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本文整理汇总了C++中GetPhysics函数的典型用法代码示例。如果您正苦于以下问题:C++ GetPhysics函数的具体用法?C++ GetPhysics怎么用?C++ GetPhysics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GetPhysics函数的22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: GetEyePositionbool idActor::CheckFOV( const noVec3 &pos ) const{ if ( fovDot == 1.0f ) { return true; } float dot; noVec3 delta; delta = pos - GetEyePosition(); // get our gravity normal const noVec3 &gravityDir = GetPhysics()->GetGravityNormal(); // infinite vertical vision, so project it onto our orientation plane delta -= gravityDir * ( gravityDir * delta ); delta.Normalize(); dot = viewAxis[ 0 ] * delta; return ( dot >= fovDot );}
开发者ID:DanielNeander,项目名称:my-3d-engine,代码行数:22,
示例2: GetPhysics/*================idAF::SetConstraintPosition Only moves constraints that bind the entity to another entity.================*/void idAF::SetConstraintPosition(const char *name, const idVec3 &pos){ idAFConstraint *constraint; constraint = GetPhysics()->GetConstraint(name); if (!constraint) { gameLocal.Warning("can't find a constraint with the name '%s'", name); return; } if (constraint->GetBody2() != NULL) { gameLocal.Warning("constraint '%s' does not bind to another entity", name); return; } switch (constraint->GetType()) { case CONSTRAINT_BALLANDSOCKETJOINT: { idAFConstraint_BallAndSocketJoint *bs = static_cast<idAFConstraint_BallAndSocketJoint *>(constraint); bs->Translate(pos - bs->GetAnchor()); break; } case CONSTRAINT_UNIVERSALJOINT: { idAFConstraint_UniversalJoint *uj = static_cast<idAFConstraint_UniversalJoint *>(constraint); uj->Translate(pos - uj->GetAnchor()); break; } case CONSTRAINT_HINGE: { idAFConstraint_Hinge *hinge = static_cast<idAFConstraint_Hinge *>(constraint); hinge->Translate(pos - hinge->GetAnchor()); break; } default: { gameLocal.Warning("cannot set the constraint position for '%s'", name); break; } }}
开发者ID:AreaScout,项目名称:dante-doom3-odroid,代码行数:45,
示例3: GetPhysicsbool rvMonsterStroggHover::MarkerPosValid ( void ){ //debouncer ftw if( markerCheckTime > gameLocal.GetTime() ) { return true; } markerCheckTime = gameLocal.GetTime() + 500 + (gameLocal.random.RandomFloat() * 500); trace_t trace; gameLocal.TracePoint( this, trace, marker.GetEntity()->GetPhysics()->GetOrigin(), marker.GetEntity()->GetPhysics()->GetOrigin(), GetPhysics()->GetClipMask(), NULL ); if ( !(trace.c.contents&GetPhysics()->GetClipMask()) ) {//not in solid gameLocal.TracePoint( this, trace, marker.GetEntity()->GetPhysics()->GetOrigin(), GetEnemy()->GetEyePosition(), MASK_SHOT_BOUNDINGBOX, GetEnemy() ); idActor* enemyAct = NULL; rvVehicle* enemyVeh = NULL; if ( GetEnemy()->IsType( rvVehicle::GetClassType() ) ) { enemyVeh = static_cast<rvVehicle*>(GetEnemy()); } else if ( GetEnemy()->IsType( idActor::GetClassType() ) ) { enemyAct = static_cast<idActor*>(GetEnemy()); } idEntity* hitEnt = gameLocal.entities[trace.c.entityNum]; idActor* hitAct = NULL; if ( hitEnt && hitEnt->IsType( idActor::GetClassType() ) ) { hitAct = static_cast<idActor*>(hitEnt); } if ( trace.fraction >= 1.0f || (enemyAct && enemyAct->IsInVehicle() && enemyAct->GetVehicleController().GetVehicle() == gameLocal.entities[trace.c.entityNum]) || (enemyVeh && hitAct && hitAct->IsInVehicle() && hitAct->GetVehicleController().GetVehicle() == enemyVeh) ) {//have a clear LOS to enemy if ( PointReachableAreaNum( marker.GetEntity()->GetPhysics()->GetOrigin() ) ) {//valid AAS there... return true; } } } return false;}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:38,
