x
Yes
No
Do you want to visit DriveHQ English website?
首页
产品服务
价格
免费试用
下载客户端
关于我们
云文件服务
|
云备份服务
|
FTP服务
|
企业邮箱服务
|
网站托管
|
客户端软件
云文件服务
云备份服务
FTP服务
企业级邮箱服务
网站托管
客户端软件
contact.h - Hosted on DriveHQ Cloud IT Platform
返回上层目录
上传
下载
共享
发布
新建文件夹
新建文件
复制
剪切
删除
粘贴
评论
升级服务
路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\ode\contact.h
旋转
特效
属性
历史版本
/************************************************************************* * * * Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. * * All rights reserved. Email: russ@q12.org Web: www.q12.org * * * * This library is free software; you can redistribute it and/or * * modify it under the terms of EITHER: * * (1) The GNU Lesser General Public License as published by the Free * * Software Foundation; either version 2.1 of the License, or (at * * your option) any later version. The text of the GNU Lesser * * General Public License is included with this library in the * * file LICENSE.TXT. * * (2) The BSD-style license that is included with this library in * * the file LICENSE-BSD.TXT. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * * LICENSE.TXT and LICENSE-BSD.TXT for more details. * * * *************************************************************************/ #ifndef _ODE_CONTACT_H_ #define _ODE_CONTACT_H_ #include
#ifdef __cplusplus extern "C" { #endif enum { dContactMu2 = 0x001, dContactFDir1 = 0x002, dContactBounce = 0x004, dContactSoftERP = 0x008, dContactSoftCFM = 0x010, dContactMotion1 = 0x020, dContactMotion2 = 0x040, dContactSlip1 = 0x080, dContactSlip2 = 0x100, dContactApprox0 = 0x0000, dContactApprox1_1 = 0x1000, dContactApprox1_2 = 0x2000, dContactApprox1 = 0x3000 }; typedef struct dSurfaceParameters { /* must always be defined */ int mode; dReal mu; /* only defined if the corresponding flag is set in mode */ dReal mu2; dReal bounce; dReal bounce_vel; dReal soft_erp; dReal soft_cfm; dReal motion1,motion2; dReal slip1,slip2; } dSurfaceParameters; /** * @brief Describe the contact point between two geoms. * * If two bodies touch, or if a body touches a static feature in its * environment, the contact is represented by one or more "contact * points", described by dContactGeom. * * The convention is that if body 1 is moved along the normal vector by * a distance depth (or equivalently if body 2 is moved the same distance * in the opposite direction) then the contact depth will be reduced to * zero. This means that the normal vector points "in" to body 1. * * @ingroup collide */ typedef struct dContactGeom { dVector3 pos; ///< contact position dVector3 normal; ///< normal vector dReal depth; ///< penetration depth dGeomID g1,g2; ///< the colliding geoms int side1,side2; ///< (to be documented) } dContactGeom; /* contact info used by contact joint */ typedef struct dContact { dSurfaceParameters surface; dContactGeom geom; dVector3 fdir1; } dContact; #ifdef __cplusplus } #endif #endif
contact.h
网页地址
文件地址
上一页
7/21
下一页
下载
( 3 KB )
Comments
Total ratings:
0
Average rating:
无评论
of 10
Would you like to comment?
Join now
, or
Logon
if you are already a member.