DPoint SpringEmbedderGridVariant::ForceModelHachul::computeDisplacement(int j, double boxLength) const { const double cEps = eps(); const double cIELEps = m_idealEdgeLength + cEps; const NodeInfo &vj = m_vInfo[j]; int grid_x = vj.m_gridX; int grid_y = vj.m_gridY; // repulsive forces on node j: F_rep(d) = iel^2 / d DPoint force(0,0); for(int gi = -1; gi <= 1; gi++) { for(int gj = -1; gj <= 1; gj++) { for(int u : m_gridCell(grid_x+gi,grid_y+gj)) { if(u == j) continue; DPoint dist = vj.m_pos - m_vInfo[u].m_pos; double d = dist.norm(); if(d < boxLength) { dist /= d * d + cEps; force += dist; } } } } force *= m_idealEdgeLength * m_idealEdgeLength; DPoint disp(force); // attractive forces on j: F_attr(d) = -d^2 log_2(d/iel) / iel DPoint forceRepSub(0,0); // subtract rep. force on adjacent vertices force = DPoint(0,0); for(int l = vj.m_adjBegin; l != vj.m_adjStop; ++l) { int u = m_adjLists[l]; DPoint dist = vj.m_pos - m_vInfo[u].m_pos; double d = dist.norm(); force -= d * Math::log2((d+cEps) / cIELEps) * dist; if(d < boxLength) { double f = 1.0 / (d * d + cEps); forceRepSub += f * dist; } } force /= m_idealEdgeLength; forceRepSub *= m_idealEdgeLength * m_idealEdgeLength; disp += force - forceRepSub; return disp; }
// add force and torque to rigid body void PhysicsApplyGravityForce (const NewtonBody* body, dFloat timestep, int threadIndex) { dFloat Ixx; dFloat Iyy; dFloat Izz; dFloat mass; NewtonBodyGetMass (body, &mass, &Ixx, &Iyy, &Izz); //mass*= 0.0f; dVector force (dVector (0.0f, 1.0f, 0.0f).Scale (mass * DEMO_GRAVITY)); NewtonBodySetForce (body, &force.m_x); }
void _cdecl Body::standardForceCallback( OgreNewt::Body* me ) { //apply a simple gravity force. Ogre::Real mass; Ogre::Vector3 inertia; me->getMassMatrix(mass, inertia); Ogre::Vector3 force(0,-9.8,0); force *= mass; me->addForce( force ); }
void ForestWindAccumulator::applyImpulse( const VectorF &impulse ) { // First build the current force. VectorF force( mCurrentDir.x, mCurrentDir.y, 0 ); // Add in our mass corrected force. const F32 mass = mDataBlock->mMass * mScale; force += impulse / mass; // Set the new direction and force. mCurrentDir.set( force.x, force.y ); mCurrentStrength += impulse.len() * TickSec; }
void TailDrawable::Constraint::solve() { auto constraintVec = m_massA.getPosition() - m_massB.getPosition(); auto vecLength = Util::Vector::length(constraintVec); sf::Vector2f force(0.f ,0.f); if (vecLength != 0) force += -(constraintVec / vecLength) * (vecLength - constraintLength) * stiffness; force += -(m_massA.getVelocity() - m_massB.getVelocity()) * friction; m_massA.applyForce(force); m_massB.applyForce(-force); }
void vParticleOperator_WorldRotationForce::Simulate( vParticle *parent ) { QAngle cur = MainViewAngles(); Vector2D force( AngleDiff( cur.y, last.y ), AngleDiff( last.x, cur.x ) ); force *= GetImpulse( parent ) * vParticle::GetRelativeScale() * str; float rainHack = CFrameTimeHelper::GetFrameTime() - (1.0f/60.0f); force += force * rainHack * -20.0f; last = cur; parent->vecVelocity += force; }
void PeriIsoCompressor::avgStressIsoStiffness(const Vector3r& cellAreas, Vector3r& stress, Real& isoStiff) { Vector3r force(Vector3r::Zero()); Real stiff=0; long n=0; FOREACH(const shared_ptr<Contact>& C, *dem->contacts) { const auto fp=dynamic_pointer_cast<FrictPhys>(C->phys); // needed for stiffness if(!fp) continue; force+=(C->geom->node->ori*C->phys->force).array().abs().matrix(); stiff+=(1/3.)*fp->kn+(2/3.)*fp->kt; // count kn in one direction and ks in the other two n++; } isoStiff= n>0 ? (1./n)*stiff : -1; stress=-Vector3r(force[0]/cellAreas[0],force[1]/cellAreas[1],force[2]/cellAreas[2]); }
