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C++ btManifoldPoint类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了btManifoldPoint类的14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: addSingleResult

	virtual	btScalar	addSingleResult(btManifoldPoint& cp,	const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
	{

		glBegin(GL_LINES);
		glColor3f(0, 0, 0);

		btVector3 ptA = cp.getPositionWorldOnA();
		btVector3 ptB = cp.getPositionWorldOnB();

		glVertex3d(ptA.x(),ptA.y(),ptA.z());
		glVertex3d(ptB.x(),ptB.y(),ptB.z());
		glEnd();

		return 0;
	}
开发者ID:Lunavast,项目名称:bullet-physics,代码行数:15,代码来源:CollisionInterfaceDemo.cpp


示例2: addSingleResult

btScalar GodotAllContactResultCallback::addSingleResult(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1) {

	if (cp.getDistance() <= 0) {

		PhysicsDirectSpaceState::ShapeResult &result = m_results[m_count];
		// Penetrated

		CollisionObjectBullet *colObj;
		if (m_self_object == colObj0Wrap->getCollisionObject()) {
			colObj = static_cast<CollisionObjectBullet *>(colObj1Wrap->getCollisionObject()->getUserPointer());
			result.shape = cp.m_index1;
		} else {
			colObj = static_cast<CollisionObjectBullet *>(colObj0Wrap->getCollisionObject()->getUserPointer());
			result.shape = cp.m_index0;
		}

		if (colObj)
			result.collider_id = colObj->get_instance_id();
		else
			result.collider_id = 0;
		result.collider = 0 == result.collider_id ? NULL : ObjectDB::get_instance(result.collider_id);
		result.rid = colObj->get_self();
		++m_count;
	}

	return m_count < m_resultMax;
}
开发者ID:KelinciFX,项目名称:godot,代码行数:27,代码来源:godot_result_callbacks.cpp


示例3: addSingleResult

	virtual	btScalar	addSingleResult(btManifoldPoint& cp,	const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1)
	{
		distance = cp.getDistance();
		positionWorldOnA = Vector3d(cp.m_positionWorldOnA.getX(),cp.m_positionWorldOnA.getY(),cp.m_positionWorldOnA.getZ());
		positionWorldOnB = Vector3d(cp.m_positionWorldOnB.getX(),cp.m_positionWorldOnB.getY(),cp.m_positionWorldOnB.getZ());

		return 1.f;
	}
开发者ID:bo-wu,项目名称:surgical,代码行数:8,代码来源:collisionUtils.cpp


示例4: addSingleResult

        virtual btScalar addSingleResult(btManifoldPoint& cp,
                                         const btCollisionObject* col0, int partId0, int index0,
                                         const btCollisionObject* col1, int partId1, int index1)
        {
            const RigidBody* body = dynamic_cast<const RigidBody*>(col1);
            if(body && body->mName != mFilter)
            {
                btScalar distsqr = mOrigin.distance2(cp.getPositionWorldOnA());
                if(!mObject || distsqr < mLeastDistSqr)
                {
                    mObject = body;
                    mLeastDistSqr = distsqr;
                    mContactPoint = cp.getPositionWorldOnA();
                }
            }

            return 0.f;
        }
开发者ID:0xmono,项目名称:openmw,代码行数:18,代码来源:physic.cpp


示例5: sortCachedPoints

int btPersistentManifold::sortCachedPoints(const btManifoldPoint& pt) 
{

		//calculate 4 possible cases areas, and take biggest area
		//also need to keep 'deepest'
		
		int maxPenetrationIndex = -1;
#define KEEP_DEEPEST_POINT 1
#ifdef KEEP_DEEPEST_POINT
		btScalar maxPenetration = pt.getDistance();
		for (int i=0;i<4;i++)
		{
			if (m_pointCache[i].getDistance() < maxPenetration)
			{
				maxPenetrationIndex = i;
				maxPenetration = m_pointCache[i].getDistance();
			}
		}
#endif //KEEP_DEEPEST_POINT
		
