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

/*
============
BG_PlayerTouchesItem

Items can be picked up without actually touching their physical bounds to make
grabbing them easier
============
*/
qboolean	BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) {
	vec3_t		origin;

	BG_EvaluateTrajectory( &item->pos, atTime, origin );

	// we are ignoring ducked differences here
	if ( ps->origin[0] - origin[0] > 44
		|| ps->origin[0] - origin[0] < -50
		|| ps->origin[1] - origin[1] > 36
		|| ps->origin[1] - origin[1] < -36
		|| ps->origin[2] - origin[2] > 36
		|| ps->origin[2] - origin[2] < -36 ) {
		return qfalse;
	}

	return qtrue;
}
开发者ID:LoudHoward,项目名称:Quake3,代码行数:25,代码来源:bg_misc.c


示例2: qlua_setpos

int qlua_setpos(lua_State *L) {
	centity_t	*luaentity;
	vec3_t		origin;

	luaL_checktype(L,1,LUA_TUSERDATA);
	luaL_checktype(L,2,LUA_TVECTOR);

	luaentity = lua_toentity(L,1);
	if(luaentity != NULL) {
			BG_EvaluateTrajectory( &luaentity->currentState.pos, cg.time, origin );
			lua_tovector(L,2,luaentity->currentState.pos.trBase);
			luaentity->currentState.pos.trDuration += (cg.time - luaentity->currentState.pos.trTime);
			luaentity->currentState.pos.trTime = cg.time;
			
			VectorCopy(luaentity->currentState.pos.trBase, luaentity->currentState.origin);
		return 1;
	}
	return 0;
}
开发者ID:redrumrobot,项目名称:quakeconstruct,代码行数:19,代码来源:cg_luaentity.c


示例3: G_ExplodeMissile

/*
================
G_ExplodeMissile

Explode a missile without an impact
================
*/
void G_ExplodeMissile( gentity_t *ent ) {
	vec3_t		dir;
	vec3_t		origin;

	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
	SnapVector( origin );
	G_SetOrigin( ent, origin );

	// we don't have a valid direction, so just point straight up
	dir[0] = dir[1] = 0;
	dir[2] = 1;

	ent->s.eType = ET_GENERAL;
	G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );

	ent->freeAfterEvent = qtrue;

	ent->takedamage = qfalse;
	// splash damage
	if ( ent->splashDamage ) {
		//NOTE: vehicle missiles don't have an ent->parent set, so check that here and set it
		if ( ent->s.eType == ET_MISSILE//missile
			&& (ent->s.eFlags&EF_JETPACK_ACTIVE)//vehicle missile
			&& ent->r.ownerNum < MAX_CLIENTS )//valid client owner
		{//set my parent to my owner for purposes of damage credit...
			ent->parent = &g_entities[ent->r.ownerNum];
		}
		if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent, 
				ent, ent->splashMethodOfDeath ) ) 
		{
			if (ent->parent)
			{
				g_entities[ent->parent->s.number].client->accuracy_hits++;
			}
			else if (ent->activator)
			{
				g_entities[ent->activator->s.number].client->accuracy_hits++;
			}
		}
	}

	trap_LinkEntity( ent );
}
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:50,代码来源:g_missile.c


示例4: CG_AddMoveScaleFade

/*
==================
CG_AddMoveScaleFade
==================
*/
static void CG_AddMoveScaleFade( localEntity_t *le ) {
	refEntity_t	*re;
	float		c;
	vec3_t		delta;
	float		len;

	re = &le->refEntity;

	// fade / grow time
//	c = ( le->endTime - cg.time ) * le->lifeRate;
	if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) {
		// fade / grow time
		c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime );
	}
	else {
		// fade / grow time
		c = ( le->endTime - cg.time ) * le->lifeRate;
	}

	// Ridah, spark
	if ( !( le->leFlags & LEF_NOFADEALPHA ) )
	// done.
	re->shaderRGBA[3] = 0xff * c * le->color[3];

	if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
		c = ( le->endTime - cg.time ) * le->lifeRate;
		re->radius = le->radius * ( 1.0 - c ) + 8;
	}

	BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );

	// if the view would be "inside" the sprite, kill the sprite
	// so it doesn't add too much overdraw
	VectorSubtract( re->origin, cg.refdef.vieworg, delta );
	len = VectorLength( delta );
	if ( len < le->radius ) {
		CG_FreeLocalEntity( le );
		return;
	}

	trap_R_AddRefEntityToScene( re );
}
开发者ID:natelo,项目名称:rtcwPub,代码行数:47,代码来源:cg_localents.c


示例5: CG_BubbleThink

/*
=======================================================================================================================================
CG_BubbleThink
=======================================================================================================================================
*/
void CG_BubbleThink(localEntity_t *le) {
	int contents;
	vec3_t newOrigin;
	trace_t trace;

	// calculate new position
	BG_EvaluateTrajectory(&le->pos, cg.time, newOrigin);
	// trace a line from previous position to new position
	CG_Trace(&trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID);

	contents = CG_PointContents(trace.endpos, -1);

	if (!(contents & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA))) {
		// bubble isn't in liquid anymore, remove it
		CG_FreeLocalEntity(le);
		return;
	}

