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C++ createParticle函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中createParticle函数的典型用法代码示例。如果您正苦于以下问题:C++ createParticle函数的具体用法?C++ createParticle怎么用?C++ createParticle使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了createParticle函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetFreeDynLight

void FireFieldSpell::Update(float timeDelta) {
	
	pPSStream.Update(timeDelta);
	pPSStream1.Update(timeDelta);
	
	
	if(!lightHandleIsValid(m_light))
		m_light = GetFreeDynLight();
	
	if(lightHandleIsValid(m_light)) {
		EERIE_LIGHT * el = lightHandleGet(m_light);
		
		el->pos = m_pos + Vec3f(0.f, -120.f, 0.f);
		el->intensity = 4.6f;
		el->fallstart = 150.f+rnd()*30.f;
		el->fallend   = 290.f+rnd()*30.f;
		el->rgb = Color3f(1.f, 0.8f, 0.6f) - Color3f(rnd()*(1.0f/10), 0.f, 0.f);
		el->duration = 600;
		el->extras=0;
	}
	
	if(VisibleSphere(Sphere(m_pos - Vec3f(0.f, 120.f, 0.f), 350.f))) {
		
		pPSStream.Render();
		pPSStream1.Render();
		
		float fDiff = timeDelta / 8.f;
		int nTime = checked_range_cast<int>(fDiff);
		
		for(long nn=0;nn<=nTime+1;nn++) {
			
			PARTICLE_DEF * pd = createParticle();
			if(!pd) {
				break;
			}
			
			float t = rnd() * (PI * 2.f) - PI;
			float ts = std::sin(t);
			float tc = std::cos(t);
			pd->ov = m_pos + Vec3f(120.f * ts, 15.f * ts, 120.f * tc) * randomVec();
			pd->move = Vec3f(2.f, 1.f, 2.f) + Vec3f(-4.f, -8.f, -4.f) * Vec3f(rnd(), rnd(), rnd());
			pd->siz = 7.f;
			pd->tolive = Random::get(500, 1500);
			pd->tc = fire2;
			pd->special = ROTATING | MODULATE_ROTATION | FIRE_TO_SMOKE;
			pd->fparam = 0.1f - rnd() * 0.2f;
			pd->scale = Vec3f(-8.f);
			
			PARTICLE_DEF * pd2 = createParticle();
			if(!pd2) {
				break;
			}
			
			*pd2 = *pd;
			pd2->delay = Random::get(60, 210);
		}
		
	}
}
开发者ID:Drakesinger,项目名称:ArxLibertatis,代码行数:59,代码来源:SpellsLvl07.cpp


示例2: dynLightCreate

void FireFieldSpell::Update() {
	
	pPSStream.Update(g_framedelay);
	pPSStream1.Update(g_framedelay);
	
	EERIE_LIGHT * el = dynLightCreate(m_light);
	if(el) {
		el->pos = m_pos + Vec3f(0.f, -120.f, 0.f);
		el->intensity = 4.6f;
		el->fallstart = Random::getf(150.f, 180.f);
		el->fallend   = Random::getf(290.f, 320.f);
		el->rgb = Color3f(1.f, 0.8f, 0.6f) + Color3f(Random::getf(-0.1f, 0.f), 0.f, 0.f);
		el->duration = ArxDurationMs(600);
		el->extras=0;
	}
	
	if(VisibleSphere(Sphere(m_pos - Vec3f(0.f, 120.f, 0.f), 350.f))) {
		
		pPSStream.Render();
		pPSStream1.Render();
		
		float fDiff = g_framedelay / 8.f;
		int nTime = checked_range_cast<int>(fDiff);
		
		for(long nn=0;nn<=nTime+1;nn++) {
			
			PARTICLE_DEF * pd = createParticle();
			if(!pd) {
				break;
			}
			
			float t = Random::getf() * (glm::pi<float>() * 2.f) - glm::pi<float>();
			float ts = std::sin(t);
			float tc = std::cos(t);
			pd->ov = m_pos + Vec3f(120.f * ts, 15.f * ts, 120.f * tc) * randomVec();
			pd->move = Vec3f(2.f, 1.f, 2.f) + Vec3f(-4.f, -8.f, -4.f) * randomVec3f();
			pd->siz = 7.f;
			pd->tolive = Random::getu(500, 1500);
			pd->tc = fire2;
			pd->m_flags = ROTATING | FIRE_TO_SMOKE;
			pd->m_rotation = Random::getf(-0.1f, 0.1f);
			pd->scale = Vec3f(-8.f);
			
