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C++ AxisClear函数代码示例

本文整理汇总了C++中AxisClear函数的典型用法代码示例。如果您正苦于以下问题:C++ AxisClear函数的具体用法?C++ AxisClear怎么用?C++ AxisClear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AxisClear函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: R_LerpTag

int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, 
					 float frac, const char *tagName ) {
	md3Tag_t	*start, *end;
#ifdef RAVENMD4
	md3Tag_t	start_space, end_space;
#endif
	int		i;
	float		frontLerp, backLerp;
	model_t		*model;

	model = R_GetModelByHandle( handle );
	if ( !model->md3[0] )
	{
#ifdef RAVENMD4
		if(model->type == MOD_MDR)
		{
			start = &start_space;
			end = &end_space;
			R_GetAnimTag((mdrHeader_t *) model->modelData, startFrame, tagName, start);
			R_GetAnimTag((mdrHeader_t *) model->modelData, endFrame, tagName, end);
		}
		else
#endif
		if( model->type == MOD_IQM ) {
			return R_IQMLerpTag( tag, model->modelData,
					startFrame, endFrame,
					frac, tagName );
		} else {

			AxisClear( tag->axis );
			VectorClear( &tag->origin );
			return qfalse;

		}
	}
	else
	{
		start = R_GetTag( model->md3[0], startFrame, tagName );
		end = R_GetTag( model->md3[0], endFrame, tagName );
		if ( !start || !end ) {
			AxisClear( tag->axis );
			VectorClear( &tag->origin );
			return qfalse;
		}
	}
	
	frontLerp = frac;
	backLerp = 1.0f - frac;

	for ( i = 0 ; i < 3 ; i++ ) {
		tag->origin.data[i] = start->origin.data[i] * backLerp +  end->origin.data[i] * frontLerp;
		tag->axis[0].data[i] = start->axis[0].data[i] * backLerp +  end->axis[0].data[i] * frontLerp;
		tag->axis[1].data[i] = start->axis[1].data[i] * backLerp +  end->axis[1].data[i] * frontLerp;
		tag->axis[2].data[i] = start->axis[2].data[i] * backLerp +  end->axis[2].data[i] * frontLerp;
	}
	VectorNormalize( &tag->axis[0] );
	VectorNormalize( &tag->axis[1] );
	VectorNormalize( &tag->axis[2] );
	return qtrue;
}
开发者ID:Razish,项目名称:QtZ,代码行数:60,代码来源:tr_model.c

示例2: R_LerpTag

int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, float frac, const char *tagName )
{
	const model_t* model = R_GetModelByHandle( handle );
	if ( !model->md3[0] ) {
		AxisClear( tag->axis );
		VectorClear( tag->origin );
		return qfalse;
	}

	const md3Tag_t* start = R_GetTag( model->md3[0], startFrame, tagName );
	const md3Tag_t* end = R_GetTag( model->md3[0], endFrame, tagName );
	if ( !start || !end ) {
		AxisClear( tag->axis );
		VectorClear( tag->origin );
		return qfalse;
	}

	float backLerp = 1.0f - frac;

	for ( int i = 0; i < 3; ++i ) {
		tag->origin[i] = start->origin[i] * backLerp +  end->origin[i] * frac;
		tag->axis[0][i] = start->axis[0][i] * backLerp +  end->axis[0][i] * frac;
		tag->axis[1][i] = start->axis[1][i] * backLerp +  end->axis[1][i] * frac;
		tag->axis[2][i] = start->axis[2][i] * backLerp +  end->axis[2][i] * frac;
	}

	VectorNormalize( tag->axis[0] );
	VectorNormalize( tag->axis[1] );
	VectorNormalize( tag->axis[2] );
	return qtrue;
}
开发者ID:DaTa-,项目名称:cnq3x,代码行数:31,代码来源:tr_model.cpp

