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本文整理汇总了C++中GetVelocity函数的典型用法代码示例。如果您正苦于以下问题:C++ GetVelocity函数的具体用法?C++ GetVelocity怎么用?C++ GetVelocity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GetVelocity函数的30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: GetModelvoid Ship::Render(Graphics::Renderer *renderer, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform){ if (IsDead()) return; //angthrust negated, for some reason GetModel()->SetThrust(vector3f(m_thrusters), -vector3f(m_angThrusters)); matrix3x3f mt; matrix3x3dtof(viewTransform.Inverse().GetOrient(), mt); s_heatGradientParams.heatingMatrix = mt; s_heatGradientParams.heatingNormal = vector3f(GetVelocity().Normalized()); s_heatGradientParams.heatingAmount = Clamp(GetHullTemperature(),0.0,1.0); // This has to be done per-model with a shield and just before it's rendered const bool shieldsVisible = m_shieldCooldown > 0.01f && m_stats.shield_mass_left > (m_stats.shield_mass / 100.0f); GetShields()->SetEnabled(shieldsVisible); GetShields()->Update(m_shieldCooldown, 0.01f*GetPercentShields()); //strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText)); RenderModel(renderer, camera, viewCoords, viewTransform); m_navLights->Render(renderer); renderer->GetStats().AddToStatCount(Graphics::Stats::STAT_SHIPS, 1); if (m_ecmRecharge > 0.0f) { // ECM effect: a cloud of particles for a sparkly effect vector3f v[100]; for (int i=0; i<100; i++) { const double r1 = Pi::rng.Double()-0.5; const double r2 = Pi::rng.Double()-0.5; const double r3 = Pi::rng.Double()-0.5; v[i] = vector3f(GetPhysRadius()*vector3d(r1, r2, r3).NormalizedSafe()); } Color c(128,128,255,255); float totalRechargeTime = GetECMRechargeTime(); if (totalRechargeTime >= 0.0f) { c.a = (m_ecmRecharge / totalRechargeTime) * 255; } SfxManager::ecmParticle->diffuse = c; matrix4x4f t; for (int i=0; i<12; i++) t[i] = float(viewTransform[i]); t[12] = viewCoords.x; t[13] = viewCoords.y; t[14] = viewCoords.z; t[15] = 1.0f; renderer->SetTransform(t); renderer->DrawPointSprites(100, v, SfxManager::additiveAlphaState, SfxManager::ecmParticle.get(), 50.f); }}
开发者ID:tomm,项目名称:pioneer,代码行数:51,
示例2: Updatevoid Encoder::Update(const common::UpdateInfo &info) { msgs::Float64 pos_msg, vel_msg; if (stopped) { pos_msg.set_data(stop_value); pos_pub->Publish(pos_msg); vel_msg.set_data(0); vel_pub->Publish(vel_msg); } else { pos_msg.set_data(GetAngle() - zero); pos_pub->Publish(pos_msg); vel_msg.set_data(GetVelocity()); vel_pub->Publish(vel_msg); }}
开发者ID:FRC3238,项目名称:allwpilib,代码行数:14,
示例3: GetVelocityint CprojectileIGC::Export(void* data){ if (data) { DataProjectileIGC* dataProjectile = (DataProjectileIGC*)data; dataProjectile->projectileTypeID = m_projectileType->GetObjectID(); dataProjectile->velocity = GetVelocity(); dataProjectile->forward = GetOrientation().GetForward(); } return sizeof(DataProjectileIGC);}
开发者ID:BackTrak,项目名称:Allegiance-R4-Engine,代码行数:14,
示例4: GetVelocitybool ODERigidObject::WriteState(File& f) const{ //TODO: use body quaternion Vector3 w,v; const dReal* pos=dBodyGetPosition(bodyID); const dReal* q=dBodyGetQuaternion(bodyID); GetVelocity(w,v); if(!WriteArrayFile(f,pos,3)) return false; if(!WriteArrayFile(f,q,4)) return false; if(!WriteFile(f,w)) return false; if(!WriteFile(f,v)) return false; return true;}
开发者ID:RGrant92,项目名称:Klampt,代码行数:14,
示例5: MissileMissile * Ship::SpawnMissile(ShipType::Id missile_type, int power) { if (GetFlightState() != FLYING) return 0; Missile *missile = new Missile(missile_type, this, power); missile->SetOrient(GetOrient()); missile->SetFrame(GetFrame()); // XXX DODGY! need to put it in a sensible location vector3d dir = -GetOrient().VectorZ(); missile->SetPosition(GetPosition()+50.0*dir); missile->SetVelocity(GetVelocity()); Pi::game->GetSpace()->AddBody(missile); return missile;}
