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C++ NxArray::pushBack方法代码示例

本文整理汇总了C++中NxArray::pushBack方法的典型用法代码示例。如果您正苦于以下问题:C++ NxArray::pushBack方法的具体用法?C++ NxArray::pushBack怎么用?C++ NxArray::pushBack使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在NxArray的用法示例。


在下文中一共展示了NxArray::pushBack方法的9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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CreateTrigger

// Create a static trigger
static void CreateTrigger(const NxVec3& pos, NxF32 size = 2, const NxVec3* initial_velocity=NULL, bool kinematic = 	false)
{
	// Our trigger is a cube
	NxBodyDesc triggerBody;
	NxBoxShapeDesc dummyShape;
	NxBoxShapeDesc BoxDesc;
	BoxDesc.dimensions		= NxVec3(size, size, size);
	BoxDesc.shapeFlags		|= NX_TRIGGER_ENABLE;

	NxActorDesc ActorDesc;

	if(initial_velocity || kinematic) {
		if (initial_velocity) {
			triggerBody.linearVelocity = *initial_velocity;
		}
		if (kinematic) {
			triggerBody.flags |= NX_BF_KINEMATIC;
		}
		triggerBody.mass = 1;
		ActorDesc.body = &triggerBody;
		NxF32 sizeinc = 1.01f;
		dummyShape.dimensions.set(size*sizeinc, size*sizeinc, size*sizeinc);
		dummyShape.group = 1;
		ActorDesc.shapes.pushBack(&dummyShape);
	}

	ActorDesc.shapes.pushBack(&BoxDesc);
	ActorDesc.globalPose.t = pos;
	int thisNb = ++gNbTriggers;
	gNbTouchedBodies.pushBack(0);
	NX_ASSERT(gNbTouchedBodies.size() == gNbTriggers);
	gMyPhysX.getScene()->setGroupCollisionFlag(1,0, false);
	gMyPhysX.getScene()->setGroupCollisionFlag(1,1, false);
	gMyPhysX.getScene()->setGroupCollisionFlag(1,2, true);
	ActorDesc.userData = (void*)(-thisNb);
	if (!ActorDesc.isValid()) {
		printf("Invalid ActorDesc\n");
		return;
	}
	NxActor* actor = gMyPhysX.getScene()->createActor(ActorDesc);	// This is just a quick-and-dirty way to identify the trigger for rendering
	NX_ASSERT(actor != NULL);

	if (kinematic) {
		KinematicActor k;
		k.actor = actor;
		if (initial_velocity) {
			k.vel = *initial_velocity;
		} else {
			k.vel.set(0,0,0);
		}
		gKinematicActors.pushBack(k);
	}

	gMyPhysX.getScene()->setUserTriggerReport(&myTriggerCallback);
}
开发者ID:flair2005,项目名称:Physx,代码行数:56,代码来源:SampleTrigger.cpp

示例2: onContactNotify

	virtual void  onContactNotify(NxContactPair& pair, NxU32 events)
	{
		// Iterate through contact points
		NxContactStreamIterator i(pair.stream);
		//user can call getNumPairs() here
		while(i.goNextPair())
		{
			//user can also call getShape() and getNumPatches() here
			while(i.goNextPatch())
			{
				//user can also call getPatchNormal() and getNumPoints() here
				const NxVec3& contactNormal = i.getPatchNormal();
				while(i.goNextPoint())
				{
					//user can also call getPoint() and getSeparation() here
					if(i.getSeparation()<0.0f)
					{
						const NxVec3& contactPoint = i.getPoint();

						NxU32 faceIndex = i.getFeatureIndex0();
						if(faceIndex==0xffffffff)	faceIndex = i.getFeatureIndex1();
						if(faceIndex!=0xffffffff)
						{
							gTouchedTris.pushBack(faceIndex);
							//printf("Contack!\n");
						}
					}
				}
			}
		}
	}
开发者ID:flair2005,项目名称:Physx,代码行数:31,代码来源:ex3_terrain.cpp

