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自学教程:C++ velocity函数代码示例

51自学网 2021-06-03 09:37:37
  C++
这篇教程C++ velocity函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中velocity函数的典型用法代码示例。如果您正苦于以下问题:C++ velocity函数的具体用法?C++ velocity怎么用?C++ velocity使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了velocity函数的27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: velocity

/** * Simulates the timestep for the capsule. * @param timestep The step length in ms. * @param capsule  The capsule, that is the projectile in the world. */void ProjectileSplitting::step( int timestep, BodyProjectile &capsule ){		Vector velocity( capsule.getVelocity() );	float splitAngle =		M_PI * this->parameters.getParameterValue( this->indexSplittingAngle )		/ 180.0;			float stepAngle =  splitAngle / this->splitCount;		velocity.scale( this->splittingVelocity / velocity.getLength() );	velocity.rotate( ( stepAngle - splitAngle ) / 2 );		if ( this->timeLived	     >= this->parameters.getParameterValue( this->indexSplittingTime ) )	{				for ( int i = 0; i < this->splitCount; i++ ) {							Projectile *model = this->splittingProjectile.getCopy();			model->setShooter( this->getShooter() );						BodyProjectile *newProjectile =				new BodyProjectile( capsule.getWorld(),				                    capsule.getLocation().getX(),			                      capsule.getLocation().getY(), *model );			newProjectile->setVelocity(				capsule.getVelocity().getX() + velocity.getX(),				capsule.getVelocity().getY() + velocity.getY() );							velocity.rotate( stepAngle );			newProjectile->setActionFlag( capsule.getActionFlag() );			capsule.getWorld().addBody( *newProjectile );					}				capsule.destroy();			}		Projectile::step( timestep, capsule );	}
开发者ID:jluttine,项目名称:ipag,代码行数:50,


示例2: findLine

void findLine(void){    nodeMissEnable = 0;     int tempLeftCount = ShaftCountLeft;    int tempRightCount = ShaftCountRight;    velocity(180, 150);    sensorRight = ADC_Conversion(1);    left();    while(sensorRight < 20)    {        centre = ADC_Conversion(2);        if(centre > 30)        {            forward();            nodeMissEnable = 1;            return;        }        sensorRight = ADC_Conversion(1);    }    stop();    _delay_ms(100);    sensorLeft = ADC_Conversion(3);    right();    while(sensorLeft < 20)    {        centre = ADC_Conversion(2);        if(centre > 30)        {            forward();            nodeMissEnable = 1;            return;        }        sensorLeft = ADC_Conversion(3);    }    ShaftCountLeft = tempLeftCount;    ShaftCountRight = tempRightCount;    nodeMissEnable = 1;}
开发者ID:kdsouza1496,项目名称:Cargo-alignment-robot,代码行数:45,


示例3: spin

//------------------------------------------------------------------------------// protected://------------------------------------------------------------------------------voidCloud::doInit(){    if ( m_black )    {        m_sprite = Engine::rm()->GetSprite( BLACK[m_size] );    }    else    {        m_sprite = Engine::rm()->GetSprite( WHITE[m_size] );    }    m_zoom = 0;    m_life = 4.0f;	b2BodyDef bodyDef;	bodyDef.userData = static_cast<void*> (this);	m_body = Engine::b2d()->CreateDynamicBody(&bodyDef);	b2CircleDef shapeDef;	shapeDef.radius = 0.5f * 0.95f * m_sprite->GetWidth() * m_scale;	shapeDef.density = 10.0f;	shapeDef.friction = 0.0f;	shapeDef.restitution = 1.0f;    if ( m_size == 0 )    {	    shapeDef.density = 0.001f;    }	m_body->CreateShape(&shapeDef);	m_body->SetMassFromShapes();    m_body->m_linearDamping = 0.0f;    if ( m_size == 0 )    {        m_body->m_linearDamping = 0.99f;        m_body->m_angularDamping = 0.8f;    }    m_body->m_angularDamping = 0.0f;    float spin( 5.0f / static_cast<float>(m_size + 1.0f) );    m_body->SetAngularVelocity( Engine::hge()->Random_Float( -spin, spin ) );    float speed( SPEED[m_size] );    b2Vec2 velocity( Engine::hge()->Random_Float( -speed, speed ),                     Engine::hge()->Random_Float( -speed, speed ) );    m_body->SetLinearVelocity( velocity );}
开发者ID:jasonhutchens,项目名称:99sheep,代码行数:48,


