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CollisionsBox Box IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a BEOBJECT.Detects the collision between two 3D entities at the box level. Box Box Intersection.cmoTechnical InformationIn: triggers the process.True: is activated if the 2 entities are in intersection.False: is activated if the 2 entities are not in intersection.Entity 0: first entity to be tested.Entity 1: second entity to be tested.Hierarchy 0: specify whether to concider the bounding box of the first entity and its children, or just the bounding box of the first entity.Hierarchy 1: specify whether to concider the bounding box of the second entity and its children, or just the bounding box of the second entity.This building block detects the collision between two entitys bounding boxes.Warning- This building block tells at a given time if the object 1 is touching or not the object 2.If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.碰撞盒盒相交在Collisions/Intersection中將其分類描述適用于行為對(duì)象在一個(gè)立方空間內(nèi)檢測(cè)兩個(gè)三維實(shí)體的碰撞Box Box Intersection.cmo技術(shù)信息In:觸發(fā)該進(jìn)程True:如果兩個(gè)實(shí)體交叉則被激活False:如果兩個(gè)實(shí)體沒(méi)有交叉則被激活Entity 0:第一個(gè)受實(shí)驗(yàn)的實(shí)體Entity 1:第二個(gè)受實(shí)驗(yàn)的實(shí)體Hierarchy 0:明確指出是否考慮第一個(gè)綁定實(shí)體和它的子節(jié)點(diǎn),或者只是第一個(gè)被綁定的實(shí)體。Hierarchy 1:明確指出是否考慮第二個(gè)綁定實(shí)體和它的子節(jié)點(diǎn),或者只是第二個(gè)被綁定的實(shí)體這個(gè)BB表示是在兩個(gè)綁定的實(shí)體之間實(shí)現(xiàn)的碰撞。警告這個(gè)BB告訴我們?cè)诮o定的時(shí)間內(nèi),如果對(duì)象1被接觸不再是對(duì)象2。如果你需要執(zhí)行這個(gè)測(cè)試每5個(gè)渲染進(jìn)程,你就必須每5幀循環(huán)一次這個(gè)BB如果你需要執(zhí)行這個(gè)測(cè)試在每幀中,你就需要每幀循環(huán)一次這個(gè)BBBox Face IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a BEOBJECT.Detects the collision between the first entitys bounding box and each faces of the second entity. Box Face Intersection.cmoTechnical InformationIn: triggers the process.True: is activated if the 2 entities are in intersection.False: is activated if the 2 entities are not in intersection.Entity 1: first entity to be tested.Entity 2: second entity to be tested.This building block detects the collision between the first entitys bounding box and each faces of the second entity. Warning- This building block tells at a given time if the object 1 is touching or not the object 2.If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.盒面相交在Collisions/Intersection中將其分類描述適用于行為對(duì)象檢測(cè)第一個(gè)實(shí)體的邊界框和第二個(gè)實(shí)體的每一個(gè)表面的碰撞Box Face Intersection.cmo技術(shù)信息In:觸發(fā)該進(jìn)程True:如果2個(gè)實(shí)體相交則被激活False:如果2個(gè)實(shí)體沒(méi)有相交則被激活Entity 1:被測(cè)試的第一個(gè)實(shí)體Entity 2:被測(cè)試的第二個(gè)實(shí)體這個(gè)BB指出在第一個(gè)被綁定的實(shí)體和第二個(gè)實(shí)體的表面之間進(jìn)行的碰撞。警告這個(gè)BB告訴我們?cè)诮o定的時(shí)間內(nèi),如果對(duì)象1被接觸不再是對(duì)象2。