示例3: ReleasePhysicActor

bool CPhysicsManager::ReleasePhysicActor (CPhysicActor* actor)
{
	assert(actor != NULL);
	assert(m_pScene != NULL);
	assert(m_pPhysicsSDK != NULL);

	bool isOk = false;
	NxActor* nxActor = actor->GetPhXActor();

	if( nxActor != 0)
	{
		NxArray<NxCCDSkeleton*> skeletons;
		for (NxU32 i = 0; i < nxActor->getNbShapes(); i++) 
		{
			NxShape* shape = nxActor->getShapes()[i];
			if (shape->getCCDSkeleton() != NULL) {
				skeletons.pushBack(shape->getCCDSkeleton());
			}
		}

		for (NxU32 i = 0; i < skeletons.size(); i++) 
		{
			m_pPhysicsSDK->releaseCCDSkeleton(*skeletons[i]);
		}
		m_pScene->releaseActor(*nxActor);
		nxActor = 0;
	}
	
	return true;
}
开发者ID:ivantarruella,项目名称:TheOtherSide,代码行数:30,代码来源:PhysicsManager.cpp

示例4: ReleaseAllActors

//----------------------------------------------------------------------------
// ReleaseAllActors : Alliberem tots els actors de l'escena de PhysX 
//----------------------------------------------------------------------------
bool CPhysicsManager::ReleaseAllActors ( void ) //EUserDataFlag _eFlags )
{
	assert ( m_pScene != NULL );
	assert ( m_pPhysicsSDK != NULL );

	bool isOk = true;

	NxActor** l_ppActorList = m_pScene->getActors();
	NxU32 l_TotalActors		= m_pScene->getNbActors();

	while ( l_TotalActors -- )
	{
		NxActor* nxActor = *l_ppActorList;
		if ( nxActor != 0)
		{
			NxArray<NxCCDSkeleton*> skeletons;
			for (NxU32 i = 0; i < nxActor->getNbShapes(); i++) 
			{
				NxShape* shape = nxActor->getShapes()[i];
				if (shape->getCCDSkeleton() != NULL) {
					skeletons.pushBack(shape->getCCDSkeleton());
				}
			}

			for (NxU32 i = 0; i < skeletons.size(); i++) 
			{
				m_pPhysicsSDK->releaseCCDSkeleton(*skeletons[i]);
			}
			m_pScene->releaseActor(*nxActor);
			nxActor = 0;
		}
	}
	
	return isOk;
}
开发者ID:kusku,项目名称:red-forest,代码行数:38,代码来源:PhysicsManager.cpp

示例5: CreateCube

static void CreateCube(const NxVec3& pos, int size=2, const NxVec3* initial_velocity=NULL, bool kinematic = false, bool Static = false)
{
	// Create body
	NxBodyDesc BodyDesc;
	BodyDesc.angularDamping	= 0.5f;
	//	BodyDesc.maxAngularVelocity	= 10.0f;
	if(initial_velocity)	BodyDesc.linearVelocity = *initial_velocity;

	NxBoxShapeDesc BoxDesc;
	BoxDesc.dimensions		= NxVec3(float(size), float(size), float(size));

	NxActorDesc ActorDesc;
	//	ActorDesc.userData		= (void*)size;
	ActorDesc.shapes.pushBack(&BoxDesc);
	if (!Static)
		ActorDesc.body			= &BodyDesc;
	ActorDesc.density		= 10.0f;
	ActorDesc.globalPose.t  = pos;
	ActorDesc.userData = (void*)size;

	NxActor* actor = gMyPhysX.getScene()->createActor(ActorDesc);

	if (kinematic) {
		KinematicActor k;
		k.actor = actor;
		actor->raiseBodyFlag(NX_BF_KINEMATIC);
		if (initial_velocity) {
			k.vel = *initial_velocity;
		} else {
			k.vel.set(0,0,0);
		}
		gKinematicActors.pushBack(k);
	}

}
开发者ID:flair2005,项目名称:Physx,代码行数:35,代码来源:SampleTrigger.cpp

示例6: onContactNotify

	virtual void  onContactNotify(NxContactPair& pair, NxU32 events)
	{
		
		NxU32 carIndex = 0;
		if (isCar(pair.actors[0]))
			carIndex = 0;
		else if (isCar(pair.actors[1]))
			carIndex = 1;
		else
			return;
		
		//ignore the 'both are cars' case for now.