示例4: Update

//*************************************************************************************************************void Update(float delta){	D3DXVECTOR2 velocity(mousedx, mousedy);	cameraangle.prev = cameraangle.curr;	if( mousedown == 1 )		cameraangle.curr += velocity * 0.004f;	// clamp to [-pi, pi]	if( cameraangle.curr.y >= 1.5f )		cameraangle.curr.y = 1.5f;	if( cameraangle.curr.y <= -1.5f )		cameraangle.curr.y = -1.5f;	system1.Update();}
开发者ID:IwishIcanFLighT,项目名称:Asylum_Tutorials,代码行数:19,


示例5: while

		void ParticleEmitterCircle::Update(GLfloat delta)		{			m_currentDelay+=delta;			while(m_currentDelay>=m_spawnDelay)			{				m_currentDelay-=m_spawnDelay;				Particle *pParticle=new Particle;				pParticle->m_position=m_position;				pParticle->m_angularVelocity=Core::Random::Double(m_minAngularVelocity,m_maxAngularVelocity);				pParticle->m_maxLife=Core::Random::Double(m_minParticleLife,m_maxParticleLife);				pParticle->m_life=pParticle->m_maxLife;				pParticle->m_texture=m_texture;				Vector2f velocity(1.0f,0.0f);				velocity.Rotate(Core::Random::Double(0.0f,360.0f));				pParticle->m_velocity=velocity*Core::Random::Double(m_minVelocity,m_maxVelocity);				pParticle->m_modifiers=&m_modifiers;			}		}
开发者ID:gitter-badger,项目名称:MPACK,代码行数:18,


示例6: AddParticleStartingAt

void AddParticleStartingAt(Vec4<float> WorldPoint) {	ParticleSystem* ps = ModelerApplication::Instance()->GetParticleSystem();	for (int i = 0; i < VAL(PARTICLE_COUNT) * 5 ; i++) {		float mag = rand() % 10 / 10.0 + 0.2;		float theta = rand() % 360 / 57.3;		float yVelocity = rand() % 10 / 10.0 + 2;		float xVelocity = cos(theta) * mag;		float zVelocity = sin(theta) * mag * 3;		//printf("add: %f, %f, %f/n", WorldPoint[0], WorldPoint[1], WorldPoint[2]);		Vec3f position(WorldPoint[0], WorldPoint[1], WorldPoint[2]);		Vec3f velocity(xVelocity, 5, zVelocity);		Particle* p = new PointObj(1.0f, position, velocity);		//printf("added: %f, %f, %f/n", p->getPosition()[0], p->getPosition()[1], p->getPosition()[2]);		ps->addParticle(p);	}}
开发者ID:billytotochan,项目名称:anime,代码行数:18,


示例7: velocity

DOUBLE2 MassProjList::HandleCircularCollision(DOUBLE2 otherCirclePos,DOUBLE2 otherCircleVelocity, double radius, double mass){	DOUBLE2 velocity(0,0), newVelocity(0,0);	velocity=otherCircleVelocity;	for (int count=0; count < MAX_MASSPROJECTILES; ++count)	{		if (m_MassProjectilePtrArr[count] != nullptr)		{			newVelocity=m_MassProjectilePtrArr[count]->HandleCircularCollision(otherCirclePos,velocity ,radius, mass );			if (newVelocity!=DOUBLE2(0,0))				velocity= newVelocity;		}	}	return velocity;}
开发者ID:kennethdeman,项目名称:escape_into_space,代码行数:18,


