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C++ Float3函數代碼示例

本文整理匯總了C++中Float3函數的典型用法代碼示例。如果您正苦於以下問題:C++ Float3函數的具體用法?C++ Float3怎麽用?C++ Float3使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。


在下文中一共展示了Float3函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。

示例1: SetModelName

		Air::U1 Actor::Create()
		{
			if (m_Info.strModelName.empty()	||	m_Info.pSection	==	NULL)
			{
				return false;
			}
			m_pNode	=	m_Info.pSection->GetActorNode()->CreateChildSceneNode();
			SetModelName(m_Info.strModelName);

			Physics::Object::Info poInfo;
			poInfo.fMass	=	1;
			poInfo.uiShapeCount	=	1;
			poInfo.pShapeArray[0].SetCylinder(Float3(0,0,0),0.5,1);
			m_pHitShape	=	PhysicsSystem::GetSingleton()->CreateProduct<Physics::Object>(m_strProductName+"_CD",&poInfo);
			m_pHitShape->SetUserData(this);
			m_pNode->attachObject(m_pHitShape);
			return true;
		}
開發者ID:ingeyu,項目名稱:airengine,代碼行數:18,代碼來源:AirGameActor.cpp

示例2: Float3

	void RenderSetSorted::AddRenderNodeSolution(RenderNode *nodePtr)
	{
		static bool added = false;
		if(!added)
		{
			PrintConsole::GetReference().AddSolution(L"ED2", "Sorting & Hierarchy", Float3(1.0f, 0.0f, 0.0f), 
				L"RenderSetSorted::AddRenderNodeSolution");
			added = true;
		}

		RenderShape *pShape = (RenderShape *)nodePtr;
		// Empty list
		if (0 == headPtr)
		{
			tailPtr = pShape;
			tailPtr->SetNext(0);
			headPtr = pShape;
		}
		else
		{
			RenderShape *pPrevious = 0;
			RenderShape *pCurrent = (RenderShape *)headPtr;

			// Check if this node is first
			if(!SortFunc(pCurrent, pShape))
			{
				pPrevious = pCurrent;
				pCurrent = (RenderShape *)pCurrent->GetNext();

				// Find where this node goes
				while(pCurrent && !SortFunc(pCurrent, pShape))
				{
					pPrevious = pCurrent;
					pCurrent = (RenderShape *)pCurrent->GetNext();
				}
				pPrevious->SetNext(pShape);
			}
			else
				headPtr = pShape;
			pShape->SetNext(pCurrent);
			if(!pCurrent)
				tailPtr = pShape;
		}
	}
開發者ID:Burnsidious,項目名稱:FSGDEngine,代碼行數:44,代碼來源:RenderSetSortedSolution.cpp

示例3: acos

Float3 MlRachis::matchNormal(const Vector3F & wv, const Matrix33F & space)
{
	Vector3F ov = space.transform(wv);

	Vector3F va = ov;
	va.y = 0.f;
	va.z -= 0.05f;
	va.normalize();
	float a = acos(Vector3F::XAxis.dot(va));
	if(va.z > 0.f) a = -a;
	
	Vector3F vb = ov;
	vb.z = 0.f;
	vb.normalize();
	float b = acos(Vector3F::XAxis.dot(vb));
	if(vb.y < 0.f) b = -b;
	
	return Float3(a, b, 0.f);
}
開發者ID:ahmidou,項目名稱:aphid,代碼行數:19,代碼來源:MlRachis.cpp

示例4: Float3

		void Frustum::BuildPlane(){


			Float3 dir,nc,fc,X,Y,Z;

			Z = Float3(-m_vDirection.x,-m_vDirection.y,-m_vDirection.z);
			Z.Normalize();

			X = m_vUp.Cross(Z);
			X.Normalize();

			Y = Z.Cross(X);

			nc = m_vPosition - Z * m_fNear;
			fc = m_vPosition - Z * m_fFar;

