本文整理汇总了C++中btManifoldPoint::getDistance方法的典型用法代码示例。如果您正苦于以下问题:C++ btManifoldPoint::getDistance方法的具体用法?C++ btManifoldPoint::getDistance怎么用?C++ btManifoldPoint::getDistance使用的例子?那么恭喜您, 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btManifoldPoint
的用法示例。
在下文中一共展示了btManifoldPoint::getDistance方法的7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: addSingleResult
btScalar GodotRestInfoContactResultCallback::addSingleResult(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1) {
if (cp.getDistance() <= m_min_distance) {
m_min_distance = cp.getDistance();
CollisionObjectBullet *colObj;
if (m_self_object == colObj0Wrap->getCollisionObject()) {
colObj = static_cast<CollisionObjectBullet *>(colObj1Wrap->getCollisionObject()->getUserPointer());
m_result->shape = cp.m_index1;
B_TO_G(cp.getPositionWorldOnB(), m_result->point);
m_rest_info_bt_point = cp.getPositionWorldOnB();
m_rest_info_collision_object = colObj1Wrap->getCollisionObject();
} else {
colObj = static_cast<CollisionObjectBullet *>(colObj0Wrap->getCollisionObject()->getUserPointer());
m_result->shape = cp.m_index0;
B_TO_G(cp.m_normalWorldOnB * -1, m_result->normal);
m_rest_info_bt_point = cp.getPositionWorldOnA();
m_rest_info_collision_object = colObj0Wrap->getCollisionObject();
}
if (colObj)
m_result->collider_id = colObj->get_instance_id();
else
m_result->collider_id = 0;
m_result->rid = colObj->get_self();
m_collided = true;
}
return cp.getDistance();
}
示例2:
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;
}
示例3: 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4: if
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;
}
示例5: 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;
}
示例6: setupMultiBodyContactConstraint
//.........这里部分代码省略.........
btScalar l =lambdaB[i];
denom1 += j*l;
}
} else
{
if (rb1)
{
vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
denom1 = rb1->getInvMass() + contactNormal.dot(vec);
}
}
btScalar d = denom0+denom1;
if (d>SIMD_EPSILON)
{
solverConstraint.m_jacDiagABInv = relaxation/(d);
} else
{
//disable the constraint row to handle singularity/redundant constraint
solverConstraint.m_jacDiagABInv = 0.f;
}
}
//compute rhs and remaining solverConstraint fields
btScalar restitution = 0.f;
btScalar penetration = isFriction? 0 : cp.getDistance()+infoGlobal.m_linearSlop;
btScalar rel_vel = 0.f;
int ndofA = 0;
int ndofB = 0;
{
btVector3 vel1,vel2;
if (multiBodyA)
{
ndofA = (multiBodyA->isMultiDof() ? multiBodyA->getNumDofs() : multiBodyA->getNumLinks()) + 6;
btScalar* jacA = &m_data.m_jacobians[solverConstraint.m_jacAindex];
for (int i = 0; i < ndofA ; ++i)
rel_vel += multiBodyA->getVelocityVector()[i] * jacA[i];
} else
{
if (rb0)
{
rel_vel += rb0->getVelocityInLocalPoint(rel_pos1).dot(solverConstraint.m_contactNormal1);
}
}
if (multiBodyB)
{
ndofB = (multiBodyB->isMultiDof() ? multiBodyB->getNumDofs() : multiBodyB->getNumLinks()) + 6;
btScalar* jacB = &m_data.m_jacobians[solverConstraint.m_jacBindex];
for (int i = 0; i < ndofB ; ++i)
rel_vel += multiBodyB->getVelocityVector()[i] * jacB[i];
} else
{
if (rb1)
{
rel_vel += rb1->getVelocityInLocalPoint(rel_pos2).dot(solverConstraint.m_contactNormal2);
示例7: 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;
}