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C++ cVector3d类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中cVector3d的典型用法代码示例。如果您正苦于以下问题:C++ cVector3d类的具体用法?C++ cVector3d怎么用?C++ cVector3d使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了cVector3d类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: computeForce

//===========================================================================
bool cEffectStickSlip::computeForce(const cVector3d& a_toolPos,
                                  const cVector3d& a_toolVel,
                                  const unsigned int& a_toolID,
                                  cVector3d& a_reactionForce)
{
    // check if history for this IDN exists
    if (a_toolID < CHAI_EFFECT_MAX_IDN)
    {
        if (m_parent->m_interactionInside)
        {
            // check if a recent valid point has been stored previously
            if (!m_history[a_toolID].m_valid)
            {
                m_history[a_toolID].m_currentStickPosition = a_toolPos;
                m_history[a_toolID].m_valid = true;
            }

            // read parameters for stick and slip model
            double stiffness = m_parent->m_material.getStickSlipStiffness();
            double forceMax = m_parent->m_material.getStickSlipForceMax();

            // compute current force between last stick position and current tool position
            double distance = cDistance(a_toolPos, m_history[a_toolID].m_currentStickPosition);
            double forceMag = distance * stiffness;

            if (forceMag > 0)
            {
                // if force above threshold, slip...
                if (forceMag > forceMax)
                {
                    m_history[a_toolID].m_currentStickPosition = a_toolPos;
                    a_reactionForce.zero();
                }
                // ...otherwise stick
                else
                {
                    a_reactionForce = (forceMag / distance) * cSub(m_history[a_toolID].m_currentStickPosition, a_toolPos);
                }
            }
            else
            {
                a_reactionForce.zero();
            }

            return (true);
        }
        else
        {
            // the tool is located outside the object, so zero reaction force
            m_history[a_toolID].m_valid = false;
            a_reactionForce.zero();
            return (false);
        }
    }
    else
    {
        a_reactionForce.zero();
        return (false);
    }
}
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:61,代码来源:CEffectStickSlip.cpp


示例2: goalAchieved

//===========================================================================
bool cProxyPointForceAlgo::goalAchieved(const cVector3d& a_proxy, const cVector3d& a_goal) const
{
    if (m_useDynamicProxy)
    {
        return (!(a_proxy.distance(a_goal) > 0.0));
    }
    else
    {
        return (a_proxy.distance(a_goal) < (m_epsilonBaseValue));
    }
}
开发者ID:tianny0078,项目名称:Haptic,代码行数:12,代码来源:CProxyPointForceAlgo.cpp


示例3: setDir

//===========================================================================
void cLight::setDir(const cVector3d& a_direction)
{

    // We arbitrarily point lights along the x axis of the stored
    // rotation matrix... this allows matrix transformations
    // to apply to lights.
    // m_localRot.setCol0(a_direction);

    cVector3d c0, c1, c2, t;
    a_direction.copyto(c0);

    // check vector
    if (c0.lengthsq() < 0.0001) { return; }

    // normalize direction vector
    c0.normalize();

    // compute 2 vector perpendicular to a_direction
    t.set(a_direction.y, a_direction.z, a_direction.x);
    t.crossr(c0, c1);
    c1.crossr(c0, c2);    

    // c0.negate();
    c1.negate();
    c2.negate();

    // update rotation matrix
    m_localRot.setCol(c0,c1,c2);
}
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:30,代码来源:CLight.cpp


示例4: sin

//===========================================================================
bool cEffectVibration::computeForce(const cVector3d& a_toolPos,
                                  const cVector3d& a_toolVel,
                                  const unsigned int& a_toolID,
                                  cVector3d& a_reactionForce)
{
    if (m_parent->m_interactionInside)
    {
        // read vibration parameters
        double vibrationFrequency = m_parent->m_material.getVibrationFrequency();
        double vibrationAmplitude = m_parent->m_material.getVibrationAmplitude();

        // read time
        double time = clock.getCurrentTimeSeconds();

        // compute force magnitude
        double forceMag = vibrationAmplitude * sin(2.0 * CHAI_PI *vibrationFrequency * time);

        a_reactionForce = cMul(forceMag, cVector3d(1, 0, 0));
        return (true);
    }
    else
    {
        // the tool is located outside the object, so zero reaction force
        a_reactionForce.zero();
        return (false);
    }
}
开发者ID:flair2005,项目名称:chai3d,代码行数:28,代码来源:CEffectVibration.cpp


