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C++ ObjectMotionState::getObjectLinearVelocityChange方法代码示例

本文整理汇总了C++中ObjectMotionState::getObjectLinearVelocityChange方法的典型用法代码示例。如果您正苦于以下问题:C++ ObjectMotionState::getObjectLinearVelocityChange方法的具体用法?C++ ObjectMotionState::getObjectLinearVelocityChange怎么用?C++ ObjectMotionState::getObjectLinearVelocityChange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ObjectMotionState的用法示例。


在下文中一共展示了ObjectMotionState::getObjectLinearVelocityChange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: while

CollisionEvents& PhysicsEngine::getCollisionEvents() {
    const uint32_t CONTINUE_EVENT_FILTER_FREQUENCY = 10;
    _collisionEvents.clear();

    // scan known contacts and trigger events
    ContactMap::iterator contactItr = _contactMap.begin();

    while (contactItr != _contactMap.end()) {
        ContactInfo& contact = contactItr->second;
        ContactEventType type = contact.computeType(_numContactFrames);
        if(type != CONTACT_EVENT_TYPE_CONTINUE || _numSubsteps % CONTINUE_EVENT_FILTER_FREQUENCY == 0) {
            ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(contactItr->first._a);
            ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(contactItr->first._b);
            glm::vec3 velocityChange = (motionStateA ? motionStateA->getObjectLinearVelocityChange() : glm::vec3(0.0f)) +
                (motionStateB ? motionStateB->getObjectLinearVelocityChange() : glm::vec3(0.0f));

            if (motionStateA && motionStateA->getType() == MOTIONSTATE_TYPE_ENTITY) {
                QUuid idA = motionStateA->getObjectID();
                QUuid idB;
                if (motionStateB && motionStateB->getType() == MOTIONSTATE_TYPE_ENTITY) {
                    idB = motionStateB->getObjectID();
                }
                glm::vec3 position = bulletToGLM(contact.getPositionWorldOnB()) + _originOffset;
                glm::vec3 penetration = bulletToGLM(contact.distance * contact.normalWorldOnB);
                _collisionEvents.push_back(Collision(type, idA, idB, position, penetration, velocityChange));
            } else if (motionStateB && motionStateB->getType() == MOTIONSTATE_TYPE_ENTITY) {
                QUuid idB = motionStateB->getObjectID();
                glm::vec3 position = bulletToGLM(contact.getPositionWorldOnA()) + _originOffset;
                // NOTE: we're flipping the order of A and B (so that the first objectID is never NULL)
                // hence we must negate the penetration.
                glm::vec3 penetration = - bulletToGLM(contact.distance * contact.normalWorldOnB);
                _collisionEvents.push_back(Collision(type, idB, QUuid(), position, penetration, velocityChange));
            }
        }

        if (type == CONTACT_EVENT_TYPE_END) {
            ContactMap::iterator iterToDelete = contactItr;
            ++contactItr;
            _contactMap.erase(iterToDelete);
        } else {
            ++contactItr;
        }
    }
    return _collisionEvents;
}
开发者ID:MarcelEdward,项目名称:hifi,代码行数:45,代码来源:PhysicsEngine.cpp


注:本文中的ObjectMotionState::getObjectLinearVelocityChange方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。