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C++ CVector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CVector函数的典型用法代码示例。如果您正苦于以下问题:C++ CVector函数的具体用法?C++ CVector怎么用?C++ CVector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CVector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: CVector

BOOL CRVTrackerNodeMove::OnStart()
{
	// Only start if we're in brush or objectmode
	if ((m_pView->GetEditMode() != BRUSH_EDITMODE) && 
		(m_pView->GetEditMode() != OBJECT_EDITMODE))
		return FALSE;

	// Make sure something is selected
	if (!m_pView->GetRegion()->m_Selections.GetSize())
		return FALSE;

	// If in handle mode, make sure we're clicking on a move handle
	if (m_bHandle)
	{
		// Any handle at all?
		int iCurHandle = m_pView->GetCurrentMouseOverHandle();
		if (iCurHandle == -1)
			return FALSE;

		// A movement handle?
		CVector vDummy;
		if (m_pView->GetHandleInfo(iCurHandle, NULL, vDummy, vDummy))
			return FALSE;
	}

	// Make a clone if needed  
	if (m_bClone)
	{
		m_pView->GetRegionDoc()->Clone();
	}

	// Default to successful start...
	BOOL bStart = TRUE;
	
	CVector vClosest;

	if(m_bSnap && m_pView->GetClosestPoint(m_cCurPt, vClosest, TRUE ))
	{
		// Make the closest point our starting position...
		m_vStartVec = vClosest;

		// Snap to grid...
		CEditGrid *pGrid = &m_pView->EditGrid();
		m_vStartVec -= pGrid->Forward() * (pGrid->Forward().Dot(m_vStartVec - pGrid->Pos()));
	}
	else
	{
		if (!m_bSnap)
		{
			// Reset the move offset
			m_vTotalMoveOffset = CVector(0.0f, 0.0f, 0.0f);
			m_vMoveSnapAxis = CVector(1.0f, 1.0f, 1.0f);
		}

		// Find another point...
		bStart = m_pView->GetVertexFromPoint(m_cCurPt, m_vStartVec);
	}

	if( bStart )
		m_pView->GetRegionDoc()->SetupUndoForSelections();
	
	return bStart;
}
开发者ID:Joincheng,项目名称:lithtech,代码行数:63,代码来源:RVTrackerNodeMove.cpp


示例2: memcpy

/////////////////////////////////////////////////////////////
//
// CVertexStreamBoundingBoxManager::ComputeVertexStreamBoundingBox
//
// Measure used vertices
//
/////////////////////////////////////////////////////////////
bool CVertexStreamBoundingBoxManager::ComputeVertexStreamBoundingBox ( SCurrentStateInfo2& state, uint ReadOffsetStart, uint ReadSize, CBox& outBoundingBox )
{
    IDirect3DVertexBuffer9* pStreamDataPT = state.stream.pStreamData;

    const uint StridePT = state.stream.Stride;

    uint NumVerts = ReadSize / StridePT;

    // Adjust for the offset in the stream
    ReadOffsetStart += state.stream.elementOffset;
    ReadSize -= state.stream.elementOffset;
    if ( ReadSize < 1 )
        return false;

    // Get the source vertex bytes
    std::vector < uchar > sourceArray;
    sourceArray.resize ( ReadSize );
    uchar* pSourceArrayBytes = &sourceArray[0];
    {
        void* pVertexBytesPT = NULL;
        if ( FAILED( pStreamDataPT->Lock ( ReadOffsetStart, ReadSize, &pVertexBytesPT, D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY ) ) )
            return false;
        memcpy ( pSourceArrayBytes, pVertexBytesPT, ReadSize );
        pStreamDataPT->Unlock ();
    }

    // Compute bounds
    {
        // Get index data
        if ( FAILED( m_pDevice->GetIndices( &state.pIndexData ) ) )
            return false;

        // Get index buffer desc
        D3DINDEXBUFFER_DESC IndexBufferDesc;
        state.pIndexData->GetDesc ( &IndexBufferDesc );

        uint numIndices = state.args.primCount + 2;
        uint step = 1;
        if ( state.args.PrimitiveType == D3DPT_TRIANGLELIST )
        {
            numIndices = state.args.primCount * 3;
            step = 3;
        }
        assert ( IndexBufferDesc.Size >= ( numIndices + state.args.startIndex ) * 2 );

        // Get index buffer data
        std::vector < uchar > indexArray;
        indexArray.resize ( numIndices*2 );
        uchar* pIndexArrayBytes = &indexArray[0];
        {
            void* pIndexBytes = NULL;
            if ( FAILED( state.pIndexData->Lock ( state.args.startIndex*2, numIndices*2, &pIndexBytes, D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY ) ) )
                return false;
            memcpy ( pIndexArrayBytes, pIndexBytes, numIndices*2 );
            state.pIndexData->Unlock ();
        }

        CVector& vecMin = outBoundingBox.vecMin;
        CVector& vecMax = outBoundingBox.vecMax;
        vecMin = CVector ( 9999, 9999, 9999 );
        vecMax = CVector ( -9999, -9999, -9999 );

        // For each triangle
        for ( uint i = 0 ; i < numIndices - 2 ; i += step )
        {
            // Get triangle vertex indici
            WORD v0 = ((WORD*)pIndexArrayBytes)[ i ];
            WORD v1 = ((WORD*)pIndexArrayBytes)[ i + 1 ];
            WORD v2 = ((WORD*)pIndexArrayBytes)[ i + 2 ];

            if ( v0 >= NumVerts || v1 >= NumVerts || v2 >= NumVerts )
                continue;   // vert index out of range

            if ( v0 == v1 || v0 == v2 || v1 == v2 )
                continue;   // degenerate tri

            // Get vertex positions from original stream
            CVector* pPos0 = (CVector*)( pSourceArrayBytes + v0 * StridePT );
            CVector* pPos1 = (CVector*)( pSourceArrayBytes + v1 * StridePT );
            CVector* pPos2 = (CVector*)( pSourceArrayBytes + v2 * StridePT );