			PARTICLE_DEF * pd2 = createParticle();
			if(!pd2) {
				break;
			}
			
			*pd2 = *pd;
			pd2->delay = Random::getu(60, 210);
		}
		
	}
}
开发者ID:Dimoks,项目名称:ArxLibertatis_fork,代码行数:54,代码来源:SpellsLvl07.cpp


示例3: MagFX

void BookIconGui::MakeBookFX() {
	
	static const float z = 0.00001f;
	
	for(long i = 0; i < 12; i++) {
		
		MagFX(Vec3f(m_rect.topLeft(), z), m_scale);
	}
	
	for(int i = 0; i < 5; i++) {
		
		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			break;
		}
		
		float s = i * m_scale;
		
		pd->ov = Vec3f(m_rect.topLeft() - Vec2f(s * 2, s * 2), z);
		pd->move = Vec3f(s * -0.5f, s * -0.5f, 0.f);
		pd->scale = Vec3f(s * 10, s * 10, 0.f);
		pd->tolive = Random::getu(1200, 1600);
		pd->tc = m_tex;
		pd->rgb = Color3f(1.f - i * 0.1f, i * 0.1f, 0.5f - i * 0.1f);
		pd->siz = m_rect.width() + s * 4.f;
		pd->is2D = true;
	}
	
	NewSpell = 1;
}
开发者ID:BSzili,项目名称:ArxLibertatis,代码行数:30,代码来源:Hud.cpp


示例4: while

void PoisonProjectileSpell::AddPoisonFog(const Vec3f & pos, float power) {
	
	int iDiv = 4 - config.video.levelOfDetail;
	
	float flDiv = static_cast<float>(1 << iDiv);
	
	long count = std::max(1l, checked_range_cast<long>(g_framedelay / flDiv));
	while(count--) {
		
		if(Random::getf(0.f, 2000.f) >= power) {
			continue;
		}
		
		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			return;
		}
		
		float speed = 1.f;
		float fval = speed * 0.2f;
		pd->m_flags = FADE_IN_AND_OUT | ROTATING | DISSIPATING;
		pd->ov = pos + arx::randomVec(-100.f, 100.f);
		pd->scale = Vec3f(8.f, 8.f, 10.f);
		pd->move = Vec3f((speed - Random::getf()) * fval, (speed - speed * Random::getf()) * (1.f / 15),
		                 (speed - Random::getf()) * fval);
		pd->tolive = Random::getu(4500, 9000);
		pd->tc = TC_smoke;
		pd->siz = (80.f + Random::getf(0.f, 160.f)) * (1.f / 3);
		pd->rgb = Color3f(Random::getf(0.f, 1.f / 3), 1.f, Random::getf(0.f, 0.1f));
		pd->m_rotation = 0.001f;
		
	}
	
}
开发者ID:bsxf-47,项目名称:ArxLibertatis,代码行数:34,代码来源:SpellsLvl05.cpp


示例5: Anglef

void CCurse::Render() {
	
	RenderMaterial mat;
	mat.setCulling(Renderer::CullCW);
	mat.setDepthTest(true);
	mat.setBlendType(RenderMaterial::Opaque);
	
