代码搜索:Particles
找到约 717 项符合「Particles」的源代码
代码结果 717
www.eeworm.com/read/120251/6076281
h ogreareaemitter.h
/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://ww
www.eeworm.com/read/120251/6076287
h ogreringemitter.h
/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://ww
www.eeworm.com/read/113165/6138304
h ogreareaemitter.h
/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://ww
www.eeworm.com/read/113165/6138310
h ogreringemitter.h
/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://ww
www.eeworm.com/read/483033/6607848
m kf_nmcda_predict_dp2.m
%KF_NMCDA_PREDICT_DP2 KF/NMCDA Prediction step
%
% Syntax:
% [S,EV_STRS] = kf_nmcda_predict_dp(S,A,Q,B,u,t,alpha,beta)
%
% In:
% S - Struct array 1xNP of particles
% A - Transition matrix of di
www.eeworm.com/read/483033/6607853
m ukf_mcda_smooth.m
%UKF_MCDA_SMOOTH RTS Smoothing of particles in UKF-RBMCDA algorithm
%
% Syntax:
% [S,SM] = UKF_MCDA_SMOOTH(S,a,Q,param,same_p)
%
% In:
% S - NxNP cell array containing NP particle structures for
www.eeworm.com/read/406932/11432466
c load.c
#include "pdc1.h"
/***********************************************************/
/* This routine loads particles into a new simulation. */
/* There are 3 density profiles available for loading, the
www.eeworm.com/read/261520/11640901
cpp demo13_10.cpp
// DEMO13_10.CPP - particle demo
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, WINMM.LIB, and of course the T3DLIB files
// INCLUDES ///////////////////////////////////
www.eeworm.com/read/345593/11806712
pas unit1.pas
{: Basic particle system.
This is a very basic use of the particle systems in GLScene : colored
alos (sprites) are created randomly with fade-in and fade-out effects, and
the whole pa
www.eeworm.com/read/254278/12150157
java particlesystem.java
import javax.microedition.m3g.Graphics3D;
/**
* Manages emission of particles in our 3D world
*/
public class ParticleSystem
{
// The effect
private ParticleEffect effect = null;