24 #define TEST_ACCELERATION_RECEPTORS 39 #ifdef TEST_ACCELERATION_RECEPTORS 40 Engine() : scene(NULL), sources(NULL), recepteurs(NULL), solver(NULL), rayCounter(0) { }
46 recepteurs = _recepteurs;
67 void setSources(std::vector<Source> *_sources) { sources = _sources; }
86 Engine() : scene(NULL), sources(NULL), recepteurs(NULL), solver(NULL), rayCounter(0) { }
88 Engine(
Scene* _scene, std::vector<Source> *_sources,
Solver* _solver, std::vector<Recepteur> *_recepteurs)
93 recepteurs = _recepteurs;
108 Scene* getScene() {
return scene; }
109 void setScene(
Scene* _scene) { scene = _scene; }
111 std::vector<Source>* getSources() {
return sources; }
112 void setSources(std::vector<Source> *_sources) { sources = _sources; }
114 Solver* getSolver() {
return solver; }
115 void setSolver(
Solver* _solver) { solver = _solver; }
117 virtual bool process() {
return false;}
119 virtual void runStructureBenchmark() {}
123 std::vector<Source> *sources;
124 std::vector<Recepteur> *recepteurs;
127 unsigned long long int rayCounter;
std::vector< Source > * sources
Pointer to all the receptors.
Ray * r
Pointer to a ray. Should not be NULL.
unsigned long long int rayCounter
Ray counter.
bool valid
Boolean set to True if the ray is validated, which means an event occurs.
virtual bool process()
If implemented, process and return true if success.
Base class for engines (DefaultEngine, ParallelDefaultEngine,...)
void setSolver(Solver *_solver)
Set the Solver.
Solver * solver
Pointer to the solver.
Scene * getScene()
Get the Scene.
Scene * scene
Pointer to the scene.
struct _validRay validRay
void setScene(Scene *_scene)
Set the Scene.
std::vector< Source > * getSources()
Get the Sources.
: Describes a ray by a pair of unsigned int. The first one gives the source number (in the range 0-40...
virtual void runStructureBenchmark()
If implemented, run a benchmark for the engine.
void setSources(std::vector< Source > *_sources)
Set the Sources.
The Solver class gives an interface to the developer to add easily a new acoustic method using ray tr...
This class mainly define a mesh (list of Shape) used by the Simulation object.
Solver * getSolver()
Get the Solver.
Engine(const Engine &other)
Copy constructor.
virtual ~Engine()
Destructor.
Engine(Scene *_scene, std::vector< Source > *_sources, Solver *_solver, Scene *_recepteurs)
Constructor.
Scene * recepteurs
Pointer to all the sources.
virtual unsigned long long int getRayCounter()