		Anglef stiteangle = Anglef(0, fRot, 0);
		Vec3f stitepos = eTarget;
		Vec3f stitescale = Vec3f_ONE;
		Color3f stitecolor = Color3f::white;
		Draw3DObject(svoodoo, stiteangle, stitepos, stitescale, stitecolor, mat);
	
	for(int i = 0; i < 4; i++) {
		
		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			break;
		}
		
		pd->ov = eTarget;
		pd->move = Vec3f(2.f * frand2(), rnd() * -10.f - 10.f, 2.f * frand2());
		pd->siz = 0.015f;
		pd->tolive = Random::get(1000, 1600);
		pd->tc = tex_p1;
		pd->special = ROTATING | MODULATE_ROTATION | DISSIPATING | SUBSTRACT | GRAVITY;
		pd->fparam = 0.0000001f;
	}
}
开发者ID:HerculesCE,项目名称:ArxLibertatis,代码行数:29,代码来源:Spells04.cpp


示例6: srand

bool LiquidScene::init() {
    if ( !Layer::init() ) {
        return false;
    }
    
    srand((unsigned) time(NULL));
    
    createPhysWorld();
    createGround();
    createParticle();
    
    // デバック表示用
    initDebugDraw();
    initTouchEventListener();
    
    Size window = Director::getInstance()->getWinSize();
    drawBox2dSpriteAt(createBox2DSpriteData(SpriteType::Box), Point(window.width/2.0 + 33, 33));
    drawBox2dSpriteAt(createBox2DSpriteData(SpriteType::Box), Point(window.width/2.0 - 33, 33));
    drawBox2dSpriteAt(createBox2DSpriteData(SpriteType::Box), Point(window.width/2.0 + 33 + 66, 33));
    drawBox2dSpriteAt(createBox2DSpriteData(SpriteType::Box), Point(window.width/2.0 - 33 - 66, 33));
    
    drawBox2dSpriteAt(createBox2DSpriteData(SpriteType::Box), Point(window.width/2.0 + 33 + 66, 33 + 66));
    drawBox2dSpriteAt(createBox2DSpriteData(SpriteType::Box), Point(window.width/2.0 - 33 - 66, 33 + 66));
    
    
    drawBox2dSpriteAt(createBox2DSpriteData(SpriteType::Box), Point(window.width/2.0 + 33 + 66, 33 + 66 + 66));
    drawBox2dSpriteAt(createBox2DSpriteData(SpriteType::Box), Point(window.width/2.0 - 33 - 66, 33 + 66 + 66));
    
    
    scheduleUpdate();
    
    return true;
}
开发者ID:kosakasakas,项目名称:2DPhys,代码行数:33,代码来源:LiquidScene.cpp


示例7: createConstantEmissionCount

void ParticleEmitter::create(ParticleSystem *system, float time) {
  int numParticles = createConstantEmissionCount(time);
  Particle *p;
  for(int i = 0; (i < numParticles) && (system->findEmptySlot(p)); i++) {
    createParticle(p);
  }
}
开发者ID:mvanderkolff,项目名称:navi-misc,代码行数:7,代码来源:ParticleSystem.cpp


示例8: ARX_SOUND_PlaySFX

void FlyingEyeSpell::End() {
	
	Entity * caster = entities.get(m_caster);
	if(caster) {
		ARX_SOUND_PlaySFX(g_snd.MAGIC_FIZZLE, &caster->pos);
	}
	
	static TextureContainer * tc4 = TextureContainer::Load("graph/particles/smoke");
	
	ARX_SOUND_PlaySFX(g_snd.SPELL_EYEBALL_OUT);
	eyeball.exist = -100;
	
	for(long n = 0; n < 12; n++) {
		
		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			break;
		}
		
		pd->ov = eyeball.pos + arx::randomVec(-5.f, 5.f);
		pd->move = arx::randomVec(-2.f, 2.f);
		pd->siz = 28.f;
		pd->tolive = Random::getu(2000, 6000);
		pd->scale = Vec3f(12.f);
		pd->tc = tc4;
		pd->m_flags = FADE_IN_AND_OUT | ROTATING | DISSIPATING;
		pd->m_rotation = 0.0000001f;
		pd->rgb = Color3f(0.7f, 0.7f, 1.f);
	}
	
	config.input.mouseLookToggle = bOldLookToggle;
	
	lightHandleDestroy(m_light1);
	lightHandleDestroy(m_light2);
}
开发者ID:bsxf-47,项目名称:ArxLibertatis,代码行数:35,代码来源:SpellsLvl07.cpp