示例5: computeLocalInteraction

//===========================================================================
void cShapeSphere::computeLocalInteraction(const cVector3d& a_toolPos,
                                          const cVector3d& a_toolVel,
                                          const unsigned int a_IDN)
{
    // compute distance from center of sphere to tool
    double distance = a_toolPos.length();

    // from the position of the tool, search for the nearest point located
    // on the surface of the sphere
    if (distance > 0)
    {
        m_interactionProjectedPoint = cMul( (m_radius/distance), a_toolPos);
    }
    else
    {
        m_interactionProjectedPoint = a_toolPos;
    }

    // check if tool is located inside or outside of the sphere
    if (distance <= m_radius)
    {
        m_interactionInside = true;
    }
    else
    {
        m_interactionInside = false;
    }
}
开发者ID:salisbury-robotics,项目名称:jks-ros-pkg,代码行数:29,代码来源:CShapeSphere.cpp


示例6: getPosition

//===========================================================================
int cVirtualDevice::getPosition(cVector3d& a_position)
{
    if (!m_systemReady)
    {
        a_position.set(0, 0, 0);
        return (-1);
    }

    double x,y,z;
    x = (double)(*m_pDevice).PosX;
    y = (double)(*m_pDevice).PosY;
    z = (double)(*m_pDevice).PosZ;
    a_position.set(x, y, z);

    return (0);
}
开发者ID:flair2005,项目名称:chai3d,代码行数:17,代码来源:CVirtualDevice.cpp


示例7: computeForce

//==============================================================================
bool cEffectMagnet::computeForce(const cVector3d& a_toolPos,
                                 const cVector3d& a_toolVel,
                                 const unsigned int& a_toolID,
                                 cVector3d& a_reactionForce)
{
    // compute distance from object to tool
    double distance = cDistance(a_toolPos, m_parent->m_interactionPoint);

    // get parameters of magnet
    double magnetMaxForce = m_parent->m_material->getMagnetMaxForce();
    double magnetMaxDistance = m_parent->m_material->getMagnetMaxDistance();
    double stiffness = m_parent->m_material->getStiffness();
    double forceMagnitude = 0;

    if (m_enabledInside || (!m_parent->m_interactionInside))
    {
        if ((distance < magnetMaxDistance) && (stiffness > 0))
        {
            double d = magnetMaxForce / stiffness;
            if (distance < d)
            {
                forceMagnitude = stiffness * distance;
            }
            else
            {
                double dx = (magnetMaxDistance - d);
                if (dx > 0)
                {
                    double k = magnetMaxForce / dx;
                    forceMagnitude = k * (magnetMaxDistance - distance);
                }
            }

            // compute reaction force
            int sign = -1;
            if (m_parent->m_interactionInside)
            {
                sign = 1;
            }

            a_reactionForce = cMul(sign * forceMagnitude, m_parent->m_interactionNormal);

            return (true);
        }
        else
        {
            return (false);
        }
    }
    else
    {
        // the tool is located outside the magnet zone
        a_reactionForce.zero();
        return (false);
    }
}
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:57,代码来源:CEffectMagnet.cpp


示例8: getPosition

//===========================================================================
int cPhantomDevice::getPosition(cVector3d& a_position)
{
    // check if drivers are installed
    if (!m_driverInstalled) return (-1);

    double x,y,z;
    int error = hdPhantomGetPosition(m_deviceID, &x, &y, &z);
    a_position.set(x, y, z);
    estimateLinearVelocity(a_position);
    return (error);
}
开发者ID:oostlander,项目名称:chai,代码行数:12,代码来源:CPhantomDevices.cpp


示例9: GetCursorVelocity

void VirtualHapticDevice::GetCursorVelocity(cVector3d& velocity) {
	double currentTime = clock.getCurrentTimeSeconds();
	double ellapsedTime = currentTime - lastClock;
	lastClock = currentTime;

	cVector3d currentPos;
	chaiDevice->getPosition(currentPos);
	velocity = currentPos - lastPosition;
	velocity.mul(1.0 / ellapsedTime );
	lastPosition.copyfrom(currentPos);
}
开发者ID:aphill70,项目名称:Capstone-Winter--12,代码行数:11,代码来源:VirtualHapticDevice.cpp


