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C++ ConcatTransforms函数代码示例

本文整理汇总了C++中ConcatTransforms函数的典型用法代码示例。如果您正苦于以下问题:C++ ConcatTransforms函数的具体用法?C++ ConcatTransforms怎么用?C++ ConcatTransforms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ConcatTransforms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: MatrixInvert

void CRagdollProp::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
{
	matrix3x4_t startMatrixInv;
	matrix3x4_t startMatrix;

	m_ragdoll.list[0].pObject->GetPositionMatrix( startMatrix );
	MatrixInvert( startMatrix, startMatrixInv );
	
	// object 0 MUST be the one to get teleported!
	VPhysicsSwapObject( m_ragdoll.list[0].pObject );
	BaseClass::Teleport( newPosition, newAngles, newVelocity );

	// Calculate the relative transform of the teleport
	matrix3x4_t xform;
	ConcatTransforms( EntityToWorldTransform(), startMatrixInv, xform );
	UpdateNetworkDataFromVPhysics( m_ragdoll.list[0].pObject, 0 );
	for ( int i = 1; i < m_ragdoll.listCount; i++ )
	{
		matrix3x4_t matrix, newMatrix;
		m_ragdoll.list[i].pObject->GetPositionMatrix( matrix );
		ConcatTransforms( xform, matrix, newMatrix );
		m_ragdoll.list[i].pObject->SetPositionMatrix( newMatrix, true );
		UpdateNetworkDataFromVPhysics( m_ragdoll.list[i].pObject, i );
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:25,代码来源:physics_prop_ragdoll.cpp

示例2: AngleMatrix

void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
{
	if ( ShouldFlipViewModel() )
	{
		matrix3x4_t viewMatrix, viewMatrixInverse;

		// We could get MATERIAL_VIEW here, but this is called sometimes before the renderer
		// has set that matrix. Luckily, this is called AFTER the CViewSetup has been initialized.
		const CViewSetup *pSetup = view->GetPlayerViewSetup();
		AngleMatrix( pSetup->angles, pSetup->origin, viewMatrixInverse );
		MatrixInvert( viewMatrixInverse, viewMatrix );

		// Transform into view space.
		matrix3x4_t temp, temp2;
		ConcatTransforms( viewMatrix, transform, temp );
		
		// Flip it along X.
		
		// (This is the slower way to do it, and it equates to negating the top row).
		//matrix3x4_t mScale;
		//SetIdentityMatrix( mScale );
		//mScale[0][0] = 1;
		//mScale[1][1] = -1;
		//mScale[2][2] = 1;
		//ConcatTransforms( mScale, temp, temp2 );
		temp[1][0] = -temp[1][0];
		temp[1][1] = -temp[1][1];
		temp[1][2] = -temp[1][2];
		temp[1][3] = -temp[1][3];

		// Transform back out of view space.
		ConcatTransforms( viewMatrixInverse, temp, transform );
	}
}
开发者ID:staticfox,项目名称:TF2Classic,代码行数:34,代码来源:c_baseviewmodel.cpp

示例3: GetModelPtr

void CRagdollPropAttached::InitRagdollAttached( IPhysicsObject *pAttached, const Vector &forceVector, int forceBone, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, CBaseAnimating *pFollow, int boneIndexRoot, const Vector &boneLocalOrigin, int parentBoneAttach, const Vector &worldAttachOrigin )
{
	int ragdollAttachedIndex = 0;
	if ( parentBoneAttach > 0 )
	{
		studiohdr_t *pStudioHdr = GetModelPtr();
		mstudiobone_t *pBone = pStudioHdr->pBone( parentBoneAttach );
		ragdollAttachedIndex = pBone->physicsbone;
	}

	InitRagdoll( forceVector, forceBone, vec3_origin, pPrevBones, pBoneToWorld, dt, collisionGroup, false );
	
	IPhysicsObject *pRefObject = m_ragdoll.list[ragdollAttachedIndex].pObject;