如果你需要執(zhí)行這個(gè)測(cè)試每5個(gè)渲染進(jìn)程,你就必須每5幀循環(huán)一次這個(gè)BB如果你需要執(zhí)行這個(gè)測(cè)試在每幀中,你就需要每幀循環(huán)一次這個(gè)BBCharacter Prevent From CollisionVersion 1.00 - VirtoolsCategorized in Collisions/Character DescriptionApply to a CHARACTER.OBSOLETE - see Object Slider BB.Prevents the character from colliding obstacles. Technical InformationOn: activates the process.Off: deactivates the process.Collision Occured: is activated when a collision occurs.No Collision: is activated while no collision occurs.Geometry Precision: you can force a geometry precision for all the obstacles or use the attributes specified precision with the Automatic value.Detection Tests: the maximum number of tests to be performed in addition to the initial one, to determine if a collision occured. The building block stops testing at the first collision it encounters, then tests for a safe position from that point.Safe Position Tests: the maximum number of tests to be performed in addition to the initial one, to determine the nearest safe position from the collision point.阻止碰撞的角色在Collisions/Character中將其分類描述適用于角色阻止角色進(jìn)行碰撞技術(shù)信息On:激活該進(jìn)程O(píng)ff:撤消該進(jìn)程Collision Occurred:當(dāng)碰撞發(fā)生時(shí)被激活No Collision:當(dāng)沒(méi)有碰撞發(fā)生事時(shí)被激活Geometry Precision:你可以強(qiáng)迫一個(gè)幾何學(xué)上的精確性或是使用屬性中的Automatic值說(shuō)明所有的障礙物Detection Tests:當(dāng)碰撞發(fā)生時(shí)測(cè)試的最大值將被執(zhí)行除了初始值之外。這個(gè)BB在遇到第一個(gè)碰撞時(shí)將停止測(cè)試,然后測(cè)試在那個(gè)點(diǎn)上的安全的方位。Safe Position Tests:測(cè)試的最大值被執(zhí)行除了初始值,來(lái)決定碰撞點(diǎn)中最安全的方位。BodyPart Touched: the collided sub object (body part) of the character.Touched Obstacle: 3D Entity touched by the body part (retrieves the parent of the obstacle if you specified the collision to be hierachical).Touched Sub Obstacle: 3D Entity touched by the body part (retrieves the exact object on a hierachical collision). - Unlike the DetectCollision building block, Character Prevent From Collision doesnt need to be looped if you want the collision to be tested every frame.- The attached character will be given the Moving Obstacle attribute by this building block, but for each object you wish to avoid, the objects need to be assigned the Fixed Obstacle or Moving Obstacle attribute.WarningThis building block is obsolete and is only included for backwards compatibility. BodyPart Touched:角色的碰撞部位Touched Obstacle:3D實(shí)體接觸的位置(如果你具體指出碰撞的層級(jí)關(guān)系父節(jié)點(diǎn)將被重新設(shè)置)Touched Sub Obstacle:3D實(shí)體接觸的部位(在碰撞中重置精確的對(duì)象)不像“DetectCollision”行為交互模塊,“Character Prevent From Collision” 如果你想要碰撞每幀都被測(cè)試,不需要循環(huán)。這個(gè)附屬的角色通過(guò)設(shè)置“Moving Obstacle”的屬性來(lái)給定,但是對(duì)每個(gè)你想要躲開(kāi)的對(duì)象,這個(gè)對(duì)象需要被分配屬性給Fixed Obstacle或者M(jìn)oving Obstacle警告這個(gè)BB已經(jīng)廢舊了Collision DetectionVersion 1.00 - VirtoolsCategorized in Collisions/3D Entity DescriptionApply to a 3DENTITY.Detects the collision between the 3D object and other 3d object declared as obstacles. Collision Detection.cmoTechnical InformationIn: triggers the process.True: is activated if an obstacle touched the object.False: is activated if no obstacle touched the object.Geometry Precision: you can force here a geometry precision for all the obstacles or use the attributes specified precision with the Automatic value.Detection Tests: the maximum number of tests to be performed in addition to the initial one, to determine if a collision occured. The building block stops testing at the first collision it encounters, then tests for a safe position from that point.Safe Position Tests: the maximum number of tests to be performed in addition to the initial one, to determine the nearest safe position from the collision point.