	CG_AddMoveScaleFade(le);
}
开发者ID:KuehnhammerTobias,项目名称:ioqw,代码行数:25,代码来源:cg_localents.c


示例6: CG_BloodTrail

/*
=======================================================================================================================================
CG_BloodTrail

Leave expanding blood puffs behind gibs.
=======================================================================================================================================
*/
void CG_BloodTrail(localEntity_t *le) {
	int t;
	int t2;
	int step;
	vec3_t newOrigin;
	localEntity_t *blood;

	step = 150;
	t = step * ((cg.time - cg.frametime + step) / step);
	t2 = step * (cg.time / step);

	for (; t <= t2; t += step) {
		BG_EvaluateTrajectory(&le->pos, t, newOrigin);

		blood = CG_SmokePuff(newOrigin, vec3_origin, 20, 1, 1, 1, 1, 2000, t, 0, 0, cgs.media.bloodTrailShader);
		// use the optimized version
		blood->leType = LE_FALL_SCALE_FADE;
		// drop a total of 40 units over its lifetime
		blood->pos.trDelta[2] = 40;
	}
}
开发者ID:KuehnhammerTobias,项目名称:ioqw,代码行数:28,代码来源:cg_localents.c


示例7: Mover_HaltAngles

/***
Stops rotational movement on ent immediately.
@function HaltAngles
@param ent Entity or entity number.
@return Success or failure.
*/
static int Mover_HaltAngles(lua_State * L)
{
	lent_t			*lent;
	gentity_t       *ent = NULL;
	int				id = 0;

	if(lua_isnumber(L, 1)) {
		id = luaL_checkint(L, 1);
		if(id < 0 || id > MAX_GENTITIES - 1) {
			lua_pushboolean(L, qfalse);
			return 1;
		}
		ent = &g_entities[id];
		if(ent) {
			lua_pushboolean(L, qfalse);
			return 1;
		}
	} else {
		lent = Lua_GetEntity(L, 1);
		if(lent == NULL || lent->e == NULL) {
			lua_pushboolean(L, qfalse);
			return 1;
		}
		ent = lent->e;
	}

	LUA_DEBUG("Mover_HaltAngles - start: ent=%d", ent->s.number);
	if(ent)
	{
		BG_EvaluateTrajectory(&ent->s.apos, level.time, ent->s.apos.trBase);
		ent->s.apos.trType = TR_STATIONARY;
		ent->s.apos.trTime = level.time;
		trap_LinkEntity(ent);
		LUA_DEBUG("Mover_HaltAngles - return: halted ent");
	}

	lua_pushboolean(L, qtrue);
	return 1;
}
开发者ID:gitter-badger,项目名称:rpgxEF,代码行数:45,代码来源:lua_mover.c


示例8: CG_CheckEvents

/*
==============
CG_CheckEvents

==============
*/
void CG_CheckEvents( centity_t *cent )
{
	// check for event-only entities
	if ( cent->currentState.eType > ET_EVENTS )
	{
		if ( cent->previousEvent )
		{
			return;	// already fired
		}
		cent->previousEvent = 1;

		// if this is a player event set the entity number of the client entity number
		if ( cent->currentState.eFlags & EF_PLAYER_EVENT )
		{
			cent->currentState.number = cent->currentState.otherEntityNum;
		}

		cent->currentState.event = cent->currentState.eType - ET_EVENTS;
	} 
	else 
	{
		// check for events riding with another entity
		if ( cent->currentState.event == cent->previousEvent )
		{
			return;
		}
		cent->previousEvent = cent->currentState.event;
		if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 )
		{
			return;
		}
	}

	// calculate the position at exactly the frame time
	BG_EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
	CG_SetEntitySoundPosition( cent );

	CG_EntityEvent( cent, cent->lerpOrigin );
}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:45,代码来源:cg_event.c


示例9: Mover_Halt

/***
Stops translational movement on ent immediately.
@function Halt
@param ent Entity or entity number.
@return Success or failure.
*/
static int Mover_Halt(lua_State *L) {
	lent_t		*lent;
	gentity_t	*ent = NULL;
	int			id = 0;
	
	if(lua_isnumber(L, 1)) {
		id =  luaL_checkint(L, 1);
		if(id < 0 || id > MAX_GENTITIES - 1) {
			lua_pushboolean(L, qfalse);
			return 1;
		}
		ent = &g_entities[id];
		if(ent == NULL) {
			lua_pushboolean(L, qfalse);
			return 1;
		}
	} else {
		lent = Lua_GetEntity(L, 1);
		if(lent == NULL || lent->e == NULL) {
			lua_pushboolean(L, qfalse);
			return 1;
		}
		ent = lent->e;
	}