            // Update min/max
            vecMin.fX = Min ( vecMin.fX, pPos0->fX );
            vecMin.fY = Min ( vecMin.fY, pPos0->fY );
            vecMin.fZ = Min ( vecMin.fZ, pPos0->fZ );
            vecMax.fX = Max ( vecMax.fX, pPos0->fX );
            vecMax.fY = Max ( vecMax.fY, pPos0->fY );
            vecMax.fZ = Max ( vecMax.fZ, pPos0->fZ );

            vecMin.fX = Min ( vecMin.fX, pPos1->fX );
            vecMin.fY = Min ( vecMin.fY, pPos1->fY );
            vecMin.fZ = Min ( vecMin.fZ, pPos1->fZ );
            vecMax.fX = Max ( vecMax.fX, pPos1->fX );
//.........这里部分代码省略.........
开发者ID:F420,项目名称:mtasa-blue,代码行数:101,代码来源:CVertexStreamBoundingBoxManager.cpp


示例3: while

void CTestScenarioOffsetPursue::Initialize(CIATestMainWindow *pWindow)
{
	CIAEntityBase *pTarget=new CIAEntityBase;
	pTarget->SetPosition(CVector(dBaseSize*0.3,dBaseSize*0.6,0));
	pTarget->SetColor(CVector(0.5,0.5,0.5));
	pTarget->SetSize(30);
	pWindow->AddEntity("Target",pTarget,true);

	CIAEntityBase *pLeader=new CIAEntityBase;
	pLeader->SetPosition(CVector(dBaseSize*0.3,dBaseSize*0.6,0));
	pLeader->SetColor(CVector(0,0,0.5));
	pLeader->SetSize(30);
	//pLeader->Wander(true,200,100,5000);
	pLeader->ArriveTarget(pTarget,eSBArriveSpeed_Normal);
    pWindow->AddEntity("Leader",pLeader,true);

	CVector pVectors[]={CVector(-30,-50,0),CVector(-30,50,0),CVector(-60,0,0),CVector(0,0,0)};
	int nFollowers=0;
	while(pVectors[nFollowers]!=CVector(0,0,0))
	{
		char sName[1024];
		CIAEntityBase *pFollower=new CIAEntityBase;
		pFollower->SetPosition(CVector(dBaseSize*(0.2+((double)nFollowers)*0.1),dBaseSize*(0.2+((double)nFollowers)*0.1),0));
		pFollower->SetColor(CVector(0.5,0,0));
		pFollower->SetSize(20);
		pFollower->SetMaxVelocity(pLeader->GetMaxVelocity()*0.7);
		pFollower->SetMaxForce(pLeader->GetMaxForce());
		pFollower->OffsetPursue(pLeader,pVectors[nFollowers]);
		pFollower->SetRenderFlags(RENDER_FLAGS_NONE);
		sprintf(sName,"Follower-%d",nFollowers+1);
		pWindow->AddEntity(sName,pFollower,true);
		nFollowers++;
	}
}
开发者ID:theclai,项目名称:friking-shark,代码行数:34,代码来源:TestScenarios.cpp


示例4: UNREFERENCED_PARAMETER

void CCoronas::RegisterCorona(unsigned int nID, CEntity* pAttachTo, unsigned char R, unsigned char G, unsigned char B, unsigned char A, const CVector& Position, float Size, float Range, RwTexture* pTex, unsigned char flareType, unsigned char reflectionType, unsigned char LOSCheck, unsigned char unused, float normalAngle, bool bNeonFade, float PullTowardsCam, bool bFadeIntensity, float FadeSpeed, bool bOnlyFromBelow, bool bWhiteCore)
{
    UNREFERENCED_PARAMETER(unused);

    CVector		vecPosToCheck;
    if (pAttachTo)
    {
        // TODO: AllocateMatrix
        vecPosToCheck = *pAttachTo->GetMatrix() * Position;
    }
    else
        vecPosToCheck = Position;

    CVector*	pCamPos = TheCamera.GetCoords();
    if (Range * Range >= (pCamPos->x - vecPosToCheck.x)*(pCamPos->x - vecPosToCheck.x) + (pCamPos->y - vecPosToCheck.y)*(pCamPos->y - vecPosToCheck.y))
    {
        if (bNeonFade)
        {
            float		fDistFromCam = CVector(*pCamPos - vecPosToCheck).Magnitude();

            if (fDistFromCam < 35.0f)
                return;
            if (fDistFromCam < 50.0f)
                A *= static_cast<unsigned char>((fDistFromCam - 35.0f) * (2.0f / 3.0f));
        }

        // Is corona already present?
        CRegisteredCorona*		pSuitableSlot;
        auto it = UsedMap.find(nID);

        if (it != UsedMap.end())
        {
            pSuitableSlot = it->second->GetFrom();

            if (pSuitableSlot->FadedIntensity == 0 && A == 0)
            {
                // Mark as free
                it->second->GetFrom()->Identifier = 0;
                it->second->Add(&FreeList);
                UsedMap.erase(nID);
                return;
            }
        }
        else
        {
            if (!A)
                return;

            // Adding a new element
            auto	pNewEntry = FreeList.First();
            if (!pNewEntry)
            {
                MessageBoxA(0, "ERROR: Not enough space for coronas!", "ERROR: Not enough space for coronas!", 0);
                return;
            }

            pSuitableSlot = pNewEntry->GetFrom();

            // Add to used list and push this index to the map
            pNewEntry->Add(&UsedList);
            UsedMap[nID] = pNewEntry;

            pSuitableSlot->FadedIntensity = bFadeIntensity ? 255 : 0;
            pSuitableSlot->OffScreen = true;
            pSuitableSlot->JustCreated = true;
            pSuitableSlot->Identifier = nID;
        }

        pSuitableSlot->Red = R;
        pSuitableSlot->Green = G;
        pSuitableSlot->Blue = B;
        pSuitableSlot->Intensity = A;
        pSuitableSlot->Coordinates = Position;
        pSuitableSlot->Size = Size;
        pSuitableSlot->NormalAngle = normalAngle;
        pSuitableSlot->Range = Range;
        pSuitableSlot->pTex = pTex;
        pSuitableSlot->FlareType = flareType;
        pSuitableSlot->ReflectionType = reflectionType;
        pSuitableSlot->LOSCheck = LOSCheck;
        pSuitableSlot->RegisteredThisFrame = true;
        pSuitableSlot->PullTowardsCam = PullTowardsCam;
        pSuitableSlot->FadeSpeed = FadeSpeed;

        pSuitableSlot->NeonFade = bNeonFade;
        pSuitableSlot->OnlyFromBelow = bOnlyFromBelow;
        pSuitableSlot->WhiteCore = bWhiteCore;

        if (pAttachTo)
        {
            pSuitableSlot->bIsAttachedToEntity = true;
            pSuitableSlot->pEntityAttachedTo = pAttachTo;

            pAttachTo->RegisterReference(&pSuitableSlot->pEntityAttachedTo);
        }
        else
        {
            pSuitableSlot->bIsAttachedToEntity = false;
            pSuitableSlot->pEntityAttachedTo = nullptr;
        }
//.........这里部分代码省略.........
开发者ID:ThirteenAG,项目名称:III.VC.SA.LimitAdjuster,代码行数:101,代码来源:Coronas.cpp