碰撞檢測(cè)在Collisions/3D Entity中將其分類描述適用于三維實(shí)體檢測(cè)三維對(duì)象和宣布為障礙物的三維對(duì)象之間的碰撞Collision Detection.cmo技術(shù)信息In:觸發(fā)該進(jìn)程True:如果障礙物碰到對(duì)象時(shí)則被激活False:當(dāng)沒(méi)有障礙物碰到對(duì)象時(shí)被激活Geometry Precision:你可以強(qiáng)迫一個(gè)幾何學(xué)上的精確性或是使用屬性中的Automatic值說(shuō)明所有的障礙物Detection Tests:當(dāng)碰撞發(fā)生時(shí)測(cè)試的最大值將被執(zhí)行除了初始值之外。這個(gè)BB在遇到第一個(gè)碰撞時(shí)將停止測(cè)試,然后測(cè)試在那個(gè)點(diǎn)上的安全的方位。Safe Position Tests:測(cè)試的最大值被執(zhí)行除了初始值,來(lái)決定碰撞點(diǎn)中最安全的方位。Object Part: if the object which building block is applied to, is composed of many others, Object Part retrieves the collided sub object. If theres no sub object, Object Part retrieves simply this object.Touched Obstacle: 3D Entity touched by the object (retrieves the parent of the obstacle if you specified the collision to be hierarchical).Touched Sub Obstacle: 3D Entity touched by the object (retrieves the exact object on a hierarchical collision).Touched Vertex: nearest Vertex of the obstacle when the collision occurs.Touched Face: nearest Face of the obstacle when the collision occurs.Touching Vertex: nearest Vertex of the tested object when the collision occurs.Touching Face: nearest Face of the tested object when the collision occurs.Impact Point: the approximate impact point (based on the two nearest vertices of the two objects).Impact Normal: the approximate impact normal (based on the two nearest vertices of the two objects, not on the face normal of the obstacle).Impact Orientation: the world matrix of the tested object before the collision occurs (the matrix of the previous frame if it cant find anything better.)Impact Data: With these flags, you can choose which information is relevant to you. Object Part:如果這個(gè)BB適用于這個(gè)對(duì)象,由其他的一些組成,Object Part恢復(fù)了碰撞的子對(duì)象。如果沒(méi)有子對(duì)象,Object Part取回單個(gè)物體。Touched Obstacle:3D實(shí)體接觸的位置(如果你具體指出碰撞的層級(jí)關(guān)系父節(jié)點(diǎn)將被重新設(shè)置)Touched Sub Obstacle:3D實(shí)體接觸的部位(在碰撞中重置精確的對(duì)象)Touched Vertex:當(dāng)發(fā)生碰撞時(shí),障礙物最近的頂點(diǎn)Touched Face:當(dāng)發(fā)生碰撞時(shí),障礙物最近的面Touching Vertex:當(dāng)發(fā)生碰撞時(shí),受測(cè)驗(yàn)物體最近的頂點(diǎn)Touching Face:當(dāng)發(fā)生碰撞時(shí),受測(cè)驗(yàn)物體最近的面Impact Point:近似碰撞沖擊點(diǎn)(兩個(gè)對(duì)象上最近的兩個(gè)頂點(diǎn))Impact Normal:近似法線碰撞(兩個(gè)對(duì)象中最近的兩個(gè)頂點(diǎn),不是障礙物的面)Impact Orientation:在碰撞發(fā)生之前被測(cè)試對(duì)象的世界母體(如果你不能找到任何更好的)Impact Data:通過(guò)這些旗子,你能選擇有關(guān)你的信息Warning- This building block tells at a given time if the object is touching or not an obstacle.If you need to execute this test every 5 behavioral process, you should then loop this building block with a 5 frame link delay.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link delay.