		// Iterate through contact points
		NxContactStreamIterator i(pair.stream);
		//user can call getNumPairs() here
		while (i.goNextPair())
        {
			//user can also call getShape() and getNumPatches() here
			NxShape * s = i.getShape(carIndex);
			while (i.goNextPatch())
            {
				//user can also call getPatchNormal() and getNumPoints() here
				const NxVec3& contactNormal = i.getPatchNormal();
				while (i.goNextPoint())
                {
					//user can also call getPoint() and getSeparation() here
					const NxVec3& contactPoint = i.getPoint();

					NxVec3 contactNormalForce = pair.sumNormalForce;
					NxVec3 contactFrictionForce = pair.sumFrictionForce;

					//add forces:

					//assuming front wheel drive we need to apply a force at the wheels.
					if (s->is(NX_SHAPE_CAPSULE))		//assuming only the wheels of the car are capsules, otherwise we need more checks.
														//this branch can't be pulled out of loops because we have to do a full iteration through the stream
                    {
						CarWheelContact cwc;
						cwc.car = pair.actors[carIndex];
						cwc.wheel = s;
						cwc.contactPoint = contactPoint;
						cwc.contactNormalForce = contactNormalForce;
						cwc.contactFrictionForce = contactFrictionForce;
						wheelContactPoints.pushBack(cwc);
						//#error too bad this is illegal (reentry) and also technically busted because the accumulators get zeroed after this returns.
						//pair.actors[carIndex]->addForceAtPos(NxVec3(100,0,0),contactPoint);
                    }
                }
            }		
        }
	}
开发者ID:Fliper12,项目名称:darkbasicpro,代码行数:52,代码来源:PhysXWrapper.cpp

示例7: addVehicle

// 增加一辆车
NxVehicle* NxAllVehicle::addVehicle(const NxVec3& pos, VehicleInfo vinfo, std::string name, NxScene* nxScene, NxPhysicsSDK* nxPhysics)
{
	NxVehicleDesc vehicleDesc;
	NxBoxShapeDesc boxShapes[2];
	NxConvexShapeDesc carShape[2];

	NxArray<NxVec3> points;
	NxArray<NxVec3> points2;
	NxReal halfWidth = vinfo.width / 2;//1.1529f;
	NxReal halfLength = vinfo.length / 2;//2.5278f;
	NxReal halfHeight = vinfo.height / 2; //0.6027;

	points.pushBack().set(halfLength,-halfHeight * 0.1f, 0);
	points.pushBack().set(halfLength * 0.7f, 0, 0);
	points.pushBack().set(0.2f * halfLength, halfHeight * 0.2f, 0);
	points.pushBack().set(-halfLength, halfHeight * 0.2f, 0);
	points.pushBack().set(0.1*halfLength, halfHeight * 0.2f, halfWidth * 0.9f);
	points.pushBack().set(0.1*halfLength, halfHeight * 0.2f,-halfWidth * 0.9f);
	points.pushBack().set(-0.8*halfLength, halfHeight * 0.2f, halfWidth * 0.9f);
	points.pushBack().set(-0.8*halfLength, halfHeight * 0.2f,-halfWidth * 0.9f);

	points.pushBack().set(halfLength * 0.9f,-halfHeight * 0.25f, halfWidth * 0.8f);
	points.pushBack().set(halfLength * 0.9f,-halfHeight * 0.25f,-halfWidth * 0.8f);
	points.pushBack().set(0,-halfHeight * 0.2f, halfWidth);
	points.pushBack().set(0,-halfHeight * 0.2f,-halfWidth);
	points.pushBack().set(-halfLength * 0.9f,-halfHeight * 0.2f, halfWidth * 0.9f);
	points.pushBack().set(-halfLength * 0.9f,-halfHeight * 0.2f,-halfWidth * 0.9f);

	points.pushBack().set(halfLength * 0.8f, -halfHeight, halfWidth * 0.79f);
	points.pushBack().set(halfLength * 0.8f, -halfHeight,-halfWidth * 0.79f);
	points.pushBack().set(-halfLength * 0.8f, -halfHeight, halfWidth * 0.79f);
	points.pushBack().set(-halfLength * 0.8f, -halfHeight,-halfWidth * 0.79f);

