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C++ btManifoldPoint::getPositionWorldOnA方法代码示例

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


在下文中一共展示了btManifoldPoint::getPositionWorldOnA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();
}
开发者ID:KelinciFX,项目名称:godot,代码行数:31,代码来源:godot_result_callbacks.cpp

示例2: addSingleResult

        virtual btScalar addSingleResult(btManifoldPoint& cp,
                                         const btCollisionObject* col0, int partId0, int index0,
                                         const btCollisionObject* col1, int partId1, int index1)
        {
            const RigidBody* body = dynamic_cast<const RigidBody*>(col1);
            if(body && body->mName != mFilter)
            {
                btScalar distsqr = mOrigin.distance2(cp.getPositionWorldOnA());
                if(!mObject || distsqr < mLeastDistSqr)
                {
                    mObject = body;
                    mLeastDistSqr = distsqr;
                    mContactPoint = cp.getPositionWorldOnA();
                }
            }

            return 0.f;
        }
开发者ID:0xmono,项目名称:openmw,代码行数:18,代码来源:physic.cpp

示例3:

	virtual	btScalar	addSingleResult(btManifoldPoint& cp,	const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
	{

		glBegin(GL_LINES);
		glColor3f(0, 0, 0);

		btVector3 ptA = cp.getPositionWorldOnA();
		btVector3 ptB = cp.getPositionWorldOnB();

		glVertex3d(ptA.x(),ptA.y(),ptA.z());
		glVertex3d(ptB.x(),ptB.y(),ptB.z());
		glEnd();

		return 0;
	}
开发者ID:Lunavast,项目名称:bullet-physics,代码行数:15,代码来源:CollisionInterfaceDemo.cpp

示例4: handleVehicleResponse

void handleVehicleResponse(GameObject* object, btManifoldPoint& mp, bool isA)
{
	bool isVehicle = object->type() == GameObject::Vehicle;
	if(! isVehicle) return;
	if( mp.getAppliedImpulse() <= 100.f ) return;

	btVector3 src, dmg;
	if(isA) {
		src = mp.getPositionWorldOnB();
		dmg = mp.getPositionWorldOnA();
	}
	else {
		src = mp.getPositionWorldOnA();
		dmg = mp.getPositionWorldOnB();
	}

	object->takeDamage({
							{dmg.x(), dmg.y(), dmg.z()},
							{src.x(), src.y(), src.z()},
							0.f,
							GameObject::DamageInfo::Physics,
							mp.getAppliedImpulse()
						});
}
开发者ID:CyberSys,项目名称:openrw,代码行数:24,代码来源:GameWorld.cpp

示例5: materialCombinerCallback

bool materialCombinerCallback(btManifoldPoint& cp,
                              const btCollisionObject* colObj0,
                              int partId0,
                              int index0,
                              const btCollisionObject* colObj1,
                              int partId1,
                              int index1)
{
    btVector3 impact_point = cp.getPositionWorldOnA();

    if (!colObj0->isStaticObject() && colObj0->isActive())
    {
        osg::Node *n0 = static_cast<osg::Node*>(colObj0->getUserPointer());
        osg::Node *n1 = static_cast<osg::Node*>(colObj1->getUserPointer());
    
        std::cout << "Hit at ["<< impact_point.getX() << ", " << impact_point.getY() << ", " << impact_point.getZ() << "] "<< std::endl;
        //if (n0 && !n0->getName().empty()) std::cout << " obj0: " << n0->getName() << std::endl;
        if (n1 && !n1->getName().empty()) std::cout << " obj1: " << n1->getName() << std::endl;
        
        //std::cout << "Hit between " << static_cast<osg::Node *> (colObj0->getUserPointer())->getName() << " and " << static_cast<osg::Node *> (colObj1->getUserPointer())->getName() << " at ["<< impact_point.getX() << ", " << impact_point.getY() << ", " << impact_point.getZ() << "] "<< std::endl;
    }

    return false;
}
开发者ID:mikewoz,项目名称:spinframework,代码行数:24,代码来源:bullettest.cpp

示例6: setupMultiBodyContactConstraint

void btMultiBodyConstraintSolver::setupMultiBodyContactConstraint(btMultiBodySolverConstraint& solverConstraint, 
																 const btVector3& contactNormal,
																 btManifoldPoint& cp, const btContactSolverInfo& infoGlobal,
																 btScalar& relaxation,
																 bool isFriction, btScalar desiredVelocity, btScalar cfmSlip)
{
			
	BT_PROFILE("setupMultiBodyContactConstraint");
	btVector3 rel_pos1;
	btVector3 rel_pos2;

	btMultiBody* multiBodyA = solverConstraint.m_multiBodyA;
	btMultiBody* multiBodyB = solverConstraint.m_multiBodyB;

	const btVector3& pos1 = cp.getPositionWorldOnA();
	const btVector3& pos2 = cp.getPositionWorldOnB();

	btSolverBody* bodyA = multiBodyA ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA];
	btSolverBody* bodyB = multiBodyB ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB];

	btRigidBody* rb0 = multiBodyA ? 0 : bodyA->m_originalBody;
	btRigidBody* rb1 = multiBodyB ? 0 : bodyB->m_originalBody;

	if (bodyA)
		rel_pos1 = pos1 - bodyA->getWorldTransform().getOrigin(); 
	if (bodyB)
		rel_pos2 = pos2 - bodyB->getWorldTransform().getOrigin();

	relaxation = 1.f;