示例5: CVector

void CEntity::Tick(CMap* pMap)
{
	if(Mov != CVector(0,0) && CanMove(pMap, Mov))
		Pos += Mov;
	Mov = CVector(0,0);
}
开发者ID:Niautanor,项目名称:Abiturkomponente-5---Roguelike,代码行数:6,代码来源:Entity.cpp


示例6: CVector

void CEnemy10::Move() {
	Scale = CVector(1.2f, 1, 1)*0.22f;
	Position = Owner->Position + CVector(0.01, 0.06f, 0);
}
开发者ID:owarisoranaki,项目名称:Homebrew-games,代码行数:4,代码来源:Enemy.cpp


示例7: Apply

// 敵の移動
void CEnemy::Move() {
	CHitRectangle hit;
	Apply(BlockList, hit);
	Apply(Block1List, hit);
	Apply(Block2List, hit);
	Apply(Block3List, hit);
	Apply(Block5List, hit);
	Apply(Block6List, hit);
	Apply(Block7List, hit);
	Apply(Block8List, hit);
	Apply(Block9List, hit);
	Apply(Block10List, hit);
	Apply(Block11List, hit);
	Apply(Block12List, hit);
	Apply(Block13List, hit);
	Apply(Block14List, hit);
	Apply(Block15List, hit);
	Apply(Block16List, hit);
	Apply(Block17List, hit);
	Apply(Block18List, hit);
	Apply(Block19List, hit);
	Apply(Block20List, hit);
	Apply(Block22List, hit);
	Apply(Block23List, hit);
	Apply(Block28List, hit);
	Apply(Block29List, hit);
	//Apply(EnemyList, hit);

	
	Velocity.Y -= 0.002f;
	Position += Velocity;
	
Block3List.Apply([&](CMover* b) {//赤ブロック接触
	if (Length(Position - b->Position) < 0.21f) {
		Color.A = 1;
		Ept = 1;
	}
});

Block5List.Apply([&](CMover* b) {//黒ブロック接触
	if (Length(Position - b->Position) < 0.21f) {
		Color.A = 1;
		Ept = 2;
	}
});

	if (Ept == 1){//左向き
		if (Time % 30 == 10)Texture = GetTexture(L"kuma_r.png");
		if (Time % 30 == 20)Texture = GetTexture(L"kuma_r1.png");
		if (Time % 30 == 25)Texture = GetTexture(L"kuma_r2.png");
		Time++;
		
	}

	if (Ept == 2){//右向き
		if (Time % 30 == 10)Texture = GetTexture(L"kuma_l.png");
		if (Time % 30 == 20)Texture = GetTexture(L"kuma_l1.png");
		if (Time % 30 == 25)Texture = GetTexture(L"kuma_l2.png");
		Time++;	
	}

	MyShipList.Apply([&](CMover* m) {
		float f = Length(Position - m->Position);//自機と敵との距離計算

		if (f < 0.2 && Ept == 1 && hit.Down){//左近距離行動
			Velocity.Y += 0.03f;
			Velocity.X -= 0.012f;
			Position += Velocity;
		}
		if (f < 1.5 &&f > 0.2 && Ept == 1){//左中距離行動
			if (Time % 40 == 5)New<CWeapon6>(Position, CVector(-0.05f, 0, 0));
			Time++;
			if (hit.Down)Position.X += -0.005f;
		}
		
		if (f < 0.2 && Ept == 2 && hit.Down){//右近距離行動
			Velocity.Y += 0.03f;
			Velocity.X += 0.012f;
			Position += Velocity;
		}
		if (f < 1.5 &&f > 0.2 && Ept == 2){//右中距離行動
			if (Time % 40 == 5)New<CWeapon6>(Position, CVector(0.05f, 0, 0));
			Time++;
			if (hit.Down)Position.X += 0.005f;
		}
	});
	
}
开发者ID:owarisoranaki,项目名称:Homebrew-games,代码行数:89,代码来源:Enemy.cpp


示例8: CTransitionFadeIn

void Stage_001::Update()
{
    m_frame++;
    
    m_pConnection->Update();
    
    for (int i = 0; i < MAX_MULTI_PLAYER; i++) {
        if (m_clientPositionQueues[i].empty() || 0 == m_pOtherPlayers[i]) {
            continue;
        }
        
        m_pOtherPlayers[i]->position = m_clientPositionQueues[i].front();
        m_clientPositionQueues[i].pop();
    }
    
    bool isMove = false;
    CVector moveVector = m_pPlayer->GetMoveVector();
    
    if (sKeyPadManager->GetMainKeyPad()->IsOn(KeyPadLeft)) {
        isMove = true;
        moveVector.x -= 4.0f;
    }
    /*
    if (sKeyPadManager->GetMainKeyPad()->IsOn(KeyPadTop)) {
        isMove = true;
        moveVector.y -= 4.0f;
    }*/
    
    if (sKeyPadManager->GetMainKeyPad()->IsOn(KeyPadRight)) {
        isMove = true;
        moveVector.x += 4.0f;
    }
    /*
    if (sKeyPadManager->GetMainKeyPad()->IsOn(KeyPadBottom)) {
        isMove = true;
        moveVector.y += 4.0f;
    }*/
    
    if (0.0f == moveVector.y && sKeyPadManager->GetMainKeyPad()->IsPress(KeyPadA)) {
        isMove = true;
        moveVector.y -= 16.0f;
        if (sKeyPadManager->GetMainKeyPad()->IsOn(KeyPadB)) {
            moveVector.y -= 4.0f;
        }
    }
    
    if (isMove) {
        m_pPlayer->SetMoveVector(moveVector);
        
        if (sKeyPadManager->GetMainKeyPad()->IsOn(KeyPadB)) {
            m_pPlayer->AddMoveVector(CVector(moveVector.x, 0.0f, 0.0f));
        }
    }
    
    if (sKeyPadManager->GetMainKeyPad()->IsPress(KeyPadStart)) {
        if (0 == CSocket::GetIP()) {
            m_pView->SetTransition(new CTransitionFadeIn(0.2f, this, Stage_001TransitionID_Entry));
            m_pView->RunTransition();
        }
        else {
            m_pConnection->Search();
        }
    }
    