示例10: cMul

//==============================================================================
void cShapeTorus::computeLocalInteraction(const cVector3d& a_toolPos,
        const cVector3d& a_toolVel,
        const unsigned int a_IDN)
{
    cVector3d toolProjection = a_toolPos;
    toolProjection.z(0.0);
    m_interactionNormal.set(0,0,1);

    // search for the nearest point on the torus medial axis
    if (a_toolPos.lengthsq() > C_SMALL)
    {
        cVector3d pointAxisTorus = cMul(m_outerRadius, cNormalize(toolProjection));

        // compute eventual penetration of tool inside the torus
        cVector3d vectTorusTool = cSub(a_toolPos, pointAxisTorus);

        double distance = vectTorusTool.length();

        // normal
        if (distance > 0.0)
        {
            m_interactionNormal = vectTorusTool;
            m_interactionNormal.normalize();
        }

        // tool is located inside the torus
        if ((distance < m_innerRadius) && (distance > 0.001))
        {
            m_interactionInside = true;
        }

        // tool is located outside the torus
        else
        {
            m_interactionInside = false;
        }

        // compute surface point
        double dist = vectTorusTool.length();
        if (dist > 0)
        {
            vectTorusTool.mul(1/dist);
        }
        vectTorusTool.mul(m_innerRadius);
        pointAxisTorus.addr(vectTorusTool, m_interactionPoint);
    }
    else
    {
        m_interactionInside = false;
        m_interactionPoint = a_toolPos;
    }
}
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:53,代码来源:CShapeTorus.cpp


示例11: getForce

//===========================================================================
int cVirtualDevice::getForce(cVector3d& a_force)
{
    if (!m_systemReady)
    {
        a_force.set(0,0,0);
        return (-1);
    }

    a_force.x = ((*m_pDevice).ForceX);
    a_force.y = ((*m_pDevice).ForceY);
    a_force.z = ((*m_pDevice).ForceZ);

    return (0);
}
开发者ID:flair2005,项目名称:chai3d,代码行数:15,代码来源:CVirtualDevice.cpp


示例12: position

//===========================================================================
int cHydraDevice::getPosition(cVector3d& a_position)
{
    //std::cout << "get pos";
    /************************************************************************
        STEP 7:
        Here you may implement code which reads the position (X,Y,Z) from
        your haptic device. Read the values from your device and modify
        the local variable (x,y,z) accordingly.
        If the operation fails return an error code such as -1 for instance.

        Note:
        For consistency, units must be in meters.
        If your device is located in front of you, the x-axis is pointing
        towards you (the operator). The y-axis points towards your right
        hand side and the z-axis points up towards the sky. 

    *************************************************************************/

    int error = 0;
    double x,y,z;

    // *** INSERT YOUR CODE HERE, MODIFY CODE BELLOW ACCORDINGLY ***

    sixenseAllControllerData acd;
    sixenseGetAllNewestData( &acd );


    y = acd.controllers[a_deviceNumber].pos[0] / 1000.0f;
    z = acd.controllers[a_deviceNumber].pos[1] / 1000.0f - 0.3;
    x = acd.controllers[a_deviceNumber].pos[2] / 1000.0f - 0.3;


    // offset
    cMatrix3d r;
    getRotation(r);
    cVector3d v(-0.08,0,0);
    v = r * v;




    // store new position values
    a_position.set(x+v.x(), y+v.y(), z+v.z());

    // estimate linear velocity
    estimateLinearVelocity(a_position);

    // exit
    return (error);
}
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:51,代码来源:CHydraDevice.cpp


示例13: computeCollision

//===========================================================================
bool cCollisionBrute::computeCollision(cVector3d& a_segmentPointA,
                                       cVector3d& a_segmentPointB,
                                       cGenericObject*& a_colObject,
                                       cTriangle*& a_colTriangle,
                                       cVector3d& a_colPoint,
                                       double& a_colSquareDistance,
                                       int a_proxyCall)
{
    // temp variables for storing results
    cGenericObject* colObject;
    cTriangle* colTriangle;
    cVector3d colPoint;
    bool hit = false;

    // convert two point segment into a segment described by a point and
    // a directional vector
    cVector3d dir;
    a_segmentPointB.subr(a_segmentPointA, dir);