	LUA_DEBUG("Mover_Halt - start: end=%d", ent->s.number);
	BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->r.currentOrigin);
	VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase);
	ent->s.pos.trType = TR_STATIONARY;
	ent->s.pos.trTime = level.time;
	ent->nextthink = 0;
	ent->think = NULL;
	ent->nextTrain = NULL;
	trap_LinkEntity(ent);
	LUA_DEBUG("Mover_Halt - return: halted ent");
	lua_pushboolean(L, qtrue);
	return 1;
}
开发者ID:gitter-badger,项目名称:rpgxEF,代码行数:44,代码来源:lua_mover.c


示例10: CG_AddMoveScaleFade

static void CG_AddMoveScaleFade( localEntity_t *le ) {
	refEntity_t	*re;
	float		c;
	vector3		delta;
	float		len;
	refdef_t *refdef = CG_GetRefdef();

	re = &le->refEntity;

	if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) {
		// fade / grow time
		c = 1.0f - (float)(le->fadeInTime - cg.time) / (le->fadeInTime - le->startTime);
	}
	else {
		// fade / grow time
		c = (le->endTime - cg.time) * le->lifeRate;
	}

	re->shaderRGBA[3] = 0xff * c * le->color[3];

	if ( !(le->leFlags & LEF_PUFF_DONT_SCALE) ) {
		re->radius = le->radius * (1.0f - c) + 8;
	}

	BG_EvaluateTrajectory( &le->pos, cg.time, &re->origin );

	// if the view would be "inside" the sprite, kill the sprite
	// so it doesn't add too much overdraw
	VectorSubtract( &re->origin, &refdef->vieworg, &delta );
	len = VectorLength( &delta );
	if ( len < le->radius ) {
		CG_FreeLocalEntity( le );
		return;
	}

	SE_R_AddRefEntityToScene( re, MAX_CLIENTS );
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:37,代码来源:cg_localents.cpp


示例11: G_minethink

void
G_minethink(gentity_t *ent)
{
  trace_t tr;
  vec3_t end, origin, dir;
  gentity_t *traceEnt;

  ent->nextthink = level.time + 100;

  BG_EvaluateTrajectory(&ent->s.pos, level.time, origin);
  SnapVector(origin);
  G_SetOrigin(ent, origin);

  // set aiming directions
  VectorCopy(origin,end);
  end[2] += 10;//aim up

  trap_Trace(&tr, origin, NULL, NULL, end, ent->s.number, MASK_SHOT);
  if (tr.surfaceFlags & SURF_NOIMPACT)
    return;

  traceEnt = &g_entities[tr.entityNum];

  dir[0] = dir[1] = 0;
  dir[2] = 1;

  if (traceEnt->client && (traceEnt->r.svFlags & SVF_BOT)
      && traceEnt->health > 0 && traceEnt->client->ps.stats[STAT_PTEAM] == PTE_ALIENS)//FIRE IN ZE HOLE!
  {//Might want to check team too
    ent->s.eType = ET_GENERAL;
    G_AddEvent(ent, EV_MISSILE_MISS, DirToByte(dir));
    ent->freeAfterEvent = qtrue;
    G_RadiusDamage(ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent, ent->splashMethodOfDeath);
    ent->parent->numMines -= 1;
    trap_LinkEntity(ent);
  }
}
开发者ID:AlienHoboken,项目名称:Tremulous-Z-Server,代码行数:37,代码来源:g_missile.c


示例12: G_ExplodeMissile

/*
================
G_ExplodeMissile

Explode a missile without an impact
================
*/
void G_ExplodeMissile( gentity_t *ent ) {
    vec3_t		dir;
    vec3_t		origin;

    BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
    SnapVector( origin );
    G_SetOrigin( ent, origin );

    // we don't have a valid direction, so just point straight up
    dir[0] = dir[1] = 0;
    dir[2] = 1;

    ent->s.eType = ET_GENERAL;
    G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );

    ent->freeAfterEvent = qtrue;

    ent->takedamage = qfalse;
    // splash damage
    if ( ent->splashDamage ) {
        if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent,
                            ent, ent->splashMethodOfDeath ) )
        {
            if (ent->parent)
            {
                g_entities[ent->parent->s.number].client->accuracy_hits++;
            }
            else if (ent->activator)
            {
                g_entities[ent->activator->s.number].client->accuracy_hits++;
            }
        }
    }

    trap->LinkEntity( (sharedEntity_t *)ent );
}
开发者ID:Mauii,项目名称:Rend2,代码行数:43,代码来源:g_missile.c


示例13: CG_AddMoveScaleFade

/*
==================
CG_AddMoveScaleFade
==================
*/
static void CG_AddMoveScaleFade( localEntity_t *le ) {
	refEntity_t	*re;
	gfixed		c;
	bvec3_t		delta;
	bfixed		len;

	re = &le->refEntity;

	if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) {
		// fade / grow time
		c = GFIXED_1 - MAKE_GFIXED( le->fadeInTime - cg.time ) / MAKE_GFIXED( le->fadeInTime - le->startTime );
	}
	else {
		// fade / grow time
		c = MAKE_GFIXED( le->endTime - cg.time ) * le->lifeRate;
	}

	re->shaderRGBA[3] = FIXED_TO_INT( GFIXED(255,0) * c * le->color[3] );

	if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
		re->radius = (le->radius * ( GFIXED_1 - c )) + BFIXED(8,0);
	}

	BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );

	// if the view would be "inside" the sprite, kill the sprite
	// so it doesn't add too much overdraw
	VectorSubtract( re->origin, cg.refdef.vieworg, delta );
	len = FIXED_VEC3LEN( delta );
	if ( len < le->radius ) {
		CG_FreeLocalEntity( le );
		return;
	}

	_CG_trap_R_AddRefEntityToScene( re );
}
开发者ID:Jsoucek,项目名称:q3ce,代码行数:41,代码来源:cg_localents.cpp


示例14: CG_AddSparkElements

/*
================
CG_AddSparkElements
================
*/
void CG_AddSparkElements( localEntity_t *le ) {
	vec3_t	newOrigin;
	trace_t	trace;
	float	time;
	float	lifeFrac;

	time = (float)(cg.time - cg.frametime);

	while (1) {
		// calculate new position
		BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );

//		if ((le->endTime - le->startTime) > 500) {

			// trace a line from previous position to new position
			CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, MASK_SHOT );

			// if stuck, kill it
			if (trace.startsolid) {
				// HACK, some walls screw up, so just pass through if starting in a solid
				VectorCopy( newOrigin, trace.endpos );
				trace.fraction = 1.0;
			}

			// moved some distance
			VectorCopy( trace.endpos, le->refEntity.origin );
/*
		} else
		{	// just move it there

			VectorCopy( newOrigin, le->refEntity.origin );
			trace.fraction = 1.0;

		}
*/
		time += cg.frametime * trace.fraction;

		lifeFrac = (float)(cg.time - le->startTime) / (float)(le->endTime - le->startTime);

		// add a trail
		le->headJuncIndex = CG_AddSparkJunc( le->headJuncIndex,
									le->refEntity.customShader,
									le->refEntity.origin,
									200,
									1.0 - lifeFrac,	// start alpha
									0.0,//1.0 - lifeFrac,	// end alpha
									lifeFrac * 2.0 * (((le->endTime - le->startTime) > 400)+1)*1.5,
									lifeFrac * 2.0 * (((le->endTime - le->startTime) > 400)+1)*1.5 );

		// if it is in a nodrop zone, remove it
		// this keeps gibs from waiting at the bottom of pits of death
		// and floating levels
// for some reason SFM1.BSP is one big NODROP zone
//		if ( trap_CM_PointContents( le->refEntity.origin, 0 ) & CONTENTS_NODROP ) {
//			CG_FreeLocalEntity( le );
//			return;
//		}

		if (trace.fraction < 1.0) {
			// just kill it
			CG_FreeLocalEntity( le );
			return;
/*
			// reflect the velocity on the trace plane
			CG_ReflectVelocity( le, &trace );
			// the intersection is a fraction of the frametime
			le->pos.trTime = (int)time;
*/
		}

		if ( trace.fraction == 1.0 || time >= (float)cg.time ) {
			return;
		}
	}

}
开发者ID:natelo,项目名称:rtcwPub,代码行数:81,代码来源:cg_localents.c


示例15: CG_AddClientCritter

/*
================
CG_AddClientCritter
================
*/
void CG_AddClientCritter( localEntity_t *le ) {
	vec3_t	newOrigin;
	trace_t	trace;
	int		time, step = 25, i;
	vec3_t	v, ang, v2, oDelta;
	localEntity_t backup;
	float	oldSpeed, enemyDist, of;
	vec3_t	enemyPos;
	float alpha;

	if (cg_entities[le->ownerNum].currentState.otherEntityNum2 == cg.snap->ps.clientNum) {
		VectorCopy( cg.snap->ps.origin, enemyPos );
		enemyPos[2] += cg.snap->ps.viewheight;
	} else {
		VectorCopy( cg_entities[le->ownerNum].currentState.origin2, enemyPos );
	}

	VectorCopy( le->pos.trDelta, oDelta );

	// vary the enemyPos to create a psuedo-randomness
	of = (float)cg.time + le->startTime;
	enemyPos[0] += 12 * (sin(of/100) * cos(of/78));
	enemyPos[1] += 12 * (sin(of/70) * cos(of/82));
	enemyPos[2] += 12 * (sin(of/67) * cos(of/98));

	time = le->lastTrailTime+step;

	while (time <= cg.time) {
		if (time > le->refEntity.fadeStartTime) {
			alpha = (float)(time - le->refEntity.fadeStartTime)/(float)(le->refEntity.fadeEndTime - le->refEntity.fadeStartTime);
			if (alpha < 0) alpha = 0;
			else if (alpha > 1) alpha = 1;
		} else {
			alpha = 1.0;
		}

		// calculate new position
		BG_EvaluateTrajectory( &le->pos, time, newOrigin );

		VectorSubtract( enemyPos, le->refEntity.origin, v );
		enemyDist = VectorNormalize( v );

		// trace a line from previous position to new position
		CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, le->ownerNum, MASK_SHOT );

		// if stuck, kill it
		if (trace.startsolid || (trace.fraction < 1.0)) {
			// kill it
			CG_FreeLocalEntity( le );
			return;
		}

