コード例 #1
0
ファイル: physics.c プロジェクト: X123M3-256/OrbitSimulator
void init_physics(simulation_t* sim)
{
int i;
calculate_forces(sim);
	for(i=0;i<sim->num_celestial_bodies;i++)sim->celestial_bodies[i].base.acceleration=vector_multiply(1/sim->celestial_bodies[i].base.mass,sim->celestial_bodies[i].base.force);
	for(i=0;i<sim->num_spacecraft;i++)sim->spacecraft[i].base.acceleration=vector_multiply(1/sim->spacecraft[i].base.mass,sim->spacecraft[i].base.force);
}
コード例 #2
0
ファイル: sim.c プロジェクト: X123M3-256/OrbitSimulator
void simulation_render_lagrange_points(simulation_t* sim,celestial_body_t* secondary)
{
vector_t lagrange_points[5];
vector_t rel_position=vector_subtract(secondary->base.position,secondary->orbit.primary->base.position);
vector_t direction=vector_normalize(rel_position);
float a=secondary->base.mass/(secondary->base.mass+secondary->orbit.primary->base.mass);

float offset=powf(a*0.3333333,0.333333);
lagrange_points[0]=vector_multiply(secondary->orbit.semi_major_axis*(1+offset),direction);
lagrange_points[1]=vector_multiply(secondary->orbit.semi_major_axis*(1-offset),direction);
lagrange_points[2]=vector_multiply(-secondary->orbit.semi_major_axis*(1+(5.0/12.0)*a),direction);

lagrange_points[3].x=rel_position.x*cos(M_PI/3)+rel_position.y*sin(M_PI/3);
lagrange_points[3].y=rel_position.x*-sin(M_PI/3)+rel_position.y*cos(M_PI/3);

lagrange_points[4].x=rel_position.x*cos(-M_PI/3)+rel_position.y*sin(-M_PI/3);
lagrange_points[4].y=rel_position.x*-sin(-M_PI/3)+rel_position.y*cos(-M_PI/3);

int i;
    for(i=0;i<5;i++)
    {
    char str[128];
    sprintf(str,"%s-%s L%d point",secondary->orbit.primary->name,secondary->name,i+1);
    vector_t screen_pos=vector_transform(vector_add(secondary->orbit.primary->base.position,lagrange_points[i]),sim->camera);
    draw_cross(screen_pos,get_color(0,0,255));
    draw_text(screen_pos.x+10,screen_pos.y,str);
    }

}
コード例 #3
0
ファイル: physics.c プロジェクト: X123M3-256/OrbitSimulator
vector_t calculate_gravitation(object_t* a,object_t* b)
{
//Get distance and direction
vector_t displacement=vector_subtract(a->position,b->position);
double distance=vector_magnitude(displacement);
vector_t direction=vector_multiply(1/distance,displacement);

//Calculate gravity
double gravity=GRAVITATIONAL_CONSTANT*(a->mass*b->mass)/(distance*distance);

return vector_multiply(gravity,direction);
}
コード例 #4
0
ファイル: ft_ray.c プロジェクト: Siyanda-Mzam/rt
t_ray	transform_ray(t_ray *ray, t_mat44 mat)
{
	t_ray	tray;

	tray.origin = vector_multiply(ray->origin, mat);
	tray.dir = normalize_vec3f(vector_dir_multiply(ray->dir, mat));
	return (tray);
}
コード例 #5
0
ファイル: physics.c プロジェクト: X123M3-256/OrbitSimulator
void object_step_velocity(object_t* object,double delta_t)
{
//Calculate A(t+dt)
object->acceleration=vector_multiply(1/object->mass,object->force);
//Calculate V(t+dt);
object->velocity.x+=0.5*object->acceleration.x*delta_t;
object->velocity.y+=0.5*object->acceleration.y*delta_t;
//Update rotation;
object->rotation+=object->delta_rot*delta_t;
}
コード例 #6
0
double *projection(Matrix *m, double *v, int length){
	unsigned int i, j;
	double *sum, *copy, *vector, factor;
	if(m->rows != length)
		return NULL;
	if(m == NULL || v == NULL)
		return NULL;
	sum = calloc(sizeof(double), m->rows);
	copy = malloc(sizeof(double)*m->rows);
	for(i = 0; i < m->columns; i++){
		for(j = 0; j < m->rows; j++)
			copy[j] = m->numbers[i][j];
		vector = copy;
		factor = vector_multiply(v, vector, m->rows)/vector_multiply(vector, vector, m->rows);
		scalar_vector_multiplication(factor, vector, m->rows);
		vector_addition(sum, vector, m->rows);
	}
	free(copy);
	return sum;
}
コード例 #7
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// equation (3) from the paper
HRESULT ParticleSwarmOptimizer::update_velocity( Particle& p ) {
  HRESULT hr = S_OK;

