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C++ PhysicsServerSharedMemory::enableRealTimeSimulation方法代码示例

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


在下文中一共展示了PhysicsServerSharedMemory::enableRealTimeSimulation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: renderScene


//.........这里部分代码省略.........
		{
			ComboBoxParams comboParams;
        comboParams.m_comboboxId = 0;
        comboParams.m_numItems = 0;
        comboParams.m_startItem = 0;
        comboParams.m_callback = 0;//MyComboBoxCallback;
        comboParams.m_userPointer = 0;//this;
        
			m_tinyVrGui = new TinyVRGui(comboParams,this->m_multiThreadedHelper->m_childGuiHelper->getRenderInterface());
			m_tinyVrGui->init();
		}

		if (m_tinyVrGui)
		{

			b3Transform tr;tr.setIdentity();
			tr.setOrigin(b3MakeVector3(gVRController2Pos[0],gVRController2Pos[1],gVRController2Pos[2]));
			tr.setRotation(b3Quaternion(gVRController2Orn[0],gVRController2Orn[1],gVRController2Orn[2],gVRController2Orn[3]));
			tr = tr*b3Transform(b3Quaternion(0,0,-SIMD_HALF_PI),b3MakeVector3(0,0,0));
			b3Scalar dt = 0.01;
			m_tinyVrGui->clearTextArea();
			static char line0[1024];
			static char line1[1024];

			m_tinyVrGui->grapicalPrintf(line0,0,0,0,0,0,255);
			m_tinyVrGui->grapicalPrintf(line1,0,16,255,255,255,255);

			m_tinyVrGui->tick(dt,tr);
		}
#endif//BT_ENABLE_VR
	}
	///debug rendering
	//m_args[0].m_cs->lock();
	
	//gVRTeleportPos[0] += 0.01;
	btTransform tr2a, tr2;
	tr2a.setIdentity();
	tr2.setIdentity();
	tr2.setOrigin(gVRTeleportPos1);
	tr2a.setRotation(gVRTeleportOrn);
	btTransform trTotal = tr2*tr2a;
	btTransform trInv = trTotal.inverse();

	btMatrix3x3 vrOffsetRot;
	vrOffsetRot.setRotation(trInv.getRotation());
	for (int i = 0; i < 3; i++)
	{
		for (int j = 0; j < 3; j++)
		{
			vrOffset[i + 4 * j] = vrOffsetRot[i][j];
		}
	}

	vrOffset[12]= trInv.getOrigin()[0];
	vrOffset[13]= trInv.getOrigin()[1];
	vrOffset[14]= trInv.getOrigin()[2];

	this->m_multiThreadedHelper->m_childGuiHelper->getRenderInterface()->
		getActiveCamera()->setVRCameraOffsetTransform(vrOffset);

	m_physicsServer.renderScene();
	
	for (int i=0;i<MAX_VR_CONTROLLERS;i++)
	{
		if (m_args[0].m_isVrControllerPicking[i] || m_args[0].m_isVrControllerDragging[i])
		{
			btVector3 from = m_args[0].m_vrControllerPos[i];
			btMatrix3x3 mat(m_args[0].m_vrControllerOrn[i]);
	
			btVector3 toX = from+mat.getColumn(0);
			btVector3 toY = from+mat.getColumn(1);
			btVector3 toZ = from+mat.getColumn(2);
	
			int width = 2;

	
			btVector4 color;
			color=btVector4(1,0,0,1);
			m_guiHelper->getAppInterface()->m_renderer->drawLine(from,toX,color,width);
			color=btVector4(0,1,0,1);
			m_guiHelper->getAppInterface()->m_renderer->drawLine(from,toY,color,width);
			color=btVector4(0,0,1,1);
			m_guiHelper->getAppInterface()->m_renderer->drawLine(from,toZ,color,width);
	
		}
	}

	if (m_guiHelper->getAppInterface()->m_renderer->getActiveCamera()->isVRCamera())
	{
		if (!gEnableRealTimeSimVR)
		{
			gEnableRealTimeSimVR = true;
			m_physicsServer.enableRealTimeSimulation(1);
		}
	}



	//m_args[0].m_cs->unlock();
}
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