示例4: GetPhysics/*================rvMonsterConvoyGround::OnDeath================*/void rvMonsterConvoyGround::OnDeath ( void ) { idVec3 fxOrg; idVec3 up; idMat3 fxAxis; //center it fxOrg = GetPhysics()->GetCenterMass(); //point it up up.Set( 0, 0, 1 ); fxAxis = up.ToMat3(); //if we can play it at the joint, do that jointHandle_t axisJoint = animator.GetJointHandle ( "axis" ); if ( axisJoint != INVALID_JOINT ) { idMat3 junk; animator.GetJointLocalTransform( axisJoint, gameLocal.GetTime(), fxOrg, junk ); fxOrg = renderEntity.origin + (fxOrg*renderEntity.axis); } gameLocal.PlayEffect ( spawnArgs, "fx_death", fxOrg, fxAxis ); idAI::OnDeath ( );}
开发者ID:AliKalkandelen,项目名称:quake4,代码行数:28,
示例5: GetPhysicsint CVehicleMovementAerodynamic::AddBox(Vec3 *_pvPos,Vec3 *_pvSize,float _fMass,int _iID/*=-1*/){ IPhysicalEntity* pPhysics = GetPhysics(); IGeomManager *pGeomManager = gEnv->pPhysicalWorld->GetGeomManager(); primitives::box Box; Box.Basis.SetIdentity(); Box.center.Set(0.0f,0.0f,0.0f); Box.size = (*_pvSize) / 2.0f; Box.bOriented = 0; IGeometry *pGeometry = pGeomManager->CreatePrimitive(primitives::box::type,&Box); phys_geometry *pPhysGeometry = pGeomManager->RegisterGeometry(pGeometry); pGeometry->Release(); pe_geomparams partpos; partpos.pos = *_pvPos; partpos.mass = _fMass; int id = pPhysics->AddGeometry(pPhysGeometry,&partpos,_iID); pGeomManager->UnregisterGeometry(pPhysGeometry); return id;}
开发者ID:RenEvo,项目名称:dead6,代码行数:23,
示例6: at/*================idTrigger_EntityName::Spawn================*/void idTrigger_EntityName::Spawn( void ) { spawnArgs.GetFloat( "wait", "0.5", wait ); spawnArgs.GetFloat( "random", "0", random ); spawnArgs.GetFloat( "delay", "0", delay ); spawnArgs.GetFloat( "random_delay", "0", random_delay ); if( random && ( random >= wait ) && ( wait >= 0 ) ) { random = wait - 1; gameLocal.Warning( "idTrigger_EntityName '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString( 0 ) ); } if( random_delay && ( random_delay >= delay ) && ( delay >= 0 ) ) { random_delay = delay - 1; gameLocal.Warning( "idTrigger_EntityName '%s' at (%s) has random_delay >= delay", name.c_str(), GetPhysics()->GetOrigin().ToString( 0 ) ); } spawnArgs.GetBool( "triggerFirst", "0", triggerFirst ); entityName = spawnArgs.GetString( "entityname" ); if( !entityName.Length() ) { gameLocal.Error( "idTrigger_EntityName '%s' at (%s) doesn't have 'entityname' key specified", name.c_str(), GetPhysics()->GetOrigin().ToString( 0 ) ); } nextTriggerTime = 0; if( !spawnArgs.GetBool( "noTouch" ) ) { GetPhysics()->SetContents( CONTENTS_TRIGGER ); }}
开发者ID:nbohr1more,项目名称:Revelation,代码行数:28,
示例7: ReadBindFromSnapshotvoid hhProxDoor::ReadFromSnapshot( const idBitMsgDelta &msg ) { ReadBindFromSnapshot(msg); GetPhysics()->ReadFromSnapshot(msg); int num = msg.ReadBits(8); doorPieces.SetNum(num); for (int i = 0; i < num; i++) { int spawnId = msg.ReadBits(32); if (!spawnId) { doorPieces[i] = NULL; } else { doorPieces[i].SetSpawnId(spawnId); } } EProxState newProxState = (EProxState)msg.ReadBits(8); if (proxState != newProxState) { SetDoorState(newProxState); } lastAmount = msg.ReadFloat(); bool closed = !!msg.ReadBits(1); if (aas_area_closed != closed) { SetAASAreaState(closed); } /* EPDoorSound newSndState = (EPDoorSound)msg.ReadBits(8); if (newSndState != doorSndState) { UpdateSoundState(newSndState); } */ hasNetData = true;}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:37,