		// moved some distance
		VectorCopy( trace.endpos, le->refEntity.origin );

		if (le->leType == LE_ZOMBIE_SPIRIT) {
			le->headJuncIndex = CG_AddTrailJunc( le->headJuncIndex,
												cgs.media.zombieSpiritTrailShader,
												time,
												STYPE_STRETCH,
												le->refEntity.origin,
												(int)le->effectWidth,	// trail life
												0.3 * alpha,
												0.0,
												le->radius,
												0,
												0,//TJFL_FIXDISTORT,
												colorWhite,
												colorWhite,
												1.0, 1 );
		}

		// tracking factor
		if (le->leType == LE_ZOMBIE_BAT)
			le->bounceFactor = 3.0*(float)step/1000.0;
		else
			le->bounceFactor = 5.0*(float)step/1000.0;
		oldSpeed = VectorLength( le->pos.trDelta );

		// track the enemy
		backup = *le;
		VectorSubtract( enemyPos, le->refEntity.origin, v );
		enemyDist = VectorNormalize( v );

		if (alpha > 0.5 && (le->lastSpiritDmgTime < time - 100) && enemyDist < 24) {
			// inflict the damage!
			CG_ClientDamage( cg_entities[le->ownerNum].currentState.otherEntityNum2, le->ownerNum, CLDMG_SPIRIT );
			le->lastSpiritDmgTime = time;
		}

		VectorMA( le->pos.trDelta, le->bounceFactor*oldSpeed, v, le->pos.trDelta );
		//VectorCopy( v, le->pos.trDelta );
		if (VectorLength(le->pos.trDelta) < 1) {
			CG_FreeLocalEntity( le );
			return;
//.........这里部分代码省略.........
开发者ID:natelo,项目名称:rtcwPub,代码行数:101,代码来源:cg_localents.c


示例16: CG_AddFragment


//.........这里部分代码省略.........

			le->refEntity.shaderRGBA[3] = (unsigned char)(255.0*flameAlpha);
			VectorCopy( flameDir, le->refEntity.fireRiseDir );
			le->refEntity.customShader = cgs.media.onFireShader;
			trap_R_AddRefEntityToScene( &le->refEntity );
			le->refEntity.customShader = cgs.media.onFireShader2;
			trap_R_AddRefEntityToScene( &le->refEntity );

			le->refEntity = backupEnt;
		}
		
		t = le->endTime - cg.time;
		trap_R_AddRefEntityToScene( &le->refEntity );


		// trace a line from previous position down, to see if I should start falling again

		VectorCopy(le->refEntity.origin, newOrigin);
		newOrigin [2] -= 5;
		CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_MISSILECLIP );

		if(trace.fraction == 1.0)	// it's clear, start moving again
		{
			VectorClear(le->pos.trDelta);
			VectorClear(le->angles.trDelta);
			le->pos.trType = TR_GRAVITY;	// nothing below me, start falling again
		}

		else
			return;
	}

	// calculate new position
	BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );

	if (hasFlame) {
		// calc the flame dir
		VectorSubtract( le->refEntity.origin, newOrigin, flameDir );
		if (VectorLength( flameDir ) == 0) {
			flameDir[2] = 1;
			// play a burning sound when not moving
			trap_S_AddLoopingSound( 0, newOrigin, vec3_origin, cgs.media.flameSound, (int)(0.3*255.0*flameAlpha) );
		} else {
			VectorNormalize( flameDir );
			// play a flame blow sound when moving
			trap_S_AddLoopingSound( 0, newOrigin, vec3_origin, cgs.media.flameBlowSound, (int)(0.3*255.0*flameAlpha) );
		}
	}


	// trace a line from previous position to new position
	CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
	if ( trace.fraction == 1.0 ) {
		// still in free fall
		VectorCopy( newOrigin, le->refEntity.origin );

		if ( le->leFlags & LEF_TUMBLE || le->angles.trType == TR_LINEAR) {
			vec3_t angles;

			BG_EvaluateTrajectory( &le->angles, cg.time, angles );
			AnglesToAxis( angles, le->refEntity.axis );
			if (le->sizeScale && le->sizeScale != 1.0) {
				for (i=0;i<3;i++) VectorScale( le->refEntity.axis[i], le->sizeScale, le->refEntity.axis[i] );
			}
		}
开发者ID:natelo,项目名称:rtcwPub,代码行数:66,代码来源:cg_localents.c


示例17: turret_aim

//-----------------------------------------------------
static void turret_aim( gentity_t *self )
//-----------------------------------------------------
{
	vec3_t	enemyDir, org, org2;
	vec3_t	desiredAngles, setAngle;
	float	diffYaw = 0.0f, diffPitch = 0.0f, turnSpeed;
	const float pitchCap = 40.0f;
	gentity_t *top = &g_entities[self->r.ownerNum];
	if ( !top )
	{
		return;
	}