    CRect drawRect = GetDrawRect();
    CRect stepRect = CRect(drawRect.left - m_drawSize.width, drawRect.top - m_drawSize.height, drawRect.right + m_drawSize.width, drawRect.bottom + m_drawSize.height);
    m_pWorld->Step(stepRect);
    
    std::list<CBody *> bodies = m_pWorld->GetBodyList();
    std::list<CBody *>::iterator i = bodies.begin();
    while (i != bodies.end()) {
        CRect bodyRect = (*i)->GetRect();
        if (CCollision::RectOnRect(bodyRect, drawRect)) {
            CPoint position = (*i)->position;
            position.x -= m_drawOffset.x;
            CView *surface = (*i)->GetSurface();
            surface->SetPosition(position);
        }
        
        ++i;
    }
    
    CVector vector = m_pPlayer->GetMoveVector();
    vector.x = 0.0f;
    m_pPlayer->SetMoveVector(vector);
    
    // プレイヤーの位置に合わせてステージの表示領域を移動
    CPoint center = CPoint(m_drawOffset.x + m_drawSize.width / 2.0f, m_drawOffset.y + m_drawSize.height / 2.0f);
    m_drawOffset.x += m_pPlayer->GetRect().right - center.x;
    if (0.0f > m_drawOffset.x || (0.0f >= (GetStageSize().width - m_drawSize.width))) {
        m_drawOffset.x = 0.0f;
    }
    else if ((GetStageSize().width - m_drawSize.width) < m_drawOffset.x) {
        m_drawOffset.x = GetStageSize().width - m_drawSize.width;
    }
    
    CPoint realPosition = m_pPlayer->GetSurface()->GetPosition() + m_drawOffset;
    m_pConnection->Move(realPosition);
}
开发者ID:ttoApps,项目名称:wizapply_library_by_cpp_study,代码行数:99,代码来源:Stage_001.cpp


示例9: CVector

CPolygon::CPolygon()
{
	//not computed
	m_cached_midpoint = CVector(FLT_EPSILON,FLT_EPSILON,FLT_EPSILON); 
	m_normal = CVector(FLT_EPSILON,FLT_EPSILON,FLT_EPSILON);
}
开发者ID:PNZA,项目名称:ICT290,代码行数:6,代码来源:polygon.cpp


示例10: mrqmin

void mrqmin( double x[], double y[], double sig[], int ndata, CVector a,   
        int ia[], int ma, CMatrix covar, CMatrix alpha, double *chisq,   
        void (*funcs)(double, double [], double *, double [], int),   
        double *alamda)   
{   
  int j,k,l,m;   
  static int mfit;   
  static double ochisq;   
  CMatrix oneda;   
  CVector atry,beta,da;   
   
  if (*alamda < 0.0) {   
    atry=CVector(1,ma);   
    beta=CVector(1,ma);   
    da=CVector(1,ma);   
    for (mfit=0,j=1;j<=ma;j++)   
      if (ia[j]) mfit++;   
    oneda=CMatrix(1,mfit);   
    *alamda=0.001;   
    mrqcof(x,y,sig,ndata,a,ia,ma,alpha,beta,chisq,funcs);   
    ochisq=(*chisq);   
    for (j=1;j<=ma;j++) atry[j]=a[j];   
  }   
  for (j=0,l=1;l<=ma;l++) {   
    if (ia[l]) {   
      for (j++,k=0,m=1;m<=ma;m++) {   
    if (ia[m]) {   
      k++;   
      covar[j][k]=alpha[j][k];   
    }   
      }   
      covar[j][j]=alpha[j][j]*(1.0+(*alamda));   
      oneda[j][1]=beta[j];   
    }   
  }   
  covar.ColMax();   
  for (j=1;j<=mfit;j++) da[j]=oneda[j][1];   
  if (*alamda == 0.0) {   
    covsrt(covar,ma,ia,mfit);   
    return;   
  }   
  for (j=0,l=1;l<=ma;l++)   
    if (ia[l]) atry[l]=a[l]+da[++j];   
  mrqcof(x,y,sig,ndata,atry,ia,ma,covar,da,chisq,funcs);   
  if (*chisq < ochisq) {   
    *alamda *= 0.1;   
    ochisq=(*chisq);   
    for (j=0,l=1;l<=ma;l++) {   
      if (ia[l]) {   
    for (j++,k=0,m=1;m<=ma;m++) {   
      if (ia[m]) {   
        k++;   
        alpha[j][k]=covar[j][k];   
      }   
    }   
    beta[j]=da[j];   
    a[l]=atry[l];   
      }   
    }   
  } else {   
    *alamda *= 10.0;   
    *chisq=ochisq;   
  }   
}   
开发者ID:onethousand,项目名称:Computer,代码行数:64,代码来源:nlinfit.cpp