示例8: SetSoundVolume/*=================idMoveable::Collide=================*/bool idMoveable::Collide( const trace_t &collision, const idVec3 &velocity ) { float v, f; idVec3 dir; idEntity *ent; //gameLocal.Printf("collision/n"); v = -( velocity * collision.c.normal ); if ( v > BOUNCE_SOUND_MIN_VELOCITY && gameLocal.time > nextSoundTime ) { f = v > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( v - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) ); if ( StartSound( "snd_bounce", SND_CHANNEL_BODY, 0, false, NULL ) ) { // don't set the volume unless there is a bounce sound as it overrides the entire channel // which causes footsteps on ai's to not honor their shader parms SetSoundVolume( f ); } nextSoundTime = gameLocal.time + 500; } if ( canDamage && damage.Length() && gameLocal.time > nextDamageTime ) { ent = gameLocal.entities[ collision.c.entityNum ]; if ( ent && v > minDamageVelocity ) { f = v > maxDamageVelocity ? 1.0f : idMath::Sqrt( v - minDamageVelocity ) * ( 1.0f / idMath::Sqrt( maxDamageVelocity - minDamageVelocity ) ); dir = velocity; dir.NormalizeFast(); ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT ); nextDamageTime = gameLocal.time + 1000; } } if ( fxCollide.Length() && gameLocal.time > nextCollideFxTime ) { idEntityFx::StartFx( fxCollide, &collision.c.point, NULL, this, false ); nextCollideFxTime = gameLocal.time + 3500; } return false;}
开发者ID:alepulver,项目名称:dhewm3,代码行数:42,
示例9: GetPhysics/*=================idEntityFx::ReadFromSnapshot=================*/void idEntityFx::ReadFromSnapshot( const idBitMsgDelta &msg ) { int fx_index, start_time, max_lapse; GetPhysics()->ReadFromSnapshot( msg ); ReadBindFromSnapshot( msg ); fx_index = gameLocal.ClientRemapDecl( DECL_FX, msg.ReadLong() ); start_time = msg.ReadLong(); if ( fx_index != -1 && start_time > 0 && !fxEffect && started < 0 ) { spawnArgs.GetInt( "effect_lapse", "1000", max_lapse ); if ( gameLocal.time - start_time > max_lapse ) { // too late, skip the effect completely started = 0; return; } const idDeclFX *fx = static_cast<const idDeclFX *>( declManager->DeclByIndex( DECL_FX, fx_index ) ); if ( !fx ) { gameLocal.Error( "FX at index %d not found", fx_index ); } fxEffect = fx; Setup( fx->GetName() ); Start( start_time ); }}
开发者ID:Salamek,项目名称:Shadow-of-Dust,代码行数:29,
示例10: GetPhysics/*================idTrigger_Hurt::Event_Touch================*/void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ){ const char *damage; if( on && other && gameLocal.time >= nextTime ) {#ifdef _D3XP bool playerOnly = spawnArgs.GetBool( "playerOnly" ); if( playerOnly ) { if( !other->IsType( idPlayer::Type ) ) { return; } }#endif damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" ); #ifdef _D3XP idVec3 dir = vec3_origin; if( spawnArgs.GetBool( "kick_from_center", "0" ) ) { dir = other->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); dir.Normalize(); } other->Damage( NULL, NULL, dir, damage, 1.0f, INVALID_JOINT );#else other->Damage( NULL, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT );#endif ActivateTargets( other ); CallScript(); nextTime = gameLocal.time + SEC2MS( delay ); }}
开发者ID:revelator,项目名称:MHDoom,代码行数:41,