示例9: while

void PoisonProjectileSpell::AddPoisonFog(const Vec3f & pos, float power) {
	
	int iDiv = 4 - config.video.levelOfDetail;
	
	float flDiv = static_cast<float>(1 << iDiv);
	
	arxtime.update();
	
	long count = std::max(1l, checked_range_cast<long>(framedelay / flDiv));
	while(count--) {
		
		if(rnd() * 2000.f >= power) {
			continue;
		}
		
		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			return;
		}
		
		float speed = 1.f;
		float fval = speed * 0.2f;
		pd->special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
		pd->ov = pos + randomVec(-100.f, 100.f);
		pd->scale = Vec3f(8.f, 8.f, 10.f);
		pd->move = Vec3f((speed - rnd()) * fval, (speed - speed * rnd()) * (1.f / 15),
		                 (speed - rnd()) * fval);
		pd->tolive = Random::get(4500, 9000);
		pd->tc = TC_smoke;
		pd->siz = (80.f + rnd() * 160.f) * (1.f / 3);
		pd->rgb = Color3f(rnd() * (1.f / 3), 1.f, rnd() * 0.1f);
		pd->fparam = 0.001f;
	}
}
开发者ID:HustLion,项目名称:ArxLibertatis,代码行数:34,代码来源:SpellsLvl05.cpp


示例10: createParticle

void SplashManager::update(void)
{
	for(int i = 0; i<400 ;i++)
	{
		particles[i].timer++;

		if( particles[i].timer < particles[i].limit)
		{
			float perc = particles[i].timer / particles[i].limit;
		
			particles[i].x += particles[i].direction[0];
			particles[i].y += particles[i].direction[1];
			particles[i].z += particles[i].direction[2];

			particles[i].scale += 0.001f;

			particles[i].color[0] = (1.0 -perc);
			particles[i].color[1] = (1.0 -perc);
			particles[i].color[2] = (1.0 -perc);
			particles[i].color[3] = (1.0 -perc);
		}
		else
		{
			createParticle(i);
		}
	}
}
开发者ID:Stewart-Taylor,项目名称:GraphicsAssignment3,代码行数:27,代码来源:SplashManager.cpp


示例11: ARX_SOUND_PlaySFX

void FlyingEyeSpell::End()
{
	ARX_SOUND_PlaySFX(SND_MAGIC_FIZZLE, &entities[m_caster]->pos);
	
	static TextureContainer * tc4=TextureContainer::Load("graph/particles/smoke");
	
	ARX_SOUND_PlaySFX(SND_SPELL_EYEBALL_OUT);
	eyeball.exist = -100;
	
	for(long n = 0; n < 12; n++) {
		
		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			break;
		}
		
		pd->ov = eyeball.pos + randomVec(-5.f, 5.f);
		pd->move = randomVec(-2.f, 2.f);
		pd->siz = 28.f;
		pd->tolive = Random::get(2000, 6000);
		pd->scale = Vec3f(12.f);
		pd->tc = tc4;
		pd->special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
		pd->fparam = 0.0000001f;
		pd->rgb = Color3f(0.7f, 0.7f, 1.f);
	}
	
	config.input.mouseLookToggle = bOldLookToggle;
	
	lightHandleDestroy(special[2]);
	lightHandleDestroy(special[1]);
}
开发者ID:Drakesinger,项目名称:ArxLibertatis,代码行数:32,代码来源:SpellsLvl07.cpp


示例12: stopAllActions

void Bomb::bomb()
{
	//CCLog("==============Bomb::bomb=======================");
	stopAllActions();
	setVisible(true);
	RecordSprite* pBomb = new RecordSprite;
	pBomb->initWithTexture(this->getTexture());
	pBomb->autorelease();
	pBomb->setPosition(ccp(this->getContentSize().width/2, this->getContentSize().height/2));
	this->addChild(pBomb);	
	pBomb->runAction(CCSequence::create(
		 AnimatePacker::getInstance()->getAnimate("fullbomb"), 
		 CCCallFuncN::create(this, callfuncN_selector(Bomb::bombEnd)),
		 NULL));
//     if (bombAction != NULL)
//     {
//         runAction(bombAction);
//     }else
//     {
//         CCLog("========>waring: current season have increct bomb pic !");
//     }
	par = NULL;