- Each obstacles to be assigned the Fixed Obstacle or Moving Obstacle attribute, knowing that only the objects that doesnt move from one frame to another can be safely assigned the Fixed Obstacle attribute.警告這個(gè)BB告訴我們?cè)诮o定的時(shí)間內(nèi),如果對(duì)象1被接觸不再是對(duì)象2。如果你需要執(zhí)行這個(gè)測(cè)試每5個(gè)渲染進(jìn)程,你就必須每5幀循環(huán)一次這個(gè)BB如果你需要執(zhí)行這個(gè)測(cè)試在每幀中,你就需要每幀循環(huán)一次這個(gè)BB每個(gè)障礙物被分配給Fixed Obstacle或者是Moving Obstacle屬性,只有對(duì)象不能從一個(gè)虛擬對(duì)象移動(dòng)到另一個(gè)。Declare FloorsVersion 2.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a BEOBJECT.Identifies floor objects by their name Declare Floors.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Key Substring: any object in the level which name containing this string becomes a floor.This building block can be applied to any object in the enviroment.eg: if Key Name= Quad, then all the objects of the scene containing Quad in their name, will be concidered as floors.It must be triggered once to initialize floor management.You can declare floors also by giving the Floor attribute to your floors.宣布為地板在Collisions/Floors中將其分類描述適用于行為對(duì)象通過(guò)名稱來(lái)識(shí)別地板對(duì)象Declare Floors.cmo技術(shù)信息In:觸發(fā)該進(jìn)程O(píng)ut:當(dāng)進(jìn)程結(jié)束時(shí)被激活Key Substring:任何一個(gè)在層級(jí)里的對(duì)象包含這個(gè)字符的為一個(gè)地板這個(gè)BB能夠適用于在這個(gè)環(huán)境中的任何對(duì)象Eg:如果Key Name為Quad,然后場(chǎng)景中所有名稱當(dāng)中包含Quad的,將被認(rèn)為是地面當(dāng)?shù)匕鍨槌跏紶顟B(tài)時(shí)被激活你能通過(guò)給定Floor中的屬性值來(lái)聲明一個(gè)地面Declare ObstaclesVersion 1.00 - VirtoolsCategorized in Collisions/Obstacle DescriptionApply to a BEOBJECT.Identifies obstacle objects by their name Declare Obstacles.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Key Substring: any object in the level which name contains this string becomes an obstacle.Moving: whether you want the objects to be defined as moving obstacles.Geometry: the type of geometry you want to consider in collision testing.This building block can be applied to any object in the environment. It should be triggered only once to initialize collision management. 宣布為障礙物在Collisions/Obstacle中將其分類描述適用于行為對(duì)象通過(guò)名稱來(lái)識(shí)別障礙物對(duì)象Declare Obstacles.cmo技術(shù)信息In:觸發(fā)該進(jìn)程O(píng)ut:當(dāng)進(jìn)程結(jié)束時(shí)被激活Key Substring:任何一個(gè)在層級(jí)里的對(duì)象包含這個(gè)字符的為一個(gè)障礙物Moving:你是否想要對(duì)象被聲明為移動(dòng)的障礙物Geometry:你想要在碰撞測(cè)試中的幾何學(xué)類型這個(gè)BB能夠適用于在這個(gè)環(huán)境中的任何對(duì)象。Face Face IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a BEOBJECT.Detects the collision between two 3D entities at the face level. Face Face Intersection.cmoTechnical InformationIn: triggers the process.True: is activated if the 2 entities are in intersection.False: is activated if the 2 entities are not in intersection.Entity 1: first entity to be tested.Entity 2: second entity to be tested.This building block detects the collision between each faces of the first entity and each faces of the second entity.Warning- This building block tells at a given time if the object 1 is touching or not the object 2.If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.