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C++ cFrequencyCounter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cFrequencyCounter的典型用法代码示例。如果您正苦于以下问题:C++ cFrequencyCounter类的具体用法?C++ cFrequencyCounter怎么用?C++ cFrequencyCounter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cFrequencyCounter类的16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: 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));
}
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:35,代码来源:01-mydevice.cpp


示例2: 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;
}
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:30,代码来源:15-paint.cpp


示例3: 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));
}
开发者ID:flair2005,项目名称:haptics-chai3d-demo,代码行数:31,代码来源:10-oring.cpp


示例4: updateHaptics

void updateHaptics(void)
{
    // simulation in now running
    simulationRunning  = true;
    simulationFinished = false;

    // main haptic simulation loop
    while(simulationRunning)
    {
        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

        // send forces to haptic device
        tool->applyForces();

        // update frequency counter
        frequencyCounter.signal(1);
    }
    
    // exit haptics thread
    simulationFinished = true;
}
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:28,代码来源:11-effects.cpp


示例5: 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);
}
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:34,代码来源:04-shapes.cpp


示例6: updateHaptics

void updateHaptics(void)
{
    // initialize frequency counter
    frequencyCounter.reset();

	// initialize precision clock
	cPrecisionClock clock;
    clock.reset();

    // simulation in now running
    simulationRunning  = true;
    simulationFinished = false;

    // main haptic simulation loop
    while(simulationRunning)
    {
        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

        // send forces to haptic device
        tool->applyForces();

        // stop clock
        double time = clock.stop();

        // scroll text according to the haptic device position
        const double K = 4000;
        double command = tool->m_hapticPoint->getGlobalPosGoal().y();
        double pos = textPosition + K * time * command;
        textPosition = cClamp(pos, -text->getWidth(), (double)(windowW));

        // restart clock
        clock.start(true);

        // update frequency counter
        frequencyCounter.signal(1);
    }
    
    // exit haptics thread
    simulationFinished = true;
}
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:47,代码来源:05-fonts.cpp


示例7: updateHaptics

void updateHaptics(void)
{
	// precion clock
	cPrecisionClock clock;
	int i = 0;

    // main haptic simulation loop
    while(simulationRunning)
    {
		bool blIO = false;
		blIO = deltaCtrl.SetFGetPosStatues(dF,dPos,statu,dT, blOutRange);				// changing point

		dPos[2]+=0.1;

        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

		// update my pose************MINE***************** we get the force in
		tool->updateMyPose(dPos);

        // compute interaction forces
        tool->computeInteractionForces();

		// we need to get the force out to our device****************	MINE
		tool->getLastComputedForce(dF);

        // send forces to device
        tool->applyForces();

		// stop clock
		double time = clock.stop();
		
		// check if contact occured with cylinder
		if(tool->isInContact(cylinder))
		{
			// get force applied on the y axis
			double force = tool->m_lastComputedGlobalForce.y();

			// shift cylinderaccording to force
            const double K = 0.5;
			double pos = cylinder->getLocalPos().y();
			pos = cClamp(pos - K * time * force,-0.5, 0.6);
			cylinder->setLocalPos(0.0, pos, 0.0);
		}

		// restart clock
		clock.start(true);

        // update frequency counter
        frequencyCounter.signal(1);
    }
    
    // exit haptics thread
    simulationFinished = true;
}
开发者ID:flair2005,项目名称:haptics-chai3d-demo,代码行数:58,代码来源:04-shapes.cpp


示例8: 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));
}
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:19,代码来源:22-chrome.cpp


示例9: updateHaptics

void updateHaptics(void)
{
    cPrecisionClock clock;
    double ang;

    // simulation in now running
    simulationRunning  = true;
    simulationFinished = false;

    double t0 = clock.getCPUTimeSeconds();
    double rate = 2*M_PI/videoEven->getDuration();

    // main haptic simulation loop
    while(simulationRunning)
    {
        // rotate movie (5 deg per second)
        ang = -rate*(clock.getCPUTimeSeconds()-t0);
        anchor->setLocalRot (cMatrix3d(cVector3d(0,1,0),ang));

        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

        // send forces to haptic device
        tool->applyForces();

        // update frequency counter
        frequencyCounter.signal(1);
    }

    // exit haptics thread
    simulationFinished = true;
}
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:38,代码来源:26-video.cpp