	


	if (multiBodyA)
	{
		if (solverConstraint.m_linkA<0)
		{
			rel_pos1 = pos1 - multiBodyA->getBasePos();
		} else
		{
			rel_pos1 = pos1 - multiBodyA->getLink(solverConstraint.m_linkA).m_cachedWorldTransform.getOrigin();
		}
		const int ndofA  = (multiBodyA->isMultiDof() ? multiBodyA->getNumDofs() : multiBodyA->getNumLinks()) + 6;

		solverConstraint.m_deltaVelAindex = multiBodyA->getCompanionId();

		if (solverConstraint.m_deltaVelAindex <0)
		{
			solverConstraint.m_deltaVelAindex = m_data.m_deltaVelocities.size();
			multiBodyA->setCompanionId(solverConstraint.m_deltaVelAindex);
			m_data.m_deltaVelocities.resize(m_data.m_deltaVelocities.size()+ndofA);
		} else
		{
			btAssert(m_data.m_deltaVelocities.size() >= solverConstraint.m_deltaVelAindex+ndofA);
		}

		solverConstraint.m_jacAindex = m_data.m_jacobians.size();
		m_data.m_jacobians.resize(m_data.m_jacobians.size()+ndofA);
		m_data.m_deltaVelocitiesUnitImpulse.resize(m_data.m_deltaVelocitiesUnitImpulse.size()+ndofA);
		btAssert(m_data.m_jacobians.size() == m_data.m_deltaVelocitiesUnitImpulse.size());

		btScalar* jac1=&m_data.m_jacobians[solverConstraint.m_jacAindex];
		if(multiBodyA->isMultiDof())
			multiBodyA->fillContactJacobianMultiDof(solverConstraint.m_linkA, cp.getPositionWorldOnA(), contactNormal, jac1, m_data.scratch_r, m_data.scratch_v, m_data.scratch_m);
		else
			multiBodyA->fillContactJacobian(solverConstraint.m_linkA, cp.getPositionWorldOnA(), contactNormal, jac1, m_data.scratch_r, m_data.scratch_v, m_data.scratch_m);
		btScalar* delta = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
		if(multiBodyA->isMultiDof())
			multiBodyA->calcAccelerationDeltasMultiDof(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v);
		else
			multiBodyA->calcAccelerationDeltas(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v);

		btVector3 torqueAxis0 = rel_pos1.cross(contactNormal);
		solverConstraint.m_relpos1CrossNormal = torqueAxis0;
		solverConstraint.m_contactNormal1 = contactNormal;
	} else
	{
		btVector3 torqueAxis0 = rel_pos1.cross(contactNormal);
		solverConstraint.m_relpos1CrossNormal = torqueAxis0;
		solverConstraint.m_contactNormal1 = contactNormal;
		solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0);
	}

	

	if (multiBodyB)
	{
		if (solverConstraint.m_linkB<0)
		{
			rel_pos2 = pos2 - multiBodyB->getBasePos();
		} else
		{
			rel_pos2 = pos2 - multiBodyB->getLink(solverConstraint.m_linkB).m_cachedWorldTransform.getOrigin();
		}

		const int ndofB  = (multiBodyB->isMultiDof() ? multiBodyB->getNumDofs() : multiBodyB->getNumLinks()) + 6;

		solverConstraint.m_deltaVelBindex = multiBodyB->getCompanionId();
		if (solverConstraint.m_deltaVelBindex <0)
		{
//.........这里部分代码省略.........
开发者ID:03050903,项目名称:Urho3D,代码行数:101,代码来源:btMultiBodyConstraintSolver.cpp

示例7: ContactProcessedCallback

bool GameWorld::ContactProcessedCallback(btManifoldPoint &mp, void *body0, void *body1)
{
	auto obA = static_cast<btCollisionObject*>(body0);
	auto obB = static_cast<btCollisionObject*>(body1);

	if( !( obA->getUserPointer() && obB->getUserPointer() ) ) {
		return false;
	}

	GameObject* a = static_cast<GameObject*>(obA->getUserPointer());
	GameObject* b = static_cast<GameObject*>(obB->getUserPointer());

	bool valA = a && a->type() == GameObject::Instance;
	bool valB = b && b->type() == GameObject::Instance;

	if( ! (valA && valB) &&	(valB || valA) ) {

		// Figure out which is the dynamic instance.
		InstanceObject* dynInst = nullptr;
		const btRigidBody* instBody = nullptr, * otherBody = nullptr;

		btVector3 src, dmg;

		if( valA ) {
			dynInst = static_cast<InstanceObject*>(a);
			instBody = static_cast<const btRigidBody*>(obA);
			otherBody = static_cast<const btRigidBody*>(obB);
			src = mp.getPositionWorldOnB();
			dmg = mp.getPositionWorldOnA();
		}
		else {
			dynInst = static_cast<InstanceObject*>(b);
			instBody = static_cast<const btRigidBody*>(obB);
			otherBody = static_cast<const btRigidBody*>(obA);
			src = mp.getPositionWorldOnA();
			dmg = mp.getPositionWorldOnB();
		}

		if( dynInst->dynamics != nullptr && instBody->isStaticObject() ) {
			// Attempt to determine relative velocity.
			auto dV  = (otherBody->getLinearVelocity());
			auto impulse = dV.length()/ (otherBody->getInvMass());

			if( dynInst->dynamics->uprootForce <= impulse ) {
				dynInst->takeDamage({
										{dmg.x(), dmg.y(), dmg.z()},
										{src.x(), src.y(), src.z()},
										0.f,
										GameObject::DamageInfo::Physics,
										impulse
									});
			}
		}
	}

	// Handle vehicles
	if(a) handleVehicleResponse(a, mp, true);
	if(b) handleVehicleResponse(b, mp, false);

	return true;
}
开发者ID:CyberSys,项目名称:openrw,代码行数:61,代码来源:GameWorld.cpp


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