示例11: setAccel

void PlayerMoveComponent::determineDirection(){
	//Je nach dem welche Taste eingegeben wurde wird mit maximaler Beschleunigung in die zugwiesene Richtung beschleunigt
	if(keyStates['w'] || keyStates['W']){
		if(keyStates['a'] || keyStates['A'])
			setAccel(CVector(-MAX_ACCEL,MAX_ACCEL));
		else if(keyStates['d'] || keyStates['D'])
			setAccel(CVector(MAX_ACCEL,MAX_ACCEL));
		else setAccel(CVector(0.0,MAX_ACCEL));
		return;
	}

	if(keyStates['a'] || keyStates['A']){
		if(keyStates['w'] || keyStates['W'])
			setAccel(CVector(-MAX_ACCEL,MAX_ACCEL));
		else if(keyStates['s'] || keyStates['S'])
			setAccel(CVector(-MAX_ACCEL,-MAX_ACCEL));
		else setAccel(CVector(-MAX_ACCEL,0));
		return;
	}

	if(keyStates['s'] || keyStates['S']){
		if(keyStates['d'] || keyStates['D'])
			setAccel(CVector(MAX_ACCEL,-MAX_ACCEL));
		else if(keyStates['a'] || keyStates['A'])
			setAccel(CVector(-MAX_ACCEL,-MAX_ACCEL));
		else setAccel(CVector(0,-MAX_ACCEL));
		return;
	}

	if(keyStates['d'] || keyStates['D']){
		if(keyStates['s'] || keyStates['S'])
			setAccel(CVector(MAX_ACCEL,-MAX_ACCEL));
		else if(keyStates['w'] || keyStates['W'])
			setAccel(CVector(MAX_ACCEL,MAX_ACCEL));
		else setAccel(CVector(MAX_ACCEL,0));
		return;
	}

	//Wenn nichts gedrückt wurde, kommt der Spieler langsam zum stehen
	if(velocity!=CVector(0,0)){
		float x = 0.0;
		float y = 0.0;
		if(velocity[0]>0)
			x = -MAX_ACCEL;
		else
			x = MAX_ACCEL;

		if(velocity[1]>0)
			y = -MAX_ACCEL;
		else
			y = MAX_ACCEL;
		setAccel(CVector(x,y));
	}
}
开发者ID:Goriar,项目名称:Ai-Project,代码行数:54,代码来源:PlayerMoveComponent.cpp


示例12: CVector

void CFoo::Test ( const char* szString )
{
    CClientManager* pManager = g_pClientGame->GetManager ();
    CClientPlayer* pLocal = pManager->GetPlayerManager ()->GetLocalPlayer ();
    CClientVehicleManager* pVehicleManager = pManager->GetVehicleManager ();
    CVector vecLocal;
    pLocal->GetPosition ( vecLocal );
    CClientCamera* pCamera = pManager->GetCamera ();



    // ChrML: Trying to reproduce mantis issue #2760
    if ( stricmp ( szString, "2760" ) == 0 )
    {
        vecLocal = CVector ( 0.0f, 0.0f, 5.0f );

        for ( int i = 0; i < 20; i++ )
        {
            vecLocal.fX += 5.0f;
            CClientPlayer* pPlayer = new CClientPlayer ( pManager, i + 50 );
            pPlayer->SetDeadOnNetwork ( false );
            pPlayer->SetModel ( 168 + i );
            pPlayer->AttachTo ( NULL );
            pPlayer->SetFrozen ( false );
            pPlayer->RemoveAllWeapons ();
            pPlayer->Teleport ( vecLocal );
            pPlayer->SetCameraRotation ( 0 );
            pPlayer->ResetInterpolation ();
            pPlayer->SetMoveSpeed ( CVector () );
            pPlayer->SetHealth ( 100.0f );
            pPlayer->SetArmor ( 0 );
            pPlayer->SetCurrentRotation ( 0 );
            pPlayer->SetInterior ( 0 );
            pPlayer->SetDimension ( 0 );
        }

        pLocal->SetDeadOnNetwork ( false );
        pLocal->SetModel ( 145 );
        pLocal->AttachTo ( NULL );
        pLocal->SetFrozen ( false );
        pLocal->RemoveAllWeapons ();
        pLocal->Teleport ( vecLocal );
        pLocal->SetCameraRotation ( 0 );
        pLocal->ResetInterpolation ();
        pLocal->SetMoveSpeed ( CVector () );
        pLocal->SetHealth ( 100.0f );
        pLocal->SetArmor ( 0 );
        pLocal->SetCurrentRotation ( 0 );
        pLocal->SetInterior ( 0 );
        pLocal->SetDimension ( 0 );
        g_pClientGame->SetAllDimensions ( 0 );

        // Reset return position so we can't warp back to where we were if local player
        g_pClientGame->GetNetAPI ()->ResetReturnPosition ();

        // Make sure the camera is normal
        pCamera->SetFocusToLocalPlayer ();
        pCamera->FadeIn ( 0.0f );
    }
    




    // Player load crash
    else if ( stricmp ( szString, "2741" ) == 0 )
    {
        bFoo_PlayerLimitCrash = true;
    }


    // 
    else if ( strnicmp ( szString, "interp", 6 ) == 0 )
    {
        if ( pVehicleManager->Count () > 0 )
        {
            CClientVehicle* pVehicle = *pVehicleManager->IterBegin ();

            float fdelta = atof ( szString + 7 );

            CVector vecT;
            pVehicle->GetPosition ( vecT );
            vecT.fZ = fdelta;
            pVehicle->SetTargetPosition ( vecT, TICK_RATE );

            g_pCore->ChatPrintf ( "Done %f", false, fdelta );

            static_cast < CDeathmatchVehicle* > ( pVehicle )->SetIsSyncing ( false );
        }
    }


    // 
    else if ( strnicmp ( szString, "interr", 6 ) == 0 )
    {
        if ( pVehicleManager->Count () > 0 )
        {
            CClientVehicle* pVehicle = *pVehicleManager->IterBegin ();

            CVector vecT;
//.........这里部分代码省略.........
开发者ID:50p,项目名称:multitheftauto,代码行数:101,代码来源:CFoo.cpp


示例13: getPosition

//Mittels des Seperating Axis Theorem wird auf eine Kolission mit den Hindernissen geprüft
void PlayerMoveComponent::quadColission()
{

	CVector position = getPosition();
	double size = parent->getSize();

	//Die Eckpunkte des Spielers
	CVector v1 = CVector(position[0]-size,position[1]+size);
	CVector v2 = CVector(position[0]+size,position[1]+size);
	CVector v3 = CVector(position[0]+size,position[1]-size);
	CVector v4 = CVector(position[0]-size,position[1]-size);

	//Die zu prüfenden Achsen werden mit Hilfe der Vektoren der Spielerposition erstellt

