本文整理汇总了C++中NxMaterial::setDynamicFrictionV方法的典型用法代码示例。如果您正苦于以下问题:C++ NxMaterial::setDynamicFrictionV方法的具体用法?C++ NxMaterial::setDynamicFrictionV怎么用?C++ NxMaterial::setDynamicFrictionV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类NxMaterial
的用法示例。
在下文中一共展示了NxMaterial::setDynamicFrictionV方法的1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: GetPMan
//.........这里部分代码省略.........
scene->setUserContactReport(result->contactReport);
scene->setUserTriggerReport(result->triggerReport);
NxMaterialDesc *materialDescr = NULL;
NxMaterial *material = NULL;
if (referenceObject->HasAttribute(surfaceAttribute))
{
materialDescr = createMaterialFromEntity(referenceObject);
material = result->getScene()->createMaterial(*materialDescr);
material->userData = (void*)GetValueFromParameterStruct<int>(referenceObject->GetAttributeParameter(surfaceAttribute) ,E_MS_XML_TYPE);
}else{
if (getDefaultDocument())
{
materialDescr = createMaterialFromXML("Default",getDefaultDocument());
}
if (materialDescr)
{
material = result->getScene()->createMaterial(*materialDescr);
}
if (!material)
{
materialDescr = new NxMaterialDesc();
materialDescr->setToDefault();
material = result->getScene()->getMaterialFromIndex(0);
material->loadFromDesc(*materialDescr);
}
}
int z = (int)material->userData;
NxMaterial *zeroMaterial = result->getScene()->getMaterialFromIndex(0);
zeroMaterial->setDirOfAnisotropy(material->getDirOfAnisotropy());
zeroMaterial->setStaticFriction(material->getStaticFriction());
zeroMaterial->setDynamicFriction(material->getDynamicFriction());
zeroMaterial->setStaticFrictionV(material->getStaticFrictionV());
zeroMaterial->setDynamicFrictionV(material->getDynamicFrictionV());
zeroMaterial->setFrictionCombineMode(material->getFrictionCombineMode());
zeroMaterial->setRestitutionCombineMode(material->getRestitutionCombineMode());
zeroMaterial->setFlags(material->getFlags());
zeroMaterial->userData = material->userData;
if (!material)
{
xLogger::xLog(XL_START,ELOGERROR,E_LI_MANAGER,"Couldn't create default material!");
}
result->setDefaultMaterial(material);
scene->userData = result;
//NxConstraintDominance testDom(1.0, 1.0f);
//result->getScene()->setDominanceGroupPair(1, 2,testDom ); //board - debris
//////////////////////////////////////////////////////////////////////////
//there is no world settings attribute :
/*
if (!referenceObject->HasAttribute(GetPMan()->att_sleep_settings) )
{
referenceObject->SetAttribute(GetPMan()->att_sleep_settings);
using namespace vtTools;
AttributeTools::SetAttributeValue<int>(referenceObject,GetPMan()->att_sleep_settings,0,&sSettings->m_SleepSteps);
AttributeTools::SetAttributeValue<float>(referenceObject,GetPMan()->att_sleep_settings,1,&sSettings->m_AngularThresold);
AttributeTools::SetAttributeValue<float>(referenceObject,GetPMan()->att_sleep_settings,2,&sSettings->m_LinearThresold);
AttributeTools::SetAttributeValue<int>(referenceObject,GetPMan()->att_sleep_settings,3,&sSettings->m_AutoSleepFlag);
}
*/
/*
result->SleepingSettings(sSettings);
//////////////////////////////////////////////////////////////////////////
result->Reference(referenceObject);
result->Init();
*/
result->_checkForDominanceConstraints();
result->_construct();
return result;
//return NULL;
}