		btScalar res0(btScalar(0.)),res1(btScalar(0.)),res2(btScalar(0.)),res3(btScalar(0.));
		if (maxPenetrationIndex != 0)
		{
			btVector3 a0 = pt.m_localPointA-m_pointCache[1].m_localPointA;
			btVector3 b0 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA;
			btVector3 cross = a0.cross(b0);
			res0 = cross.length2();
		}
		if (maxPenetrationIndex != 1)
		{
			btVector3 a1 = pt.m_localPointA-m_pointCache[0].m_localPointA;
			btVector3 b1 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA;
			btVector3 cross = a1.cross(b1);
			res1 = cross.length2();
		}

		if (maxPenetrationIndex != 2)
		{
			btVector3 a2 = pt.m_localPointA-m_pointCache[0].m_localPointA;
			btVector3 b2 = m_pointCache[3].m_localPointA-m_pointCache[1].m_localPointA;
			btVector3 cross = a2.cross(b2);
			res2 = cross.length2();
		}

		if (maxPenetrationIndex != 3)
		{
			btVector3 a3 = pt.m_localPointA-m_pointCache[0].m_localPointA;
			btVector3 b3 = m_pointCache[2].m_localPointA-m_pointCache[1].m_localPointA;
			btVector3 cross = a3.cross(b3);
			res3 = cross.length2();
		}

		btVector4 maxvec(res0,res1,res2,res3);
		int biggestarea = maxvec.closestAxis4();
		return biggestarea;
}
开发者ID:hulefei,项目名称:Game-and-Graphics-Programming-for-iOS-and-Android-with-OpenGL-ES-2.0,代码行数:56,代码来源:btPersistentManifold.cpp


示例6: addSingleResult

			virtual	btScalar	addSingleResult(btManifoldPoint& cp,
				const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0,
				const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1)
			{
				//if (!colObj0Wrap->m_collisionObject->checkCollideWith(colObj1Wrap->m_collisionObject) || 
				//	!colObj1Wrap->m_collisionObject->checkCollideWith(colObj0Wrap->m_collisionObject))
				//	return 1.0f;
				if (cp.getDistance() < 0.05f)
				{
					mHasCollision = true;
					if (colObj0Wrap->m_collisionObject->getUserPointer() == mMe)
					{
						mCollided.push_back((RigidBody*)colObj1Wrap->m_collisionObject->getUserPointer());
					}
					else if (colObj1Wrap->m_collisionObject->getUserPointer() == mMe)
					{
						mCollided.push_back((RigidBody*)colObj0Wrap->m_collisionObject->getUserPointer());
					}

				}
				return 1.0f;
			}
开发者ID:fastbird,项目名称:fastbirdEngine_NewAPI,代码行数:22,代码来源:RigidBodyImpl.cpp


示例7: GameContactAddedCallback

bool GameContactAddedCallback( btManifoldPoint& cp, 
							   const btCollisionObject* colObj0,  int partId0 , int index0,
							   const btCollisionObject* colObj1,  int partId1 , int index1)
{

	float dist = cp.m_distance1;


	TActor* obj0 = (TActor*) colObj0->getUserPointer();
	TActor* obj1 = (TActor*) colObj1->getUserPointer();

	if ( obj0 == NULL || obj1 == NULL )
		return false;

	if ( dist > 0 ) 
		return false;


	if ( obj0->getModelData().mass >= obj1->getModelData().mass )
	{
		Vec3D pos = obj1->getPosition();
		obj1->setPosition( pos + dist * cp.m_normalWorldOnB );
	}
	else
	{
		Vec3D pos = obj0->getPosition();
		obj0->setPosition(  pos - dist * cp.m_normalWorldOnB );
	}

	cp.setDistance( 0 );
	cp.m_appliedImpulseLateral1 = 0;
	cp.m_appliedImpulseLateral2 = 0;