示例3: R_LerpTag

bool R_LerpTag( orientation_t* tag, qhandle_t handle, int startFrame, int endFrame,
	float frac, const char* tagName ) {
	int i;
	float frontLerp, backLerp;

	idRenderModel* model = R_GetModelByHandle( handle );
	if ( !model->q3_md3[ 0 ].header ) {
		AxisClear( tag->axis );
		VectorClear( tag->origin );
		return false;
	}

	md3Tag_t* start = R_GetTag( model->q3_md3[ 0 ].header, startFrame, tagName );
	md3Tag_t* end = R_GetTag( model->q3_md3[ 0 ].header, endFrame, tagName );
	if ( !start || !end ) {
		AxisClear( tag->axis );
		VectorClear( tag->origin );
		return false;
	}

	frontLerp = frac;
	backLerp = 1.0f - frac;

	for ( i = 0; i < 3; i++ ) {
		tag->origin[ i ] = start->origin[ i ] * backLerp +  end->origin[ i ] * frontLerp;
		tag->axis[ 0 ][ i ] = start->axis[ 0 ][ i ] * backLerp +  end->axis[ 0 ][ i ] * frontLerp;
		tag->axis[ 1 ][ i ] = start->axis[ 1 ][ i ] * backLerp +  end->axis[ 1 ][ i ] * frontLerp;
		tag->axis[ 2 ][ i ] = start->axis[ 2 ][ i ] * backLerp +  end->axis[ 2 ][ i ] * frontLerp;
	}
	VectorNormalize( tag->axis[ 0 ] );
	VectorNormalize( tag->axis[ 1 ] );
	VectorNormalize( tag->axis[ 2 ] );
	return true;
}
开发者ID:janisl,项目名称:jlquake,代码行数:34,代码来源:model.cpp

示例4: RE_LerpTagQ3A

/*
================
RE_LerpTagQ3A
================
*/
int RE_LerpTagQ3A( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, float frac, const char *tagNameIn )
{
	mdvTag_t *start, *end;
	int      i;
	float    frontLerp, backLerp;
	model_t  *model;
	char     tagName[ MAX_QPATH ];
	int      retval;

	Q_strncpyz( tagName, tagNameIn, MAX_QPATH );

	model = R_GetModelByHandle( handle );

	if ( !model->mdv[ 0 ] )
	{
		AxisClear( tag->axis );
		VectorClear( tag->origin );
		return -1;
	}

	start = end = NULL;

	retval = R_GetTag( model->mdv[ 0 ], startFrame, tagName, 0, &start );
	retval = R_GetTag( model->mdv[ 0 ], endFrame, tagName, 0, &end );

	if ( !start || !end )
	{
		AxisClear( tag->axis );
		VectorClear( tag->origin );
		return -1;
	}

	frontLerp = frac;
	backLerp = 1.0f - frac;

	for ( i = 0; i < 3; i++ )
	{
		tag->origin[ i ] = start->origin[ i ] * backLerp + end->origin[ i ] * frontLerp;
		tag->axis[ 0 ][ i ] = start->axis[ 0 ][ i ] * backLerp + end->axis[ 0 ][ i ] * frontLerp;
		tag->axis[ 1 ][ i ] = start->axis[ 1 ][ i ] * backLerp + end->axis[ 1 ][ i ] * frontLerp;
		tag->axis[ 2 ][ i ] = start->axis[ 2 ][ i ] * backLerp + end->axis[ 2 ][ i ] * frontLerp;
	}

	VectorNormalize( tag->axis[ 0 ] );
	VectorNormalize( tag->axis[ 1 ] );
	VectorNormalize( tag->axis[ 2 ] );
	return retval;
}
开发者ID:Asvarox,项目名称:Unvanquished,代码行数:53,代码来源:tr_model.c

示例5: CG_SpawnEffect

/*
==================
CG_SpawnEffect

Player teleporting in or out
==================
*/
void CG_SpawnEffect( bvec3_t org ) {
	localEntity_t	*le;
	refEntity_t		*re;

	le = CG_AllocLocalEntity();
	le->leFlags = 0;
	le->leType = LE_FADE_RGB;
	le->startTime = cg.time;
	le->endTime = cg.time + 500;
	le->lifeRate = FIXED_INT32RATIO_G(1,( le->endTime - le->startTime ));

	le->color[0] = le->color[1] = le->color[2] = le->color[3] = GFIXED_1;

	re = &le->refEntity;

	re->reType = RT_MODEL;
	re->shaderTime = MSECTIME_G(cg.time);