	for(NxU32 i = 2; i < 8; i++)
	{
		points2.pushBack(points[i]);
	}

	points2.pushBack().set(-0.5*halfLength, halfHeight*0.8f, halfWidth*0.7f);
	points2.pushBack().set(-0.5*halfLength, halfHeight*0.8f,-halfWidth*0.7f);
	points2.pushBack().set(-0.7*halfLength, halfHeight*0.7f, halfWidth*0.7f);
	points2.pushBack().set(-0.7*halfLength, halfHeight*0.7f,-halfWidth*0.7f);


	static NxConvexMeshDesc convexMesh;
	convexMesh.numVertices = points.size();
	convexMesh.points = &(points[0].x);
	convexMesh.pointStrideBytes = sizeof(NxVec3);
	convexMesh.flags |= NX_CF_COMPUTE_CONVEX|NX_CF_USE_LEGACY_COOKER;

	MemoryWriteBuffer buf;
	bool status = NxCookConvexMesh(convexMesh, buf);
	if(status)
	{
		carShape[0].meshData = nxPhysics->createConvexMesh(MemoryReadBuffer(buf.data));
		vehicleDesc.carShapes.pushBack(&carShape[0]);
	}

	static NxConvexMeshDesc convexMesh2;
	convexMesh2.numVertices = points2.size();
	convexMesh2.points = (&points2[0].x);
	convexMesh2.pointStrideBytes = sizeof(NxVec3);
	convexMesh2.flags = NX_CF_COMPUTE_CONVEX|NX_CF_USE_LEGACY_COOKER;

	MemoryWriteBuffer buf2;
	status = NxCookConvexMesh(convexMesh2, buf2);
	if(status)
	{
		carShape[1].meshData = nxPhysics->createConvexMesh(MemoryReadBuffer(buf2.data));
		vehicleDesc.carShapes.pushBack(&carShape[1]);
	}

	vehicleDesc.position				= pos;
	vehicleDesc.mass					= vinfo.mass;//1200;//monsterTruck ? 12000 : 
	vehicleDesc.digitalSteeringDelta	= vinfo.steerablity;//0.04f;
	vehicleDesc.steeringMaxAngle		= vinfo.maxSteeringAngle;	//30.f;
	vehicleDesc.motorForce				= vinfo.maxAcceleraion * vinfo.mass;//3500.f;//monsterTruck?180.f:
	
	NxVehicleMotorDesc motorDesc;
	NxVehicleGearDesc gearDesc;
	NxReal wheelRadius = 0.4f;

	vehicleDesc.maxVelocity = vinfo.maxVelocity;	//80.f;//(monsterTruck)?40.f:80.f;
	motorDesc.setToCorvette();
	vehicleDesc.motorDesc = &motorDesc;
	gearDesc.setToCorvette();
	vehicleDesc.gearDesc = &gearDesc;
	vehicleDesc.differentialRatio = 3.42f;

	wheelRadius = 0.3622f;
	vehicleDesc.centerOfMass.set(0,-0.7f,0);


	NxWheelDesc wheelDesc[4];
	for(NxU32 i=0;i<4;i++)
	{
		wheelDesc[i].wheelApproximation = 10;
		//wheelDesc[i].wheelFlags |= NX_WF_BUILD_LOWER_HALF;
		wheelDesc[i].wheelRadius = wheelRadius;//(monsterTruck)?wheelRadius*3.f:wheelRadius;
//.........这里部分代码省略.........
开发者ID:landys,项目名称:cute-car,代码行数:101,代码来源:NxAllVehicle.cpp

示例8: main

int main(int argc, char **argv)
{
    //init and PVD
    bool initialized = false;
    NxPhysicsSDK *physicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION);
    if (!physicsSDK)
        return 0;
    else
        physicsSDK->getFoundationSDK().getRemoteDebugger()->connect("localhost", 5425);
    physicsSDK->setParameter(NX_CONTINUOUS_CD, true);

    initialized = true;

    //create a scene
    bool sceneInit = false;
    NxSceneDesc sceneDesc;
    sceneDesc.gravity.set(0, -9.81f, 0);
    gScene = physicsSDK->createScene(sceneDesc);

    if (gScene != NULL)
        sceneInit = true;

    //create a plane
    {
        NxActorDesc actorDesc;
        NxPlaneShapeDesc planeDesc;
        //planeDesc.normal = NxVec3(0, 0, 1);
        //planeDesc.d = -10.0f;

        actorDesc.shapes.pushBack(&planeDesc);
        gScene->createActor(actorDesc);
    }