			Float3 ntl,ntr,nbl,nbr,ftl,ftr,fbl,fbr;
			float nw,nh,fw,fh;

			float	tang = (float)tan(m_fAngle * 0.5f) ;
			nh = m_fNear * tang;
			nw = nh * m_fAspect; 
			fh = m_fFar  * tang;
			fw = fh * m_fAspect;

			ntl = nc + Y * nh - X * nw;
			ntr = nc + Y * nh + X * nw;
			nbl = nc - Y * nh - X * nw;
			nbr = nc - Y * nh + X * nw;

			ftl = fc + Y * fh - X * fw;
			ftr = fc + Y * fh + X * fw;
			fbl = fc - Y * fh - X * fw;
			fbr = fc - Y * fh + X * fw;

			m_vecPlane[enFS_Top].SetVertex(ntr,ntl,ftl);
			m_vecPlane[enFS_Bottom].SetVertex(nbl,nbr,fbr);
			m_vecPlane[enFS_Left].SetVertex(ntl,nbl,fbl);
			m_vecPlane[enFS_Right].SetVertex(nbr,ntr,fbr);
			m_vecPlane[enFS_Near].SetVertex(ntl,ntr,nbr);
			m_vecPlane[enFS_Far].SetVertex(ftr,ftl,fbl);
		}
開發者ID:ingeyu,項目名稱:airengine,代碼行數:42,代碼來源:AirEngineFrustum.cpp

示例5: Float2

LoaderFbxTextureDesc::LoaderFbxTextureDesc()
{
	textureName_ = "Unknown";
	fileName_	 = "Unknown";
	
	scale_					= Float2(0.0f, 0.0f);
	translation_			= Float2(0.0f, 0.0f);
	rotation_				= Float3(0.0f, 0.0f, 0.0f);
	swap_					= false;
	alphaSource_			= 0;
	croppingLeft_			= 0;
	croppingTop_			= 0;
	croppingRight_			= 0;
	croppingBottom_			= 0;
	mappingType_			= 0;
	planarMappingNormal_	= 0;
	blendMode_				= 0;
	defaultAlpha_			= 0.0f;
	materialUse_			= 0;
	textureUse_				= 0;
}
開發者ID:CaterHatterPillar,項目名稱:xkill-source,代碼行數:21,代碼來源:LoaderFbxTextureDesc.cpp

示例6: OnUpdate

	virtual void OnUpdate()
	{
		float k = Root::Instance()->GetTime();
		float r = 3.0f;

		float x = Math::Cos(k) * r;
		float z = Math::Sin(k) * r;

		gBillboard->SetPosition(Float3(x, 5, z));

		gLightDir->SetPosition(Float3(x, 5, z));
		gLightDir->SetDirection(-Float3(x, 0, z));

		gLightPoint->SetPosition(Float3(x, 5, z));
		gLightPoint->SetDirection(-Float3(x, 0, z));

		gLightSpot->SetPosition(Float3(x, 5, z));
		gLightSpot->SetDirection(-Float3(x, 0, z));
	}
開發者ID:MSoft1115,項目名稱:Rad3D,代碼行數:19,代碼來源:Demo04_Lighting.cpp

示例7: rectangle

void ImGui::beginContainer(int left, int right, int bottom, int top, Container *container)
{
    if (left > right or bottom > top)
    {
        Command command;
        command.type = Command::PushScissor;
        command.scissor.left = 0;
        command.scissor.right = 0;
        command.scissor.bottom = 0;
        command.scissor.top = 0;

        commands.append(command);
        return;
    }

    rectangle(left, right+10, bottom-10, top, 0.44f, 1.0f, 0.0f, 1.0f, Float3(1.0f), Float4(0.0f));

    Command command;
    command.type = Command::PushScissor;
    command.scissor.left = left;
    command.scissor.right = right;
    command.scissor.bottom = bottom;
    command.scissor.top = top;

    commands.append(command);

    scrollX = container->scrollX;
    scrollY = container->scrollY;

    containerLeft = left;
    containerRight = right;
    containerTop = top;
    containerBottom = bottom;

    container->left = left;
    container->right = right;
    container->bottom = bottom;
    container->top = top;
}
開發者ID:pendingchaos,項目名稱:WIP12,代碼行數:39,代碼來源:imgui.cpp

示例8: ParamsFindP

//==================================================================
bool ParamsFindP(	ParamList &params,
					const SymbolList &globalSymbols,
					Float3	*pOut_vectorP,
					int	expectedN,
					int fromIdx )
{
	bool	gotP = false;
	
	for (size_t i=fromIdx; i < params.size(); i += 2)
	{
		DASSERT( params[i].type == Param::STR );
		
		const Symbol* pSymbol = globalSymbols.FindSymbol( params[i] );
		if ( pSymbol && pSymbol->IsName( "P" ) )
		{
			DASSTHROW( (i+1) < params.size(), "Invalid number of arguments" );
			
			const FltVec	&fltVec = params[ i+1 ].NumVec();