	Vector attachmentPointRagdollSpace;
	pRefObject->WorldToLocal( attachmentPointRagdollSpace, worldAttachOrigin );

	constraint_ragdollparams_t constraint;
	constraint.Defaults();
	matrix3x4_t tmp, worldToAttached, worldToReference, constraintToWorld;

	Vector offsetWS;
	pAttached->LocalToWorld( offsetWS, boneLocalOrigin );

	AngleMatrix( QAngle(0, pFollow->GetAbsAngles().y, 0 ), offsetWS, constraintToWorld );

	constraint.axes[0].SetAxisFriction( -2, 2, 20 );
	constraint.axes[1].SetAxisFriction( 0, 0, 0 );
	constraint.axes[2].SetAxisFriction( -15, 15, 20 );
	
	pAttached->GetPositionMatrix( tmp );
	MatrixInvert( tmp, worldToAttached );

	pRefObject->GetPositionMatrix( tmp );
	MatrixInvert( tmp, worldToReference );

	ConcatTransforms( worldToReference, constraintToWorld, constraint.constraintToReference );
	ConcatTransforms( worldToAttached, constraintToWorld, constraint.constraintToAttached );

	// for now, just slam this to be the passed in value
	MatrixSetColumn( attachmentPointRagdollSpace, 3, constraint.constraintToReference );

	DisableCollisions( pAttached );
	m_pAttachConstraint = physenv->CreateRagdollConstraint( pRefObject, pAttached, m_ragdoll.pGroup, constraint );

	FollowEntity( pFollow );
	SetOwnerEntity( pFollow );
	RagdollActivate( m_ragdoll );

	Relink();
	m_boneIndexAttached = boneIndexRoot;
	m_ragdollAttachedObjectIndex = ragdollAttachedIndex;
	m_attachmentPointBoneSpace = boneLocalOrigin;
	
	Vector vTemp;
	MatrixGetColumn( constraint.constraintToReference, 3, vTemp );
	m_attachmentPointRagdollSpace = vTemp;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:58,代码来源:physics_prop_ragdoll.cpp

示例4: Assert

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropServerVehicleManhack::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV )
{
	Assert( nRole == VEHICLE_ROLE_DRIVER );
	CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() );
	Assert( pPlayer );//*/

	//commented out because this really should be setting the manhack angle, not the vehicle angle
	*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter.
	//*pAbsOrigin = pPlayer->EyePosition();

	CNPC_Manhack *pManhack=NULL;

	if (GetManhack())
		pManhack=GetManhack()->GetManhack();
	
	if (pManhack != NULL) 
	{
		Vector  m_vecManhackEye = GetManhack()->GetManhackEyePosition(); //pManhack->GetManhackView();
		QAngle m_angManhackEye = pManhack->GetAbsAngles();

		matrix3x4_t vehicleEyePosToWorld;

		AngleMatrix( m_angManhackEye, vehicleEyePosToWorld );

		// Dampen the eye positional change as we drive around.
		//*pAbsAngles = pPlayer->EyeAngles();

		CPropVehicleManhack *pDriveable = assert_cast<CPropVehicleManhack*>(GetDrivableVehicle());
		if (pDriveable) pDriveable->DampenEyePosition( m_vecManhackEye, m_angManhackEye );
	
		// Compute the relative rotation between the unperturbed eye attachment + the eye angles
		matrix3x4_t cameraToWorld;
		AngleMatrix( *pAbsAngles, cameraToWorld );

		matrix3x4_t worldToEyePos;
		MatrixInvert( vehicleEyePosToWorld, worldToEyePos );

		matrix3x4_t vehicleCameraToEyePos;
		ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );

		AngleMatrix( m_angManhackEye, m_vecManhackEye, vehicleEyePosToWorld );

		// Now treat the relative eye angles as being relative to this new, perturbed view position...
		matrix3x4_t newCameraToWorld;
		ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );

		// output new view abs angles
		MatrixAngles( newCameraToWorld, *pAbsAngles );

		// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
		MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );

	} else DevMsg("fail\n");
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:57,代码来源:vehicle_manhack.cpp

示例5: Assert

void CAPC2FourWheelServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
	//FixMe, wtf?
	#ifndef DEBUG
	Assert( nRole == VEHICLE_DRIVER );
	#endif
	CBaseCombatCharacter *pPlayer = GetPassenger( VEHICLE_ROLE_DRIVER );
	Assert( pPlayer );

	float flPitchFactor=1.0;
	*pAbsAngles = pPlayer->EyeAngles();
	matrix3x4_t vehicleEyePosToWorld;
	Vector vehicleEyeOrigin;
	QAngle vehicleEyeAngles;
	GetAPC()->GetAttachment( "cannon_muzzle", vehicleEyeOrigin, vehicleEyeAngles );
	Vector up,forward;
	GetAPC()->GetVectors(NULL,&forward,&up);
	vehicleEyeOrigin+=(forward*37)+(up*35);
	AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );

//#ifdef HL2_DLL
//	// View dampening.
//	if ( r_VehicleViewDampen.GetInt() )
//	{
//		GetAPC()->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles );
//	}
//#endif

	// Compute the relative rotation between the unperterbed eye attachment + the eye angles
	matrix3x4_t cameraToWorld;
	AngleMatrix( *pAbsAngles, cameraToWorld );

	matrix3x4_t worldToEyePos;
	MatrixInvert( vehicleEyePosToWorld, worldToEyePos );

	matrix3x4_t vehicleCameraToEyePos;
	ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );

	// Now perterb the attachment point
	vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
	vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
	AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );

	// Now treat the relative eye angles as being relative to this new, perterbed view position...
	matrix3x4_t newCameraToWorld;
	ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );

	// output new view abs angles
	MatrixAngles( newCameraToWorld, *pAbsAngles );

	// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
	MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:53,代码来源:vehicle_apc2.cpp

示例6: SetMeasureTarget

//-----------------------------------------------------------------------------
// Apply movement
//-----------------------------------------------------------------------------
void CLogicMeasureMovement::MeasureThink( )
{
    // FIXME: This is a hack to make measuring !player simpler. The player isn't
    // created at Activate time, so m_hMeasureTarget may be NULL because of that.
    if ( !m_hMeasureTarget.Get() && !Q_strnicmp( STRING(m_strMeasureTarget), "!player", 8 ) )
    {
        SetMeasureTarget( STRING(m_strMeasureTarget) );
    }

    // Make sure all entities are valid
    if ( m_hMeasureTarget.Get() && m_hMeasureReference.Get() && m_hTarget.Get() && m_hTargetReference.Get() )
    {
        matrix3x4_t matRefToMeasure, matWorldToMeasure;
        switch( m_nMeasureType )
        {
        case MEASURE_POSITION:
            MatrixInvert( m_hMeasureTarget->EntityToWorldTransform(), matWorldToMeasure );
            break;

        case MEASURE_EYE_POSITION:
            AngleIMatrix( m_hMeasureTarget->EyeAngles(), m_hMeasureTarget->EyePosition(), matWorldToMeasure );
            break;

            // FIXME: Could add attachment point measurement here easily
        }

        ConcatTransforms( matWorldToMeasure, m_hMeasureReference->EntityToWorldTransform(), matRefToMeasure );

        // Apply the scale factor
        if ( ( m_flScale != 0.0f ) && ( m_flScale != 1.0f ) )
        {
            Vector vecTranslation;
            MatrixGetColumn( matRefToMeasure, 3, vecTranslation );
            vecTranslation /= m_flScale;
            MatrixSetColumn( vecTranslation, 3, matRefToMeasure );
        }

        // Now apply the new matrix to the new reference point
        matrix3x4_t matMeasureToRef, matNewTargetToWorld;
        MatrixInvert( matRefToMeasure, matMeasureToRef );

        ConcatTransforms( m_hTargetReference->EntityToWorldTransform(), matMeasureToRef, matNewTargetToWorld );