    //create material
    NxMaterial *defaultMaterial = gScene->getMaterialFromIndex(0);
    defaultMaterial->setRestitution(0.3f);
    defaultMaterial->setStaticFriction(0.5f);
    defaultMaterial->setDynamicFriction(0.5f);



    //create a box
    {
        NxActorDesc actorDesc;
        NxBodyDesc bodyDesc;
        bodyDesc.angularDamping = 0.5;
        bodyDesc.linearVelocity = NxVec3(1, 0, 0);
        actorDesc.body = &bodyDesc;

        NxBoxShapeDesc boxDesc;
        boxDesc.dimensions = NxVec3(2.0f, 3.0f, 4.0f);
        actorDesc.shapes.pushBack(&boxDesc);
        actorDesc.density = 10.0f;
        actorDesc.globalPose.t = NxVec3(10.0f, 10.0f, 10.0f);
        gScene->createActor(actorDesc)->userData = NULL;
    }

    //create a cloth
    {
        // Create the objects in the scene
        NxActor* sphere1 = CreateSphere(NxVec3(-1, 0, -0.5), 1, 10);
        NxActor* box1 = CreateBox(NxVec3(1, 0, -1), NxVec3(1, 1, 1), 10);
        NxActor* box2 = CreateBox(NxVec3(0, 6.5, 0), NxVec3(5, 0.5, 0.5), 10);
        NxActor* box3 = CreateBox(NxVec3(0, 6.5, -7), NxVec3(5, 0.5, 0.5), 10);

        box2->setLinearDamping(5);
        box3->setLinearDamping(5);
        NxD6JointDesc d6Desc;
        d6Desc.actor[0] = NULL;
        d6Desc.actor[1] = box2;
        NxVec3 globalAnchor(0, 7, 0);
        d6Desc.localAnchor[0] = globalAnchor;
        box2->getGlobalPose().multiplyByInverseRT(globalAnchor, d6Desc.localAnchor[1]);
        box2->raiseBodyFlag(NX_BF_DISABLE_GRAVITY);

        box3->getGlobalPose().multiplyByInverseRT(globalAnchor, d6Desc.localAnchor[1]);
        box3->raiseBodyFlag(NX_BF_DISABLE_GRAVITY);

        d6Desc.localAxis[0] = NxVec3(1, 0, 0);
        d6Desc.localNormal[0] = NxVec3(0, 1, 0);
        d6Desc.localAxis[1] = NxVec3(1, 0, 0);
        d6Desc.localNormal[1] = NxVec3(0, 1, 0);

        d6Desc.twistMotion = NX_D6JOINT_MOTION_LOCKED;
        d6Desc.swing1Motion = NX_D6JOINT_MOTION_LOCKED;
        d6Desc.swing2Motion = NX_D6JOINT_MOTION_LOCKED;
        d6Desc.xMotion = NX_D6JOINT_MOTION_FREE;
        d6Desc.yMotion = NX_D6JOINT_MOTION_FREE;
        d6Desc.zMotion = NX_D6JOINT_MOTION_FREE;

        NxJoint* d6Joint = gScene->createJoint(d6Desc);

        NxClothDesc clothDesc;
        clothDesc.globalPose.t = NxVec3(4, 7, 0);
        clothDesc.thickness = 0.2;
        //clothDesc.density = 1;
        clothDesc.bendingStiffness = 0.5;
        clothDesc.stretchingStiffness = 1;
        //clothDesc.dampingCoefficient = 0.5;
        clothDesc.friction = 0.5;
//.........这里部分代码省略.........
开发者ID:flair2005,项目名称:px2_cloth,代码行数:101,代码来源:main.cpp

示例9: setup

void SampleCollision::setup()
{

	SetTitleString(getName());
#ifdef __PPCGEKKO__
	SetHelpString("    a: create rigid bodies");
#else	
	SetHelpString("    b: create rigid bodies");
#endif	

	gShadows = false;

	// Create objects in the scene

	if (!InitCooking(gAllocator, &gErrorStream)) 
	{
		printf("\nError: Unable to initialize the cooking library, exiting the sample.\n\n");
		return;
	}