			DASSTHROW( (int)fltVec.size() == 3 * expectedN,
							"Invalid number of arguments."
							 " Expecting %i but it's %u", 3 * expectedN, fltVec.size() );

			DASSTHROW( (int)(fltVec.size() % 3) == 0,
							"Invalid number of arguments."
							 " Should be multiple of 3 but it's %u", fltVec.size() );

			size_t	srcN = fltVec.size();

			for (size_t si=0, di=0; si < srcN; si += 3, di += 1)
				pOut_vectorP[ di ] = Float3( &fltVec[ si ] );
			
			return true;
		}
	}
	
	return false;
}
開發者ID:UIKit0,項目名稱:RibTools,代碼行數:39,代碼來源:RI_Primitive_Base.cpp

示例9: VertexBuffer

//----------------------------------------------------------------------------
TriMesh* RoughPlaneSolidBox::CreateRamp ()
{
    float x = 8.0f;
    float y = 8.0f;
    float z = y*Mathf::Tan((float)mModule.Angle);

    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(6, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);

    vba.Position<Float3>(0) = Float3(-x, 0.0f, 0.0f);
    vba.Position<Float3>(1) = Float3(+x, 0.0f, 0.0f);
    vba.Position<Float3>(2) = Float3(-x, y, 0.0f);
    vba.Position<Float3>(3) = Float3(+x, y, 0.0f);
    vba.Position<Float3>(4) = Float3(-x, y, z);
    vba.Position<Float3>(5) = Float3(+x, y, z);
    vba.TCoord<Float2>(0, 0) = Float2(0.25f, 0.0f);
    vba.TCoord<Float2>(0, 1) = Float2(0.75f, 0.0f);
    vba.TCoord<Float2>(0, 2) = Float2(0.0f, 1.0f);
    vba.TCoord<Float2>(0, 3) = Float2(1.0f, 1.0f);
    vba.TCoord<Float2>(0, 4) = Float2(0.25f, 1.0f);
    vba.TCoord<Float2>(0, 5) = Float2(0.75f, 1.0f);

    IndexBuffer* ibuffer = new0 IndexBuffer(18, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[ 0] = 0;  indices[ 1] = 1;  indices[ 2] = 4;
    indices[ 3] = 1;  indices[ 4] = 5;  indices[ 5] = 4;
    indices[ 6] = 0;  indices[ 7] = 4;  indices[ 8] = 2;
    indices[ 9] = 1;  indices[10] = 3;  indices[11] = 5;
    indices[12] = 3;  indices[13] = 2;  indices[14] = 4;
    indices[15] = 3;  indices[16] = 4;  indices[17] = 5;

    TriMesh* ramp = new0 TriMesh(vformat, vbuffer, ibuffer);

    std::string path = Environment::GetPathR("Metal.wmtf");
    Texture2D* texture = Texture2D::LoadWMTF(path);
    ramp->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
        Shader::SF_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT));

    return ramp;
}
開發者ID:2asoft,項目名稱:GeometricTools,代碼行數:46,代碼來源:RoughPlaneSolidBox.cpp

示例10: mCategory

	SLSound::SLSound()
		: mCategory(0)
		, mFlags(0)
	{
		mBQObjectI = NULL;
		mBQPlayI = NULL;
		mVolumeI = NULL;
		mBQBufferQueueI = NULL;
		mBQEffectSendI = NULL;

		mPosition = Float3(0, 0, 0);
		mVolume = 1;
		mAttenStart = mAttenEnd = 0;
		mInvAttenDist = 1;

		mPlayTime = 0;
		mPlayOffset = 0;
		mPlayEnd = FALSE;

		mFadeMode = 0;
		mFadeTime = SL_FADETIME;