    // compute the squared length of the segment
    double colSquareDistance = dir.lengthsq();

    // check all triangles for collision and return the nearest one
    unsigned int ntriangles = m_triangles->size();
    for (unsigned int i=0; i<ntriangles; i++)
    {

        // check for a collision between this triangle and the segment by
        // calling the triangle's collision detection method; it will only
        // return true if the distance between the segment origin and this
        // triangle is less than the current closest intersecting triangle
        // (whose distance squared is kept in colSquareDistance)
        if ((*m_triangles)[i].computeCollision(
            a_segmentPointA, dir, colObject, colTriangle, colPoint, colSquareDistance))
        {
            a_colObject = colObject;
            a_colTriangle = colTriangle;
            a_colPoint = colPoint;
            a_colSquareDistance = colSquareDistance;
            hit = true;
        }
    }

    // return result
    return (hit);
}
开发者ID:DanGrise,项目名称:HugMe,代码行数:47,代码来源:CCollisionBrute.cpp


示例14: computeForce

//===========================================================================
bool cEffectViscosity::computeForce(const cVector3d& a_toolPos,
                                    const cVector3d& a_toolVel,
                                    const unsigned int& a_toolID,
                                    cVector3d& a_reactionForce)
{
    if (m_parent->m_interactionInside)
    {
        // the tool is located inside the object.
        double viscosity = m_parent->m_material.getViscosity();
        a_reactionForce = cMul(-viscosity, a_toolVel);
        return (true);
    }
    else
    {
        // the tool is located outside the object, so zero reaction force.
        a_reactionForce.zero();
        return (false);
    }
}
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:20,代码来源:CEffectViscosity.cpp


示例15: setDir

//===========================================================================
void cDirectionalLight::setDir(const cVector3d& a_direction)
{

    // We arbitrarily point lights along the x axis of the stored
    // rotation matrix... this allows matrix transformations
    // to apply to lights.
    // m_localRot.setCol0(a_direction);

    cVector3d c0, c1, c2, t0, t1;
    a_direction.copyto(c0);

    // check vector
    if (c0.lengthsq() < 0.0001) {
        return;
    }

    // normalize direction vector
    c0.normalize();

    // compute 2 vector perpendicular to a_direction
    t0.set(0.0, 0.0, 1.0);
    t1.set(0.0, 1.0, 0.0);
    double a0 = cAngle(c0, t0);
    double a1 = cAngle(c0, t1);

    if (sin(a0) > sin(a1))
    {
        c0.crossr(t0, c1);
        c0.crossr(c1, c2);
    }
    else
    {
        c0.crossr(t1, c1);
        c0.crossr(c1, c2);
    }

    c1.normalize();
    c2.normalize();

    // update rotation matrix
    m_localRot.setCol(c0,c1,c2);
}
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:43,代码来源:CDirectionalLight.cpp


示例16: computeForce

//===========================================================================
bool cEffectSurface::computeForce(const cVector3d& a_toolPos,
                                  const cVector3d& a_toolVel,
                                  const unsigned int& a_toolID,
                                  cVector3d& a_reactionForce)
{
    if (m_parent->m_interactionInside)
    {
        // the tool is located inside the object,
        // we compute a reaction force using Hooke's law
        double stiffness = m_parent->m_material.getStiffness();
        a_reactionForce = cMul(stiffness, cSub(m_parent->m_interactionProjectedPoint, a_toolPos));
        return (true);
    }
    else
    {
        // the tool is located outside the object, so zero reaction force
        a_reactionForce.zero();
        return (false);
    }
}
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:21,代码来源:CEffectSurface.cpp


示例17: cAdd

//===========================================================================
cCollisionSpheresLine::cCollisionSpheresLine(cVector3d& a_segmentPointA,
                                             cVector3d& a_segmentPointB)
{
    // calculate the center of the line segment
    m_center = cAdd(a_segmentPointA, a_segmentPointB);
    m_center.x *= 0.5;
    m_center.y *= 0.5;
    m_center.z *= 0.5;

    // calculate the radius of the bounding sphere as the distance from the
    // center of the segment (calculated above) to an endpoint
    cVector3d rad = cSub(m_center, a_segmentPointA);
    m_radius = sqrt(rad.x*rad.x + rad.y*rad.y + rad.z*rad.z);