	return true;
}
开发者ID:uvbs,项目名称:GameProject,代码行数:37,代码来源:TPhySystem.cpp


示例8: materialCombinerCallback

bool materialCombinerCallback(btManifoldPoint& cp,
                              const btCollisionObject* colObj0,
                              int partId0,
                              int index0,
                              const btCollisionObject* colObj1,
                              int partId1,
                              int index1)
{
    btVector3 impact_point = cp.getPositionWorldOnA();

    if (!colObj0->isStaticObject() && colObj0->isActive())
    {
        osg::Node *n0 = static_cast<osg::Node*>(colObj0->getUserPointer());
        osg::Node *n1 = static_cast<osg::Node*>(colObj1->getUserPointer());
    
        std::cout << "Hit at ["<< impact_point.getX() << ", " << impact_point.getY() << ", " << impact_point.getZ() << "] "<< std::endl;
        //if (n0 && !n0->getName().empty()) std::cout << " obj0: " << n0->getName() << std::endl;
        if (n1 && !n1->getName().empty()) std::cout << " obj1: " << n1->getName() << std::endl;
        
        //std::cout << "Hit between " << static_cast<osg::Node *> (colObj0->getUserPointer())->getName() << " and " << static_cast<osg::Node *> (colObj1->getUserPointer())->getName() << " at ["<< impact_point.getX() << ", " << impact_point.getY() << ", " << impact_point.getZ() << "] "<< std::endl;
    }

    return false;
}
开发者ID:mikewoz,项目名称:spinframework,代码行数:24,代码来源:bullettest.cpp


示例9: handleVehicleResponse

void handleVehicleResponse(GameObject* object, btManifoldPoint& mp, bool isA)
{
	bool isVehicle = object->type() == GameObject::Vehicle;
	if(! isVehicle) return;
	if( mp.getAppliedImpulse() <= 100.f ) return;

	btVector3 src, dmg;
	if(isA) {
		src = mp.getPositionWorldOnB();
		dmg = mp.getPositionWorldOnA();
	}
	else {
		src = mp.getPositionWorldOnA();
		dmg = mp.getPositionWorldOnB();
	}

	object->takeDamage({
							{dmg.x(), dmg.y(), dmg.z()},
							{src.x(), src.y(), src.z()},
							0.f,
							GameObject::DamageInfo::Physics,
							mp.getAppliedImpulse()
						});
}
开发者ID:CyberSys,项目名称:openrw,代码行数:24,代码来源:GameWorld.cpp


示例10: addSingleResult

					virtual   btScalar   addSingleResult(btManifoldPoint& cp,   const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
					{
						if (cp.getDistance()<=m_margin)
							m_connected = true;
						return 1.f;
					}
开发者ID:Ochakko,项目名称:MameBake3D,代码行数:6,代码来源:btFractureBody.cpp


示例11: btAdjustInternalEdgeContacts

/// Changes a btManifoldPoint collision normal to the normal from the mesh.
void btAdjustInternalEdgeContacts(btManifoldPoint& cp, const btCollisionObject* colObj0,const btCollisionObject* colObj1, int partId0, int index0, int normalAdjustFlags)
{
	//btAssert(colObj0->getCollisionShape()->getShapeType() == TRIANGLE_SHAPE_PROXYTYPE);
	if (colObj0->getCollisionShape()->getShapeType() != TRIANGLE_SHAPE_PROXYTYPE)
		return;

	btBvhTriangleMeshShape* trimesh = (btBvhTriangleMeshShape*)colObj0->getRootCollisionShape();
	btTriangleInfoMap* triangleInfoMapPtr = (btTriangleInfoMap*) trimesh->getTriangleInfoMap();
	if (!triangleInfoMapPtr)
		return;

	int hash = btGetHash(partId0,index0);


	btTriangleInfo* info = triangleInfoMapPtr->find(hash);
	if (!info)
		return;