面面相交在Collisions/Intersection中將其分類描述適用于行為對(duì)象檢測(cè)兩個(gè)三維實(shí)體表面之間的碰撞Face Face Intersection.cmo技術(shù)信息In:觸發(fā)該進(jìn)程True:如果2個(gè)實(shí)體相交則被激活False:如果2個(gè)實(shí)體沒(méi)有相交則被激活Entity 1:被測(cè)試的第一個(gè)實(shí)體Entity 2:被測(cè)試的第二個(gè)實(shí)體這個(gè)BB能察覺(jué)出第一個(gè)實(shí)體的每個(gè)面和第二個(gè)實(shí)體的每個(gè)面之間的碰撞警告這個(gè)BB告訴我們?cè)诮o定的時(shí)間內(nèi),如果對(duì)象1被接觸不再是對(duì)象2。如果你需要執(zhí)行這個(gè)測(cè)試每5個(gè)渲染進(jìn)程,你就必須每5幀循環(huán)一次這個(gè)BB如果你需要執(zhí)行這個(gè)測(cè)試在每幀中,你就需要每幀循環(huán)一次這個(gè)BBFloor Manager SetupVersion 1.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a BEOBJECT.Configure the Floor Manager. Floor Manager Setup.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Angle Limit: angle between a face normal and the world Up direction beyond which the face is no more accepted. Typically angle less than 60 degrees are used. Bigger angles wont look realistic.Cache Size: the current number of positions kept by the cache of the FloorManager. If you have two objects keeped on floors by behaviors, you should put 2 as cache size if they are kept by Object Keep On Floor or by Object Keep On Floor V2 with point as object extents setting or 8 as cache size if they are kept by Object Keep On Floor V2 with bounding box as object extents setting.Cache Threshold: a floating point value representing the threshold in all the 2 axis, x and z. This value is relative to the coarseness of the floor and the velocity of the objects. Values ranging from 0.1 to 1.0 should do fine generally.地板管理器設(shè)置在Collisions/Floors中將其分類描述適用于行為對(duì)象設(shè)置地板管理器Floor Manager Setup.cmo技術(shù)信息In:觸發(fā)該進(jìn)程O(píng)ut:當(dāng)進(jìn)程結(jié)束時(shí)被激活A(yù)ngle Limit:一個(gè)法線面與世界坐標(biāo)的角度。標(biāo)準(zhǔn)的角度是小于60度。大角度看起來(lái)就不是很現(xiàn)實(shí)了。Cache Size:通過(guò)地板管理器保存的現(xiàn)有的位置的數(shù)量。如果你有兩個(gè)對(duì)象被保持在地板上,你應(yīng)該給出2個(gè)Cache Size。如果他們通過(guò)Keep On Floor或者Keep On Floor V2(?)Cache Threshold:一個(gè)浮點(diǎn)值以2個(gè)軸為起點(diǎn),X軸與Z軸。這個(gè)值是用來(lái)比較地面的粗糙和對(duì)象的迅速的。這個(gè)值的范圍是從0.1到1.0的Floor SliderVersion 1.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a 3DENTITY.Constrains an object to the floor boundaries, with a given radius. Floor Slider.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Contact: activate each time theres a contact.No Contact: activate each time theres no contact.Radius: radius to impede object penetration (expressed in world absolute value).NOTES:- You can change the radius at run-time.- Radius is expressed in absolute world values.- Allfloors must be scaled to 1x1x1 (use Set As Unit). Floor thickness is not used.- If you want to teleport your object from one place to another, you should deactivate the building block (triggers OFF, or deactivate the script).- Vertices of the mesh must be welded (shared by several faces, not just duplicated).