示例10: updateHaptics

void updateHaptics(void)
{
    // reset clock
    cPrecisionClock clock;
    clock.reset();

    // simulation in now running
    simulationRunning  = true;
    simulationFinished = false;

    // main haptic simulation loop
    while(simulationRunning)
    {
        /////////////////////////////////////////////////////////////////////
        // SIMULATION TIME    
        /////////////////////////////////////////////////////////////////////

        // stop the simulation clock
        clock.stop();

        // read the time increment in seconds
        double timeInterval = clock.getCurrentTimeSeconds();

        // restart the simulation clock
        clock.reset();
        clock.start();


        /////////////////////////////////////////////////////////////////////
        // HAPTIC FORCE COMPUTATION
        /////////////////////////////////////////////////////////////////////

        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

        // get interaction forces magnitude
        double force = tool->m_lastComputedGlobalForce.length();

        // send forces to haptic device
        tool->applyForces();


        /////////////////////////////////////////////////////////////////////
        // INTERACTION WITH PALETTE
        /////////////////////////////////////////////////////////////////////

        if (tool->isInContact(palette))
        {
            cCollisionEvent* contact = tool->m_hapticPoint->getCollisionEvent(0);
            if (contact != NULL)
            {
                // retrieve contact information
                cVector3d localPos = contact->m_localPos;
                unsigned int triangleIndex = contact->m_triangleIndex;
                cTriangleArrayPtr triangles = contact->m_triangles;

                // retrieve texture coordinate
                cVector3d texCoord = triangles->getTexCoordAtPosition(triangleIndex, localPos);

                // retrieve pixel information
                int px, py;
                palette->m_texture->m_image->getPixelLocation(texCoord, px, py);

                // retrieve color information at pixel
                palette->m_texture->m_image->getPixelColor(px, py, paintColor);

                // update color of tool
                tool->m_hapticPoint->m_sphereProxy->m_material->setColor(paintColor);
            }
        }


        /////////////////////////////////////////////////////////////////////
        // INTERACTION WITH CANVAS
        /////////////////////////////////////////////////////////////////////

        if (tool->isInContact(canvas))
        {
            cCollisionEvent* contact = tool->m_hapticPoint->getCollisionEvent(0);
            if (contact != NULL)
            {
                // retrieve contact information
                cVector3d localPos = contact->m_localPos;
                unsigned int triangleIndex = contact->m_triangleIndex;
                cTriangleArrayPtr triangles = contact->m_triangles;

                // retrieve texture coordinate
                cVector3d texCoord = triangles->getTexCoordAtPosition(triangleIndex, localPos);

                // retrieve pixel information
                int px, py;
                canvas->m_texture->m_image->getPixelLocation(texCoord, px, py);

                // paint color at tool position
//.........这里部分代码省略.........
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:101,代码来源:15-paint.cpp


示例11: updateHaptics

void updateHaptics(void)
{
    // reset clock
    cPrecisionClock clock;
    clock.reset();

    // main haptic simulation loop
    while(simulationRunning)
    {
        /////////////////////////////////////////////////////////////////////
        // SIMULATION TIME    
        /////////////////////////////////////////////////////////////////////

        // stop the simulation clock
        clock.stop();

        // read the time increment in seconds
        double timeInterval = clock.getCurrentTimeSeconds();

        // restart the simulation clock
        clock.reset();
        clock.start();

        // update frequency counter
        frequencyCounter.signal(1);


        /////////////////////////////////////////////////////////////////////
        // HAPTIC FORCE COMPUTATION
        /////////////////////////////////////////////////////////////////////

        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

        // send forces to device
        tool->applyForces();


        /////////////////////////////////////////////////////////////////////
        // HAPTIC SIMULATION
        /////////////////////////////////////////////////////////////////////

        // get position of cursor in global coordinates
        cVector3d toolPos = tool->getDeviceGlobalPos();

        // get position of object in global coordinates
        cVector3d objectPos = object->getGlobalPos();

        // compute a vector from the center of mass of the object (point of rotation) to the tool
        cVector3d v = cSub(toolPos, objectPos);

