这篇教程C++ Float2函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中Float2函数的典型用法代码示例。如果您正苦于以下问题:C++ Float2函数的具体用法?C++ Float2怎么用?C++ Float2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Float2函数的29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: CPageCTopsManager::CTopsManager(std::shared_ptr<CTask> task) :CPage(task, Page){ Float2 PlacementPos[MaxNum]; const float PosX = 550; const float PosY = CPageManager::PartsPosY; const float SpaceX = 132; const float SpaceY = 120; for (int i = 0; i < 4; i++) { PlacementPos[i] = Float2(PosX + (i * SpaceX), PosY); PlacementPos[i + 4] = Float2(PosX + (i * SpaceX), PosY + SpaceY * 1); PlacementPos[i + 4 * 2] = Float2(PosX + (i * SpaceX), PosY + SpaceY * 2); PlacementPos[i + 4 * 3] = Float2(PosX + (i * SpaceX), PosY + SpaceY * 3); } for (int i = 0; i < Page; i++) { for (auto& it : PlacementPos) { parts.push_back(std::make_unique<CTops>(task, it,i,Float2(0,-70))); } }}
开发者ID:flair2005,项目名称:AvatarSystem,代码行数:26,
示例2: CharType inline std::basic_ostream<CharType>& operator << (std::basic_ostream<CharType>& os, const Mat3x2& mat) { return os << CharType('(') << Float2(mat._11, mat._12) << CharType(',') << Float2(mat._21, mat._22) << CharType(',') << Float2(mat._31, mat._32) << CharType(')'); }
开发者ID:7th-Douji,项目名称:Siv3D-Reference,代码行数:7,
示例3: TextureAssetvoid CParts::Draw(){ TextureAsset(CResource::GetInstance().GetGraphic(CResource::GraphicType::PartsBackGraohic_1)). resize(Float2(120, 120)).draw(pos + framepos); PartsDraw(); TextureAsset(CResource::GetInstance().GetGraphic(CResource::GraphicType::PartsBackGraohic_2)). resize(Float2(120, 120)).draw(pos + framepos);}
开发者ID:flair2005,项目名称:AvatarSystem,代码行数:11,
示例4: switch bool System::mousePressed( const OIS::MouseEvent &arg, OIS::MouseButtonID id ) { if(!m_bEnableInput){ return true; } if(id==OIS::MB_Left){ Engine::Scene* pScene = GameSystem::GetSingleton()->GetCurrentSection()->GetScene(); switch(m_CM){ case enCM_Select:{ break;} case enCM_SelectList:{ break;} case enCM_Move:{ if(m_MoveType!=Engine::eMRCT_None){ m_bIsControl = true; m_MoveDir = Float2(arg.state.X.abs,arg.state.Y.abs); Engine::MeshEntityList::iterator i = m_lstSelectObj.begin(); if(i!=m_lstSelectObj.end()){ m_OldPos = (*i)->GetParentSceneNode()->GetPosition(); Float3 vPositive = m_OldPos+Float3(10,10,10); } } break;} case enCM_Scale:{ if(m_MoveType!=Engine::eMRCT_None){ m_bIsControl = true; m_MoveDir = Float2(arg.state.X.abs,arg.state.Y.abs); Engine::MeshEntityList::iterator i = m_lstSelectObj.begin(); if(i!=m_lstSelectObj.end()){ m_OldPos = (*i)->GetParentSceneNode()->GetScale(); } } break;} case enCM_Rotate:{ if(m_MoveType!=Engine::eMRCT_None){ m_bIsControl = true; m_MoveDir = Float2(arg.state.X.abs,arg.state.Y.abs); Engine::MeshEntityList::iterator i = m_lstSelectObj.begin(); if(i!=m_lstSelectObj.end()){ m_OldQuat = (*i)->GetParentSceneNode()->GetQuat(); } } }break; case enCM_Create:{ break;} } } return true; }
开发者ID:ingeyu,项目名称:airengine,代码行数:53,
示例5: whilevoid InputComponent::resetMovementInput(){ while(itrPlayer.hasNext()) { AttributePtr<Attribute_Player> ptr_player = itrPlayer.getNext(); if(ptr_player->ptr_inputDevice.isEmpty()) continue; AttributePtr<Attribute_Input> input = ptr_player->ptr_input; input->position = Float2(0.0f, 0.0f); input->rotation = Float2(0.0f, 0.0f); }}
开发者ID:CaterHatterPillar,项目名称:xkill-source,代码行数:14,
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