地板滑動(dòng)在Collisions/Floors中將其分類描述適用于3D實(shí)體在一個(gè)指定的半徑內(nèi)約束一個(gè)對(duì)象不離開(kāi)地板邊界Floor Slider.cmo技術(shù)信息On:激活該進(jìn)程O(píng)ff:撤消該進(jìn)程Contact:有接觸每次就被激活No Contact:沒(méi)有接觸每次就被激活Radius:在半徑范圍內(nèi)阻礙對(duì)象的穿透能力(表現(xiàn)為世界的完全值)提示:你能在運(yùn)行的時(shí)候改變“radius”半徑被表現(xiàn)為世界的絕對(duì)值所有的地板必須1X1X1。地面的厚度沒(méi)有被使用如果你想要利用心靈移動(dòng)你的對(duì)象從一個(gè)位置到另一個(gè)位置,你應(yīng)該撤消這個(gè)BB(激活Off,或者撤消script)材質(zhì)的頂點(diǎn)必須被連接起來(lái)(為許多面共享的,不僅僅完全一樣的)Frustum Object IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a CAMERA.Detects a collision between an object and the Camera frustum. Frustum Object Intersection.cmoTechnical InformationIn: actrivates the process.True: activates if the object intersects or is inside the Camera frustum.False: activates if the object does not intersect (ie : is outside) the Camera frustum.Object: object to test.Local: if selected, test the local bounding box of the object.Hierarchy: if selected, the objects children are tested as well.This comportementworks like the IsInViewFrustum BB, but allow a test on another camera than the current one.視維截面與對(duì)象相交在Collisions/Intersection中將其分類描述適用于攝影機(jī)檢測(cè)一個(gè)攝影機(jī)的視維截面與一個(gè)對(duì)象的碰撞Frustum Object Intersection.cmo技術(shù)信息In:激活該進(jìn)程True:如果對(duì)象相交或是在攝影機(jī)視維截面里則被激活False:如果對(duì)象沒(méi)有相交(ie:outside)或是在攝影機(jī)視維截面的外面則被激活Object:被測(cè)試的對(duì)象Local:如果被鉤選,測(cè)試本地的綁定對(duì)象Hierarchy:如果被鉤選,對(duì)象的子類也同樣能被測(cè)試這個(gè)行為工作起來(lái)想IsInViewFrustum 行為交互模塊,但是允許在另外的攝影機(jī)上測(cè)試不是在現(xiàn)有的攝影機(jī)上。Get Nearest FloorsVersion 1.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a 3DENTITY.Retrieves the nearest floors from given position Get Nearest Floors.cmoTechnical InformationIn: triggers the process.None: is activated when no floors are found above or below the point.Lower: is activated when the lower floor is the nearest (or the only) floor from the point.Upper: is activated when the upper floor is the nearest (or the only) floor from the point.Position: position vector expressed in a given referential.Referential: coordinate system in which the position is expressed.Outputs: all the properties of the down and up floors.You need to declare objects as floors first, either by using the DeclareFloors building block or by setting the Floor attributes to them.獲取最臨近的地板在Collisions/Floors中將其分類描述適用于3D實(shí)體在指定的位置內(nèi)檢測(cè)最近的地板Get Nearest Floors.cmo技術(shù)信息In:激活該進(jìn)程N(yùn)one:當(dāng)沒(méi)有地板被發(fā)現(xiàn)時(shí)被激活Lower:當(dāng)較低的地板是最近的時(shí)候則被激活Upper:當(dāng)較高的地板是最近的時(shí)候則被激活Position:通過(guò)給定的指示來(lái)表現(xiàn)方位Referential:在方位的表現(xiàn)上調(diào)整系統(tǒng)Outputs:上面和下面的地板上所有的物體你首先需要聲明一個(gè)地板,通過(guò)DeclareFloors行為交互模塊或者通過(guò)設(shè)置Floor的屬性Home on EntityVersion 1.00 - VirtoolsCategorized in Collisions/Influence DescriptionApply to a 3DENTITY.Leads a 3D Entity towards its target, avoiding obstacles. Home on Entity.cmoTechnical InformationIn: triggers the processLoop In: triggers the next step in the process loop.Target Reach: is activated when the missile reaches the target.Obstacle Reach: is activated when the missile touches an obstacle.Loop Out: activates wh
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