        // compute angular acceleration based on the interaction forces
        // between the tool and the object
        cVector3d angAcc(0,0,0);
        if (v.length() > 0.0)
        {
            // get the last force applied to the cursor in global coordinates
            // we negate the result to obtain the opposite force that is applied on the
            // object
            cVector3d toolForce = cNegate(tool->m_lastComputedGlobalForce);

            // compute the effective force that contributes to rotating the object.
            cVector3d force = toolForce - cProject(toolForce, v);

            // compute the resulting torque
            cVector3d torque = cMul(v.length(), cCross( cNormalize(v), force));

            // update rotational acceleration
            const double INERTIA = 0.4;
            angAcc = (1.0 / INERTIA) * torque;
        }

        // update rotational velocity
        angVel.add(timeInterval * angAcc);

        // set a threshold on the rotational velocity term
        const double MAX_ANG_VEL = 10.0;
        double vel = angVel.length();
        if (vel > MAX_ANG_VEL)
        {
            angAcc.mul(MAX_ANG_VEL / vel);
        }

        // add some damping too
        const double DAMPING = 0.1;
        angVel.mul(1.0 - DAMPING * timeInterval);

        // if user switch is pressed, set velocity to zero
        if (tool->getUserSwitch(0) == 1)
        {
            angVel.zero();
        }

        // compute the next rotation configuration of the object
//.........这里部分代码省略.........
开发者ID:flair2005,项目名称:haptics-chai3d-demo,代码行数:101,代码来源:10-oring.cpp


示例12: updateHaptics

void updateHaptics(void)
{
    cMode state = IDLE;
    cGenericObject* object;
    cTransform tool_T_object;

    // main haptic simulation loop
    while(simulationRunning)
    {
        /////////////////////////////////////////////////////////////////////////
        // HAPTIC RENDERING
        /////////////////////////////////////////////////////////////////////////

        // update frequency counter
        frequencyCounter.signal(1);

        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

 
        /////////////////////////////////////////////////////////////////////////
        // MANIPULATION
        /////////////////////////////////////////////////////////////////////////

        // compute transformation from world to tool (haptic device)
        cTransform world_T_tool = tool->getDeviceGlobalTransform();

        // get status of user switch
        bool button = tool->getUserSwitch(0);

        //
        // MODE 1:
        // Idle mode - user presses the user switch
        //
        if ((state == IDLE) && (button == true))
        {
            // check if at least one contact has occured
            if (tool->m_hapticPoint->getNumCollisionEvents() > 0)
            {
                // get contact event
                cCollisionEvent* collisionEvent = tool->m_hapticPoint->getCollisionEvent(0);

                // get object from contact event
                object = collisionEvent->m_object;

                // get transformation from object
                cTransform world_T_object = object->getGlobalTransform();

                // compute inverse transformation from contact point to object 
                cTransform tool_T_world = world_T_tool;
                tool_T_world.invert();

                // store current transformation tool
                tool_T_object = tool_T_world * world_T_object;

                // update state
                state = SELECTION;
            }
        }


        //
        // MODE 2:
        // Selection mode - operator maintains user switch enabled and moves object
        //
        else if ((state == SELECTION) && (button == true))
        {
            // compute new tranformation of object in global coordinates
            cTransform world_T_object = world_T_tool * tool_T_object;

            // compute new tranformation of object in local coordinates
            cTransform parent_T_world = object->getParent()->getLocalTransform();
            parent_T_world.invert();
            cTransform parent_T_object = parent_T_world * world_T_object;

            // assign new local transformation to object
            object->setLocalTransform(parent_T_object);

            // set zero forces when manipulating objects
            tool->m_lastComputedGlobalForce.zero();
        }

        //
        // MODE 3:
        // Finalize Selection mode - operator releases user switch.
        //
        else
        {
            state = IDLE;
        }


        /////////////////////////////////////////////////////////////////////////
        // FINALIZE
//.........这里部分代码省略.........
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:101,代码来源:13-primitives.cpp


示例13: updateHaptics

void updateHaptics(void)
{
    // initialize frequency counter
    frequencyCounter.reset();

    // main haptic simulation loop
    while(simulationRunning)
    {
        /////////////////////////////////////////////////////////////////////
        // READ HAPTIC DEVICE
        /////////////////////////////////////////////////////////////////////

        // read position
        cVector3d position;
        hapticDevice->getPosition(position);