	CVector a1 = v1 - v2;
	a1 = CVector(a1[1],-a1[0]);
	a1.normalize();

	CVector a2 = v2 - v3;
	a2 = CVector(a2[1],-a2[0]);
	a2.normalize();

	CVector a3 = v3 - v4;
	a3 = CVector(a3[1],-a3[0]);
	a3.normalize();

	CVector a4 = v4 - v1;
	a4 = CVector(a4[1],-a4[0]);
	a4.normalize();

	CVector a[4] = {a1,a2,a3,a4};
	CVector v[4] = {CVector(-size,size),CVector(size,size),CVector(size,-size),CVector(-size,-size)};

	vector<Character *> characters = parent->getCharacterManager()->getAllNearbyCharacters(getPosition(),OBSTACLE_TAG,200.0);

	vector<Character *>::iterator it = characters.begin();

	while(it != characters.end())
	{
		Character *c = (*it);
		it++;

		CVector cPos = c->getPosition()-position;
		double cSize = c->getSize();

		//Die Eckpunkte eines Obstacles
		CVector w1 = CVector(cPos[0]-cSize,cPos[1]+cSize);
		CVector w2 = CVector(cPos[0]+cSize,cPos[1]+cSize);
		CVector w3 = CVector(cPos[0]+cSize,cPos[1]-cSize);
		CVector w4 = CVector(cPos[0]-cSize,cPos[1]-cSize);

		CVector w[4] = {w1,w2,w3,w4};

		CVector moveVector = CVector(9999999,9999999); 

		//Die Punkte werden auf eine Achse projiziert. Anschließend werden die Maxima und Minima miteinander verglichen
		for(int i = 0; i<4; ++i){
			CVector maxV = CVector();
			CVector minV = CVector();
			CVector	maxW = CVector();
			CVector minW = CVector();

			for(int j = 0; j<4; ++j){

				CVector projV = (a[i] * v[j]) * a[i];
			
				if(projV[0]>maxV[0] || maxV.isNil())
					maxV[0] = projV[0];
				if(projV[1]>maxV[1] || maxV.isNil())
					maxV[1] = projV[1];
				if(projV[0]<minV[0] || minV.isNil())
					minV[0] = projV[0];
				if(projV[1]<minV[1] || minV.isNil())
					minV[1] = projV[1];

				
				CVector projW = (a[i] * w[j]) * a[i];
				if(projW[0]>maxW[0] || maxW.isNil())
					maxW[0] = projW[0];
				if(projW[1]>maxW[1] || maxW.isNil())
					maxW[1] = projW[1];
				if(projW[0]<minW[0] || minW.isNil())
					minW[0] = projW[0];
				if(projW[1]<minW[1] || minW.isNil())
					minW[1] = projW[1];
				
			}

			//Der Vektor in dessen Richtung der Spieler abgestoßen wird,wird berechnet...
			if((maxV[0]>=minW[0] && maxV[1]>=minW[1])&& (minV[0] <= maxW[0] && minV[1] <= maxW[1])){
				CVector vec = (maxV - minW).getLength() < (minV - maxW).getLength() ? maxV-minW : minV - maxW;
				if(moveVector.getLength() > vec.getLength()){
					moveVector = vec;
					
				}
			} else {
				moveVector = CVector();
				break;
			}
//.........这里部分代码省略.........
开发者ID:Goriar,项目名称:Ai-Project,代码行数:101,代码来源:PlayerMoveComponent.cpp


示例14: ProcessInput

void CIATestMainWindow::OnDraw(IGenericRender *piRender)
{
	if(!m_FrameManager.m_piFrameManager)
	{
		return;
	}

	m_FrameManager.m_piFrameManager->ProcessFrame();
	double dTimeFraction=m_FrameManager.m_piFrameManager->GetTimeFraction();
	double dRealTimeFraction=m_FrameManager.m_piFrameManager->GetRealTimeFraction();

	if(m_bPauseOnNextFrame)
	{
		m_FrameManager.m_piFrameManager->SetPauseOnNextFrame(true);
		m_bPauseOnNextFrame=false;
	}

	ProcessInput(dTimeFraction,dRealTimeFraction);

	if(m_FrameManager.m_piFrameManager->GetTimeFraction()>0)
	{
		ProcessPhysics(dTimeFraction);
		ProcessIA(dTimeFraction);
	}

	double dAspectRatio=m_rRealRect.h/m_rRealRect.w;
	double dNearPlane=0,dFarPlane=0;
	double dViewAngle=m_Camera.m_piCamera->GetViewAngle();
	CVector vAngles,vPosition;

	m_Camera.m_piCamera->SetAspectRatio(dAspectRatio);
	m_Camera.m_piCamera->GetClippingPlanes(dNearPlane,dFarPlane);
	vAngles=m_Camera.m_piCamera->GetAngles();
	vPosition=m_Camera.m_piCamera->GetPosition();


	piRender->SetPerspectiveProjection(dViewAngle,dNearPlane,100000);
	piRender->SetCamera(vPosition,vAngles.c[YAW],vAngles.c[PITCH],vAngles.c[ROLL]);

	glGetDoublev(GL_MODELVIEW_MATRIX,(double*)m_pdModelMatrix);
	glGetDoublev(GL_PROJECTION_MATRIX,(double*)m_pdProjectionMatrix);
	glGetIntegerv(GL_VIEWPORT,m_pnViewport);

	RenderBox(CVector(0,0,-dBaseThickness),CVector(dBaseSize,dBaseSize,0),CVector(0.3,0.3,0.3));
	RenderAxises();

	char A[200];
	sprintf(A,"Fps: %.02f",m_FrameManager.m_piFrameManager->GetCurrentFps());
	m_piSTFps->SetText(A);

	sprintf(A,"Time: %.02f",((double)m_FrameManager.m_piFrameManager->GetCurrentTime())/1000.0);
	if(m_FrameManager.m_piFrameManager->IsPaused())
	{
		strcat(A," (Paused)");
	}
	m_piSTTime->SetText(A);

	CVector entityPos=m_pSelectedEntity?m_pSelectedEntity->GetPosition():CVector(0,0,0);
	sprintf(A,"Pos: %.02f , %.02f , %.02f",entityPos.c[0],entityPos.c[1],entityPos.c[2]);
	m_piSTEntityPos->SetText(A);