示例11: while/*================rvEffect::Event_LookAtTargetReorients the effect entity towards its target and sets the end origin as well================*/void rvEffect::Event_LookAtTarget ( void ) { const idKeyValue *kv; idVec3 dir; if ( !effect || !clientEffect ) { return; } kv = spawnArgs.MatchPrefix( "target", NULL ); while( kv ) { idEntity *ent = gameLocal.FindEntity( kv->GetValue() ); if( ent ) { if( !idStr::Icmp( ent->GetEntityDefName(), "target_null" ) ) { dir = ent->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); dir.Normalize(); clientEffect->SetEndOrigin ( ent->GetPhysics()->GetOrigin() ); clientEffect->SetAxis ( dir.ToMat3( ) ); return; } } kv = spawnArgs.MatchPrefix( "target", kv ); }}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:31,
示例12: GetPhysics/*================idTrigger_Multi::CheckFacing================*/bool idTrigger_Multi::CheckFacing( idEntity *activator ) { if ( spawnArgs.GetBool( "facing" ) ) { if ( !activator->IsType( idPlayer::GetClassType() ) ) { return true; } idPlayer *player = static_cast< idPlayer* >( activator ); // Unfortunately, the angle key rotates the trigger entity also. So I've added // an angleFacing key which is used instead when present, otherwise the code defaults // to the behaviour present prior to this change idVec3 tFacing = GetPhysics()->GetAxis()[0]; if ( spawnArgs.FindKey( "angleFacing" )) { idAngles angs(0,spawnArgs.GetFloat( "angleFacing", "0" ),0); tFacing = angs.ToForward(); } float dot = player->viewAngles.ToForward() * tFacing; float angle = RAD2DEG( idMath::ACos( dot ) ); if ( angle > spawnArgs.GetFloat( "angleLimit", "30" ) ) { return false; } } return true;}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:29,
示例13: PostEventMS/*================rvEffect::Spawn================*/void rvEffect::Spawn( void ) { const char* fx; if ( !spawnArgs.GetString ( "fx", "", &fx ) || !*fx ) { if ( !( gameLocal.editors & EDITOR_FX ) ) { gameLocal.Warning ( "no effect file specified on effect entity '%s'", name.c_str() ); PostEventMS ( &EV_Remove, 0 ); return; } } else { effect = ( const idDecl * )declManager->FindEffect( spawnArgs.GetString ( "fx" ) ); if( effect->IsImplicit() ) { common->Warning( "Unknown effect /'%s/' on entity /'%s/'", spawnArgs.GetString ( "fx" ), GetName() ); } } spawnArgs.GetVector ( "endOrigin", "0 0 0", endOrigin ); spawnArgs.GetBool ( "loop", "0", loop ); // If look at target is set the effect will continually update itself to look at its target spawnArgs.GetBool( "lookAtTarget", "0", lookAtTarget ); renderEntity.shaderParms[SHADERPARM_ALPHA] = spawnArgs.GetFloat ( "_alpha", "1" ); renderEntity.shaderParms[SHADERPARM_BRIGHTNESS] = spawnArgs.GetFloat ( "_brightness", "1" ); if( spawnArgs.GetBool( "start_on", loop ? "1" : "0" ) ) { ProcessEvent( &EV_Activate, this ); }#if 0 // If anyone ever gets around to a flood fill from the origin rather than the over generous PushVolumeIntoTree bounds, // this warning will become useful. Until then, it's a bogus warning. if( gameRenderWorld->PointInArea( GetPhysics()->GetOrigin() ) < 0 ) { common->Warning( "Effect /'%s/' out of world", name.c_str() ); }#endif}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:41,
示例14: color/*================idSecurityCamera::DrawFov================*/void idSecurityCamera::DrawFov(){ int i; float radius, a, s, c, halfRadius; idVec3 right, up; idVec4 color( 1, 0, 0, 1 ), color2( 0, 0, 1, 1 ); idVec3 lastPoint, point, lastHalfPoint, halfPoint, center; idVec3 dir = GetAxis(); dir.NormalVectors( right, up ); radius = tan( scanFov * idMath::PI / 360.0f ); halfRadius = radius * 0.5f; lastPoint = dir + up * radius; lastPoint.Normalize(); lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist; lastHalfPoint = dir + up * halfRadius; lastHalfPoint.Normalize(); lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist; center = GetPhysics()->GetOrigin() + dir * scanDist; for( i = 1; i < 12; i++ ) { a = idMath::TWO_PI * i / 12.0f; idMath::SinCos( a, s, c ); point = dir + right * s * radius + up * c * radius; point.Normalize(); point = GetPhysics()->GetOrigin() + point * scanDist; gameRenderWorld->DebugLine( color, lastPoint, point ); gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point ); lastPoint = point; halfPoint = dir + right * s * halfRadius + up * c * halfRadius; halfPoint.Normalize(); halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist; gameRenderWorld->DebugLine( color2, point, halfPoint ); gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint ); lastHalfPoint = halfPoint; gameRenderWorld->DebugLine( color2, halfPoint, center ); }}
开发者ID:ChristophHaag,项目名称:RBDOOM-3-BFG,代码行数:46,
示例15: GetPhysics/*================idLight::GetPhysicsToSoundTransform================*/bool idLight::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) { origin = localLightOrigin + renderLight.lightCenter; axis = localLightAxis * GetPhysics()->GetAxis(); return true;}
开发者ID:alepulver,项目名称:dhewm3,代码行数:10,
示例16: GetBindMaster/*================idTrigger_Touch::TouchEntities================*/void idTrigger_Touch::TouchEntities( void ) { int numClipModels, i; idBounds bounds; idClipModel *cm, *clipModelList[ MAX_GENTITIES ];// RAVEN BEGIN// abahr: now scriptFunction list if ( clipModel == NULL || !scriptFunctions.Num() ) {// RAVEN END return; } bounds.FromTransformedBounds( clipModel->GetBounds(), GetBindMaster()!=NULL?GetPhysics()->GetOrigin():clipModel->GetOrigin(), GetBindMaster()!=NULL?GetPhysics()->GetAxis():clipModel->GetAxis() );// RAVEN BEGIN// MCG: filterTeam if ( filterTeam != -1 ) { idActor* actor; // Iterate through the filter team for( actor = aiManager.GetAllyTeam ( (aiTeam_t)filterTeam ); actor; actor = actor->teamNode.Next() ) { // Skip hidden actors and actors that can't be targeted if( actor->fl.notarget || actor->fl.isDormant || ( actor->IsHidden ( ) && !actor->IsInVehicle() ) ) { continue; } if ( !bounds.IntersectsBounds ( actor->GetPhysics()->GetAbsBounds ( ) ) ) { continue; } cm = actor->GetPhysics()->GetClipModel(); if ( !cm || !cm->IsTraceModel() ) { continue; } if ( !gameLocal.ContentsModel( this, cm->GetOrigin(), cm, cm->GetAxis(), -1, clipModel->GetCollisionModel(), GetBindMaster()!=NULL?GetPhysics()->GetOrigin():clipModel->GetOrigin(), GetBindMaster()!=NULL?GetPhysics()->GetAxis():clipModel->GetAxis() ) ) { continue; } ActivateTargets( (idEntity*)actor ); CallScript( (idEntity*)actor ); } return; }// ddynerman: multiple clip worlds numClipModels = gameLocal.ClipModelsTouchingBounds( this, bounds, -1, clipModelList, MAX_GENTITIES );// RAVEN END for ( i = 0; i < numClipModels; i++ ) { cm = clipModelList[ i ]; if ( !cm->IsTraceModel() ) { continue; } idEntity *entity = cm->GetEntity(); if ( !entity ) { continue; }// RAVEN BEGIN// ddynerman: multiple clip worlds if ( !gameLocal.ContentsModel( this, cm->GetOrigin(), cm, cm->GetAxis(), -1, clipModel->GetCollisionModel(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {// RAVEN END continue; } ActivateTargets( entity );// RAVEN BEGIN// abahr: changed to be compatible with new script function utility CallScript( entity );// RAVEN END }}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:79,
