本文整理汇总了C++中base::Vector3d::GetAngle方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector3d::GetAngle方法的具体用法?C++ Vector3d::GetAngle怎么用?C++ Vector3d::GetAngle使用的例子?那么, 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base::Vector3d
的用法示例。
在下文中一共展示了Vector3d::GetAngle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: updateData
void ViewProviderFemConstraintForce::updateData(const App::Property* prop)
{
// Gets called whenever a property of the attached object changes
Fem::ConstraintForce* pcConstraint = static_cast<Fem::ConstraintForce*>(this->getObject());
/*
// This has a HUGE performance penalty as opposed to separate nodes for every symbol
// The problem seems to be SoCone
if (pShapeSep->getNumChildren() == 0) {
// Set up the nodes
SoMultipleCopy* cp = new SoMultipleCopy();
cp->ref();
cp->matrix.setNum(0);
cp->addChild((SoNode*)createArrow(ARROWLENGTH, ARROWHEADRADIUS));
pShapeSep->addChild(cp);
}
*/
if (strcmp(prop->getName(),"Points") == 0) {
// Redraw all arrows
pShapeSep->removeAllChildren();
// This should always point outside of the solid
Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
// Get default direction (on first call to method)
Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
if (forceDirection.Length() < Precision::Confusion())
forceDirection = normal;
SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
SbRotation rot(SbVec3f(0,1,0), dir);
const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
/*
SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
cp->matrix.setNum(points.size());
int idx = 0;*/
for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
SbVec3f base(p->x, p->y, p->z);
if (forceDirection.GetAngle(normal) < M_PI_2) // Move arrow so it doesn't disappear inside the solid
base = base + dir * ARROWLENGTH;
/*
SbMatrix m;
m.setTransform(base, rot, SbVec3f(1,1,1));
cp->matrix.set1Value(idx, m);
idx++;
*/
SoSeparator* sep = new SoSeparator();
createPlacement(sep, base, rot);
createArrow(sep, ARROWLENGTH, ARROWHEADRADIUS);
pShapeSep->addChild(sep);
}
} else if (strcmp(prop->getName(),"DirectionVector") == 0) { // Note: "Reversed" also triggers "DirectionVector"
// Re-orient all arrows
Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
if (forceDirection.Length() < Precision::Confusion())
forceDirection = normal;
SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
SbRotation rot(SbVec3f(0,1,0), dir);
const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
/*
SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
cp->matrix.setNum(points.size());
*/
int idx = 0;
for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
SbVec3f base(p->x, p->y, p->z);
if (forceDirection.GetAngle(normal) < M_PI_2)
base = base + dir * ARROWLENGTH;
/*
SbMatrix m;
m.setTransform(base, rot, SbVec3f(1,1,1));
cp->matrix.set1Value(idx, m);*/
SoSeparator* sep = static_cast<SoSeparator*>(pShapeSep->getChild(idx));
updatePlacement(sep, 0, base, rot);
updateArrow(sep, 2, ARROWLENGTH, ARROWHEADRADIUS);
idx++;
}
}
ViewProviderFemConstraint::updateData(prop);
}
示例2: updateData
void ViewProviderFemConstraintFluidBoundary::updateData(const App::Property* prop)
{
// Gets called whenever a property of the attached object changes
Fem::ConstraintFluidBoundary* pcConstraint = static_cast<Fem::ConstraintFluidBoundary*>(this->getObject());
float scaledwidth = WIDTH * pcConstraint->Scale.getValue(); //OvG: Calculate scaled values once only
float scaledheight = HEIGHT * pcConstraint->Scale.getValue();
float scaledheadradius = ARROWHEADRADIUS * pcConstraint->Scale.getValue(); //OvG: Calculate scaled values once only
float scaledlength = ARROWLENGTH * pcConstraint->Scale.getValue();
std::string boundaryType = pcConstraint->BoundaryType.getValueAsString();
if (strcmp(prop->getName(),"BoundaryType") == 0)
{
if (boundaryType == "wall")
{
FaceColor.setValue(0.0,1.0,1.0);
}
else if (boundaryType == "interface")
{
FaceColor.setValue(0.0,1.0,0.0);
}
else if (boundaryType == "freestream")
{
FaceColor.setValue(1.0,1.0,0.0);
}
else if(boundaryType == "inlet")
{
FaceColor.setValue(1.0,0.0,0.0);
}
else //(boundaryType == "outlet")
{
FaceColor.setValue(0.0,0.0,1.0);
}
}
if (boundaryType == "inlet" || boundaryType == "outlet"){
#ifdef USE_MULTIPLE_COPY
//OvG: need access to cp for scaling
SoMultipleCopy* cp = new SoMultipleCopy();
if (pShapeSep->getNumChildren() == 0) {
// Set up the nodes
cp->matrix.setNum(0);
cp->addChild((SoNode*)createArrow(scaledlength , scaledheadradius)); //OvG: Scaling
pShapeSep->addChild(cp);
}
#endif
if (strcmp(prop->getName(),"Points") == 0) {
const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
#ifdef USE_MULTIPLE_COPY
cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
cp->matrix.setNum(points.size());
SbMatrix* matrices = cp->matrix.startEditing();
int idx = 0;
#else
// Redraw all arrows
pShapeSep->removeAllChildren();
#endif
// This should always point outside of the solid
Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
// Get default direction (on first call to method)
Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
if (forceDirection.Length() < Precision::Confusion())
forceDirection = normal;
SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
SbRotation rot(SbVec3f(0,1,0), dir);
for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
SbVec3f base(p->x, p->y, p->z);
if (forceDirection.GetAngle(normal) < M_PI_2) // Move arrow so it doesn't disappear inside the solid
base = base + dir * scaledlength; //OvG: Scaling
#ifdef USE_MULTIPLE_COPY
SbMatrix m;
m.setTransform(base, rot, SbVec3f(1,1,1));
matrices[idx] = m;
idx++;
#else
SoSeparator* sep = new SoSeparator();
createPlacement(sep, base, rot);
createArrow(sep, scaledlength, scaledheadradius); //OvG: Scaling
pShapeSep->addChild(sep);
#endif
}
#ifdef USE_MULTIPLE_COPY
cp->matrix.finishEditing();
#endif
}
else if (strcmp(prop->getName(),"DirectionVector") == 0) { // Note: "Reversed" also triggers "DirectionVector"
// Re-orient all arrows
Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
if (forceDirection.Length() < Precision::Confusion())
forceDirection = normal;
SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
SbRotation rot(SbVec3f(0,1,0), dir);
//.........这里部分代码省略.........