bool Entity::update(float deltaTime) { b2Vec2 velocity = _body->GetLinearVelocity(); b2Vec2 force(0.0f, 0.0f), acceleration(0.0f, 0.0f); acceleration.x = _velocity.x - velocity.x; acceleration.y = _velocity.y - velocity.y; force = _body->GetMass() * acceleration; //_body->ApplyLinearImpulse(force, _body->GetWorldCenter(), true); _body->SetLinearVelocity(Utils::toB2Vec2(_velocity)); return true; }
Vector3D ChargeSystem::getForce(int c) const { int n = d_particles.size(); const PhasePoint& current = d_particles[c]; Vector3D force( -10. * current.d_v ); // viscosity for(int i = 0; i < n; ++i) { if(i == c) continue; force += coulombForce(current.d_p, d_particles[i].d_p); } force -= (force * current.d_p) * current.d_p; // force is acting in tangent space of the unit sphere return force; }
void ForceRendererTest::common2D() { Vector2 force(2.7f, -11.5f); Matrix3 m = Implementation::forceRendererTransformation<2>({0.5f, -3.0f}, force); /* Translation, right-pointing base vector is the same as force */ CORRADE_COMPARE(m.translation(), Vector2(0.5f, -3.0f)); CORRADE_COMPARE(m.right(), force); /* All vectors have the same length */ CORRADE_COMPARE(m.up().length(), force.length()); /* All vectors are orthogonal */ CORRADE_COMPARE(Math::dot(m.right(), m.up()), 0.0f); }
void MSnstar::addNForce(Mrocket rocket , b2Vec2 position) { float x , y , Fx , Fy , Xx , Xy ,RR; x = position.x; y = position.y; Xx = x - locationX ; Xy = y - locationY ; RR = ( Xx )*( Xx )+( Xy )*( Xy ); //RR = pow( RR , 1.5f) ; Fx = Kn * Xx / RR ; Fy = Kn * Xy / RR ; b2Vec2 force( Fx , Fy ); rocket.getRocketBody() ->ApplyForce(force,rocket.getRocketBody()->GetWorldCenter()); }
Vector3d Scene::computeSimpleForces(Particle *particle) { Vector3d force(0, 0, 0); // compute gravity and drag forces if (gravity == true) { force.setCoords(force.X(), force.Y() + particle->mass*GRAVITY, force.Z()); force = force + particle->drag*particle->vel*(1/particle->mass); } return force; }
void Particle_Update(ParticleSystem* psystem, f32 dt) { u16 n = psystem->n_particles; for (u16 i = 0; i < n; i++) { Vec3& pos = psystem->positions[i]; Vec3& vel = psystem->velocities[i]; Vec3 force(0, -9.81f*0.0005f*dt, 0); vel += force; pos += vel; psystem->ages[i] += dt; } }
int main(){ float force(float); float v; float f = 0; printf("Please enter an initail position : "); scanf("%f",&f); printf("Please enter all the signal and enter y to exit : "); while(scanf(" %f",&v)){ float mov = force(v); f += mov; } printf("The final position is %f",f); return 0; }
// These two functions calculate the net force and torque // Caused by internal components of the Spacecraft Vec2 Spacecraft::calc_net_force() { Vec2 force(0,0); // Loop thru each actuator and sum linear effects for (uint i=0; i<actuators_.size(); i++) force = force + actuators_[i]->get_force_B(); // Transfer to Global Frame double x = cos(att_)*force.get_x() - sin(att_)*force.get_y(); double y = sin(att_)*force.get_x() + cos(att_)*force.get_y(); //std::cout << ' ' << x << ' ' << y << ' ' << att_ << ' ' << mass_ << std::endl; return Vec2(x, y); }