示例17: PostEventSec/*================idExplodingBarrel::Killed================*/void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) { if ( IsHidden() || state == EXPLODING || state == BURNING ) { return; } float f = spawnArgs.GetFloat( "burn" ); if ( f > 0.0f && state == NORMAL ) { state = BURNING; PostEventSec( &EV_Explode, f ); StartSound( "snd_burn", SND_CHANNEL_ANY, 0, false, NULL ); AddParticles( spawnArgs.GetString ( "model_burn", "" ), true ); return; } else { state = EXPLODING; if ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteLong( gameLocal.time ); ServerSendEvent( EVENT_EXPLODE, &msg, false, -1 ); } } // do this before applying radius damage so the ent can trace to any damagable ents nearby Hide(); physicsObj.SetContents( 0 ); const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" ); if ( splash && *splash ) { gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, attacker, this, this, splash ); } ExplodingEffects( ); //FIXME: need to precache all the debris stuff here and in the projectiles const idKeyValue *kv = spawnArgs.MatchPrefix( "def_debris" ); // bool first = true; while ( kv ) { const idDict *debris_args = gameLocal.FindEntityDefDict( kv->GetValue(), false ); if ( debris_args ) { idEntity *ent; idVec3 dir; idDebris *debris; //if ( first ) { dir = physicsObj.GetAxis()[1]; // first = false; //} else { dir.x += gameLocal.random.CRandomFloat() * 4.0f; dir.y += gameLocal.random.CRandomFloat() * 4.0f; //dir.z = gameLocal.random.RandomFloat() * 8.0f; //} dir.Normalize(); gameLocal.SpawnEntityDef( *debris_args, &ent, false ); if ( !ent || !ent->IsType( idDebris::Type ) ) { gameLocal.Error( "'projectile_debris' is not an idDebris" ); } debris = static_cast<idDebris *>(ent); debris->Create( this, physicsObj.GetOrigin(), dir.ToMat3() ); debris->Launch(); debris->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = ( gameLocal.time + 1500 ) * 0.001f; debris->UpdateVisuals(); } kv = spawnArgs.MatchPrefix( "def_debris", kv ); } physicsObj.PutToRest(); CancelEvents( &EV_Explode ); CancelEvents( &EV_Activate ); f = spawnArgs.GetFloat( "respawn" ); if ( f > 0.0f ) { PostEventSec( &EV_Respawn, f ); } else { PostEventMS( &EV_Remove, 5000 ); } if ( spawnArgs.GetBool( "triggerTargets" ) ) { ActivateTargets( this ); }}
开发者ID:alepulver,项目名称:dhewm3,代码行数:90,
示例18: at/*================idTrigger_Timer::SpawnRepeatedly fires its targets.Can be turned on or off by using.================*/void idTrigger_Timer::Spawn( void ) { spawnArgs.GetFloat( "random", "1", random ); spawnArgs.GetFloat( "wait", "1", wait ); spawnArgs.GetBool( "start_on", "0", on ); spawnArgs.GetFloat( "delay", "0", delay ); onName = spawnArgs.GetString( "onName" ); offName = spawnArgs.GetString( "offName" ); if ( random >= wait && wait >= 0 ) { random = wait - 0.001; gameLocal.Warning( "idTrigger_Timer '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) ); } if ( on ) { PostEventSec( &EV_Timer, delay ); }}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:25,