#ifndef MISSIONPACK
	re->customShader = cgs.media.teleportEffectShader;
#endif
	re->hModel = cgs.media.teleportEffectModel;
	AxisClear( re->axis );

	VectorCopy( org, re->origin );
#ifdef MISSIONPACK
	re->origin[2] += BFIXED(16,0);
#else
	re->origin[2] -= BFIXED(24,0);
#endif
}
开发者ID:Jsoucek,项目名称:q3ce,代码行数:38,代码来源:cg_effects.cpp

示例6: CL_ParseLaser

/*
=================
CL_ParseLaser
=================
*/
static void CL_ParseLaser (sizebuf_t *msg, int colors)
{
	vec3_t	start;
	vec3_t	end;
	laser_t	*l;
	int		i;

	MSG_ReadPos (msg, start);
	MSG_ReadPos (msg, end);

	for (i = 0, l = cl_lasers; i < MAX_LASERS; i++, l++)
	{
		if (l->endtime < cl.time)
		{
			l->ent.flags = RF_TRANSLUCENT | RF_BEAM;
			VectorCopy (start, l->ent.origin);
			VectorCopy (end, l->ent.oldorigin);
			l->ent.alpha = 0.30f;
			l->ent.skinnum = (colors >> ((rand() % 4)*8)) & 0xff;
			l->ent.model = NULL;
			l->ent.frame = 4;
			l->endtime = cl.time + 100;
#ifdef GL_QUAKE
			AxisClear(l->ent.axis);
#endif
			return;
		}
	}
开发者ID:hifi-unmaintained,项目名称:aprq2,代码行数:33,代码来源:cl_tent.c

示例7: Com_Error

/*
====================
CG_MakeExplosion
====================
*/
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, 
								 qhandle_t hModel, qhandle_t shader,
								 int offset, int duration, bool isSprite )
{
	float			ang;
	localEntity_t	*ex;
	vec3_t			tmpVec, newOrigin;

	if ( duration <= 0 ) {
		Com_Error( ERR_DROP, "CG_MakeExplosion: duration = %i", duration );
	}

	// skew the time a bit so they aren't all in sync
	offset += rand() & 63;

	ex = CG_AllocLocalEntity();
	if ( isSprite )
	{
		ex->leType = LE_SPRITE_EXPLOSION;

		// randomly rotate sprite orientation
		ex->refEntity.rotation = rand() % 360;
		VectorScale( dir, 16, tmpVec );
		VectorAdd( tmpVec, origin, newOrigin );
	}
	else
	{
		ex->leType = LE_EXPLOSION;
		VectorCopy( origin, newOrigin );

		// set axis with random rotate
		if ( !dir )
		{
			AxisClear( ex->refEntity.axis );
		} else
		{
			ang = rand() % 360;
			VectorCopy( dir, ex->refEntity.axis[0] );
			RotateAroundDirection( ex->refEntity.axis, ang );
		}
	}

	// calc the timings
 	ex->startTime = cg.time + offset;
	ex->endTime = ex->startTime + duration;

	// bias the time so all shader effects start correctly
	ex->refEntity.shaderTime = ex->startTime / 1000.0f;

	ex->refEntity.hModel = hModel;
	ex->refEntity.customShader = shader;

	// set origin
	VectorCopy( newOrigin, ex->refEntity.origin );
	VectorCopy( newOrigin, ex->refEntity.oldorigin );

	ex->color[0] = ex->color[1] = ex->color[2] = 1;

	return ex;
}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:65,代码来源:cg_effects.c

示例8: CG_GrappleTrail

/*
==========================
CG_GrappleTrail
==========================
*/
void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ) {
	vec3_t	origin;
	entityState_t	*es;
	vec3_t			forward, up;
	refEntity_t		beam;

	es = &ent->currentState;

	BG_EvaluateTrajectory( &es->pos, cg.time, origin );
	ent->trailTime = cg.time;

	memset( &beam, 0, sizeof( beam ) );
	//FIXME adjust for muzzle position
	VectorCopy ( cg_entities[ ent->currentState.otherEntityNum ].lerpOrigin, beam.origin );
	beam.origin[2] += 26;
	AngleVectors( cg_entities[ ent->currentState.otherEntityNum ].lerpAngles, forward, NULL, up );
	VectorMA( beam.origin, -6, up, beam.origin );
	VectorCopy( origin, beam.oldorigin );

	if (Distance( beam.origin, beam.oldorigin ) < 64 )
		return; // Don't draw if close

	beam.reType = RT_LIGHTNING;
	beam.customShader = cgs.media.lightningShader;