        Vector vecNewOrigin;
        QAngle vecNewAngles;
        MatrixAngles( matNewTargetToWorld, vecNewAngles, vecNewOrigin );
        m_hTarget->SetAbsOrigin( vecNewOrigin );
        m_hTarget->SetAbsAngles( vecNewAngles );
    }

    SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:55,代码来源:logic_measure_movement.cpp

示例7: Assert

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CChoreoGenericServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ )
{
	// FIXME: This needs to be reconciled with the other versions of this function!
	Assert( nRole == VEHICLE_ROLE_DRIVER );
	CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() );
	Assert( pPlayer );

	// Use the player's eyes instead of the attachment point
	if ( GetVehicle()->m_bForcePlayerEyePoint )
	{
		// Call to BaseClass because CBasePlayer::EyePosition calls this function.
	  *pAbsOrigin = pPlayer->CBaseCombatCharacter::EyePosition();
	  *pAbsAngles = pPlayer->CBaseCombatCharacter::EyeAngles();
		return;
	}

	*pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter.

	float flPitchFactor = 1.0;
	matrix3x4_t vehicleEyePosToWorld;
	Vector vehicleEyeOrigin;
	QAngle vehicleEyeAngles;
	GetVehicle()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles );
	AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );

	// Compute the relative rotation between the unperterbed eye attachment + the eye angles
	matrix3x4_t cameraToWorld;
	AngleMatrix( *pAbsAngles, cameraToWorld );

	matrix3x4_t worldToEyePos;
	MatrixInvert( vehicleEyePosToWorld, worldToEyePos );

	matrix3x4_t vehicleCameraToEyePos;
	ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );

	// Now perterb the attachment point
	vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
	vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );

	AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );

	// Now treat the relative eye angles as being relative to this new, perterbed view position...
	matrix3x4_t newCameraToWorld;
	ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );

	// output new view abs angles
	MatrixAngles( newCameraToWorld, *pAbsAngles );

	// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
	MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
}
开发者ID:P1x3lF3v3r,项目名称:Estranged-Act-1,代码行数:54,代码来源:vehicle_choreo_generic.cpp

示例8: ComputePoseToWorld

//-----------------------------------------------------------------------------
// Computes PoseToWorld from BoneToWorld
//-----------------------------------------------------------------------------
void ComputePoseToWorld( matrix3x4_t *pPoseToWorld, studiohdr_t *pStudioHdr, int boneMask, const Vector& vecViewOrigin, const matrix3x4_t *pBoneToWorld )
{ 
	if ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP )
	{
		// by definition, these always have an identity poseToBone transform
		MatrixCopy( pBoneToWorld[ 0 ], pPoseToWorld[ 0 ] );
		return;
	}

	if ( !pStudioHdr->pLinearBones() )
	{
		// convert bone to world transformations into pose to world transformations
		for (int i = 0; i < pStudioHdr->numbones; i++)
		{
			mstudiobone_t *pCurBone = pStudioHdr->pBone( i );
			if ( !(pCurBone->flags & boneMask) )
				continue;

			ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
		}
	}
	else
	{
		mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();

		// convert bone to world transformations into pose to world transformations
		for (int i = 0; i < pStudioHdr->numbones; i++)
		{
			if ( !(pLinearBones->flags(i) & boneMask) )
				continue;

			ConcatTransforms( pBoneToWorld[ i ], pLinearBones->poseToBone(i), pPoseToWorld[ i ] );
		}
	}

#if 0
			// These don't seem to be used in any existing QC file, re-enable in a future project?
			// Pretransform
			if( !( pCurBone->flags & ( BONE_SCREEN_ALIGN_SPHERE | BONE_SCREEN_ALIGN_CYLINDER )))
			{
				ConcatTransforms( pBoneToWorld[ i ], pCurBone->poseToBone, pPoseToWorld[ i ] );
			}
			else 
			{
				// If this bone is screen aligned, then generate a PoseToWorld matrix that billboards the bone
				ScreenAlignBone( &pPoseToWorld[i], pCurBone, vecViewOrigin, pBoneToWorld[i] );
			} 	
#endif
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:52,代码来源:r_studio.cpp