示例19: FUNCTION_PROFILER//////////////////////////////////////////////////////////////////////////// NOTE: This function must be thread-safe. Before adding stuff contact MarcoC.void CVehicleMovementHelicopter::ProcessMovement(const float deltaTime){ FUNCTION_PROFILER( GetISystem(), PROFILE_GAME ); IPhysicalEntity* pPhysics = GetPhysics(); assert(pPhysics); if (m_arcade.m_handling.maxSpeedForward>0.f) // Use the new handling code { CryAutoCriticalSection lk(m_lock); if (!m_isEnginePowered) return; CVehicleMovementBase::ProcessMovement(deltaTime); SVehiclePhysicsStatus* physStatus = &m_physStatus[k_physicsThread]; if(m_bApplyNoiseAsVelocity) { physStatus->v -= m_pNoise->m_posDifference; physStatus->w -= m_pNoise->m_angDifference; m_pNoise->Update(deltaTime); } /////////////////////////////////////////////////////////////// // Pass on the movement request to the active physics handler // NB: m_physStatus is update by this call SVehiclePhysicsHelicopterProcessParams params; params.pPhysics = pPhysics; params.pPhysStatus = physStatus; params.pInputAction = &m_inputAction; params.dt = deltaTime; params.haveDriver = (m_actorId!=0)||m_remotePilot; params.isAI = m_movementAction.isAI; params.aiRequiredVel = m_CurrentVel; m_arcade.ProcessMovement(params); // Network error adjustment m_netPosAdjust *= max(0.f, 1.f-deltaTime*k_netErrorPosScale); physStatus->v += m_netPosAdjust * k_netErrorPosScale; if(m_bApplyNoiseAsVelocity) { physStatus->v += m_pNoise->m_posDifference; physStatus->w += m_pNoise->m_angDifference; } //=============================================== // Commit the velocity back to the physics engine //=============================================== // if (fabsf(m_movementAction.rotateYaw)>0.05f || vel.GetLengthSquared()>0.001f || m_chassis.vel.GetLengthSquared()>0.001f || angVel.GetLengthSquared()>0.001f || angVel.GetLengthSquared()>0.001f) { pe_action_set_velocity setVelocity; setVelocity.v = physStatus->v; setVelocity.w = physStatus->w; pPhysics->Action(&setVelocity, 1); } /////////////////////////////////////////////////////////////// } else { if (m_isEnginePowered && pPhysics) { m_movementAction.isAI = true; pe_status_pos psp; pe_status_dynamics psd; if (!pPhysics->GetStatus(&psp) || !pPhysics->GetStatus(&psd)) return; UpdatePhysicsStatus(&m_physStatus[k_physicsThread], &psp, &psd); ProcessAI(deltaTime); } }}
开发者ID:Kufusonic,项目名称:Work-in-Progress-Sonic-Fangame,代码行数:80,
示例20: switch//------------------------------------------------------------------------void CVehicleMovementHelicopter::OnEvent(EVehicleMovementEvent event, const SVehicleMovementEventParams& params){ switch (event) { case eVME_Repair: { if(params.fValue < 0.25) { m_damageActual = 0.0f; m_damage = 0.0f; } } break; case eVME_Collision: { if (0) { m_isEnginePowered = false; pe_simulation_params simParams; simParams.dampingFreefall = 0.01f; simParams.gravity = Vec3(0.0f, 0.0f, -9.8f); GetPhysics()->SetParams(&simParams); } } break; case eVME_GroundCollision: { const float stopOver = 1.0f; } break; case eVME_Damage: { if (!m_pVehicle->IsIndestructable()) { const float stopOver = 1.0f; m_damage = params.fValue; if (m_damage > 0.95f) { m_isEngineDisabled = true; m_isEnginePowered = false; StopExhaust(); StopSounds(); IPhysicalEntity * pPhysicalEntity = GetPhysics(); pe_action_impulse impulse; impulse.angImpulse = Vec3(0.1f, 100.f, 0.0f); pPhysicalEntity->Action(&impulse); pe_simulation_params simParams; simParams.dampingFreefall = 0.01f; simParams.gravity = Vec3(0.0f, 0.0f, -9.8f); pPhysicalEntity->SetParams(&simParams); SVehicleEventParams eventParams; eventParams.entityId = 0; m_pVehicle->BroadcastVehicleEvent(eVE_Destroyed, eventParams); if (m_pVehicle) { if (IEntity *entity = m_pVehicle->GetEntity()) { if (IAIObject *aiobject = entity->GetAI()) { aiobject->Event(AIEVENT_DISABLE, NULL); } } } } } } break; case eVME_WarmUpEngine: m_enginePower = m_enginePowerMax; break; //case eVME_Turbulence: // m_turbulence = max(m_turbulence, params.fValue); // break; default: CVehicleMovementBase::OnEvent(event, params); break; }}