void ForcesWindow::RefreshWindow() { HWND hWnd = getHandle(); GuiMapPtr map = chkd.maps.curr; if ( map != nullptr ) { for ( int force=0; force<4; force++ ) { ChkdString forceName; bool allied = false, vision = false, random = false, av = false; map->getForceString(forceName, force); map->getForceInfo(force, allied, vision, random, av); SetWindowText(GetDlgItem(hWnd, EDIT_F1NAME+force), forceName.c_str()); if ( allied ) SendMessage(GetDlgItem(hWnd, CHECK_F1ALLIED+force), BM_SETCHECK, BST_CHECKED , 0); else SendMessage(GetDlgItem(hWnd, CHECK_F1ALLIED+force), BM_SETCHECK, BST_UNCHECKED, 0); if ( vision ) SendMessage(GetDlgItem(hWnd, CHECK_F1VISION+force), BM_SETCHECK, BST_CHECKED , 0); else SendMessage(GetDlgItem(hWnd, CHECK_F1VISION+force), BM_SETCHECK, BST_UNCHECKED, 0); if ( random ) SendMessage(GetDlgItem(hWnd, CHECK_F1RANDOM+force), BM_SETCHECK, BST_CHECKED , 0); else SendMessage(GetDlgItem(hWnd, CHECK_F1RANDOM+force), BM_SETCHECK, BST_UNCHECKED, 0); if ( av ) SendMessage(GetDlgItem(hWnd, CHECK_F1AV +force), BM_SETCHECK, BST_CHECKED , 0); else SendMessage(GetDlgItem(hWnd, CHECK_F1AV +force), BM_SETCHECK, BST_UNCHECKED, 0); } for ( int i=0; i<4; i++ ) { HWND hListBox = GetDlgItem(hWnd, LB_F1PLAYERS+i); if ( hListBox != NULL ) while ( SendMessage(hListBox, LB_DELETESTRING, 0, 0) != LB_ERR ); } for ( int player=0; player<8; player++ ) { u8 force(0), color(0), race(0), displayOwner(map->getDisplayOwner(player)); if ( map->getPlayerForce(player, force) ) { map->getPlayerColor(player, color); map->getPlayerRace(player, race); std::stringstream ssplayer; ssplayer << "Player " << player+1 << " - " << playerColors.at(color) << " - " << playerRaces.at(race) << " (" << playerOwners.at(displayOwner) << ")"; HWND hListBox = GetDlgItem(hWnd, LB_F1PLAYERS+force); if ( hListBox != NULL ) SendMessage(hListBox, LB_ADDSTRING, 0, (LPARAM)ssplayer.str().c_str()); } } } }
Foam::dimensionedVector Foam::sixDOFqODE::A ( const dimensionedVector& xR, const dimensionedVector& uR, const HamiltonRodriguezRot& rotation ) const { return ( - (linSpringCoeffs_ & xR) // spring - (linDampingCoeffs_ & uR) // damping + force() // To absolute + (rotation.invR() & forceRelative()) )/mass_; }
/** * This is the method that does the heavy lifting in this class. * Called by step, it calculates what force the spring is experiencing, * and applies that force to the rigid bodies it connects to. */ void tgBulletCompressionSpring::calculateAndApplyForce(double dt) { // Create variables to hold the results of these computations btVector3 force(0.0, 0.0, 0.0); // the following ONLY includes forces due to K, not due to damping. double magnitude = getSpringForce(); // hold these variables so we don't have to call the accessor function twice. const double currLength = getCurrentSpringLength(); const btVector3 unitVector = getAnchorDirectionUnitVector(); // Calculate the damping force for this timestep. // Take an approximated derivative to estimate the velocity of the // tip of the compression spring: // TO-DO: MAKE THIS A BETTER APPROXIMATION TO THE DERIVATIVE!! const double changeInDeltaX = currLength - m_prevLength; m_velocity = changeInDeltaX / dt; // The damping force for this timestep // Like with spring force, a positive velocity should result in a // force acting against the movement of the tip of the spring. m_dampingForce = - getCoefD() * m_velocity; // Debugging #if (0) std::cout << "Length: " << getCurrentSpringLength() << " rl: " << getRestLength() <<std::endl; std::cout << "SpringForce: " << magnitude << " DampingForce: " << m_dampingForce <<std::endl; #endif // Add the damping force to the force from the spring. magnitude += m_dampingForce; // Project the force into the direction of the line between the two anchors force = unitVector * magnitude; // Store the calculated length as the previous length m_prevLength = currLength; //Now Apply it to the connected two bodies btVector3 point1 = this->anchor1->getRelativePosition(); this->anchor1->attachedBody->activate(); this->anchor1->attachedBody->applyImpulse(force*dt,point1); btVector3 point2 = this->anchor2->getRelativePosition(); this->anchor2->attachedBody->activate(); this->anchor2->attachedBody->applyImpulse(-force*dt,point2); }
void dgCollisionInstance::CalculateBuoyancyAcceleration (const dgMatrix& matrix, const dgVector& origin, const dgVector& gravity, const dgVector& fluidPlane, dgFloat32 fluidDensity, dgFloat32 fluidViscosity, dgVector& unitForce, dgVector& unitTorque) { dgMatrix globalMatrix (m_localMatrix * matrix); unitForce = dgVector (dgFloat32 (0.0f)); unitTorque = dgVector (dgFloat32 (0.0f)); dgVector volumeIntegral (m_childShape->CalculateVolumeIntegral (globalMatrix, fluidPlane, *this)); if (volumeIntegral.m_w > dgFloat32 (0.0f)) { dgVector buoyanceCenter (volumeIntegral - origin); dgVector force (gravity.Scale (-fluidDensity * volumeIntegral.m_w)); dgVector torque (buoyanceCenter.CrossProduct(force)); unitForce += force; unitTorque += torque; } }
DPoint SpringEmbedderGridVariant::ForceModelFRModAttr::computeDisplacement(int j, double boxLength) const { const double cEps = eps(); const NodeInfo &vj = m_vInfo[j]; int grid_x = vj.m_gridX; int grid_y = vj.m_gridY; // repulsive forces on node j: F_rep(d) = iel^3 / d DPoint force(0,0); for(int gi = -1; gi <= 1; gi++) { for(int gj = -1; gj <= 1; gj++) { for(int u : m_gridCell(grid_x+gi,grid_y+gj)) { if(u == j) continue; DPoint dist = vj.m_pos - m_vInfo[u].m_pos; double d = dist.norm(); if(d < boxLength) { dist /= d * d + cEps; force += dist; } } } } force *= m_idealEdgeLength * m_idealEdgeLength * m_idealEdgeLength; DPoint disp(force); // attractive forces on j: F_attr(d) = -d^3 / iel force = DPoint(0,0); for(int l = vj.m_adjBegin; l != vj.m_adjStop; ++l) { int u = m_adjLists[l]; DPoint dist = vj.m_pos - m_vInfo[u].m_pos; double d = dist.norm(); dist *= d*d; force -= dist; } force /= m_idealEdgeLength; disp += force; return disp; }
/****************************************************************************** * Beräkna hjälplutningen k1 för samtliga objekt. * k1 är egentligen 2 hjälplutningar, för hastighets- och positions-beräkningen * Utnyttja Newton III för att undvika dubbla beräkningar *****************************************************************************/ void Cel_bodies::calculate_k1() { Cel_bodies *current = this->next; vec3 F, zero; zero = vec3(0.0, 0.0, 0.0); while(current != NULL){ F = force(current, 0.0, zero, zero); this->planet->kv1 = this->planet->kv1 + F/this->planet->mass; current->planet->kv1 = current->planet->kv1 - F/current->planet->mass; current = current->next; } this->planet->kr1 = this->planet->velocity; }