	CVector entityVel=m_pSelectedEntity?m_pSelectedEntity->GetVelocity():CVector(0,0,0);
	sprintf(A,"Vel: %.02f , %.02f , %.02f - %.02f/%.02f ",entityVel.c[0],entityVel.c[1],entityVel.c[2],(double)entityVel,m_pSelectedEntity?m_pSelectedEntity->GetMaxVelocity():0);
	m_piSTEntityVel->SetText(A);

	map<string,CIAEntityBase *>::iterator i;
	for(i=m_mEntities.begin();i!=m_mEntities.end();i++)
	{
		i->second->Render();
	}
}
开发者ID:theclai,项目名称:friking-shark,代码行数:71,代码来源:IATestMainWindow.cpp


示例15: return

CVector CVector::mul (CVector b)
{
  return(CVector(x*b.x, y*b.y, z*b.z));
}
开发者ID:ajakubek,项目名称:crrcsim_extensions,代码行数:4,代码来源:CVector.cpp


示例16: ASSERT

// Create a sphere primitive
void CRegionView::DoCreatePrimitiveSphere(CVector &vCenter, int nSubdivisionsX, int nSubdivisionsY, CReal fRadius, BOOL bDome)
{
	// Do some error checking on the parameters
	if (nSubdivisionsX <= 0 || nSubdivisionsY <= 0 || fRadius <= 0.0f)
	{
		ASSERT(FALSE);
		return;
	}

	// Setup a new brush
	CEditBrush *pNewBrush = no_CreateNewBrush(GetRegion(), GetRegion()->GetActiveParentNode());
	ASSERT( pNewBrush );
	if( !pNewBrush )
	{
		return;
	}

	// Setup an undo.
	GetRegionDoc()->Modify(new CPreAction(ACTION_ADDEDNODE, pNewBrush), TRUE);

	// The number of polygons for the center bands
	int nNumPolies=nSubdivisionsX*(nSubdivisionsY-1);

	// Add the number of polies for the bottom cap
	if (bDome)
	{
		nNumPolies++;
	}
	else
	{
		nNumPolies+=nSubdivisionsX;
	}

	// Add the number of polies for the top cap
	nNumPolies+=nSubdivisionsX;

	CEditPoly **ppNewPoly=new CEditPoly*[nNumPolies];

	int i;
	for (i=0; i < nNumPolies; i++)
	{
		ppNewPoly[i]=new CEditPoly(pNewBrush);
	}
	
	// The height for the middle bands is slightly less (one band worth total) than the radius.
	// This is so the triangle caps can be added.
	float fHeight=(fRadius-(fRadius/nSubdivisionsY/2.0f))*2.0f;

	// Initialize the vertices for the strips
	int nSubY;
	for (nSubY=0; nSubY < nSubdivisionsY; nSubY++)
	{
		// The percentage of the sphere that we are on in the Y direction
		// For example, the middle subdivision is 0.50
		float fYPercent;

		// Create the top half of the sphere if we are in dome mode
		if (bDome)
		{
			fYPercent=0.5f+((float)nSubY/(float)(nSubdivisionsY-1)/2.0f);
		}
		else
		{
			fYPercent=(float)nSubY/(float)(nSubdivisionsY-1);
		}
				
		// Calculate the Y position for this subdivision		
		float fYPos=(0.0f-(fHeight/2))+(fYPercent*fHeight);		

		// Calculate the radius (girth) for this subdivision
		float fCurrentRadius=cos(asin(fYPos/fRadius))*fRadius;

		int nSubX;
		for (nSubX=0; nSubX < nSubdivisionsX; nSubX++)
		{			
			// The percentage around the circle
			float fXPercent=(float)nSubX/(float)(nSubdivisionsX-1);

			// The current angle in radians
			float theta=fXPercent*3.14159f*2.0f;

			// Calculate the X and Y positions
			float fXPos=cos(theta)*fCurrentRadius;
			float fZPos=sin(theta)*fCurrentRadius;

			// Set the vertex
			CVector vPoint=CVector(fXPos, fYPos, fZPos)+vCenter;
			pNewBrush->m_Points.Append(vPoint);			
		}
	}

	// Add the top point
	CEditVert v;
	v.x = vCenter.x;
	v.y = vCenter.y + fRadius;
	v.z = vCenter.z;

	pNewBrush->m_Points.Append(v);
	int nTopPointIndex=pNewBrush->m_Points.GetSize()-1;
//.........这里部分代码省略.........
开发者ID:Joincheng,项目名称:lithtech,代码行数:101,代码来源:CreatePrimitive.cpp


示例17: ComputeTimeSpaceWeights

void TV::IterativeReconstruction(CVector &data_gpu, CVector &x, CVector &b1_gpu)
{
  unsigned N = width * height * frames;

  ComputeTimeSpaceWeights(params.timeSpaceWeight, params.ds, params.dt);
  Log("Setting ds: %.3e, dt: %.3e\n", params.ds, params.dt);
  Log("Setting Primal-Dual Gap of %.3e  as stopping criterion \n", params.stopPDGap);

  // primal
  CVector x_old(N);
  CVector ext(N);

  agile::copy(x, ext);

  // dual
  std::vector<CVector> y;
  y.push_back(CVector(N));
  y.push_back(CVector(N));
  y.push_back(CVector(N));
  y[0].assign(N, 0);
  y[1].assign(N, 0);
  y[2].assign(N, 0);

  std::vector<CVector> tempGradient;
  tempGradient.push_back(CVector(N));
  tempGradient.push_back(CVector(N));
  tempGradient.push_back(CVector(N));

  CVector z(data_gpu.size());
  zTemp.resize(data_gpu.size(), 0.0);
  z.assign(z.size(), 0.0);

  CVector norm(N);

  unsigned loopCnt = 0; 
  // loop 
  Log("Starting iteration\n"); 
  while ( loopCnt < params.maxIt )
  {
    // dual ascent step
    utils::Gradient(ext, tempGradient, width, height, params.ds, params.ds,
                    params.dt);
    agile::addScaledVector(y[0], params.sigma, tempGradient[0], y[0]);
    agile::addScaledVector(y[1], params.sigma, tempGradient[1], y[1]);
    agile::addScaledVector(y[2], params.sigma, tempGradient[2], y[2]);

    mrOp->BackwardOperation(ext, zTemp, b1_gpu);
    agile::addScaledVector(z, params.sigma, zTemp, z);