		i_thread = NULL;
	}
開發者ID:MSoft1115,項目名稱:Rad3D,代碼行數:24,代碼來源:SLSound.cpp

示例11: Float3

	// extents, renderable, nearDistance, depth, nearPlaneArea
	void Camera::SetLODSolution(IRenderer* renderable, float maxExtent, float nearDistance, 
		float depth, float minArea)
	{
		static bool added = false;
		if(!added)
		{
			PrintConsole::GetReference().AddSolution(L"ED2", "LOD", Float3(1.0f, 0.0f, 0.0f), 
				L"Camera::SetLODSolution");
			added = true;
		}

		unsigned int numLODs = renderable->GetNumLODs();

		if( numLODs != 1 )
		{
			float projectedRadius = (nearDistance * maxExtent) / depth;
			
			float projectedArea = (float)M_PI * projectedRadius * projectedRadius;

			float areaOccupiedRatio = min( 1.0f, projectedArea / minArea );

			renderable->SetCurrentLOD( (unsigned int)((numLODs-1) * areaOccupiedRatio) );
		}
	}
開發者ID:Burnsidious,項目名稱:FSGDEngine,代碼行數:25,代碼來源:LODSolution.cpp

示例12: OnInit

	virtual void OnInit()
	{
		SetupUI();

		// Create Mesh
		MeshSourcePtr pMeshSource = MeshManager::Instance()->LoadMesh("Mesh/fox.mesh");
		
		gMesh = new Mesh;
		gMesh->SetSource(pMeshSource);
		gMesh->LoadAnimation("Idle1", "Mesh/fox_idle1.anim");
		gMesh->SetLighting(true);

		gMesh->PlayAnimation("Idle1");

		LookMesh(gMesh);

		// Setup Main Light
		World::Instance()->MainLight()->SetDirection(Float3(-1, 0, 1));
		World::Instance()->MainLight()->SetAmbient(Float3(0.2f, 0.2f, 0.2f));
		World::Instance()->MainLight()->SetDiffuse(Float3(0.2f, 0.2f, 0.2f));

		// Create Lights
		gLightDir = new Light(eLightType::DIRECTION);
		gLightPoint = new Light(eLightType::POINT);
		gLightSpot = new Light(eLightType::SPOT);

		gLightDir->SetDiffuse(Float3(1, 0, 0));
		gLightPoint->SetDiffuse(Float3(0, 1, 0));
		gLightSpot->SetDiffuse(Float3(0, 0, 1));

		gLightDir->SetVisible(true);
		gLightPoint->SetVisible(false);
		gLightSpot->SetVisible(false);

		// Create Billboard
		gBillboard = new Billboard;
		gBillboard->SetSize(Float2(1, 1));
		gBillboard->SetTexture("flare.png");
		gBillboard->GetMaterial()->blendMode = eBlendMode::ADD;
	}
開發者ID:MSoft1115,項目名稱:Rad3D,代碼行數:40,代碼來源:Demo04_Lighting.cpp

示例13: Float3

			U1 Resource::CreateHardwareBuff( MeshHDBuffer* pOutBuff,CalCoreMesh* pInMesh ){
				std::vector<ABuff>	vertexData;
				std::vector<UInt>								indexData;
	
				SInt	iMeshCount	=	pInMesh->getCoreSubmeshCount();
				SInt	iVertexCount	=	0;
				SInt	iIndexCount		=	0;
				//首先計算頂點數 和 索引數
				for(SInt i=0;i<iMeshCount;i++){
					CalCoreSubmesh*	pSubMesh	=	pInMesh->getCoreSubmesh(i);
					iVertexCount	+=	pSubMesh->getVectorVertex().size();
					iIndexCount		+=	pSubMesh->getFaceCount()*3;
				}
				if(	iVertexCount	==	0	||
					iIndexCount		==	0)
				{
					return	false;
				}
				//分配空間
				vertexData.resize(iVertexCount);
				indexData.resize(iIndexCount);
	
				SInt	iV	=	0;
				SInt	iI	=	0;
	
				
				for(SInt i=0;i<iMeshCount;i++){
					CalCoreSubmesh*	pSubMesh							=	pInMesh->getCoreSubmesh(i);
					//計算切線
					pSubMesh->enableTangents(0,true);
	
					std::vector<CalCoreSubmesh::Vertex>&							lstVector	=	pSubMesh->getVectorVertex();
					std::vector<std::vector<CalCoreSubmesh::TangentSpace> >&		lstTangent	=	pSubMesh->getVectorVectorTangentSpace();
					std::vector<std::vector<CalCoreSubmesh::TextureCoordinate> >&	lstTexcoord	=	pSubMesh->getVectorVectorTextureCoordinate();
					std::vector<CalCoreSubmesh::Face>&								lstFace		=	pSubMesh->getVectorFace();
					