	AxisClear( beam.axis );
	beam.shaderRGBA[0] = 0xff;
	beam.shaderRGBA[1] = 0xff;
	beam.shaderRGBA[2] = 0xff;
	beam.shaderRGBA[3] = 0xff;
	trap_R_AddRefEntityToScene( &beam );
}
开发者ID:entdark,项目名称:q3mme,代码行数:37,代码来源:cg_weapons.c

示例9: CG_SpawnEffect

/*
==================
CG_SpawnEffect

Player teleporting in or out

RPG-X: RedTechie Added refEntity_t *ent_legs, refEntity_t *ent_torso, refEntity_t *ent_head
==================
*/
void CG_SpawnEffect( vec3_t org, refEntity_t *ent_legs, refEntity_t *ent_torso, refEntity_t *ent_head ) {
	localEntity_t	*le;
	refEntity_t		*re;

	FX_Transporter(org);
	le = CG_AllocLocalEntity();
	le->leFlags = 0;
	le->leType = LE_FADE_RGB;
	le->startTime = cg.time;
	le->endTime = cg.time + 500;
	le->lifeRate = 1.0 / ( le->endTime - le->startTime );

	le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
	
	re = &le->refEntity;

	//RPG-X: RedTechie - Playing with transporter crap
	re->shaderTime = cg.time * 0.001f;
	re = &le->refEntity;

	re->reType = RT_MODEL;
	re->shaderTime = cg.time * 0.001f;

	re->customShader = cgs.media.teleportEffectShader;
	re->hModel = cgs.media.teleportEffectModel;
	AxisClear( re->axis );

	VectorCopy( org, re->origin );
	re->origin[2] -= 24;
}
开发者ID:UberGames,项目名称:RPG-X2-rpgxEF,代码行数:39,代码来源:cg_effects.c

示例10: CG_SpawnEffect

/*
==================
CG_SpawnEffect

Player teleporting in or out
==================
*/
void CG_SpawnEffect(vec3_t org)
{
	localEntity_t *le;
	refEntity_t   *re;

	return;         // (SA) don't play spawn in effect right now

	le            = CG_AllocLocalEntity();
	le->leFlags   = 0;
	le->leType    = LE_FADE_RGB;
	le->startTime = cg.time;
	le->endTime   = cg.time + 500;
	le->lifeRate  = 1.0 / (le->endTime - le->startTime);

	le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;

	re = &le->refEntity;

	re->reType     = RT_MODEL;
	re->shaderTime = cg.time / 1000.0f;

	re->customShader = cgs.media.teleportEffectShader;
	re->hModel       = cgs.media.teleportEffectModel;
	AxisClear(re->axis);

	VectorCopy(org, re->origin);
	re->origin[2] -= 24;
}
开发者ID:morsik,项目名称:war-territory,代码行数:35,代码来源:cg_effects.c

示例11: CG_SpawnEffect

/*
==================
CG_SpawnEffect

Player teleporting in or out
==================
*/
void CG_SpawnEffect( vec3_t org ) {
	localEntity_t	*le;
	refEntity_t		*re;

	le = CG_AllocLocalEntity();
	le->leFlags = 0;
	le->leType = LE_FADE_RGB;
	le->startTime = cg.time;
	le->endTime = cg.time + 500;
	le->lifeRate = 1.0 / ( le->endTime - le->startTime );

	le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;

	re = &le->refEntity;

	re->reType = RT_MODEL;
	re->shaderTime = cg.time / 1000.0f;

#ifndef MISSIONPACK
	re->customShader = cgs.media.teleportEffectShader;
#endif
	re->hModel = cgs.media.teleportEffectModel;
	AxisClear( re->axis );

	VectorCopy( org, re->origin );
#ifdef MISSIONPACK
	re->origin[2] += 16;
#else
	re->origin[2] -= 24;
#endif
}
开发者ID:OpenArena,项目名称:leixperimental,代码行数:38,代码来源:cg_effects.c