示例8: totalForce

Vec3D<> CVX_Voxel::force(){	//forces from internal bonds	Vec3D<> totalForce(0,0,0);	for (int i=0; i<6; i++){ 		if (links[i]) totalForce += links[i]->force(isNegative((linkDirection)i)); //total force in LCS	}	totalForce = orient.RotateVec3D(totalForce);	//other forces	totalForce += extForce; //external forces	totalForce -= velocity()*mat->globalDampingTranslateC(); //global damping	if (isGravityEnabled()) totalForce.z -= mat->_mass*9.80665; //gravity, according to f=mg	if (isFloorEnabled()) addFloorForces(&totalForce); //adds forces from interacting with the floor	//Collisions: todo	return totalForce;}
开发者ID:CreativeMachinesLab,项目名称:voxcadNASA,代码行数:18,


示例9: switch

//figures out what needs to happen at an intersection based on the direction we want to turnvoid Robot::handleIntersection(Direction direction){        switch (direction) {        case StraightAhead:            break;                    case Left:            Tape::resetErrors();            resetVelocity();            turnAtIntersection(false, millis());            break;                    case Right:            Tape::resetErrors();            resetVelocity();            turnAtIntersection(true, millis());            break;                    case TurnAround:            Tape::resetErrors();            resetVelocity();            turnOntoTape(direction);            break;                    case SlightRight:            Actuators::drive(velocity(), SLIGHT_RIGHT_AT_SPECIAL_INTERSECTION_TURN);            delay(SLIGHT_RIGHT_AT_SPECIAL_INTERSECTION_DURATION);                       Tape::resetErrors();            resetVelocity();                        findTape();            break;        case SlightLeft:            Actuators::drive(VELOCITY_SLOW, -SLIGHT_LEFT_AT_SPECIAL_INTERSECTION_TURN);            delay(SLIGHT_LEFT_AT_SPECIAL_INTERSECTION_DURATION);                        Tape::resetErrors();            resetVelocity();                        findTape();            break;    }}
开发者ID:NooberRobotics,项目名称:TheRay,代码行数:45,


示例10: position

void Emitter::prepareParticles(){    // Shotgun stuff    if(hasFired && isShotgun){        return;    }    hasFired = true;    for(int i(0); i < density; ++i){        // Shitty random generation for now        float rand1 = ((rand()%100)/100.0f)-0.5f;        float rand2 = ((rand()%100)/100.0f)-0.5f;        float rand3 = ((rand()%100)/100.0f)-0.5f;        glm::vec3 position(-1.3f+rand1, 0.0f, rand2);        // Emitter parented to camera        // position+=camera->getPosition();        glm::vec3 velocity(0.0f, 0.01f+(0.01f*rand3), 0.0f);        glm::vec3 acceleration(0.0f, 0.0f, 0.0f);        // Random wind interaction for snow particles.        // if (rand() % 1000){        //     velocity += glm::vec3(0.001 * (rand() % 5), - abs(0.0005 * (rand() % 5)), 0.001 * (rand() % 5));        // }        float rotation = 0.0f;        // Particle recycling!        // Weird that the pointer must be explicitly set to 0, but crashes without this        Particle* ptr = 0;        if(particles.size() < maxParticles){            ptr = new Particle(*billboard, shader);            ptr->setEmissive(particle_texture);        }        if(particles.size() > 0 && particles[0]->isDead()){            ptr = particles[0];            particles.pop_front();        }        if(ptr){            ptr->setInitialValues(position, velocity, acceleration, rotation, lifespan, Particle::ScalingOption::SCALE_DOWN_WITH_AGE, Particle::FadingOption::FADE_NONE);            particles.push_back(ptr);        }    }}
开发者ID:donutmonger,项目名称:Game,代码行数:44,