开发者ID:HeadHunterEG,项目名称:pioneer,代码行数:14,
示例6: Propertiesbool Ship::OnCollision(Object *b, Uint32 flags, double relVel){ // hitting space station docking surfaces shouldn't do damage if (b->IsType(Object::SPACESTATION) && (flags & 0x10)) { return true; } // hitting cargo scoop surface shouldn't do damage int cargoscoop_cap = 0; Properties().Get("cargo_scoop_cap", cargoscoop_cap); if (cargoscoop_cap > 0 && b->IsType(Object::CARGOBODY) && !dynamic_cast<Body*>(b)->IsDead()) { LuaRef item = dynamic_cast<CargoBody*>(b)->GetCargoType(); if (LuaObject<Ship>::CallMethod<int>(this, "AddEquip", item) > 0) { // try to add it to the ship cargo. Pi::game->GetSpace()->KillBody(dynamic_cast<Body*>(b)); if (this->IsType(Object::PLAYER)) Pi::game->log->Add(stringf(Lang::CARGO_SCOOP_ACTIVE_1_TONNE_X_COLLECTED, formatarg("item", ScopedTable(item).CallMethod<std::string>("GetName")))); // XXX SfxManager::Add(this, TYPE_SCOOP); UpdateEquipStats(); return true; } if (this->IsType(Object::PLAYER)) Pi::game->log->Add(Lang::CARGO_SCOOP_ATTEMPTED); } if (b->IsType(Object::PLANET)) { // geoms still enabled when landed if (m_flightState != FLYING) return false; else { if (GetVelocity().Length() < MAX_LANDING_SPEED) { m_testLanded = true; return true; } } } if ( b->IsType(Object::CITYONPLANET) || b->IsType(Object::SHIP) || b->IsType(Object::PLAYER) || b->IsType(Object::SPACESTATION) || b->IsType(Object::PLANET) || b->IsType(Object::STAR) || b->IsType(Object::CARGOBODY)) { LuaEvent::Queue("onShipCollided", this, b->IsType(Object::CITYONPLANET) ? dynamic_cast<CityOnPlanet*>(b)->GetPlanet() : dynamic_cast<Body*>(b)); } return DynamicBody::OnCollision(b, flags, relVel);}
开发者ID:tomm,项目名称:pioneer,代码行数:50,
示例7: MissileMissile * Ship::SpawnMissile(ShipType::Id missile_type, int power) { if (GetFlightState() != FLYING) return 0; Missile *missile = new Missile(missile_type, this, power); missile->SetOrient(GetOrient()); missile->SetFrame(GetFrame()); const vector3d pos = GetOrient() * vector3d(0, GetAabb().min.y - 10, GetAabb().min.z); const vector3d vel = -40.0 * GetOrient().VectorZ(); missile->SetPosition(GetPosition()+pos); missile->SetVelocity(GetVelocity()+vel); Pi::game->GetSpace()->AddBody(missile); return missile;}
开发者ID:tomm,项目名称:pioneer,代码行数:14,
示例8: UTIL_Remove//-----------------------------------------------------------------------------// Purpose: Plays the engine sound.//-----------------------------------------------------------------------------void CNPC_Houndeye::NPCThink(void){ if (m_pEnergyWave) { if (gpGlobals->curtime > m_flEndEnergyWaveTime) { UTIL_Remove(m_pEnergyWave); m_pEnergyWave = NULL; } } // ----------------------------------------------------- // Update collision group // While I'm running I'm allowed to penetrate // other houndeyes // ----------------------------------------------------- Vector vVelocity; GetVelocity( &vVelocity, NULL ); if (vVelocity.Length() > 10) { SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE ); } else { // Don't go solid if resting in another houndeye trace_t tr; AI_TraceHull( GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,1), GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); if (!tr.startsolid) { SetCollisionGroup( COLLISION_GROUP_NONE ); } else { SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE ); } }/* if (GetCollisionGroup() == HL2COLLISION_GROUP_HOUNDEYE) { NDebugOverlay::Box(GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 0); } else { NDebugOverlay::Box(GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255, 0, 0, 0, 0); }*/ BaseClass::NPCThink();}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:53,