					SInt iFaceCount	=	lstFace.size();
					//索引緩衝
					for(SInt	j=0;j<iFaceCount;j++){
						indexData[iI]	=	lstFace[j].vertexId[0]	+	iV;
						indexData[iI+1]	=	lstFace[j].vertexId[1]	+	iV;
						indexData[iI+2]	=	lstFace[j].vertexId[2]	+	iV;
						iI	+=	3;
					}
					
					//頂點緩衝數據
					for(SInt j=0;j<iVertexCount;j++){
						CalCoreSubmesh::Vertex&				ver		=	lstVector[j];
						CalCoreSubmesh::TangentSpace		tang	=	lstTangent[0][j];
						CalCoreSubmesh::TextureCoordinate	uv		=	lstTexcoord[0][j];
		
						//位置
						vertexData[iV].Position		=	Float3(ver.position.x,ver.position.y,ver.position.z);


						SInt	iBoneCount	=	ver.vectorInfluence.size();
						for(SInt	k=0;k<4;k++){
							if(k<iBoneCount){
 								vertexData[iV].BoneWeight[k]	=	ver.vectorInfluence[k].weight*255.0f;
								//如果隻傳遞自己需要的矩陣 
								//骨骼索引變成0~n
 								vertexData[iV].BoneIndex[k]		=	ver.vectorInfluence[k].boneId;
							}else{
								vertexData[iV].BoneWeight[k]	=	0;
								vertexData[iV].BoneIndex[k]		=	0;

							}

						}

						//法線
						vertexData[iV].Normal		=	Float3(ver.normal.x,ver.normal.y,ver.normal.z);
						//UV
						vertexData[iV].UV.x		=	uv.u;
						vertexData[iV].UV.y		=	uv.v;
						//切線
						vertexData[iV].Tangent.x		=	tang.tangent.x;
						vertexData[iV].Tangent.y		=	tang.tangent.y;
						vertexData[iV].Tangent.z		=	tang.tangent.z;
	
	
	
						iV++;
					}
					AString	strName	=	m_strProductName	+	pInMesh->getName();
					Render::Vertex::IDeclare::Info	dInfo;
					dInfo.SetPNTT_Animation();
 					pOutBuff->pVertexDeclare	=	Render::System::GetSingleton()->CreateProduct<Render::Vertex::IDeclare>("PNTTANIM",&dInfo);
					Render::Buffer::Info		vInfo;
					vInfo.SetVertexBuffer(iVertexCount,52);
					vInfo.InitData			=	&vertexData[0];
					pOutBuff->pVertexBuff		=	Render::System::GetSingleton()->CreateProduct<Render::Buffer>(strName+"VB",&vInfo);

					vInfo.SetIndexBuffer32(iFaceCount*3);
					vInfo.InitData			=	&indexData[0];
					pOutBuff->pIndexBuff		=	Render::System::GetSingleton()->CreateProduct<Render::Buffer>(strName+"IB",&vInfo);

				}
				return	true;
			}
開發者ID:ingeyu,項目名稱:airengine,代碼行數:100,代碼來源:AirEngineCharacterResource.cpp

示例14: Float3

Float3<T> Float3<T>::operator -() const
{
	return Float3(-this->x, -this->y, -this->z);
}
開發者ID:pcercuei,項目名稱:OpenTESArena,代碼行數:4,代碼來源:Float3.cpp