Ref<Event> MouseEvent::cloneFor(HTMLIFrameElement* iframe) const { ASSERT(iframe); Frame* frame = iframe->document().frame(); FrameView* frameView = frame ? frame->view() : nullptr; Ref<MouseEvent> clonedMouseEvent = MouseEvent::create(type(), bubbles(), cancelable(), iframe->document().defaultView(), detail(), screenX(), screenY(), frameView ? adjustedClientX(clientX(), iframe, frameView) : 0, frameView ? adjustedClientY(clientY(), iframe, frameView) : 0, ctrlKey(), altKey(), shiftKey(), metaKey(), button(), // Nullifies relatedTarget. 0); clonedMouseEvent->setForce(force()); return WTFMove(clonedMouseEvent); }
QValidator::State CQValidatorBound::validate(QString & input, int & pos) const { QString Input; if (input == mValidBound || mpDoubleValidator->validate(input, pos) == Acceptable || (input.startsWith(mSign) && input.endsWith("%") && mpDoubleValidator->validate(Input = input.mid(1, input.length() - 2), pos))) { force(input); return Acceptable; } setColor(Invalid); return Intermediate; }
/*! * Return force tensor to be applied to the attached object. */ vpColVector vpVirtuose::getForce() const { if (!m_is_init) { throw(vpException(vpException::fatalError, "Device not initialized. Call init().")); } vpColVector force(6,0); float force_[6]; if (virtGetForce(m_virtContext, force_)) { int err = virtGetErrorCode(m_virtContext); throw(vpException(vpException::fatalError, "Error calling virtGetForce: error code %d", err)); } for(unsigned int i=0; i<6; i++) force[i] = force_[i]; return force; }
void ForceRendererTest::arbitrary3D() { Vector3 force(3.7f, -5.7f, -11.5f); Matrix4 m = Implementation::forceRendererTransformation<3>({0.5f, -3.0f, 1.0f}, force); /* Translation, right-pointing base vector is the same as force */ CORRADE_COMPARE(m.translation(), Vector3(0.5f, -3.0f, 1.0f)); CORRADE_COMPARE(m.right(), force); /* All vectors have the same length */ CORRADE_COMPARE(m.up().length(), force.length()); CORRADE_COMPARE(m.backward().length(), force.length()); /* All vectors are orthogonal */ CORRADE_COMPARE(Math::dot(m.right(), m.up()), 0.0f); CORRADE_COMPARE(Math::dot(m.right(), m.backward()), 0.0f); /** @todo This shouldn't be too different */ CORRADE_VERIFY(Math::abs(Math::dot(m.up(), m.backward())) < Math::TypeTraits<Float>::epsilon()); }
extern "C" sfcgal_geometry_t* sfcgal_geometry_force_rhr( const sfcgal_geometry_t* ga ) { const SFCGAL::Geometry* g = reinterpret_cast<const SFCGAL::Geometry*>(ga); SFCGAL::Geometry* gb = g->clone(); SFCGAL::transform::ForceOrderPoints force( /* ccw */ false ); try { gb->accept( force ); } catch ( std::exception& e ) { SFCGAL_WARNING( "During force_rhr(A) :" ); SFCGAL_WARNING( " with A: %s", ((const SFCGAL::Geometry*)(ga))->asText().c_str() ); SFCGAL_ERROR( "%s", e.what() ); return 0; } return gb; }
void NonlinearForceDensityNoDeriv::force_value( const FEMesh *mesh, const Element *element, const Equation *eqn, const MasterPosition &point, double time, SmallSystem *eqndata) const { DoubleVec fieldVal(3), force(3); Coord coord; // first compute the current value of the displacement field at the gauss point fieldVal[0] = fieldVal[1] = 0.0; #if DIM==3 fieldVal[2] = 0.0; #endif for(CleverPtr<ElementFuncNodeIterator> node(element->funcnode_iterator()); !node->end(); ++*node) { double shapeFuncVal = node->shapefunction( point ); fieldVal[0] += shapeFuncVal * (*displacement)( *node, 0 )->value( mesh ); fieldVal[1] += shapeFuncVal * (*displacement)( *node, 1 )->value( mesh ); #if DIM==3 fieldVal[2] += shapeFuncVal * (*displacement)( *node, 2 )->value( mesh ); #endif } // now compute the force density value for the current coordinate x,y,z, // time