	//安卓平台不需要这个粒子系统
	if (CC_TARGET_PLATFORM != CC_PLATFORM_ANDROID)
	{
		par = createParticle();
		getParent()->addChild(par, 10);
		par->setPosition(getPosition());
	}
}
开发者ID:SongCF,项目名称:game-LostStar,代码行数:31,代码来源:Bomb.cpp


示例13: QGLWidget

Viewer::Viewer(const QGLFormat& format, QWidget *parent)
    : QGLWidget(format, parent),
      MaxParticles(2000),
      ParticlesCount(900)
#if (QT_VERSION >= QT_VERSION_CHECK(5, 1, 0))
    , vbo(QOpenGLBuffer::VertexBuffer)
    , matbo(QOpenGLBuffer::VertexBuffer)
    , mVertexArrayObject(this)
#else
    , vbo(QGLBuffer::VertexBuffer)
#endif
{
    mTimer = new QTimer(this);
    connect(mTimer, SIGNAL(timeout()), this, SLOT(update()));
    mTimer->start(1000/30);
    // Nothing to do here right now.

    mStepTimer = new QTimer(this);
    connect(mTimer, SIGNAL(timeout()), this, SLOT(step()));
    mTimer->start(1000/500);

    createTimer = new QTimer(this);
    connect(createTimer, SIGNAL(timeout()), this, SLOT(createParticle()));
    createTimer->start(1000/10);
}
开发者ID:aliyap,项目名称:SPH_misc,代码行数:25,代码来源:viewer.cpp


示例14: FlyingEyeSpellUpdateHand

static void FlyingEyeSpellUpdateHand(const Vec3f & pos, LightHandle & light) {
	
	EERIE_LIGHT * el = dynLightCreate(light);
	if(el) {
		el->intensity = 1.3f;
		el->fallend = 180.f;
		el->fallstart = 50.f;
		el->rgb = Color3f(0.7f, 0.3f, 1.f);
		el->pos = pos;
	}
	
	for(long kk = 0; kk < 2; kk++) {
		
		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			break;
		}
		
		pd->ov = pos + randomVec(-1.f, 1.f);
		pd->move = Vec3f(0.1f, 0.f, 0.1f) + Vec3f(-0.2f, -2.2f, -0.2f) * randomVec3f();
		pd->siz = 5.f;
		pd->tolive = Random::getu(1500, 3500);
		pd->scale = Vec3f(0.2f);
		pd->tc = TC_smoke;
		pd->m_flags = FADE_IN_AND_OUT | ROTATING | DISSIPATING;
		pd->sourceionum = EntityHandle_Player;
		pd->m_rotation = 0.0000001f;
		pd->rgb = Color3f(.7f, .3f, 1.f) + Color3f(-.1f, -.1f, -.1f) * randomColor3f();
	}
}
开发者ID:Dimoks,项目名称:ArxLibertatis_fork,代码行数:30,代码来源:SpellsLvl07.cpp


示例15: normalize

	Particle *ParticleSystemNode::emit(int count) {

		nodeDirection = normalize(origin * vec3(0, 0, 1) - origin.getPos());

		if (count == 1) {
			Particle *p = createParticle();
			particles.append(p);
			return p;
		}

		for (int i=0; i<count; i++) {
			Particle *p = createParticle();
			particles.append(p);
		}
		return NULL;
	}
开发者ID:mediogre,项目名称:nutmeg-sdl,代码行数:16,代码来源:ParticleSystemNode.cpp


示例16: createParticle

void StarParticleController::initialize()
{
	Starparticles.clear();
	createParticle();
	isEnd = false;
	timer.initialize();
}
开发者ID:trudeHisa,项目名称:workspace,代码行数:7,代码来源:StarParticleController.cpp