示例12: R_LerpTag

/*
================
R_LerpTag
================
*/
void	R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, 
					 float frac, const char *tagName ) {
	md3Tag_t	*start, *finish;
	int		i;
	float		frontLerp, backLerp;
	model_t		*model;

	model = R_GetModelByHandle( handle );
	if ( model->md3[0] ) 
	{
		start = R_GetTag( model->md3[0], startFrame, tagName );
		finish = R_GetTag( model->md3[0], endFrame, tagName );
	}
	else if ( model->md4 ) 
	{
		md3Tag_t	tstart, tfinish;
		start = &tstart;
		R_GetAnimTag( model->md4, startFrame, tagName, start );
		finish = &tfinish;
		R_GetAnimTag( model->md4, endFrame, tagName, finish );
	}
	else
	{
		AxisClear( tag->axis );
		VectorClear( tag->origin );
		return;
	}

	if ( !start || !finish ) {
		AxisClear( tag->axis );
		VectorClear( tag->origin );
		return;
	}

	frontLerp = frac;
	backLerp = 1.0 - frac;

	for ( i = 0 ; i < 3 ; i++ ) {
		tag->origin[i] = start->origin[i] * backLerp +  finish->origin[i] * frontLerp;
		tag->axis[0][i] = start->axis[0][i] * backLerp +  finish->axis[0][i] * frontLerp;
		tag->axis[1][i] = start->axis[1][i] * backLerp +  finish->axis[1][i] * frontLerp;
		tag->axis[2][i] = start->axis[2][i] * backLerp +  finish->axis[2][i] * frontLerp;
	}
	VectorNormalize( tag->axis[0] );
	VectorNormalize( tag->axis[1] );
	VectorNormalize( tag->axis[2] );
}
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:52,代码来源:tr_model.cpp

示例13: R_GetAnimTag

/*
================
R_GetAnimTag for MD4s or MDRs...
================
*/
static void R_GetAnimTag( md4Header_t *mod, int framenum, const char *tagName ,md3Tag_t * dest) {
	int				i;
	int				frameSize;
	md4Frame_t		*frame;
	md4CompFrame_t	*cframe;
	md4Tag_t		*tag;
	md4Bone_t		tbone;

	if ( framenum >= mod->numFrames ) {
		// it is possible to have a bad frame while changing models, so don't error
		framenum = mod->numFrames - 1;
	}

	tag = (md4Tag_t *)((byte *)mod + mod->ofsTags);
	for ( i = 0 ; i < mod->numTags ; i++, tag++ ) {
		if ( !strcmp( tag->name, tagName ) ) 
		{
			if (mod->ofsFrames<0)	//compressed model
			{
				frameSize = (int)( &((md4CompFrame_t *)0)->bones[ mod->numBones ] );
				cframe = (md4CompFrame_t *)((byte *)mod - mod->ofsFrames + framenum * frameSize );
				MC_UnCompress(tbone.matrix,cframe->bones[tag->boneIndex].Comp);
				{
					int j,k;
					for (j=0;j<3;j++)
					{
						for (k=0;k<3;k++)
							dest->axis[j][k]=tbone.matrix[k][j];
					}
				}
				dest->origin[0]=tbone.matrix[0][3];
				dest->origin[1]=tbone.matrix[1][3];
				dest->origin[2]=tbone.matrix[2][3];
			}
			else
			{
				frameSize = (int)( &((md4Frame_t *)0)->bones[ mod->numBones ] );
				frame = (md4Frame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize );
				{
					int j,k;
					for (j=0;j<3;j++)
					{
						for (k=0;k<3;k++)
							dest->axis[j][k]=frame->bones[tag->boneIndex].matrix[k][j];
					}
				}
				dest->origin[0]=frame->bones[tag->boneIndex].matrix[0][3];
				dest->origin[1]=frame->bones[tag->boneIndex].matrix[1][3];
				dest->origin[2]=frame->bones[tag->boneIndex].matrix[2][3];
			}
			return;
		}
	}
	AxisClear( dest->axis );
	VectorClear( dest->origin );
}
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:61,代码来源:tr_model.cpp