	btScalar frontFacing = (normalAdjustFlags & BT_TRIANGLE_CONVEX_BACKFACE_MODE)==0? 1.f : -1.f;
	
	const btTriangleShape* tri_shape = static_cast<const btTriangleShape*>(colObj0->getCollisionShape());
	btVector3 v0,v1,v2;
	tri_shape->getVertex(0,v0);
	tri_shape->getVertex(1,v1);
	tri_shape->getVertex(2,v2);

	btVector3 center = (v0+v1+v2)*btScalar(1./3.);

	btVector3 red(1,0,0), green(0,1,0),blue(0,0,1),white(1,1,1),black(0,0,0);
	btVector3 tri_normal;
	tri_shape->calcNormal(tri_normal);

	//btScalar dot = tri_normal.dot(cp.m_normalWorldOnB);
	btVector3 nearest;
	btNearestPointInLineSegment(cp.m_localPointB,v0,v1,nearest);

	btVector3 contact = cp.m_localPointB;
#ifdef BT_INTERNAL_EDGE_DEBUG_DRAW
	const btTransform& tr = colObj0->getWorldTransform();
	btDebugDrawLine(tr*nearest,tr*cp.m_localPointB,red);
#endif //BT_INTERNAL_EDGE_DEBUG_DRAW



	bool isNearEdge = false;

	int numConcaveEdgeHits = 0;
	int numConvexEdgeHits = 0;

	btVector3 localContactNormalOnB = colObj0->getWorldTransform().getBasis().transpose() * cp.m_normalWorldOnB;
	localContactNormalOnB.normalize();//is this necessary?

	if ((info->m_edgeV0V1Angle)< SIMD_2_PI)
	{
#ifdef BT_INTERNAL_EDGE_DEBUG_DRAW
		btDebugDrawLine(tr*contact,tr*(contact+cp.m_normalWorldOnB*10),black);
#endif
		btScalar len = (contact-nearest).length();
		if(len<triangleInfoMapPtr->m_edgeDistanceThreshold)
		{
			btVector3 edge(v0-v1);
			isNearEdge = true;

			if (info->m_edgeV0V1Angle==btScalar(0))
			{
				numConcaveEdgeHits++;
			} else
			{

				bool isEdgeConvex = (info->m_flags & TRI_INFO_V0V1_CONVEX);
				btScalar swapFactor = isEdgeConvex ? btScalar(1) : btScalar(-1);
	#ifdef BT_INTERNAL_EDGE_DEBUG_DRAW
				btDebugDrawLine(tr*nearest,tr*(nearest+swapFactor*tri_normal*10),white);
	#endif //BT_INTERNAL_EDGE_DEBUG_DRAW

				btVector3 nA = swapFactor * tri_normal;

				btQuaternion orn(edge,info->m_edgeV0V1Angle);
				btVector3 computedNormalB = quatRotate(orn,tri_normal);
				if (info->m_flags & TRI_INFO_V0V1_SWAP_NORMALB)
					computedNormalB*=-1;
				btVector3 nB = swapFactor*computedNormalB;

				btScalar	NdotA = localContactNormalOnB.dot(nA);
				btScalar	NdotB = localContactNormalOnB.dot(nB);
				bool backFacingNormal = (NdotA< triangleInfoMapPtr->m_convexEpsilon) && (NdotB<triangleInfoMapPtr->m_convexEpsilon);

#ifdef DEBUG_INTERNAL_EDGE
				{
					
					btDebugDrawLine(cp.getPositionWorldOnB(),cp.getPositionWorldOnB()+tr.getBasis()*(nB*20),red);
				}
#endif //DEBUG_INTERNAL_EDGE


				if (backFacingNormal)
				{
					numConcaveEdgeHits++;
				}
//.........这里部分代码省略.........
开发者ID:Amplifying,项目名称:intensityengine,代码行数:101,代码来源:btInternalEdgeUtility.cpp