示例11: collision_time

int collision_time(double *pos, double *vel, double h,         double r, double *tcoll, double *cup){    int result, napproaches, i;    double tpos[3], tvel[3], poly[DEGSIZE], tcloseapproaches[2];    int event = RESULT_NOTHING;    double tevent = NAN;    // find where the trajectory intersects the z=h plane    build_plane_poly(pos, vel, r, poly);    find_all_roots(poly, 2, tcloseapproaches, &napproaches);       for (i=0; i<napproaches; i++){        if (tcloseapproaches[i] < 0) continue;        position(pos, vel, tcloseapproaches[i], tpos);        velocity(vel, tcloseapproaches[i], tvel);        result = collision_near(tpos, tvel, h, r, tcoll, cup);        *tcoll = *tcoll + tcloseapproaches[i];        if (result == RESULT_COLLISION || result == RESULT_INCUP){            if ((isnan(tevent) || tevent > *tcoll) && *tcoll > 0){                event = result;                tevent = *tcoll;            }        }    }    result = collision_near(pos, vel, h, r, tcoll, cup);    if (result == RESULT_COLLISION || result == RESULT_INCUP){        if ((isnan(tevent) || tevent > *tcoll) && *tcoll > 0){            event = result;            tevent = *tcoll;        }    }    if (event == RESULT_NOTHING){        build_zero_poly(pos, vel, poly);        find_all_roots(poly, 2, tcloseapproaches, &napproaches);        tevent = tcloseapproaches[0] > 0 ? tcloseapproaches[0] : tcloseapproaches[1];    }    *tcoll = tevent;    return event;}
开发者ID:mattbierbaum,项目名称:cupgame,代码行数:44,


示例12: spin

void spin(int which, int direction){	int lVel, rVel;	switch (direction)	{	case CLOCKWISE :	lVel = (int)(48 * gSpinVelocityScaling + 0.5);						//rVel = (int)(-48 * gSpinVelocityScaling + 0.5);						rVel = -lVel;						break;	case ANTICLOCKWISE :	rVel = (int)(48 * gSpinVelocityScaling + 0.5);							//lVel = (int)(-48 * gSpinVelocityScaling + 0.5);							lVel = -rVel;							break;	}		velocity(which, lVel, rVel);	return;}	//---- spin()
开发者ID:RealityFork,项目名称:Robot-Soccer,代码行数:19,


示例13: getParticleSet

    /**      * returns current status of particle set in a general form     *     * /return filled particle vector     */    const ParticleSet& getParticleSet( base::Vector3d transformation = base::Vector3d::Zero()) {         assert(particles.size() > 0);	ps.particles.clear();	ps.timestamp = timestamp;	for(ParticleIterator it = particles.begin(); it != particles.end(); it++) {            Particle p;	    p.position = position(*it) + transformation;            p.velocity = velocity(*it);	    p.yaw = base::getYaw(orientation(*it).orientation);	    p.main_confidence = confidence(*it);	    ps.particles.push_back(p);	}        return ps;     }
开发者ID:auv-avalon,项目名称:uw_localization,代码行数:24,


示例14: env

Manager::Manager() :  env( SDL_putenv(const_cast<char*>("SDL_VIDEO_CENTERED=center")) ),  gdata( Gamedata::getInstance() ),   drawTheStupidHud(false),  io( IOManager::getInstance() ),  clock( ),  screen( io->getScreen() ),  clouds( SpriteFrameFactory::getInstance()->getFrame("back", "back"), 2 ),  hills( SpriteFrameFactory::getInstance()->getFrame("hill", "hill"), 1 ),  ghostbcknd(SpriteFrameFactory::getInstance()->getFrame("ghostbcknd", "ghostbcknd"), 1 ),  view(Viewport::getInstance()),  pter( NULL ),  pterleft(NULL), var1(0), var2(0), gui(), remainingTime(60), orbs(){  if (SDL_Init(SDL_INIT_VIDEO) != 0) {    throw string("Unable to initialize SDL: ");  }    Vector2f position(gdata->getXmlInt("pterX"), gdata->getXmlInt("pterY"));  Vector2f velocity(gdata->getXmlInt("pterXspeed"),                    gdata->getXmlInt("pterYspeed"));  pter = new MultiSprite(position, velocity,             MultiSpriteFrameFactory::getInstance()->getFrame("pter","pter"),             "pter"); pterleft= new MultiSprite(position, velocity,             MultiSpriteFrameFactory::getInstance()->getFrame("pterleft","pterleft"),             "pterleft");  orbs.pter = pter;  orbs.pterLeft = pterleft;  view->setObjectToTrack(pter);  atexit(SDL_Quit); SDL_WM_SetCaption( "*** CpSc 870: Nikhil Bendre - Ghost Busters ***", NULL );}
开发者ID:npbendre,项目名称:2D-Game-Engine-,代码行数:43,


