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C++ entity_pos_t类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了entity_pos_t类的5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: GetInterpolatedTransform

	virtual CMatrix3D GetInterpolatedTransform(float frameOffset, bool forceFloating)
	{
		if (!m_InWorld)
		{
			LOGERROR(L"CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false");
			CMatrix3D m;
			m.SetIdentity();
			return m;
		}

		float x, z, rotY;
		GetInterpolatedPosition2D(frameOffset, x, z, rotY);

		float baseY = 0;
		if (m_RelativeToGround)
		{
			CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
			if (cmpTerrain)
				baseY = cmpTerrain->GetExactGroundLevel(x, z);

			if (m_Floating || forceFloating)
			{
				CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY);
				if (cmpWaterManager)
					baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z));
			}
		}

		float y = baseY + m_YOffset.ToFloat();

		// TODO: do something with m_AnchorType

		CMatrix3D m;
		CMatrix3D mXZ;
		float Cos = cosf(rotY);
		float Sin = sinf(rotY);

		m.SetIdentity();
		m._11 = -Cos;
		m._13 = -Sin;
		m._31 = Sin;
		m._33 = -Cos;

		mXZ.SetIdentity();
		mXZ.SetXRotation(m_RotX.ToFloat());
		mXZ.RotateZ(m_RotZ.ToFloat());
		// TODO: is this all done in the correct order?
		mXZ = m * mXZ;
		mXZ.Translate(CVector3D(x, y, z));

		return mXZ;
	}
开发者ID:Gallaecio,项目名称:0ad,代码行数:52,代码来源:CCmpPosition.cpp


示例2: HandleMessage

	virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
	{
		switch (msg.GetType())
		{
		case MT_RenderSubmit:
		{
			// Don't actually do rendering here, but tell the renderer how to draw water
			if (CRenderer::IsInitialised())
				g_Renderer.GetWaterManager()->m_WaterHeight = m_WaterHeight.ToFloat();
			break;
		}
		}
	}
开发者ID:Marlinc,项目名称:0ad,代码行数:13,代码来源:CCmpWaterManager.cpp


示例3: GetInterpolatedTransform

	virtual CMatrix3D GetInterpolatedTransform(float frameOffset, bool forceFloating)
	{
		if (!m_InWorld)
		{
			LOGERROR(L"CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false");
			CMatrix3D m;
			m.SetIdentity();
			return m;
		}

		float x, z, rotY;
		GetInterpolatedPosition2D(frameOffset, x, z, rotY);

		float baseY = 0;
		if (m_RelativeToGround)
		{
			CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
			if (cmpTerrain)
				baseY = cmpTerrain->GetExactGroundLevel(x, z);

			if (m_Floating || forceFloating)
			{
				CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY);
				if (cmpWaterManager)
					baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z));
			}
		}

		float y = baseY + m_YOffset.ToFloat();

		CMatrix3D m;
		
		// linear interpolation is good enough (for RotX/Z). 
		// As you always stay close to zero angle.	
		m.SetXRotation(Interpolate(m_LastInterpolatedRotX, m_InterpolatedRotX, frameOffset));
		m.RotateZ(Interpolate(m_LastInterpolatedRotZ, m_InterpolatedRotZ, frameOffset));
	
		m.RotateY(rotY + (float)M_PI);
		m.Translate(CVector3D(x, y, z));
		
		return m;
	}
开发者ID:temirio,项目名称:0ad,代码行数:42,代码来源:CCmpPosition.cpp


示例4: GetInterpolatedPositions

	void GetInterpolatedPositions(CVector3D& pos0, CVector3D& pos1)
	{
		float baseY0 = 0;
		float baseY1 = 0;
		float x0 = m_LastX.ToFloat();
		float z0 = m_LastZ.ToFloat();
		float x1 = m_X.ToFloat();
		float z1 = m_Z.ToFloat();
		if (m_RelativeToGround)
		{
			CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
			if (cmpTerrain)
			{
				baseY0 = cmpTerrain->GetExactGroundLevel(x0, z0);
				baseY1 = cmpTerrain->GetExactGroundLevel(x1, z1);
			}

			if (m_Floating || m_ActorFloating)
			{
				CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY);
				if (cmpWaterManager)
				{
					baseY0 = std::max(baseY0, cmpWaterManager->GetExactWaterLevel(x0, z0));
					baseY1 = std::max(baseY1, cmpWaterManager->GetExactWaterLevel(x1, z1));
				}
			}
		}

		float y0 = baseY0 + m_Y.ToFloat() + m_LastYDifference.ToFloat();
		float y1 = baseY1 + m_Y.ToFloat();

		pos0 = CVector3D(x0, y0, z0);
		pos1 = CVector3D(x1, y1, z1);

		pos0.Y += GetConstructionProgressOffset(pos0);
		pos1.Y += GetConstructionProgressOffset(pos1);
	}
开发者ID:2asoft,项目名称:0ad,代码行数:37,代码来源:CCmpPosition.cpp


示例5: pos

	virtual CMatrix3D GetInterpolatedTransform(float frameOffset)
	{
		if (m_TurretParent != INVALID_ENTITY)
		{
			CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent);
			if (!cmpPosition)
			{
				LOGERROR("Turret with parent without position component");
				CMatrix3D m;
				m.SetIdentity();
				return m;
			}
			if (!cmpPosition->IsInWorld())
			{
				LOGERROR("CCmpPosition::GetInterpolatedTransform called on turret entity when IsInWorld is false");
				CMatrix3D m;
				m.SetIdentity();
				return m;
			}
			else
			{
				CMatrix3D parentTransformMatrix = cmpPosition->GetInterpolatedTransform(frameOffset);
				CMatrix3D ownTransformation = CMatrix3D();
				ownTransformation.SetYRotation(m_InterpolatedRotY);
				ownTransformation.Translate(-m_TurretPosition.X.ToFloat(), m_TurretPosition.Y.ToFloat(), -m_TurretPosition.Z.ToFloat());
				return parentTransformMatrix * ownTransformation;
			}
		}
		if (!m_InWorld)
		{
			LOGERROR("CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false");
			CMatrix3D m;
			m.SetIdentity();
			return m;
		}

		float x, z, rotY;
		GetInterpolatedPosition2D(frameOffset, x, z, rotY);


		float baseY = 0;
		if (m_RelativeToGround)
		{
			CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
			if (cmpTerrain)
				baseY = cmpTerrain->GetExactGroundLevel(x, z);

			if (m_Floating || m_ActorFloating)
			{
				CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
				if (cmpWaterManager)
					baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z));
			}
		}

		float y = baseY + m_Y.ToFloat() + Interpolate(-1 * m_LastYDifference.ToFloat(), 0.f, frameOffset);

		CMatrix3D m;

		// linear interpolation is good enough (for RotX/Z).
		// As you always stay close to zero angle.
		m.SetXRotation(Interpolate(m_LastInterpolatedRotX, m_InterpolatedRotX, frameOffset));
		m.RotateZ(Interpolate(m_LastInterpolatedRotZ, m_InterpolatedRotZ, frameOffset));

		CVector3D pos(x, y, z);

		pos.Y += GetConstructionProgressOffset(pos);

		m.RotateY(rotY + (float)M_PI);
		m.Translate(pos);

		return m;
	}
开发者ID:2asoft,项目名称:0ad,代码行数:73,代码来源:CCmpPosition.cpp



注:本文中的entity_pos_t类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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