        // read orientation
        cMatrix3d rotation;
        hapticDevice->getRotation(rotation);

        // read gripper position
        double gripperAngle;
        hapticDevice->getGripperAngleRad(gripperAngle);

        // read linear velocity
        cVector3d linearVelocity;
        hapticDevice->getLinearVelocity(linearVelocity);

        // read angular velocity
        cVector3d angularVelocity;
        hapticDevice->getAngularVelocity(angularVelocity);

        // read gripper angular velocity
        double gripperAngularVelocity;
        hapticDevice->getGripperAngularVelocity(gripperAngularVelocity);

        // read userswitch status (button 0)
        bool button0, button1, button2, button3;
        button0 = false;
        button1 = false;
        button2 = false;
        button3 = false;

        hapticDevice->getUserSwitch(0, button0);
        hapticDevice->getUserSwitch(1, button1);
        hapticDevice->getUserSwitch(2, button2);
        hapticDevice->getUserSwitch(3, button3);

        /////////////////////////////////////////////////////////////////////
        // UPDATE 3D MODELS
        /////////////////////////////////////////////////////////////////////

        // update arrow
        velocity->m_pointA = position;
        velocity->m_pointB = cAdd(position, linearVelocity);

        // update position and orientation of cursor
        cursor->setLocalPos(position);
        cursor->setLocalRot(rotation);

        // adjust the  color of the cursor according to the status of
        // the user switch (ON = TRUE / OFF = FALSE)
        if (button0)
        {
            cursor->m_material->setGreenMediumAquamarine();
        }
        else if (button1)
        {
            cursor->m_material->setYellowGold();
        }
        else if (button2)
        {
            cursor->m_material->setOrangeCoral();
        }
        else if (button3)
        {
            cursor->m_material->setPurpleLavender();
        }
        else
        {
            cursor->m_material->setBlueRoyal();
        }

        // update global variable for graphic display update
        hapticDevicePosition = position;


        /////////////////////////////////////////////////////////////////////
        // COMPUTE AND SEND FORCE AND TORQUE
        /////////////////////////////////////////////////////////////////////

        cVector3d force (0,0,0);
        cVector3d torque (0,0,0);
        double gripperForce = 0.0;

        // apply force field
        if (useForceField)
        {
            // compute linear force
            double Kp = 20; // [N/m]
//.........这里部分代码省略.........
开发者ID:ChellaVignesh,项目名称:ros_haptics,代码行数:101,代码来源:01-mydevice.cpp


示例14: updateHaptics

void updateHaptics( void )
{

    // simulation in now running
    simulationRunning  = true;
    simulationFinished = false;

    // main haptic simulation loop
    while( simulationRunning )
    {

        /////////////////////////////////////////////////////////////////////////
        // HAPTIC RENDERING
        /////////////////////////////////////////////////////////////////////////

        // update frequency counter
        frequencyCounter.signal( 1 );

        // compute global reference frames for each object
        world->computeGlobalPositions( true );

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

        // update selected particle to cursor
        cVector3d proxy_pos, tool_pos;
        tool_pos = tool->getDeviceLocalPos();
        proxy_pos.x( tool_pos.x() - SELECTED_PARTICLE_RADIUS );
        proxy_pos.y( tool_pos.y() - SELECTED_PARTICLE_RADIUS );
        proxy_pos.z( tool_pos.z() + SELECTED_PARTICLE_RADIUS );
        selected_particle->setLocalPos( proxy_pos );

        cVector3d x_vector( 0, 0, 0 );
        x_vector.x( proxy_pos.x() );

        // temp_vector is on the y-z plane
        cVector3d temp_vector = proxy_pos - x_vector;
        cVector3d unit_vector = temp_vector;
        unit_vector.normalize();

        cVector3d force( 0, 0, 0 );
        
