_num ) );
atom_num->setLocalPos( ( int )( 0.089 * ( windowW - atom_num->getWidth() ) ),
( int )( 0.93 * ( windowH - atom_num->getHeight() ) ) );
// Set text and position of element symbol label
atom_label->setString( current_atom_symbol );
atom_label->setLocalPos( ( int )( 0.11 * ( windowW - atom_label->getWidth() ) ),
( int )( 0.91 * ( windowH - atom_label->getHeight() ) ) );
// Set text and position of element name label
atom_name->setString( current_atom_name );
atom_name->setLocalPos( ( int )( 0.08 * ( windowW - atom_name->getWidth() ) ),
( int )( 0.81 * ( windowH - atom_name->getHeight() ) ) );
// Set text and posistion of particle labels
particle_labels[ELECTRON]->setString( "e-" );
particle_labels[PROTON]->setString( "p+" );
particle_labels[NEUTRON]->setString( "n" );
particle_labels[ELECTRON]->setLocalPos( ( int )( 0.95 * ( windowW - particle_labels[0]->getWidth() ) ),
( int )( 0.835 * ( windowH - particle_labels[0]->getHeight() ) ) );
particle_labels[PROTON]->setLocalPos( ( int )( 0.95 * ( windowW - particle_labels[1]->getWidth() ) ),
( int )( 0.520 * ( windowH - particle_labels[1]->getHeight() ) ) );
particle_labels[NEUTRON]->setLocalPos( ( int )( 0.95 * ( windowW - particle_labels[2]->getWidth() ) ),
( int )( 0.190 * ( windowH - particle_labels[2]->getHeight() ) ) );
// Check if button is pressed
bool buttonStatus;
hapticDevice->getUserSwitch( 0, buttonStatus );
if ( buttonStatus && !show_clear_screen )
{
// If user is holding the button, don't change color
if ( !selected_particle->getShowEnabled() )
{
// Get cursor position
cVector3d tool_pos;
tool_pos = tool->getDeviceLocalPos();
for ( int i = 0; i < NUM_PARTICLE_TYPE; i++ )
{
// Get box position
cVector3d boxPos = particle_boxes[i]->getLocalPos();
double box_x_max = boxPos.x() + PARTICLE_BOX*2; // Let user pick above box
double box_x_min = boxPos.x() - PARTICLE_BOX*2; // Let user pick above box
double box_y_max = boxPos.y() + PARTICLE_BOX/2;
double box_y_min = boxPos.y() - PARTICLE_BOX/2;
double box_z_max = boxPos.z() + PARTICLE_BOX/2;
double box_z_min = boxPos.z() - PARTICLE_BOX/2;
// If collision, set colors
if ( tool_pos.x() <= box_x_max && tool_pos.x() >= box_x_min &&
tool_pos.y() <= box_y_max && tool_pos.y() >= box_y_min &&
tool_pos.z() <= box_z_max && tool_pos.z() >= box_z_min )
{
selected_particle->setMaterial( select_material[i] );
selected_particle->setShowEnabled( true,true );
is_selected = i;
}
}
}
}
else
//.........这里部分代码省略.........