	// move our gun base yaw to where we should be at this time....
	BG_EvaluateTrajectory( &top->s.apos, level.time, top->r.currentAngles );
	top->r.currentAngles[YAW] = AngleNormalize180( top->r.currentAngles[YAW] );
	top->r.currentAngles[PITCH] = AngleNormalize180( top->r.currentAngles[PITCH] );
	turnSpeed = top->speed;

	if ( self->painDebounceTime > level.time )
	{
		desiredAngles[YAW] = top->r.currentAngles[YAW]+flrand(-45,45);
		desiredAngles[PITCH] = top->r.currentAngles[PITCH]+flrand(-10,10);

		if (desiredAngles[PITCH] < -pitchCap)
		{
			desiredAngles[PITCH] = -pitchCap;
		}
		else if (desiredAngles[PITCH] > pitchCap)
		{
			desiredAngles[PITCH] = pitchCap;
		}

		diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
		diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] );
		turnSpeed = flrand( -5, 5 );
	}
	else if ( self->enemy )
	{
		// ...then we'll calculate what new aim adjustments we should attempt to make this frame
		// Aim at enemy
		VectorCopy( self->enemy->r.currentOrigin, org );
		org[2]+=self->enemy->r.maxs[2]*0.5f;
		if (self->enemy->s.eType == ET_NPC &&
			self->enemy->s.NPC_class == CLASS_VEHICLE &&
			self->enemy->m_pVehicle &&
			self->enemy->m_pVehicle->m_pVehicleInfo->type == VH_WALKER)
		{ //hack!
			org[2] += 32.0f;
		}
		/*
		mdxaBone_t	boltMatrix;

		// Getting the "eye" here
		gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, 
					self->torsoBolt,
					&boltMatrix, self->r.currentAngles, self->s.origin, (cg.time?cg.time:level.time),
					NULL, self->s.modelScale );

		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org2 );
		*/
		VectorCopy( top->r.currentOrigin, org2 );

		VectorSubtract( org, org2, enemyDir );
		vectoangles( enemyDir, desiredAngles );
		desiredAngles[PITCH] = AngleNormalize180(desiredAngles[PITCH]);

		if (desiredAngles[PITCH] < -pitchCap)
		{
			desiredAngles[PITCH] = -pitchCap;
		}
		else if (desiredAngles[PITCH] > pitchCap)
		{
			desiredAngles[PITCH] = pitchCap;
		}

		diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
		diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] );
	}
	else
	{//FIXME: Pan back and forth in original facing
		// no enemy, so make us slowly sweep back and forth as if searching for a new one
		desiredAngles[YAW] = sin( level.time * 0.0001f + top->count );
		desiredAngles[YAW] *=  60.0f;
		desiredAngles[YAW] += self->s.angles[YAW];
		desiredAngles[YAW] = AngleNormalize180( desiredAngles[YAW] );
		diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
		diffPitch = AngleSubtract( 0, top->r.currentAngles[PITCH] );
		turnSpeed = 1.0f;
	}

	if ( diffYaw )
	{
		// cap max speed....
		if ( fabs(diffYaw) > turnSpeed )
		{
			diffYaw = ( diffYaw >= 0 ? turnSpeed : -turnSpeed );
		}
	}
//.........这里部分代码省略.........
开发者ID:jwginge,项目名称:ojpa,代码行数:101,代码来源:g_turret.c


示例18: G_RunMissile

/*
================
G_RunMissile
================
*/
void G_RunMissile( gentity_t *ent ) {
    vec3_t		origin, groundSpot;
    trace_t		tr;
    int			passent;
    qboolean	isKnockedSaber = qfalse;

    if (ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF))
    {
        isKnockedSaber = qtrue;
        ent->s.pos.trType = TR_GRAVITY;
    }

    // get current position
    BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );


    //If its a rocket, and older than 500ms, make it solid to the shooter.
    if ((g_tweakWeapons.integer & WT_SOLID_ROCKET) && (ent->s.weapon == WP_ROCKET_LAUNCHER) && (!ent->raceModeShooter) && (ent->nextthink - level.time < 9500)) {
        ent->r.ownerNum = ENTITYNUM_WORLD;
    }

    // if this missile bounced off an invulnerability sphere
    if ( ent->target_ent ) {
        passent = ent->target_ent->s.number;
    }
    else {
        // ignore interactions with the missile owner
        if ( (ent->r.svFlags&SVF_OWNERNOTSHARED)
                && (ent->s.eFlags&EF_JETPACK_ACTIVE) )
        {   //A vehicle missile that should be solid to its owner
            //I don't care about hitting my owner
            passent = ent->s.number;
        }
        else
        {
            passent = ent->r.ownerNum;
        }
    }
    // trace a line from the previous position to the current position
    if (d_projectileGhoul2Collision.integer == 1) //JAPRO - Serverside - Weapons - New Hitbox Option
    {
        JP_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask, qfalse, G2TRFLAG_DOGHOULTRACE|G2TRFLAG_GETSURFINDEX|G2TRFLAG_THICK|G2TRFLAG_HITCORPSES, g_g2TraceLod.integer );

        if (tr.fraction != 1.0 && tr.entityNum < ENTITYNUM_WORLD)
        {
            gentity_t *g2Hit = &g_entities[tr.entityNum];

