Ejemplo n.º 1
0
    public void RecordCodomain(float time, Vector3 appliedForce, Vector3 appliedTorque, string objname)
    {
        DatasetKey key = new DatasetKey(time, objname);

        codomainMap.Add(key, new List <float> {
            appliedForce.x, appliedForce.y, appliedForce.z, appliedTorque.x, appliedTorque.y, appliedTorque.z
        });
    }
Ejemplo n.º 2
0
    List <string> testOrderConsistency(float time)
    {
        List <string> data = new List <string>();

        foreach (string name in rigidbodiesOrder)
        {
            DatasetKey key = new DatasetKey(time, name);
            data.Add(name);
            data.Add(name);
            data.Add(name);

            data.Add(name);
            data.Add(name);
            data.Add(name);
        }
        return(data);
    }
Ejemplo n.º 3
0
    List <float> getCodomainByTime(float time)
    {
        List <float> data = new List <float>();

        foreach (string name in rigidbodiesOrder)
        {
            DatasetKey   key    = new DatasetKey(time, name);
            List <float> values = new List <float>();
            if (codomainMap.TryGetValue(key, out values))
            {
                data.AddRange(values);
            }
            else
            {
                Debug.LogError("key not found: " + key.timestep + key.gameObjectName);
            }
        }
        return(data);
    }
Ejemplo n.º 4
0
    public void RecordDomain(float time, Vector3 errorPos, Vector3 errorAngle, Vector3 velocity, Vector3 angularVelo, string objname)
    {
        DatasetKey key = new DatasetKey(time, objname);

        if (domainMap.ContainsKey(key))
        {
            Debug.LogError("Error! set contains key already, missing one insert");
        }

        if (!recordVelocities)
        {
            domainMap.Add(key, new List <float> {
                errorPos.x, errorPos.y, errorPos.z, errorAngle.x, errorAngle.y, errorAngle.z
            });
        }
        else
        {
            domainMap.Add(key, new List <float> {
                errorPos.x, errorPos.y, errorPos.z, errorAngle.x, errorAngle.y, errorAngle.z, velocity.x, velocity.y, velocity.z, angularVelo.x, angularVelo.y, angularVelo.z
            });
        }
    }