  vector<float> cog_comp; // individual cognitive component
  vector<float> soc_comp; // social component
  
  cog_comp = vector_multiply(constriction_factor,
                             vector_addition(p.velocity,
                                             vector_multiply(cognitive_weight*cognitive_random_factor,
                                                             vector_difference(p.best_sln, 
                                                                               p.curr_sln
                                                                              ))));
  soc_comp = vector_multiply(social_weight*social_random_factor,
                             vector_difference(best_sln,
                                               p.curr_sln
                                              ));

  p.velocity = vector_addition(cog_comp, soc_comp);

  return hr;
}
コード例 #8
0
ファイル: physics.c プロジェクト: X123M3-256/OrbitSimulator
void spacecraft_collision(simulation_t* sim,spacecraft_t* spacecraft)
{
vector_t displacement=vector_subtract(spacecraft->base.position,spacecraft->orbit.primary->base.position);
double distance=vector_magnitude(displacement);
double penetration=spacecraft->orbit.primary->radius-distance;
    if(penetration>0)
    {
    displacement=vector_multiply((distance+penetration)/distance,displacement);
    spacecraft->base.position=vector_add(spacecraft->orbit.primary->base.position,displacement);
    spacecraft->base.velocity=spacecraft->orbit.primary->base.velocity;
    spacecraft->base.velocity.x+=spacecraft->orbit.primary->base.delta_rot*displacement.y;
    spacecraft->base.velocity.y+=-spacecraft->orbit.primary->base.delta_rot*displacement.x;
    spacecraft->base.rotation=atan2(-displacement.y,displacement.x)+M_PI/2;
    spacecraft->base.delta_rot=0;
    }
}
コード例 #9
0
/* m1 x m2  */
Matrix *multiply(Matrix *m1, Matrix *m2){
	Matrix *product, *trans;
	unsigned int i, j;
	if(m1 == NULL || m2 == NULL)
		return NULL;
	if(m1->columns != m2->rows)
		return NULL;
	trans = transpose(m1);
	product = constructor(m1->rows, m2->columns);
	for(i = 0; i < product->columns; i++){
		for(j = 0; j < product->rows; j++){
			product->numbers[i][j] = vector_multiply(trans->numbers[j], m2->numbers[i], product->rows);
		}
	}
	destroy_matrix(trans);
	return product;
}
コード例 #10
0
ファイル: renderer.c プロジェクト: bluecube/bonsai-raytracer
/**
 * Render a single ray from a camera.
 * \param s Scene to render.
 * \param r Ray being cast.
 * \param wavelength
 * \param depth How deep are we in the recursion?
 * \return Energy of the ray.
 */
static float render_ray(const struct scene *s, struct ray *r, wavelength_t wavelength, int depth){
	if(depth > MAX_DEPTH){
		return 0;
	}

	struct object *obj = NULL;

	MEASUREMENTS_RAY_SCENE_INTERSECTION();
	float distance = kd_tree_ray_intersection(&(s->tree), r, 0, INFINITY, &obj);

	if(isnan(distance)){
		// If the ray didn't hit anything, it stays black.
		return 0;
	}

	vector_t pointInCameraSpace = vector_add(r->origin, vector_multiply(r->direction, distance));
	vector_t pointInObjectSpace = vector_transform(pointInCameraSpace, &(obj->invTransform));
	vector_t normalInObjectSpace = obj->get_normal(obj, pointInObjectSpace);
	vector_t normalInCameraSpace = vector_normalize(vector_transform_direction(normalInObjectSpace, &(obj->transform)));

#if DOT_PRODUCT_SHADING
	(void)wavelength;

	return fabsf(vector_dot(normalInCameraSpace, r->direction));
#else
	float energy = 0;

	/// \todo Surface properties shouldn't be in camera space.