示例14: CG_Error

/*
====================
CG_MakeExplosion
====================
*/
localEntity_t *CG_MakeExplosion( bvec3_t origin, avec3_t dir, 
								qhandle_t hModel, qhandle_t shader,
								int msec, qboolean isSprite ) {
	afixed			ang;
	localEntity_t	*ex;
	int				offset;
	bvec3_t			tmpVec, newOrigin;

	if ( msec <= 0 ) {
		CG_Error( "CG_MakeExplosion: msec = %i", msec );
	}

	// skew the time a bit so they aren't all in sync
	offset = rand() & 63;

	ex = CG_AllocLocalEntity();
	if ( isSprite ) {
		ex->leType = LE_SPRITE_EXPLOSION;

		// randomly rotate sprite orientation
		ex->refEntity.rotation =MAKE_AFIXED(rand() % 360);
		FIXED_VEC3SCALE_R( dir, BFIXED(16,0), tmpVec );
		VectorAdd( tmpVec, origin, newOrigin );
	} else {
		ex->leType = LE_EXPLOSION;
		VectorCopy( origin, newOrigin );

		// set axis with random rotate
		if ( !dir ) {
			AxisClear( ex->refEntity.axis );
		} else {
			ang = MAKE_AFIXED(rand() % 360);
			VectorCopy( dir, ex->refEntity.axis[0] );
			RotateAroundDirection( ex->refEntity.axis, ang );
		}
	}

	ex->startTime = cg.time - offset;
	ex->endTime = ex->startTime + msec;

	// bias the time so all shader effects start correctly
	ex->refEntity.shaderTime = MSECTIME_G(ex->startTime);

	ex->refEntity.hModel = hModel;
	ex->refEntity.customShader = shader;

	// set origin
	VectorCopy( newOrigin, ex->refEntity.origin );
	VectorCopy( newOrigin, ex->refEntity.oldorigin );

	ex->color[0] = ex->color[1] = ex->color[2] = GFIXED_1;

	return ex;
}
开发者ID:Jsoucek,项目名称:q3ce,代码行数:59,代码来源:cg_effects.cpp

示例15: FX_ProbeBeam

//TiM - Beam FX for the Neutrino Probe weapon
void FX_ProbeBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire )
{
	trace_t			tr;
	refEntity_t		beam;
	vec3_t			end;
	float			scale;

	memset( &beam, 0, sizeof( beam ) );

	if ( alt_fire )
		scale = flrandom(7.0f, 12.0f);
	else
		scale = Q_fabs( 12.0f * sin( cg.time * 0.1f ) );

	VectorMA( origin, PROBE_BEAM_LENGTH, dir, end );

	CG_Trace( &tr, origin, NULL, NULL, end, clientNum, CONTENTS_SOLID );

	trap_R_AddLightToScene( origin, 20, 114.0f / 255, 164.0f / 255, 1.0f );

	VectorCopy( origin, beam.origin);
	VectorCopy( tr.endpos, beam.oldorigin );
	beam.reType = RT_LINE;	
	beam.customShader = cgs.media.probeBeam;
	beam.shaderRGBA[0] = 0xff;
	beam.shaderRGBA[1] = 0xff;
	beam.shaderRGBA[2] = 0xff;
	beam.shaderRGBA[3] = 0xff;
	AxisClear( beam.axis );
	
	beam.data.line.width = scale*0.1;
	beam.data.line.width2 = scale;
	beam.data.line.stscale = 1.0;
	trap_R_AddRefEntityToScene( &beam );

	if ( tr.fraction != 1.0f )
	{
		float radius;

		if ( alt_fire )
			radius = flrandom(1.5f, 3.0f) * (1.0 - (tr.fraction*0.3));
		else
			radius = flrandom(0.5f, 1.5f) * (1.0 - (tr.fraction*0.3));

		if ( !radius )
			return;

		CG_ImpactMark( cgs.media.probeDecal, tr.endpos, tr.plane.normal, 0, 1, 1, 1, 0.2*(1.0-tr.fraction), qfalse, radius, qtrue );
		trap_R_AddLightToScene( origin, radius*5, 114.0f / 255, 164.0f / 255, 1.0f );
	}
}
开发者ID:UberGames,项目名称:RPG-X2-rpgxEF,代码行数:52,代码来源:fx_misc.c


注:本文中的AxisClear函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。