示例15: switch

void PhysicsComponent::onEvent(Event* e)
{
	EventType type = e->getType();
	switch(type)
	{
	case EVENT_ATTRIBUTE_UPDATED: //Removes physics objects when the corresponding physics attribute is removed
	{
		Event_AttributeUpdated* attributeUpdated = static_cast<Event_AttributeUpdated*>(e);
		int attributeIndex = attributeUpdated->index;
		if(attributeUpdated->attributeEnum == ATTRIBUTE_PHYSICS)
		{
			if(attributeUpdated->isDeleted)
			{
				if(attributeIndex < physicsObjects_->size() && physicsObjects_->at(attributeIndex) != nullptr)
				{
  					dynamicsWorld_->removeRigidBody(physicsObjects_->at(attributeIndex));
					delete physicsObjects_->at(attributeIndex);
					physicsObjects_->at(attributeIndex) = nullptr;
				}
				else
				{
					DEBUGPRINT("Mismatch when synchronizing deletion of physics objects with physics attributes");
				}
			}
			else if(attributeUpdated->isCreated)
			{
			}
			else
			{
				itrPhysics.at(attributeIndex)->reloadDataIntoBulletPhysics = true;
			}
		}
		/*else if(attributeUpdated->attributeEnum == ATTRIBUTE_CAMERA)
		{
			if(attributeUpdated->isDeleted)
			{
  				dynamicsWorld_->removeRigidBody(frustumPhysicsObjects_->at(attributeIndex));
				delete frustumPhysicsObjects_->at(attributeIndex);
				frustumPhysicsObjects_->at(attributeIndex) = nullptr;
			}
		}*/
		break;
	}
	case EVENT_MODIFY_PHYSICS_OBJECT:
	{
		Event_ModifyPhysicsObject* modifyPhysicsObject = static_cast<Event_ModifyPhysicsObject*>(e);

		int physicsAttributeIndex = modifyPhysicsObject->ptr_physics.index();
		if(physicsAttributeIndex < physicsObjects_->size() && physicsAttributeIndex > -1)
		{
			PhysicsObject* physicsObject = physicsObjects_->at(physicsAttributeIndex);
			if(physicsObject != NULL)
			{
				//Cast void pointer sent in Event_ModifyPhysicsObject to its expected data type and modify physics object accordingly
				switch(modifyPhysicsObject->modifyWhatDataInPhysicsObjectData)
				{
				case XKILL_Enums::ModifyPhysicsObjectData::GRAVITY:
					{
						Float3* gravity = static_cast<Float3*>(modifyPhysicsObject->data);
						
						physicsObject->setGravity(btVector3(gravity->x, gravity->y, gravity->z));
						break;
					}
				case XKILL_Enums::ModifyPhysicsObjectData::VELOCITY:
					{
						Float3* velocity = static_cast<Float3*>(modifyPhysicsObject->data);
						
						physicsObject->setLinearVelocity(btVector3(velocity->x, velocity->y, velocity->z));
						break;
					}
				case XKILL_Enums::ModifyPhysicsObjectData::VELOCITYPERCENTAGE:
					{
						Float3* velocityPercentage = static_cast<Float3*>(modifyPhysicsObject->data);
						
						btVector3 currentLinearVelocity = physicsObject->getLinearVelocity();
						physicsObject->setLinearVelocity(btVector3(currentLinearVelocity.x()*velocityPercentage->x, currentLinearVelocity.y()*velocityPercentage->y, currentLinearVelocity.z()*velocityPercentage->z));
						break;
					}
				case XKILL_Enums::ModifyPhysicsObjectData::FLAG_STATIC:
					{
						bool* staticPhysicsObject = static_cast<bool*>(modifyPhysicsObject->data);
						
						if(*staticPhysicsObject == true)
						{
							physicsObject->setCollisionFlags(physicsObject->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
						}
						else if(*staticPhysicsObject == false)
						{
							physicsObject->setCollisionFlags(physicsObject->getCollisionFlags() & ~ btCollisionObject::CF_STATIC_OBJECT);
						}
						break;
					}
				case XKILL_Enums::ModifyPhysicsObjectData::COLLISIONFILTERMASK:
					{
						/*In order to modify "collisionFilterMask", a physics objects needs to be removed from the Bullet Physics dynamics world and then readded using "addRigidBody", where "collisionFilterMask" is passed as argument.
						Write physics object data to physics attribute, modify "collisionFilterMask", and set the "reloadDataIntoBulletPhysics" flag, and this class will handle the removal and addition of the physics object.*/
						
						short* collisionFilterMaskFromEvent = static_cast<short*>(modifyPhysicsObject->data);

						AttributePtr<Attribute_Physics> ptr_physics = itrPhysics.at(physicsAttributeIndex);
//.........這裏部分代碼省略.........
開發者ID:CaterHatterPillar,項目名稱:xkill-source,代碼行數:101,代碼來源:PhysicsComponent.cpp


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