示例9: GetVelocityvoid Ship::TestLanded(){ m_testLanded = false; if (m_launchLockTimeout > 0.0f) return; if (m_wheelState < 1.0f) return; if (GetFrame()->GetBodyFor()->IsType(Object::PLANET)) { double speed = GetVelocity().Length(); vector3d up = GetPosition().Normalized(); const double planetRadius = static_cast<Planet*>(GetFrame()->GetBodyFor())->GetTerrainHeight(up); if (speed < MAX_LANDING_SPEED) { // orient the damn thing right // Q: i'm totally lost. why is the inverse of the body rot matrix being used? // A: NFI. it just works this way matrix4x4d rot; GetRotMatrix(rot); matrix4x4d invRot = rot.InverseOf(); // check player is sortof sensibly oriented for landing const double dot = vector3d(invRot[1], invRot[5], invRot[9]).Normalized().Dot(up); if (dot > 0.99) { Aabb aabb; GetAabb(aabb); // position at zero altitude SetPosition(up * (planetRadius - aabb.min.y)); vector3d forward = rot * vector3d(0,0,1); vector3d other = up.Cross(forward).Normalized(); forward = other.Cross(up); rot = matrix4x4d::MakeRotMatrix(other, up, forward); rot = rot.InverseOf(); SetRotMatrix(rot); SetVelocity(vector3d(0, 0, 0)); SetAngVelocity(vector3d(0, 0, 0)); SetForce(vector3d(0, 0, 0)); SetTorque(vector3d(0, 0, 0)); // we don't use DynamicBody::Disable because that also disables the geom, and that must still get collisions DisableBodyOnly(); ClearThrusterState(); m_flightState = LANDED; Sound::PlaySfx("Rough_Landing", 1.0f, 1.0f, 0); Pi::luaOnShipLanded->Queue(this, GetFrame()->GetBodyFor()); } } }}
开发者ID:GAlexx,项目名称:pioneer,代码行数:50,
示例10: GetOrientvoid Missile::StaticUpdate(const float timeStep){ // Note: direct call to AI->TimeStepUpdate if (m_curAICmd!=nullptr) m_curAICmd->TimeStepUpdate(); //Add smoke trails for missiles on thruster state static double s_timeAccum = 0.0; s_timeAccum += timeStep; if (!is_equal_exact(GetThrusterState().LengthSqr(), 0.0) && (s_timeAccum > 4 || 0.1*Pi::rng.Double() < timeStep)) { s_timeAccum = 0.0; const vector3d pos = GetOrient() * vector3d(0, 0 , 5); const float speed = std::min(10.0*GetVelocity().Length()*std::max(1.0,fabs(GetThrusterState().z)),100.0); SfxManager::AddThrustSmoke(this, speed, pos); }}
开发者ID:senderghost,项目名称:pioneer,代码行数:15,
示例11: GetPositionvoid FastProjectile::OnTrigger(tbc::PhysicsManager::BodyID trigger_id, ContextObject* other_object, tbc::PhysicsManager::BodyID body_id, const vec3& position, const vec3& normal) { (void)trigger_id; (void)body_id; (void)position; if (++tick_count_ < 10 && other_object->GetInstanceId() == GetOwnerInstanceId()) { // Disallow self-hit during the first few frames. return; } if (explosive_energy_) { ProjectileUtil::Detonate(this, &is_detonated_, launcher_, GetPosition(), GetVelocity(), normal, explosive_energy_, 0); } else { ProjectileUtil::OnBulletHit(this, &is_detonated_, launcher_, other_object); }}
开发者ID:highfestiva,项目名称:life,代码行数:15,
示例12: GetVelocityvoid ADefyingGravityCharacter::UpdateAnimation(){ const FVector PlayerVelocity = GetVelocity(); const float PlayerSpeed = PlayerVelocity.Size(); // Are we moving or standing still? UPaperFlipbook* DesiredAnimation = (PlayerSpeed > 0.0f) ? catWalkAnimation : idleCatAnimation; if (GetCharacterMovement()->IsFalling()) { DesiredAnimation = JumpCatAnimation; } if( GetSprite()->GetFlipbook() != DesiredAnimation ) { GetSprite()->SetFlipbook(DesiredAnimation); }}
开发者ID:hanzes,项目名称:DefyingGravity,代码行数:16,
示例13: GetVelocityint Smoke::Update(){ D3DXVECTOR3 v = GetVelocity(); v.x *= 0.75f; if (v.y>0) v.y -= 0.125f; SetVelocity(v); if (iLifeTimer >= 50) vScale.x = vScale.y = (60-iLifeTimer)/10.f; else fAlpha = min(iLifeTimer/40.f, 1); if (iLifeTimer == 0) erase(); iLifeTimer -= 1; return GameObj::Update();}
开发者ID:Rinirihiriro,项目名称:SmallPlanet,代码行数:16,
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