示例15: velocity

coment::Entity EntityFactory::createParticle(coment::World& world, float x, float y){    coment::Entity entity = world.createEntity();    //return entity;    // First working solution with SFML    //sf::Vector2f velocity(0.f, (float)(std::rand() % 800 - 400));    //sf::Transform rotationTransform;    //rotationTransform.rotate((rand() % 36000) / 100.f);    //velocity = rotationTransform.transformPoint(velocity);    // Second working solution    // http://stackoverflow.com/a/5838055/1702695    float t = 2.f * 3.141592654f * MathUtils::randomFloat();    float u = MathUtils::randomFloat() + MathUtils::randomFloat();    float r = (u>1) ? 2.f-u : u;    Vector2f velocity(r * std::cos(t), r * std::sin(t));    velocity = velocity * (MathUtils::randomFloat() * 800.f - 400.f);    // I benchmark it and it's faster than the first solution    // Bench (in Release mode):    //  solution 1: 192ms for 1'000'000 iterations    //  solution 2:  50ms for 1'000'000 iterations    world.addComponent(entity, Position(x, y));    world.addComponent(entity, Velocity(velocity.x, velocity.y));    world.addComponent(entity, Expires(7.f));    Sprite sprite;    sprite.name = "particle";    sprite.color = Color({1.0f, 0.84f, 0.0f, 0.5f});    sprite.layer = Sprite::Layer::PARTICLES;    world.addComponent(entity, sprite);    ColorAnimation colorAnimation;    colorAnimation.animate[ColorAnimation::A] = true;    colorAnimation.speed[ColorAnimation::A] = -0.2f;    colorAnimation.min[ColorAnimation::A] = 0.f;    colorAnimation.max[ColorAnimation::A] = 1.f;    colorAnimation.repeat = false;    world.addComponent(entity, colorAnimation);}
开发者ID:Polyfructol,项目名称:starwarriorcoment,代码行数:42,


示例16: pCenter

void MetalineEnemy::checkToFire(){	if (fireCounter >= FIRE_COUNTER_THRESHOLD)	{		GameState *gs = GameState::GetInstance();		Vector3f playerPos = gs->GetPlayerPosition();		Vector3f pCenter(this->center.x, this->center.y, this->center.z);		Vector3f projectileDirection = (playerPos - pCenter).normalized();		Vector3f velocity(projectileDirection(0) * PROJECTILE_SPEED, projectileDirection(1) * PROJECTILE_SPEED,						  projectileDirection(2) * PROJECTILE_SPEED);		Projectile *p = new Ball(pCenter, velocity, PROJECTILE_RADIUS);		gs->GetParticleSystems()->AddBullet(p);				fireCounter = 0;	}	else if (fireCounter < FIRE_COUNTER_THRESHOLD)	{		fireCounter++;	}}
开发者ID:austinhulse,项目名称:SpaceGame,代码行数:20,


示例17: velocity

void ExplosionEmitter::resetParticle(ParticleAttribute *particle){	particle->_position = _origin;	D3DXVECTOR3 velocity(0.0f, 0.0f, 1.0f);	ParticleEmitter::jitterVector(		velocity, 		(-D3DX_PI / 2) + util::EPSILON, (D3DX_PI / 2) - util::EPSILON, 		0.0f, (2 * D3DX_PI) - util::EPSILON);	velocity *= std::pow(util::randFloat(00.0f, 1.0f),3)*1000;	particle->_velocity = velocity;	particle->_acceleration = D3DXVECTOR3(0.0f, -100.0f, 0.0f);	particle->_alive    = true;	particle->_age      = 0.0f;	particle->_lifeTime = 1.0f;	particle->_color    = D3DCOLOR_RGBA(255, 255, 255, 0);}
开发者ID:yixu34,项目名称:RestlessMoon2,代码行数:20,


示例18: origin

void GameScene_Box2D::addParticle(){        //
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