开发者ID:Kufusonic,项目名称:Work-in-Progress-Sonic-Fangame,代码行数:94,
示例21: GetPhysics/*=================rvEffect::WriteToSnapshot=================*/void rvEffect::WriteToSnapshot( idBitMsgDelta &msg ) const { GetPhysics()->WriteToSnapshot( msg ); WriteBindToSnapshot( msg ); idGameLocal::WriteDecl( msg, effect ); msg.WriteBits( loop, 1 );}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:11,
示例22: at/*================idMoveable::Spawn================*/void idMoveable::Spawn( void ) { idTraceModel trm; float density, friction, bouncyness, mass; int clipShrink; idStr clipModelName; // check if a clip model is set spawnArgs.GetString( "clipmodel", "", clipModelName ); if ( !clipModelName[0] ) { clipModelName = spawnArgs.GetString( "model" ); // use the visual model } if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) { gameLocal.Error( "idMoveable '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() ); return; } // if the model should be shrinked clipShrink = spawnArgs.GetInt( "clipshrink" ); if ( clipShrink != 0 ) { trm.Shrink( clipShrink * CM_CLIP_EPSILON ); } // get rigid body properties spawnArgs.GetFloat( "density", "0.5", density ); density = idMath::ClampFloat( 0.001f, 1000.0f, density ); spawnArgs.GetFloat( "friction", "0.05", friction ); friction = idMath::ClampFloat( 0.0f, 1.0f, friction ); spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness ); bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness ); explode = spawnArgs.GetBool( "explode" ); unbindOnDeath = spawnArgs.GetBool( "unbindondeath" ); fxCollide = spawnArgs.GetString( "fx_collide" ); nextCollideFxTime = 0; fl.takedamage = true; damage = spawnArgs.GetString( "def_damage", "" ); canDamage = spawnArgs.GetBool( "damageWhenActive" ) ? false : true; minDamageVelocity = spawnArgs.GetFloat( "minDamageVelocity", "100" ); maxDamageVelocity = spawnArgs.GetFloat( "maxDamageVelocity", "200" ); nextDamageTime = 0; nextSoundTime = 0; health = spawnArgs.GetInt( "health", "0" ); spawnArgs.GetString( "broken", "", brokenModel ); if ( health ) { if ( brokenModel != "" && !renderModelManager->CheckModel( brokenModel ) ) { gameLocal.Error( "idMoveable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), brokenModel.c_str() ); } } // setup the physics physicsObj.SetSelf( this ); physicsObj.SetClipModel( new idClipModel( trm ), density ); physicsObj.GetClipModel()->SetMaterial( GetRenderModelMaterial() ); physicsObj.SetOrigin( GetPhysics()->GetOrigin() ); physicsObj.SetAxis( GetPhysics()->GetAxis() ); physicsObj.SetBouncyness( bouncyness ); physicsObj.SetFriction( 0.6f, 0.6f, friction ); physicsObj.SetGravity( gameLocal.GetGravity() ); physicsObj.SetContents( CONTENTS_SOLID ); physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP ); SetPhysics( &physicsObj ); if ( spawnArgs.GetFloat( "mass", "10", mass ) ) { physicsObj.SetMass( mass ); } if ( spawnArgs.GetBool( "nodrop" ) ) { physicsObj.PutToRest(); } else { physicsObj.DropToFloor(); } if ( spawnArgs.GetBool( "noimpact" ) || spawnArgs.GetBool( "notPushable" ) ) { physicsObj.DisableImpact(); } if ( spawnArgs.GetBool( "nonsolid" ) ) { BecomeNonSolid(); } allowStep = spawnArgs.GetBool( "allowStep", "1" ); PostEventMS( &EV_SetOwnerFromSpawnArgs, 0 );}
开发者ID:alepulver,项目名称:dhewm3,代码行数:93,
注:本文中的GetPhysics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。 C++ GetPictureScreen函数代码示例 C++ GetPhaseMask函数代码示例 |