	// Load ASE file
	CookASE("fluidSample.ase", gScene, NxVec3(1,10,0));
	CookASE("coolFlow.ase", gScene, NxVec3(1,6,-0), NxVec3(1,0.2,1));
	CloseCooking();

	// Add a box shaped drain.
	NxActorDesc boxDrainActor;
	NxBoxShapeDesc boxDrainShape;
	boxDrainActor.shapes.pushBack(&boxDrainShape);
	boxDrainShape.dimensions.set(40,1,40);
	boxDrainShape.shapeFlags |= NX_SF_FLUID_DRAIN;
	boxDrainActor.globalPose.t.set(0, 0, 0);
	gScene->createActor(boxDrainActor);

	//Pre cook hotspots
	NxBounds3 precookAABB;
	precookAABB.set(NxVec3(-20,-20,-20), NxVec3(20,20,20));
//	gScene->cookFluidMeshHotspot(precookAABB, PACKET_SIZE_MULTIPLIER, REST_PARTICLES_PER_METER, KERNEL_RADIUS_MULTIPLIER, MOTION_LIMIT_MULTIPLIER, COLLISION_DISTANCE_MULTIPLIER );


	//Create a set of initial particles
	ParticleSDK*	initParticles = new ParticleSDK[MAX_PARTICLES];
	unsigned initParticlesNum = 0;

	NxVec3 fluidPos(0, 11.6, 0);
	float distance = 0.1f;
	unsigned sideNum = 16;	
	float rad = sideNum*distance*0.5f;
	for (unsigned i=0; i<sideNum; i++)
		for (unsigned j=0; j<sideNum; j++)
			for (unsigned k=0; k<sideNum; k++)
			{
				NxVec3 p = NxVec3(i*distance,j*distance,k*distance);
				if (p.distance(NxVec3(rad,rad,rad)) < rad)
				{
					p += fluidPos;
					ParticleSDK& newParticle = initParticles[initParticlesNum++];
					newParticle.position = p;
					newParticle.velocity = NxVec3(0,0,0);
				}
			}
	//Setup structure to pass initial particles.
	NxParticleData initParticleData;
	initParticleData.numParticlesPtr		= &initParticlesNum;
	initParticleData.bufferPos				= &initParticles[0].position.x;
	initParticleData.bufferPosByteStride	= sizeof(ParticleSDK);
	initParticleData.bufferVel				= &initParticles[0].velocity.x;
	initParticleData.bufferVelByteStride	= sizeof(ParticleSDK);

	//Setup fluid descriptor
	NxFluidDesc fluidDesc;
	fluidDesc.maxParticles                  	= initParticlesNum;
	fluidDesc.kernelRadiusMultiplier			= KERNEL_RADIUS_MULTIPLIER;
	fluidDesc.restParticlesPerMeter				= REST_PARTICLES_PER_METER;
	fluidDesc.collisionDistanceMultiplier   	= COLLISION_DISTANCE_MULTIPLIER;
	fluidDesc.stiffness							= 50.0f;
	fluidDesc.viscosity							= 22.0f;
	fluidDesc.damping							= 0.0f;
	fluidDesc.restitutionForStaticShapes		= 0.4f;
	fluidDesc.dynamicFrictionForStaticShapes	= 0.03f;
	fluidDesc.simulationMethod					= NX_F_SPH; //NX_F_NO_PARTICLE_INTERACTION;

	if (!gHardwareSimulation)
		fluidDesc.flags &= ~NX_FF_HARDWARE;

	fluidDesc.initialParticleData			= initParticleData;

	//Create user fluid.
	//- create NxFluid in NxScene
	//- setup the buffers to read from data from the SDK
	//- set NxFluid::userData field to MyFluid instance
	bool trackUserData = false;
	bool provideCollisionNormals = false;
	MyFluid* fluid = new MyFluid(gScene, fluidDesc, trackUserData, provideCollisionNormals, NxVec3(0.2f,0.3f,0.7f), 0.03f);
	assert(fluid);
	gMyFluids.pushBack(fluid);

	delete[] initParticles;

	gCameraPos.set(23, 14, 23);
//.........这里部分代码省略.........
开发者ID:daher-alfawares,项目名称:xr.desktop,代码行数:101,代码来源:SampleCollision.cpp


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