示例12: setupMultiBodyContactConstraint

void btMultiBodyConstraintSolver::setupMultiBodyContactConstraint(btMultiBodySolverConstraint& solverConstraint, 
																 const btVector3& contactNormal,
																 btManifoldPoint& cp, const btContactSolverInfo& infoGlobal,
																 btScalar& relaxation,
																 bool isFriction, btScalar desiredVelocity, btScalar cfmSlip)
{
			
	BT_PROFILE("setupMultiBodyContactConstraint");
	btVector3 rel_pos1;
	btVector3 rel_pos2;

	btMultiBody* multiBodyA = solverConstraint.m_multiBodyA;
	btMultiBody* multiBodyB = solverConstraint.m_multiBodyB;

	const btVector3& pos1 = cp.getPositionWorldOnA();
	const btVector3& pos2 = cp.getPositionWorldOnB();

	btSolverBody* bodyA = multiBodyA ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA];
	btSolverBody* bodyB = multiBodyB ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB];

	btRigidBody* rb0 = multiBodyA ? 0 : bodyA->m_originalBody;
	btRigidBody* rb1 = multiBodyB ? 0 : bodyB->m_originalBody;

	if (bodyA)
		rel_pos1 = pos1 - bodyA->getWorldTransform().getOrigin(); 
	if (bodyB)
		rel_pos2 = pos2 - bodyB->getWorldTransform().getOrigin();

	relaxation = 1.f;

	


	if (multiBodyA)
	{
		if (solverConstraint.m_linkA<0)
		{
			rel_pos1 = pos1 - multiBodyA->getBasePos();
		} else
		{
			rel_pos1 = pos1 - multiBodyA->getLink(solverConstraint.m_linkA).m_cachedWorldTransform.getOrigin();
		}
		const int ndofA  = (multiBodyA->isMultiDof() ? multiBodyA->getNumDofs() : multiBodyA->getNumLinks()) + 6;

		solverConstraint.m_deltaVelAindex = multiBodyA->getCompanionId();

		if (solverConstraint.m_deltaVelAindex <0)
		{
			solverConstraint.m_deltaVelAindex = m_data.m_deltaVelocities.size();
			multiBodyA->setCompanionId(solverConstraint.m_deltaVelAindex);
			m_data.m_deltaVelocities.resize(m_data.m_deltaVelocities.size()+ndofA);
		} else
		{
			btAssert(m_data.m_deltaVelocities.size() >= solverConstraint.m_deltaVelAindex+ndofA);
		}

		solverConstraint.m_jacAindex = m_data.m_jacobians.size();
		m_data.m_jacobians.resize(m_data.m_jacobians.size()+ndofA);
		m_data.m_deltaVelocitiesUnitImpulse.resize(m_data.m_deltaVelocitiesUnitImpulse.size()+ndofA);
		btAssert(m_data.m_jacobians.size() == m_data.m_deltaVelocitiesUnitImpulse.size());

		btScalar* jac1=&m_data.m_jacobians[solverConstraint.m_jacAindex];
		if(multiBodyA->isMultiDof())
			multiBodyA->fillContactJacobianMultiDof(solverConstraint.m_linkA, cp.getPositionWorldOnA(), contactNormal, jac1, m_data.scratch_r, m_data.scratch_v, m_data.scratch_m);
		else
			multiBodyA->fillContactJacobian(solverConstraint.m_linkA, cp.getPositionWorldOnA(), contactNormal, jac1, m_data.scratch_r, m_data.scratch_v, m_data.scratch_m);
		btScalar* delta = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
		if(multiBodyA->isMultiDof())
			multiBodyA->calcAccelerationDeltasMultiDof(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v);
		else
			multiBodyA->calcAccelerationDeltas(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v);

		btVector3 torqueAxis0 = rel_pos1.cross(contactNormal);
		solverConstraint.m_relpos1CrossNormal = torqueAxis0;
		solverConstraint.m_contactNormal1 = contactNormal;
	} else
	{
		btVector3 torqueAxis0 = rel_pos1.cross(contactNormal);
		solverConstraint.m_relpos1CrossNormal = torqueAxis0;
		solverConstraint.m_contactNormal1 = contactNormal;
		solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0);
	}