            if (g2Hit->inuse && g2Hit->client && g2Hit->ghoul2)
            {   //since we used G2TRFLAG_GETSURFINDEX, tr.surfaceFlags will actually contain the index of the surface on the ghoul2 model we collided with.
                g2Hit->client->g2LastSurfaceHit = tr.surfaceFlags;
                g2Hit->client->g2LastSurfaceTime = level.time;
            }

            if (g2Hit->ghoul2)
            {
                tr.surfaceFlags = 0; //clear the surface flags after, since we actually care about them in here.
            }
        }
    }
    else
    {
        JP_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask, qfalse, 0, 0 );
    }

    if ( tr.startsolid || tr.allsolid ) {
        // make sure the tr.entityNum is set to the entity we're stuck in
        JP_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask, qfalse, 0, 0 );
        tr.fraction = 0;
    }
    else {
        VectorCopy( tr.endpos, ent->r.currentOrigin );
    }

    if (ent->passThroughNum && tr.entityNum == (ent->passThroughNum-1))
    {
        VectorCopy( origin, ent->r.currentOrigin );
        trap->LinkEntity( (sharedEntity_t *)ent );
        goto passthrough;
    }

    trap->LinkEntity( (sharedEntity_t *)ent );

    if (ent->s.weapon == G2_MODEL_PART && !ent->bounceCount)
    {
        vec3_t lowerOrg;
        trace_t trG;

        VectorCopy(ent->r.currentOrigin, lowerOrg);
        lowerOrg[2] -= 1;
        JP_Trace( &trG, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, lowerOrg, passent, ent->clipmask, qfalse, 0, 0 );

        VectorCopy(trG.endpos, groundSpot);

        if (!trG.startsolid && !trG.allsolid && trG.entityNum == ENTITYNUM_WORLD)
        {
//.........这里部分代码省略.........
开发者ID:videoP,项目名称:jaPRO,代码行数:101,代码来源:g_missile.c


示例19: G_RunObject

//TODO:  When transition to 0 grav, push away from surface you were resting on
//TODO:  When free-floating in air, apply some friction to your trDelta (based on mass?)
void G_RunObject( gentity_t *ent ) {
	vector3		origin, oldOrg;
	trace_t		tr;
	gentity_t	*traceEnt = NULL;

	//FIXME: floaters need to stop floating up after a while, even if gravity stays negative?
	if ( ent->s.pos.trType == TR_STATIONARY )//g_gravity.value <= 0 &&
	{
		ent->s.pos.trType = TR_GRAVITY;
		VectorCopy( &ent->r.currentOrigin, &ent->s.pos.trBase );
		ent->s.pos.trTime = level.previousTime;//?necc?
		if ( !g_gravity.value ) {
			ent->s.pos.trDelta.z += 100;
		}
	}

	ent->nextthink = level.time + FRAMETIME;

	VectorCopy( &ent->r.currentOrigin, &oldOrg );
	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, &origin );
	//Get current angles?
	BG_EvaluateTrajectory( &ent->s.apos, level.time, &ent->r.currentAngles );

	if ( VectorCompare( &ent->r.currentOrigin, &origin ) ) {//error - didn't move at all!
		return;
	}
	// trace a line from the previous position to the current position,
	// ignoring interactions with the missile owner
	trap->Trace( &tr, &ent->r.currentOrigin, &ent->r.mins, &ent->r.maxs, &origin, ent->parent ? ent->parent->s.number : ent->s.number, ent->clipmask, qfalse, 0, 0 );

	if ( !tr.startsolid && !tr.allsolid && tr.fraction ) {
		VectorCopy( &tr.endpos, &ent->r.currentOrigin );
		trap->LinkEntity( (sharedEntity_t *)ent );
	}
	else
		//if ( tr.startsolid )
	{
		tr.fraction = 0;
	}

	G_MoverTouchPushTriggers( ent, &oldOrg );
	/*
	if ( !(ent->s.eFlags & EF_TELEPORT_BIT) && !(ent->svFlags & SVF_NO_TELEPORT) )
	{
	G_MoverTouchTeleportTriggers( ent, oldOrg );
	if ( ent->s.eFlags & EF_TELEPORT_BIT )
	{//was teleported
	return;
	}
	}
	else
	{
	ent->s.eFlags &= ~EF_TELEPORT_BIT;
	}
	*/

	if ( tr.fraction == 1 ) {
		if ( g_gravity.value <= 0 ) {
			if ( ent->s.apos.trType == TR_STATIONARY ) {
				VectorCopy( &ent->r.currentAngles, &ent->s.apos.trBase );
				ent->s.apos.trType = TR_LINEAR;
				ent->s.apos.trDelta.y = flrand( -300, 300 );
				ent->s.apos.trDelta.x = flrand( -10, 10 );
				ent->s.apos.trDelta.z = flrand( -10, 10 );
				ent->s.apos.trTime = level.time;
			}
		}
		//friction in zero-G
		if ( !g_gravity.value ) {
			float friction = 0.975f;
			//friction -= ent->mass/1000.0f;
			if ( friction < 0.1f ) {
				friction = 0.1f;
			}