and displacement, // the nonlinear force density function returns the corresponding // force value in the array 'force', coord = element->from_master( point ); #if DIM==2 nonlin_force_density( coord.x, coord.y, 0.0, time, fieldVal, force ); #elif DIM==3 nonlin_force_density( coord.x, coord.y, coord.z, time, fieldVal, force ); #endif eqndata->force_vector_element(0) -= force[0]; eqndata->force_vector_element(1) -= force[1]; #if DIM==3 eqndata->force_vector_element(2) -= force[2]; #endif } // end of 'NonlinearForceDensityNoDeriv::force_value'
TEST_FIXTURE(RigidBodyFixture, IntegrationAccuracyTest) { // DN_NOT_IMPLEMENTED; float h = 0.01; dynamx::Point3 pos(1.0f, 5.0f, -3.0f); dynamx::Vector3 force(0.0f, -10.0f, 0.4f); /* rigidbody.SetPos(pos); rigidbody.ClearForces(); rigidbody.AddForce(force); */ rigidbody.Integrate(h); /* * TODO : Runge kutta 4th order. //RigidBody should have travelled //Using 4th Order Runge Kutta method: //x(t0 + h) = x0 + 1/6(k1) + 1/3(k2) + 1/3(k3) + 1/6(k4) // where: // h is stepsize // k1 = h * f (x0, t0) // k2 = h * f (x0 + (k1/2), t0 + (h/2)) // k3 = h * f (x0 + (k2/2), t0 + (h/2)) // k4 = h * f (x0 + k3, t0 + h) //Error is : // O(h^3) */ /* //Euler integration. CHECK_CLOSE(pos.GetX() + (h * force.GetX()), rigidbody.GetPos().GetX(), DN_CLOSE_FLOAT); CHECK_CLOSE(pos.GetY() + (h * force.GetY()), rigidbody.GetPos().GetY(), DN_CLOSE_FLOAT); CHECK_CLOSE(pos.GetZ() + (h * force.GetZ()), rigidbody.GetPos().GetZ(), DN_CLOSE_FLOAT); */ }
void forceInit() { GotoXY(1, 19); printf(" "); GotoXY(1, 19); printf("正在进行第二步处理..."); int x = 0; isok = false; for (int i = 1; i < 10; i++) { for (int j = 1; j < 10; j++) { sz[x++] = SUDOK[i][j].result; } } SetColor(6); force(0); SetColor(10); }
void HuntCrossleyForce::extendAddToSystem(SimTK::MultibodySystem& system) const { Super::extendAddToSystem(system); const ContactParametersSet& contactParametersSet = get_contact_parameters(); const double& transitionVelocity = get_transition_velocity(); SimTK::GeneralContactSubsystem& contacts = system.updContactSubsystem(); SimTK::ContactSetIndex set = contacts.createContactSet(); SimTK::HuntCrossleyForce force(_model->updForceSubsystem(), contacts, set); force.setTransitionVelocity(transitionVelocity); for (int i = 0; i < contactParametersSet.getSize(); ++i) { ContactParameters& params = contactParametersSet.get(i); for (int j = 0; j < params.getGeometry().size(); ++j) { // get the ContactGeometry from the Model const ContactGeometry& geom = getModel().getComponent<ContactGeometry>(params.getGeometry()[j]); // B: base Frame (Body or Ground) // F: PhysicalFrame that this ContactGeometry is connected to // P: the frame defined (relative to F) by the location and // orientation properties. const auto& X_BF = geom.getFrame().findTransformInBaseFrame(); const auto& X_FP = geom.getTransform(); const auto X_BP = X_BF * X_FP; contacts.addBody(set, geom.getFrame().getMobilizedBody(), geom.createSimTKContactGeometry(), X_BP); force.setBodyParameters( SimTK::ContactSurfaceIndex(contacts.getNumBodies(set)-1), params.getStiffness(), params.getDissipation(), params.getStaticFriction(), params.getDynamicFriction(), params.getViscousFriction()); } } // Beyond the const Component get the index so we can access the // SimTK::Force later. HuntCrossleyForce* mutableThis = const_cast<HuntCrossleyForce *>(this); mutableThis->_index = force.getForceIndex(); }