    // set origin and direction of the line segment; i.e., redefine the segment
    // as a ray from the first endpoint (presumably the proxy position when
    // the collision detection is being used with the proxy force algorithm) to
    // the second endpoint (presumably the goal position)
    m_segmentPointA = a_segmentPointA;
    a_segmentPointB.subr(a_segmentPointA, m_dir);
}
开发者ID:DanGrise,项目名称:HugMe,代码行数:22,代码来源:CCollisionSpheresGeometry.cpp


示例18: cMul

//===========================================================================
cVector3d cShapeTorus::computeLocalForce(const cVector3d& a_localPosition)
{
	
    // In the following we compute the reaction forces between the tool and the
    // sphere.
    cVector3d localForce;

    // project pointer on torus plane (z=0)
    cVector3d fingerProjection = a_localPosition;
    fingerProjection.z = 0;
    
    // search for the nearest point on the torus medial axis
    if (a_localPosition.lengthsq() > CHAI_SMALL)
    {
        cVector3d pointAxisTorus = cMul(m_outerRadius, cNormalize(fingerProjection));

        // compute eventual penetration of finger inside the torus
        cVector3d vectTorusFinger = cSub(a_localPosition, pointAxisTorus);

        double distance = vectTorusFinger.length();

        // finger inside torus, compute forces
        if ((distance < m_innerRadius) && (distance > 0.001))
        {
            localForce = cMul((m_innerRadius - distance) * (m_material.getStiffness()), cNormalize(vectTorusFinger));
        }

        // finger is outside torus
        else
        {
            localForce.zero();
        }
    }
    else
    {
        localForce.zero();
    }

    return (localForce);
}
开发者ID:remis,项目名称:chai3d,代码行数:41,代码来源:CShapeTorus.cpp


示例19: getPosition

//==============================================================================
bool cMyCustomDevice::getPosition(cVector3d& a_position)
{
    ////////////////////////////////////////////////////////////////////////////
    /*
        STEP 7:

        Here you shall implement code that reads the position (X,Y,Z) from
        your haptic device. Read the values from your device and modify
        the local variable (x,y,z) accordingly.
        If the operation fails return an C_ERROR, C_SUCCESS otherwise

        Note:
        For consistency, units must be in meters.
        If your device is located in front of you, the x-axis is pointing
        towards you (the operator). The y-axis points towards your right
        hand side and the z-axis points up towards the sky. 
    */
    ////////////////////////////////////////////////////////////////////////////

    bool result = C_SUCCESS;
    double x,y,z;

    // *** INSERT YOUR CODE HERE, MODIFY CODE BELLOW ACCORDINGLY ***

    x = 0.0;    // x = getMyDevicePositionX()
    y = 0.0;    // y = getMyDevicePositionY()
    z = 0.0;    // z = getMyDevicePositionZ()

    // store new position values
    a_position.set(x, y, z);

    // estimate linear velocity
    estimateLinearVelocity(a_position);

    // exit
    return (result);
}
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:38,代码来源:CMyCustomDevice.cpp


示例20: return

//===========================================================================
bool cEffectPotentialField::computeForce(const cVector3d& a_toolPos,
                                         const cVector3d& a_toolVel,
                                         const unsigned int& a_toolID,
                                         cVector3d& a_reactionForce)
{
    if (m_parent->m_interactionInside)
    {
        // the tool is located inside the object, so zero reaction force
        a_reactionForce.zero();
        return (false);
    }
    else
    {
        // the tool is located outside the object,
        // we compute a reaction force using Hooke's law
        double stiffness = m_parent->m_material->getStiffness();
        double maxForce = m_parent->m_material->getMagnetMaxForce();
        cVector3d force = cMul(stiffness, cSub(m_parent->m_interactionProjectedPoint, a_toolPos));

        if (maxForce > 0.0)
        {
            double ratio = force.length() / maxForce;
            if (ratio > 1.0)
            {
                force = (1.0 / ratio) * force;
            }
        }
        else
        {
            force.zero();
        }
        
        a_reactionForce = force;
        return (true);
    }
}
开发者ID:flair2005,项目名称:haptics-chai3d-demo,代码行数:37,代码来源:CEffectPotentialField.cpp



注:本文中的cVector3d类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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