示例17: createParticle

void PlayerLogicComponent::hatchBird(bool respawn){
	if (isEgg){
		if (respawn && gameObjectRef->isLocal){
			AudioManager* audioMan = AudioManager::getAudioInstance();
			audioMan->playByName("roostersfx.ogg");
		}
		PlayerRenderComponent* renderComp = dynamic_cast<PlayerRenderComponent*>(gameObjectRef->GetComponent(COMPONENT_RENDER));
		//reset sprites
		//for (auto obj : renderComp->allObjs)obj.second->visible = true;
		createParticle(renderComp->allObjs["egg"], 10, gameObjectRef->posX, gameObjectRef->posY);
		renderComp->allObjs["body"]->visible = true;
		renderComp->allObjs["egg"]->visible = false;

		//reset positions
		renderComp->allObjs["base"]->posX = gameObjectRef->posX;
		renderComp->allObjs["base"]->posY = gameObjectRef->posY;
		//reset rotation
		PlayerPhysicsComponent* physicsComp = dynamic_cast<PlayerPhysicsComponent*>(gameObjectRef->GetComponent(COMPONENT_PHYSICS));
		b2Vec2 pos;
		physicsComp->mBody->SetFixedRotation(true);
		pos = physicsComp->mBody->GetPosition();
		gameObjectRef->rotation = 0;
		physicsComp->mBody->SetTransform(pos, 0);
		renderComp->allObjs["base"]->rotation = 0;
		isEgg = false;
	}
}
开发者ID:EthanShimooka,项目名称:BAA,代码行数:27,代码来源:PlayerLogicComponent.cpp


示例18: Anglef

float CCurse::Render() {
	
	GRenderer->SetCulling(Renderer::CullCW);
	GRenderer->SetRenderState(Renderer::DepthWrite, true);
	GRenderer->SetRenderState(Renderer::AlphaBlending, false);
	
	if(svoodoo) {
		Anglef stiteangle = Anglef(fRot, 0, 0);
		Vec3f stitepos = eTarget;
		Vec3f stitescale = Vec3f::ONE;
		Color3f stitecolor = Color3f::white;
		DrawEERIEObjEx(svoodoo , &stiteangle, &stitepos, &stitescale, &stitecolor);
	}
	
	for(int i = 0; i < 4; i++) {
		
		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			break;
		}
		
		pd->ov = eTarget;
		pd->move = Vec3f(2.f * frand2(), rnd() * -10.f - 10.f, 2.f * frand2());
		pd->siz = 0.015f;
		pd->tolive = Random::get(1000, 1600);
		pd->tc = tex_p1;
		pd->special = ROTATING | MODULATE_ROTATION | DISSIPATING | SUBSTRACT | GRAVITY;
		pd->fparam = 0.0000001f;
	}
	
	return 1;
}
开发者ID:Eli2,项目名称:ArxLibertatis,代码行数:32,代码来源:Spells04.cpp


示例19: mQuota

ParticleSystem::ParticleSystem(const ParticleSystem &copy, const osg::CopyOp &copyop)
    : osgParticle::ParticleSystem(copy, copyop)
    , mQuota(copy.mQuota)
{
    // For some reason the osgParticle constructor doesn't copy the particles
    for (int i=0;i<copy.numParticles()-copy.numDeadParticles();++i)
        createParticle(copy.getParticle(i));
}
开发者ID:iClunk,项目名称:openmw,代码行数:8,代码来源:particle.cpp


示例20: spawnEffect

static void spawnEffect(GameObject trap, GameObject target)
{
  EntityManager &em = EntityManager::instance();
  TrapComponent *tc = em.getComponentForEntity<TrapComponent>(trap);
  SpellEffects::apply(trap, target, tc->spell);
  SpaceComponent *sc = em.getComponentForEntity<SpaceComponent>(trap);
  createParticle(sc->pos);
}
开发者ID:Th30n,项目名称:into-the-dungeon,代码行数:8,代码来源:TrapSystem.cpp



注:本文中的createParticle函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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