Esempio n. 1
0
Vec3D<> CVX_Sim::GetCM(void)
{

	vfloat TotalMass = 0;
	Vec3D<> Sum(0,0,0);
	int nVox = NumVox();
	for (int i=0; i<nVox; i++){
		if (i==InputVoxSInd) continue;
		CVXS_Voxel* it = &VoxArray[i];
		vfloat ThisMass = it->GetMass();
		Sum += it->GetCurPos()*ThisMass;
		TotalMass += ThisMass;
	}

	return Sum/TotalMass;
}
Esempio n. 2
0
void CVXS_SimGLView::DrawForce(void)
{
	CVXS_Voxel* pVox;

	float PrevLineWidth;
	glGetFloatv(GL_LINE_WIDTH, &PrevLineWidth);
	glLineWidth(1.0);
	glDisable(GL_LIGHTING);

	vfloat MaxForce = 0;
	int iT = pSim->NumBond();
	int NumVox = pSim->NumVox();
	if (NumVox <=0) return;
	vfloat VSize = pSim->VoxArray[0].GetNominalSize();

	for (int i = 0; i<iT; i++){ //go through all the bonds...
		vfloat ThisMag = pSim->BondArrayInternal[i].GetForce1().Length();
		if (ThisMag > MaxForce) MaxForce = ThisMag;
	}

	vfloat ForceScale = 0.3*VSize/MaxForce; //Vox size / max Force

//	int x, y, z;
	glBegin(GL_LINES);
	glLoadName (-1); //to disable picking
	for (int i = 0; i<NumVox; i++) //go through all the voxels...
	{
		//pSim->pEnv->pObj->GetXYZNom(&x, &y, &z, pSim->StoXIndexMap[i]);
		//if (ViewSection && z>SectionLayer) continue; //exit if obscured in a section view!

		pVox = &pSim->VoxArray[i];

		Vec3D<> Center = pVox->GetCurPos();
		CQuat<> Angle = pVox->GetCurAngle();
		Vec3D<> PointToDrawFrom;
		for (int i=0; i<6; i++) //for each potential bond
		{
			switch (i){
			case BD_PX: PointToDrawFrom = Center + Angle.RotateVec3D(Vec3D<>(0.2*VSize, 0, 0)); break;
			case BD_NX: PointToDrawFrom = Center + Angle.RotateVec3D(Vec3D<>(-0.2*VSize, 0, 0)); break;
			case BD_PY: PointToDrawFrom = Center + Angle.RotateVec3D(Vec3D<>(0, 0.2*VSize, 0)); break;
			case BD_NY: PointToDrawFrom = Center + Angle.RotateVec3D(Vec3D<>(0, -0.2*VSize, 0)); break;
			case BD_PZ: PointToDrawFrom = Center + Angle.RotateVec3D(Vec3D<>(0, 0, 0.2*VSize)); break;
			case BD_NZ: PointToDrawFrom = Center + Angle.RotateVec3D(Vec3D<>(0, 0, -0.2*VSize)); break;
			};

			CVXS_BondInternal* pBond = pVox->GetpInternalBond((BondDir)i);
			if (pBond){
				glColor4d(1.0, 0.0, 0.0, 1.0); //red
				Vec3D<> PointToDrawTo;
	
				//Total Force
				if (pVox->IAmInternalVox2(i)) PointToDrawTo = PointToDrawFrom+ForceScale*pBond->GetForce2();
				else PointToDrawTo = PointToDrawFrom+ForceScale*pBond->GetForce1();
				CGL_Utils::DrawLineArrowD(PointToDrawFrom, PointToDrawTo, 1.0, CColor(1, 0, 0)); //Red

				//Axial Force
				if (pVox->IAmInternalVox2(i)) PointToDrawTo = PointToDrawFrom+ForceScale*pBond->AxialForce2;
				else PointToDrawTo = PointToDrawFrom+ForceScale*pBond->AxialForce1;
				CGL_Utils::DrawLineArrowD(PointToDrawFrom, PointToDrawTo, 1.0, CColor(0.2, 0.2, 0.7)); //Blue

				//Bending Force
				if (pVox->IAmInternalVox2(i)) PointToDrawTo = PointToDrawFrom+ForceScale*pBond->BendingForce2;
				else PointToDrawTo = PointToDrawFrom+ForceScale*pBond->BendingForce1;
				CGL_Utils::DrawLineArrowD(PointToDrawFrom, PointToDrawTo, 1.0, CColor(0.2, 0.7, 0.2)); //Green

				//Shear Force
				if (pVox->IAmInternalVox2(i)) PointToDrawTo = PointToDrawFrom+ForceScale*pBond->ShearForce2;
				else PointToDrawTo = PointToDrawFrom+ForceScale*pBond->ShearForce1;
				CGL_Utils::DrawLineArrowD(PointToDrawFrom, PointToDrawTo, 1.0, CColor(0.7, 0.2, 0.7)); //Purple

			}
		}
	}
	glEnd();


	glLineWidth(PrevLineWidth);
	glEnable(GL_LIGHTING);

}