        // If user has picked up a electron, set magnetical effect around shells
        if ( ELECTRON == is_selected )
        {
            for ( int i = 0; i < NUM_SHELLS; i++ )
            {
                // Set force field depending on the number of electrons placed
                if ( particles_left[ELECTRON] == 0 )
                {
                    break;
                }
                // If less than two electrons are placed, skip force for outer shells
                // If at least two electrons are placed, skip first shell
                if ( current_atom_num - particles_left[ELECTRON] < 2 && i > 0 ||
                     current_atom_num - particles_left[ELECTRON] >= 2 && i == 0 )
                {
                    continue;
                }
                // If we are within the force field
                if( temp_vector.length() < ( TORUS_OUTER + OUTER_THRESHOLD + TORUS_DISTANCE*i ) &&
                   temp_vector.length() > ( TORUS_OUTER - OUTER_THRESHOLD + TORUS_DISTANCE*i ) &&
                   proxy_pos.x() < 0.07 )
                {
                    in_ok_position = ELECTRON;
                    // If we are close to the center of the torus
                    if ( temp_vector.length() >= ( TORUS_OUTER + INNER_THRESHOLD + TORUS_DISTANCE*i ) ||
                        temp_vector.length() <= ( TORUS_OUTER - INNER_THRESHOLD + TORUS_DISTANCE*i ) )
                    {
                        // We are either inside the inner or outer force field
                        if ( temp_vector.length() > ( TORUS_OUTER - OUTER_THRESHOLD + TORUS_DISTANCE*i ) &&
                            temp_vector.length() <= ( TORUS_OUTER - INNER_THRESHOLD + TORUS_DISTANCE*i ) )
                        {
                            // When on the inside force field for the torus
                            force = SPRING_CONSTANT * ( unit_vector*( TORUS_OUTER - INNER_THRESHOLD + TORUS_DISTANCE*i ) - temp_vector );
                        }
                        else {
                            // When on the outer force field for the torus
                            force = SPRING_CONSTANT * ( unit_vector*( TORUS_OUTER + INNER_THRESHOLD + TORUS_DISTANCE*i ) - temp_vector );
                        }
                    }
                    break;
                }
                else {
                    in_ok_position = -1;
                }
            }

            // Prevent the user place an electron in the nucleus
            if ( temp_vector.length() <= NUCLEUS_RADIUS )
            {
                force = SPRING_CONSTANT * ( unit_vector*NUCLEUS_RADIUS - temp_vector );
            }
        }
        else if ( PROTON == is_selected || NEUTRON == is_selected )
        {
            // If cursor is close to the nucleus in the y-z plane, set force to centrum
//.........这里部分代码省略.........
开发者ID:anddani,项目名称:Haptics_Atom,代码行数:101,代码来源:main.cpp


示例15: 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.........
开发者ID:anddani,项目名称:Haptics_Atom,代码行数:101,代码来源:main.cpp


示例16: updateHaptics

void updateHaptics(void)
{
    // precision clock
    cPrecisionClock clock;
    clock.reset();

    // simulation in now running
    simulationRunning  = true;
    simulationFinished = false;

    // main haptic simulation loop
    while(simulationRunning)
    {
        /////////////////////////////////////////////////////////////////////
        // SIMULATION TIME    
        /////////////////////////////////////////////////////////////////////

        // stop the simulation clock
        clock.stop();

        // read the time increment in seconds
        double timeInterval = clock.getCurrentTimeSeconds();

        // restart the simulation clock
        clock.reset();
        clock.start();

        // update frequency counter
        frequencyCounter.signal(1);


        /////////////////////////////////////////////////////////////////////
        // HAPTIC FORCE COMPUTATION
        /////////////////////////////////////////////////////////////////////

        // compute global reference frames for each object
        world->computeGlobalPositions(true);

        // update position and orientation of tool
        tool->updatePose();

        // compute interaction forces
        tool->computeInteractionForces();

        // send forces to haptic device
        tool->applyForces();


        /////////////////////////////////////////////////////////////////////
        // HAPTIC SIMULATION
        /////////////////////////////////////////////////////////////////////
        
        // check if contact occurred with cylinder
        if(tool->isInContact(cylinder))
        {
            // get force applied on the y axis
            double force = tool->m_lastComputedGlobalForce.y();

            // shift cylinder according to force
            const double K = 0.5;
            double pos = cylinder->getLocalPos().y();
            pos = cClamp(pos - K * timeInterval * force,-0.5, 0.6);
            cylinder->setLocalPos(0.0, pos, 0.0);
        }
    }
    
    // exit haptics thread
    simulationFinished = true;
}
开发者ID:WoodenHaptics,项目名称:woody-experimental,代码行数:69,代码来源:04-shapes.cpp



注:本文中的cFrequencyCounter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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