예제 #1
0
//Add of Marie
bool VRWorkpieceElement::doesCollide(Vec3d position) {
    //position in argument is the lowest part of the worktool and the (0,0) point of the profile

    float py = this->position[1], px = this->position[0], pz = this->position[2];
    float sy = this->size[1], sx = this->size[0], sz = this->size[2];
    float ptooly = position[1], ptoolx = position[0], ptoolz = position[2];

    float profileLength = workpiece.cuttingProfile->getLength();

    if ((py + sy/2.0f > ptooly) && (py - sy/2.0f < ptooly + profileLength))
    {
        float maximum = workpiece.cuttingProfile->maxProfile(position, this->position, this->size);

        if ((ptoolz - maximum < pz + sz/2.0f) && (ptoolz + maximum > pz - sz/2.0) &&
            (ptoolx - maximum < px + sx/2.0f) && (ptoolx + maximum > px - sx/2.0))
        {
            float diffx = ptoolx - px, diffz = ptoolz - pz;
            if (std::abs(diffx) <= sx / 2.0f) return true;
            if (std::abs(diffz) <= sz / 2.0f) return true;

            float sgnx = sgn(diffx), sgnz = sgn(diffz);
            Vec2d vertex(px + sgnx * sx / 2.0f, pz + sgnz * sz / 2.0f);
            Vec2d toolMid(ptoolx, ptoolz);
            Vec2d distanceVertexTool = vertex - toolMid;
            if (distanceVertexTool.length() < maximum) {
                return true;
            }
        }
    }

    return false;
}
예제 #2
0
파일: mai_body.cpp 프로젝트: dwmh/maidemo
Vec2d MaiBody::resolveForce(const MaiBody &body) const
{
	if (this == &body) { return Vec2d(0, 0); } // no force is here.

	Vec2d r = (position_ - body.getPosition());
	float r_len = r.length();

	double GMm = Constants::kGaes * mass_ * body.getMass();

	return Vec2d(
		-GMm * (r.x / (r_len * r_len * r_len)),
		-GMm * (r.y / (r_len * r_len * r_len))
	);
}
예제 #3
0
 friend void  normalize(Vec2d& v)                     { v /= v.length(); }
예제 #4
0
double TileNode::Transition::getCost(const Vec2d& selfSpeed, const TileNode& thisNode)
{
	static const double TURN_PENALTY                  = Map::NORMAL_TURN_COST;
	static const double TURN_180_PENALTY              = 4 * Map::NORMAL_TURN_COST;
	static const double WAYPOINT_OUT_OF_ORDER_PENALTY = Map::NORMAL_TURN_COST; // TODO - increase?     // it's not so good to go through incorrect waypoint
	static const double ZIGZAZ_TURN_PRIZE             = -Map::NORMAL_TURN_COST / 1.5;  // zigzag turn is slightly better then usual turn

	double cost = Map::NORMAL_TURN_COST;

	AbsoluteDirection previousTurn = m_cachedParent == nullptr ? m_turnedDirection/*assume no change*/ : m_cachedParent->m_transition.m_turnedDirection;
	if (m_turnedDirection != previousTurn)
		cost += TURN_PENALTY;

	AbsoluteDirection minDirection = std::min(m_turnedDirection, previousTurn);
	AbsoluteDirection maxDirection = std::max(m_turnedDirection, previousTurn);

	if ((minDirection == AbsoluteDirection::LEFT && maxDirection == AbsoluteDirection::RIGHT)
	 || (minDirection == AbsoluteDirection::UP   && maxDirection == AbsoluteDirection::DOWN))
	{
		cost += TURN_180_PENALTY;
	}

	TileNode* prePrevious = m_cachedParent != nullptr ? m_cachedParent->m_transition.m_cachedParent : nullptr;
	bool isZigzag = m_isZigzag // already calculated
		|| ( prePrevious != nullptr
		  && prePrevious->m_transition.m_turnedDirection == m_turnedDirection
		  && m_cachedParent->m_transition.m_turnedDirection != m_turnedDirection );

	if (isZigzag)
	{
		cost += ZIGZAZ_TURN_PRIZE;
	}

	m_isZigzag = isZigzag;
	if (m_cachedParent != nullptr)
		m_cachedParent->m_transition.m_isZigzag = isZigzag;

	if (thisNode.m_isWaypoint)
		cost += WAYPOINT_OUT_OF_ORDER_PENALTY;

	// speed vector may become a bonus or penalty for transitions near start
	bool isMoving = selfSpeed.m_x != 0 || selfSpeed.m_y != 0;
	if (m_cachedParent != nullptr && isMoving)
	{
		int tilesFromStart = 0;
		Vec2d correctedSpeed = selfSpeed;
		TileNode* previousNode = m_cachedParent->m_transition.m_cachedParent;
		while (previousNode != nullptr)
		{
			correctedSpeed /= 2;  // further from start -> less penalty
			previousNode = previousNode->m_transition.m_cachedParent;

			if (++tilesFromStart > 2)
			{
				// too far, no sense to calculate
				correctedSpeed = Vec2d(0, 0);
				break;
			}
		}

		// remove "noise"
		if (std::abs(correctedSpeed.m_x) < 1)
			correctedSpeed.m_x = 0;
		if (std::abs(correctedSpeed.m_y) < 1)
			correctedSpeed.m_y = 0;

		// todo - use tilesFromStart?
		Vec2d turnVector = Vec2d::fromPoint(thisNode.m_pos - m_cachedParent->m_pos);
		double directionPrize = Vec2d::dot(correctedSpeed, turnVector) / selfSpeed.length(); // [-1; +1]

		// almost no penalty after log2(8) = 3 tiles
		static const double SPEED_VECTOR_PENALTY = -Map::NORMAL_TURN_COST * 16;  // negative prize * negative penalty = positive cost incerment
		static const double SPEED_VECTOR_PRIZE   = -Map::NORMAL_TURN_COST * 2;   // positive prize * negative penalty = negative cost increment

		double costIncrement = directionPrize > 0 ? directionPrize * SPEED_VECTOR_PRIZE : directionPrize * SPEED_VECTOR_PENALTY;
		double newCost = cost + costIncrement;
		cost = std::max(newCost, Map::MIN_TURN_COST);
	}

	return cost;		
}