			VectorScale( &ent->s.pos.trDelta, friction, &ent->s.pos.trDelta );
			VectorCopy( &ent->r.currentOrigin, &ent->s.pos.trBase );
			ent->s.pos.trTime = level.time;
		}
		return;
	}

	//hit something

	//Do impact damage
	traceEnt = &g_entities[tr.entityNum];
	if ( tr.fraction || (traceEnt && traceEnt->takedamage) ) {
		if ( !VectorCompare( &ent->r.currentOrigin, &oldOrg ) ) {//moved and impacted
			if ( (traceEnt && traceEnt->takedamage) ) {//hurt someone
				//				G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHurt.wav" ) );
			}
			//			G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHit.wav" ) );
		}

		if ( ent->s.weapon != WP_SABER ) {
			DoImpact( ent, traceEnt, qtrue );
		}
//.........这里部分代码省略.........
开发者ID:MatthewCZ,项目名称:Ja,代码行数:101,代码来源:g_object.cpp


示例20: VectorCopy

void CCam::mortarCam(camInfo_t *ci)
{
	if (eth32.cg.snap->ps.ammo == 0)
		return;

// Set mortar trajectory from current view
	vec3_t angles, forward;
	VectorCopy(eth32.cg.refdef->viewaxis[ROLL], forward);
	VectorCopy(eth32.cg.snap->ps.viewangles, angles);
	angles[PITCH] -= 60.f;
	AngleVectors(angles, forward, NULL, NULL);
	forward[0] *= 3000 * 1.1f;
	forward[1] *= 3000 * 1.1f;
	forward[2] *= 1500 * 1.1f;

	trajectory_t mortarTrajectory;
	mortarTrajectory.trType = TR_GRAVITY;
	mortarTrajectory.trTime = eth32.cg.time;
	VectorCopy(eth32.cg.muzzle, mortarTrajectory.trBase);
	VectorCopy(forward, mortarTrajectory.trDelta);

	// Calculate mortar impact
	int timeOffset = 0;
	trace_t mortarTrace;
	vec3_t mortarImpact;
	VectorCopy(mortarTrajectory.trBase, mortarImpact);
	#define TIME_STEP 20
	while (timeOffset < 10000) {
		vec3_t nextPos;
		timeOffset += TIME_STEP;
		BG_EvaluateTrajectory(&mortarTrajectory, eth32.cg.time + timeOffset, nextPos, qfalse, 0);
		orig_CG_Trace(&mortarTrace, mortarImpact, 0, 0, nextPos, eth32.cg.snap->ps.clientNum, MASK_MISSILESHOT);
		if ((mortarTrace.fraction != 1)
				// Stop if we hit sky
				&& !((mortarTrace.surfaceFlags & SURF_NODRAW) || (mortarTrace.surfaceFlags & SURF_NOIMPACT))
				&& (mortarTrace.contents != 0)) {
			break;
		}
		VectorCopy(nextPos, mortarImpact);
	}

	memcpy(&camRefDef, &eth32.cg.refdef, sizeof(refdef_t));

	// kobject: add some angles
	vec3_t	dpos;
	vec3_t	camOrg;

	dpos[0] = eth32.cg.refdef->vieworg[0]-mortarImpact[0];
	dpos[1] = eth32.cg.refdef->vieworg[1]-mortarImpact[1];
	dpos[2] = 0.0f;
	VectorNormalizeFast( dpos );
	VectorCopy( mortarImpact, camOrg );
	VectorMA( camOrg, ci->distance * sinf(ci->angle * M_PI/180.0), zAxis, camOrg );
	VectorMA( camOrg, ci->distance * cosf(ci->angle * M_PI/180.0), dpos, camOrg );

	int w = ci->x2 - ci->x1;
	int h = ci->y2 - ci->y1;

	camRefDef.fov_x = (w>h) ? ci->fov : ci->fov * w / h;
	camRefDef.fov_y = (h>w) ? ci->fov : ci->fov * h / w;

	VectorCopy(camOrg, camRefDef.vieworg);

	vec3_t camAngle;
	VectorCopy(eth32.cg.refdefViewAngles, camAngle);
	camAngle[PITCH] = ci->angle;

	AnglesToAxis(camAngle, camRefDef.viewaxis);

	drawCam(ci->x1, ci->y1, w, h, &camRefDef, qtrue);

	// Draw impact time
	sprintf(this->str, "^7Impact Time: ^b%.1f ^7seconds", (float)timeOffset / 1000.0f);
	Draw.Text(ci->x1 + (w / 2) - (TEXTWIDTH(this->str) / 2), ci->y1 + h - 22 , 0.24f, str, GUI_FONTCOLOR1, qfalse, qtrue, &eth32.cg.media.fontArial, true);

}
开发者ID:rabb,项目名称:eth32nix-rabbmod,代码行数:76,代码来源:CCam.cpp



注:本文中的BG_EvaluateTrajectory函数示例整理自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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C++ BG_EvaluateTrajectoryDelta函数代码示例发布时间:2022-05-30
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