    // Proximal mapping
    utils::ProximalMap3(y, 1.0);

    agile::subScaledVector(z, params.sigma, data_gpu, z);
    agile::scale((float)(1.0 / (1.0 + params.sigma / params.lambda)), z, z);
    // primal descent
    mrOp->ForwardOperation(z, imgTemp, b1_gpu);
    utils::Divergence(y, divTemp, width, height, frames, params.ds, params.ds,
                      params.dt);
    agile::subVector(imgTemp, divTemp, divTemp);
    agile::subScaledVector(x, params.tau, divTemp, ext);

    // save x_n+1
    agile::copy(ext, x_old);

    // extra gradient
    agile::scale(2.0f, ext, ext);
    agile::subVector(ext, x, ext);

    // x_n = x_n+1
    agile::copy(x_old, x);

    // adapt step size
    if (loopCnt < 10 || (loopCnt % 50 == 0))
    {
      CVector temp(N);
      agile::subVector(ext, x, temp);
      AdaptStepSize(temp, b1_gpu);
    }
    
    // compute PD Gap (export,verbose,stopping)
    if ( (verbose && (loopCnt < 10 || (loopCnt % 50 == 0)) ) ||
         ((debug) && (loopCnt % debugstep == 0)) || 
         ((params.stopPDGap > 0) && (loopCnt % 20 == 0)) )
    {
      RType pdGap =
            ComputePDGap(x, y, z, data_gpu, b1_gpu);
      pdGap=pdGap/N;
 
      pdGapExport.push_back( pdGap );
      Log("Normalized Primal-Dual Gap after %d iterations: %.4e\n", loopCnt, pdGap);     
      
      if ( pdGap < params.stopPDGap )
        return;
    }

    loopCnt++;
    if (loopCnt % 10 == 0)
      std::cout << "." << std::flush;
  }
  std::cout << std::endl;
//.........这里部分代码省略.........
开发者ID:IMTtugraz,项目名称:AVIONIC,代码行数:101,代码来源:tv.cpp


示例18: DoAutoScroll

BOOL CRVTrackerNodeMove::OnUpdate(const CUIEvent &cEvent)
{
	// Only update on idle
	if (cEvent.GetType() != UIEVENT_NONE)
		return TRUE;

	// Don't update if it hasn't moved
	if (m_cCurPt == m_cLastPt)
		return TRUE;

	LTVector newVert, moveOffset, translateAmount;
	DWORD i, j;
	CWorldNode *pNode;
	CEditBrush *pBrush;
	CEditPoly *pPoly;

	// If the mouse is outside of the view, then autoscroll the view
	DoAutoScroll();

	// Use the current mouse position and use the delta from the last to update the 
	// position of the node in 3d views...
	if( m_pView->GetVertexFromPoint(m_cCurPt, newVert))
	{
		moveOffset = newVert - m_vStartVec;

		// Snap the movement to the current move axis (may be all axis)
		moveOffset.x *= m_vMoveSnapAxis.x;
		moveOffset.y *= m_vMoveSnapAxis.y;
		moveOffset.z *= m_vMoveSnapAxis.z;

		// If the shift key is pressed, then snap the object to horizontal or vertical movement if
		// that hasn't been done already.		
		if (m_bLockAxis)
		{
			// Make sure that there isn't currently a move axis defined
			if (m_vMoveSnapAxis == CVector(1.0f, 1.0f, 1.0f))
			{
				// Create an absolute vector so that the magnitudes can be compared
				CVector vAbsolute(fabs(m_vTotalMoveOffset.x), fabs(m_vTotalMoveOffset.y), fabs(m_vTotalMoveOffset.z));

				// Check to see if we should snap to the x axis
				if (vAbsolute.x > vAbsolute.y && vAbsolute.x > vAbsolute.z)
				{
					// Cancel the movement along the y and z axis
					moveOffset.y=(-1)*m_vTotalMoveOffset.y;
					moveOffset.z=(-1)*m_vTotalMoveOffset.z;

					m_vMoveSnapAxis=CVector(1.0f, 0.0f, 0.0f);
				}

				// Check to see if we should snap to the y axis
				if (vAbsolute.y > vAbsolute.x && vAbsolute.y > vAbsolute.z)
				{
					// Cancel the movement along the y and z axis
					moveOffset.x=(-1)*m_vTotalMoveOffset.x;
					moveOffset.z=(-1)*m_vTotalMoveOffset.z;

					m_vMoveSnapAxis=CVector(0.0f, 1.0f, 0.0f);
				}

				// Check to see if we should snap to the z axis
				if (vAbsolute.z > vAbsolute.x && vAbsolute.z > vAbsolute.y)
				{
					// Cancel the movement along the y and z axis
					moveOffset.x=(-1)*m_vTotalMoveOffset.x;
					moveOffset.y=(-1)*m_vTotalMoveOffset.y;

					m_vMoveSnapAxis=CVector(0.0f, 0.0f, 1.0f);
				}
			}
		}
		else
		{
			m_vMoveSnapAxis=CVector(1.0f, 1.0f, 1.0f);
		}

		// Update the total move offset.  This is used to snap the nodes when the shift key is pressed.
		m_vTotalMoveOffset+=moveOffset;

		// Go through all the selected nodes and move them...
		for( i=0; i < m_pView->GetRegion()->m_Selections; i++ )
		{
			pNode = m_pView->GetRegion()->m_Selections[i];

			// Handle movement for Brush nodes...
			if(pNode->GetType() == Node_Brush)
			{
				// Get the brush pointer...
				pBrush = pNode->AsBrush();

				// Check for perpendicular movement...
				if(m_bPerp)
				{
					translateAmount = -(m_pView->EditGrid().Forward() * (CReal)(m_cCurPt.y - m_cLastPt.y));
				}
				// planar movement...
				else
				{
					translateAmount = moveOffset;
				}
//.........这里部分代码省略.........
开发者ID:Joincheng,项目名称:lithtech,代码行数:101,代码来源:RVTrackerNodeMove.cpp


示例19: main


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