	

	if (multiBodyB)
	{
		if (solverConstraint.m_linkB<0)
		{
			rel_pos2 = pos2 - multiBodyB->getBasePos();
		} else
		{
			rel_pos2 = pos2 - multiBodyB->getLink(solverConstraint.m_linkB).m_cachedWorldTransform.getOrigin();
		}

		const int ndofB  = (multiBodyB->isMultiDof() ? multiBodyB->getNumDofs() : multiBodyB->getNumLinks()) + 6;

		solverConstraint.m_deltaVelBindex = multiBodyB->getCompanionId();
		if (solverConstraint.m_deltaVelBindex <0)
		{
//.........这里部分代码省略.........
开发者ID:03050903,项目名称:Urho3D,代码行数:101,代码来源:btMultiBodyConstraintSolver.cpp


示例13: contactProcess

bool contactProcess(btManifoldPoint& cp, void *body0, void *body1)
{
    if (true)
    {
        DEBUG_PRINTF("gContactProcessedCallback : process contactPoint : %p, distance %g\n", &cp, cp.getDistance());
    }
    return true;
}
开发者ID:bremond,项目名称:siconos,代码行数:8,代码来源:BulletSpaceFilter.cpp


示例14: ContactProcessedCallback

bool GameWorld::ContactProcessedCallback(btManifoldPoint &mp, void *body0, void *body1)
{
	auto obA = static_cast<btCollisionObject*>(body0);
	auto obB = static_cast<btCollisionObject*>(body1);

	if( !( obA->getUserPointer() && obB->getUserPointer() ) ) {
		return false;
	}

	GameObject* a = static_cast<GameObject*>(obA->getUserPointer());
	GameObject* b = static_cast<GameObject*>(obB->getUserPointer());

	bool valA = a && a->type() == GameObject::Instance;
	bool valB = b && b->type() == GameObject::Instance;

	if( ! (valA && valB) &&	(valB || valA) ) {

		// Figure out which is the dynamic instance.
		InstanceObject* dynInst = nullptr;
		const btRigidBody* instBody = nullptr, * otherBody = nullptr;

		btVector3 src, dmg;

		if( valA ) {
			dynInst = static_cast<InstanceObject*>(a);
			instBody = static_cast<const btRigidBody*>(obA);
			otherBody = static_cast<const btRigidBody*>(obB);
			src = mp.getPositionWorldOnB();
			dmg = mp.getPositionWorldOnA();
		}
		else {
			dynInst = static_cast<InstanceObject*>(b);
			instBody = static_cast<const btRigidBody*>(obB);
			otherBody = static_cast<const btRigidBody*>(obA);
			src = mp.getPositionWorldOnA();
			dmg = mp.getPositionWorldOnB();
		}

		if( dynInst->dynamics != nullptr && instBody->isStaticObject() ) {
			// Attempt to determine relative velocity.
			auto dV  = (otherBody->getLinearVelocity());
			auto impulse = dV.length()/ (otherBody->getInvMass());

			if( dynInst->dynamics->uprootForce <= impulse ) {
				dynInst->takeDamage({
										{dmg.x(), dmg.y(), dmg.z()},
										{src.x(), src.y(), src.z()},
										0.f,
										GameObject::DamageInfo::Physics,
										impulse
									});
			}
		}
	}

	// Handle vehicles
	if(a) handleVehicleResponse(a, mp, true);
	if(b) handleVehicleResponse(b, mp, false);

	return true;
}
开发者ID:CyberSys,项目名称:openrw,代码行数:61,代码来源:GameWorld.cpp



注:本文中的btManifoldPoint类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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上一篇:
C++ btManifoldResult类代码示例发布时间:2022-05-31
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C++ btHingeConstraint类代码示例发布时间:2022-05-31
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