voidSphericalCalculator::addFace(std::vector<Face> &faces,constPoint &a,constPoint &b,constPoint &c) { Face f; f.x[0][0]=a.x[0]; f.x[0][1]=a.x[1]; f.x[0][2]=a.x[2]; f.x[1][0]=b.x[0]; f.x[1][1]=b.x[1]; f.x[1][2]=b.x[2]; f.x[2][0]=c....
.from_numpy_matrix(am)if position isNone: position=nx.drawing.circular_layout(g) fig = plt.figure()if cls isNone: cls='r'else:# Make a user-defined colormap. cm1 = mcol.LinearSegmentedColormap.from_list("MyCmapName",["r","b"])...
v.Y = -(((2.0f * ptCursor.Y) / backBufferHeight) -1) / ProjMatrix.M22; v.Z =1.0f;varmInit = TranMatrix;varm = Matrix3d.Invert(mInit);// Transform the screen space pick ray into 3D spacevPickRayDir.X = v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31; vPickRayDir.Y ...
_phActor->setLinearVelocity( velH + velV ); _jumper->initOverburdenCalculator( velH + velV ); }else{ _clump->getFrame()->setMatrix( _matrixConversion->convert( wrap( _phActor->getGlobalPose() ) ) ); }if( _jumper->getSpinalCord()->modifier) _endOfAction =true; }if( _clump->get...
a.normalize();PxVec3b(normal.cross(a));PxMat33trans(a,b,normal); ret = base::Actor::patternFracture(hitLocation,dir,compoundNr,trans,radius,impulseMagn,impulseMagn); } mScene->getScene()->unlockWrite(); mRenderResourcesDirty =true;returnret; ...