	if(object_is_light_source(obj)){
		energy = (obj->light.energy)(pointInCameraSpace, wavelength, normalInCameraSpace, r->direction);
	}

	struct outgoing_direction sample =
		(obj->surface.sample)(pointInCameraSpace, wavelength, normalInCameraSpace, r->direction);

	struct ray newRay;
	ray_from_direction(&newRay, pointInCameraSpace, sample.direction);

	energy += sample.weight * render_ray(s, &newRay, wavelength, depth + 1);

	return energy;
#endif
}
コード例 #11
0
ファイル: vector.t.c プロジェクト: asfadmin/ASF_MapReady
void test_vector()
{
  Vector *v = vector_new(1,2,3);
  CU_ASSERT(v->x == 1);
  CU_ASSERT(v->y == 2);
  CU_ASSERT(v->z == 3);

  Vector *vc = vector_copy(v);
  CU_ASSERT(vc->x == 1);
  CU_ASSERT(vc->y == 2);
  CU_ASSERT(vc->z == 3);

  Vector *u = vector_new(4,5,6);
  vector_add(v,u);
  CU_ASSERT(v->x == 5);
  CU_ASSERT(v->y == 7);
  CU_ASSERT(v->z == 9);

  vector_subtract(v,u);
  CU_ASSERT(v->x == 1);
  CU_ASSERT(v->y == 2);
  CU_ASSERT(v->z == 3);

  vector_multiply(v,2);
  CU_ASSERT(v->x == 2);
  CU_ASSERT(v->y == 4);
  CU_ASSERT(v->z == 6);

  Vector *w = vector_cross(v,u);
  CU_ASSERT(w->x == -6);
  CU_ASSERT(w->y == 12);
  CU_ASSERT(w->z == -6);

  vector_free(v);
  vector_free(u);
  vector_free(w);

  v = vector_new(3,4,0);
  u = vector_new(0,3,4);
  CU_ASSERT(v->x==u->y);
  CU_ASSERT(v->y==u->z);

  w = vector_cross(v,u);
  CU_ASSERT(w->x == 16);
  CU_ASSERT(w->y == -12);
  CU_ASSERT(w->z == 9);


  CU_ASSERT(within_tol(vector_magnitude(v),5));
  CU_ASSERT(within_tol(vector_magnitude(u),5));

  vector_free(v);
  vector_free(u);
  vector_free(w);

  v = vector_new(1,0,0);
  u = vector_new(0,0,1);

  double a = vector_angle(v,u)/D2R;
  CU_ASSERT(within_tol(a,90));
  CU_ASSERT(within_tol(vector_angle(u,v),90.*D2R));

  w = vector_cross(v,u);
  CU_ASSERT(within_tol(vector_magnitude(w),1));
  CU_ASSERT(w->x==0);
  CU_ASSERT(w->y==-1);
  CU_ASSERT(w->z==0);
}
コード例 #12
0
ファイル: renderer.c プロジェクト: bluecube/bonsai-raytracer
/**
 * Start rendering a scene.
 * \param s Scene to render.
 * \param
 * \param pixmap Pointer to pixel map with result.
 * Must be large enough to hold #y0 - #y1 rows.
 */
void renderer_render(const struct scene *s, const struct renderer_chunk *chunk,
	struct color *pixmap){
	unsigned ymax = chunk->top + chunk->height;

	// How many meters per pixel.
	float inc = s->sensorWidth / (float)(s->width - 1);

	float yy = inc * ((float)(s->height) / 2 - chunk->top);

	float focus = s->focus / s->focalLength;

#if MEASUREMENTS_WITH_WARMUP
	MEASUREMENTS_WARMUP();
#endif
	MEASUREMENTS_START();

	for(unsigned y = chunk->top; y < ymax; ++y){
		float xx = - s->sensorWidth / 2;
		for(unsigned x = 0; x < s->width; ++x){
			color_black(pixmap);
			for(unsigned i = 0; i < s->raysPerPx; ++i){
				struct ray r;

				// filmPoint = {
				// 	-xx - random_number(0, inc),
				// 	-yy - random_number(0, inc),
				// 	-s->focalLength
				// 	}
				// focusPoint = - (lensCenter - filmPoint) * (s->focus / filmPoint.z)

				vector_t focusPoint = vector_set(
					focus * (xx + random_number(0, inc)),
					focus * (yy + random_number(0, inc)),
					s->focus);

				vector_t lensPoint = vector_multiply(vector_random_in_circle(), s->apertureDiameter);

				ray_from_points(&r, lensPoint, focusPoint);

#ifndef MEASUREMENTS_KD_TREE_STATS
				struct photon p;
				photon_random_init(&p);

				p.energy = render_ray(s, &r, p.wavelength, 0);

				photon_add_to_color(&p, pixmap);
#else
				struct object *obj;
				MEASUREMENTS_RAY_SCENE_INTERSECTION();
				kd_tree_ray_intersection(&(s->tree), &r, &obj);
				pixmap->r += measurementsObjectIntersectionCounter;
				pixmap->g += measurementsTreeTraversalCounter;
#endif
			}
			color_scale(pixmap, 1.0f / s->raysPerPx);

			//printf("x = %i y = %i pixmap->r = %.2f\n", x, y ,pixmap->r);
			++pixmap;

			xx += inc;
		}
		yy -= inc;
	}

	MEASUREMENTS_PRINT();
}
コード例 #13
0
//// rotate ///////////////////////////////////////////////////////////////////
//
// rotate an img by given pitch, roll, yaw
// return error
//
uint32_t *
rotate(float roll,
       float pitch,
       float yaw,
       uint32_t *in_img,
       uint32_t *out_img)
{
    //// init /////////////////////////////////////////////////////////////////
    //
    float lat, lng, nx, ny, nz, clt, slt, r, pi, tau;
    uint32_t xx, yy, x, y, z, ilt, iln, h, w;
    struct vector v, vr, vp, vy, ar, ap, ay, pix;
    //
    pi = 4.0*atan(1.0);
    tau = pi*2;
    //
    ///////////////////////////////////////////////////////////////////////////

    //// size config //////////////////////////////////////////////////////////
    //
    // image height
    h = 1792;
    // image width
    w = 3584;
    // radius of sphere
    r = 570.41131604135256;
    //
    ///////////////////////////////////////////////////////////////////////////

    //// angles to single vector //////////////////////////////////////////////
    // see vector.c
    //
    // roll
    vector_set(&ar, 1, 0, 0, roll);
    vector_from_axis_angle(&vr, &ar);
    //
    // pitch
    vector_set(&ap, 0, 1, 0, pitch);
    vector_from_axis_angle(&vp, &ap);
    //
    // yaw
    // if (yaw > 180) {
    //     yaw -= 360;
    // }
    //
    vector_set(&ay, 0, 0, 1, yaw);
    vector_from_axis_angle(&vy, &ay);
    //
    // combine quaternions into v
    vector_multiply(&vp, &vy);
    vector_multiply(&vr, &vp);
    //
    vector_clone(&vr, &v);
    // vector_normalize(&v);
    //
    ///////////////////////////////////////////////////////////////////////////

    //// rotation /////////////////////////////////////////////////////////////
    //
    for (y = 0; y < h; y++) {
        yy = y * w * 3;

        // y to sphere latitude
        lat = (float) y / h * pi;

        // store the values
        slt = sin(lat);
        clt = cos(lat);

        for (x = 0; x < w; x++) {
            xx = x * 3;

            // x to sphere longitude
            lng = (float) x / w * tau - pi;

            //// spherical to cartesian ///////////////////////////////////////
            //
            nx = r * slt * cos(lng);
            ny = r * slt * sin(lng);
            nz = r * clt;
            //
            ///////////////////////////////////////////////////////////////////

            //// rotate ///////////////////////////////////////////////////////
            // see vector.c
            //
            // translate pixel into vector
            vector_set(&pix, nx, ny, nz, 0);
            // and rotate the pixel
            vector_conjugate(&pix, &v);
            // vector_print(&pix);
            //
            ///////////////////////////////////////////////////////////////////

            //// x,y,z -> lat,lng /////////////////////////////////////////////
            
            lat = (float) acos(pix.z / r) / pi * h;
            lng = (float) (atan2(pix.y, pix.x) + pi) / tau * w;
            //
            // pixel coords must be int
            ilt = (int) lat;
            iln = (int) lng;
            //
            // wrap latitude
            if (ilt >= h) {
                ilt -= h;
            }
            //
            // wrap longitude
            if (iln >= w) {
                iln -= w;
            }
            //
            ///////////////////////////////////////////////////////////////////

            for (z = 0; z < 3; z++) {
                int pos = ilt * w * 3 + iln * 3 + z;

                // pos > h * w * 3 + w * 3 + 3
                if (pos > 19278339) {
                    printf("ERROR OVERFLOW");
                    return out_img;
                }

                out_img[yy + xx + z] = in_img[pos];
            }
        }
    }
    //
    ///////////////////////////////////////////////////////////////////////////

    // we did it, we did it
    return out_img;
}