示例9: AngleMatrix

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_Prediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, 
	CMoveData *move )
{
	// Call the default SetupMove code.
	BaseClass::SetupMove( player, ucmd, pHelper, move );
	
	CASW_Player *pASWPlayer = static_cast<CASW_Player*>( player );
	if ( !asw_allow_detach.GetBool() )
	{		
		if ( pASWPlayer && pASWPlayer->GetMarine() )
		{
			// this forces horizontal movement
			move->m_vecAngles.x = 0;
			move->m_vecViewAngles.x = 0;
		}
	}

	CBaseEntity *pMoveParent = player->GetMoveParent();
	if (!pMoveParent)
	{
		move->m_vecAbsViewAngles = move->m_vecViewAngles;
	}
	else
	{
		matrix3x4_t viewToParent, viewToWorld;
		AngleMatrix( move->m_vecViewAngles, viewToParent );
		ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
		MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
	}
	CASW_MoveData *pASWMove = static_cast<CASW_MoveData*>( move );
	pASWMove->m_iForcedAction = ucmd->forced_action;
	// setup trace optimization
	g_pGameMovement->SetupMovementBounds( move );
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:37,代码来源:asw_prediction.cpp

示例10: VPROF

//-----------------------------------------------------------------------------
// Purpose: Prepares for running movement
// Input  : *player - 
//			*ucmd - 
//			*pHelper - 
//			*move - 
//			time - 
//-----------------------------------------------------------------------------
void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
	VPROF( "CPlayerMove::SetupMove" );

	// Allow sound, etc. to be created by movement code
	move->m_bFirstRunOfFunctions = true;

	// Prepare the usercmd fields
	move->m_nImpulseCommand		= ucmd->impulse;	
	move->m_vecViewAngles		= ucmd->viewangles;

	CBaseEntity *pMoveParent = player->GetMoveParent();
	if (!pMoveParent)
	{
		move->m_vecAbsViewAngles = move->m_vecViewAngles;
	}
	else
	{
		matrix3x4_t viewToParent, viewToWorld;
		AngleMatrix( move->m_vecViewAngles, viewToParent );
		ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
		MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
	}

	move->m_nButtons			= ucmd->buttons;

	// Ingore buttons for movement if at controls
	if ( player->GetFlags() & FL_ATCONTROLS )
	{
		move->m_flForwardMove		= 0;
		move->m_flSideMove			= 0;
		move->m_flUpMove				= 0;
	}
	else
	{
		move->m_flForwardMove		= ucmd->forwardmove;
		move->m_flSideMove			= ucmd->sidemove;
		move->m_flUpMove				= ucmd->upmove;
	}

	// Prepare remaining fields
	move->m_flClientMaxSpeed		= player->m_flMaxspeed;
	move->m_nOldButtons			= player->m_Local.m_nOldButtons;
	move->m_vecAngles			= player->pl.v_angle;

	move->m_vecVelocity			= player->GetAbsVelocity();

	move->m_nPlayerHandle		= player;

	move->m_vecAbsOrigin		= player->GetAbsOrigin();

	// Copy constraint information
	if ( player->m_hConstraintEntity.Get() )
		move->m_vecConstraintCenter = player->m_hConstraintEntity.Get()->GetAbsOrigin();
	else
		move->m_vecConstraintCenter = player->m_vecConstraintCenter;
	move->m_flConstraintRadius = player->m_flConstraintRadius;
	move->m_flConstraintWidth = player->m_flConstraintWidth;
	move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor;
}
开发者ID:paralin,项目名称:hl2sdk,代码行数:68,代码来源:player_command.cpp

示例11: GetRoleAbsViewPosition

//-----------------------------------------------------------------------------
// Returns the unperterbed view position for a particular role
//-----------------------------------------------------------------------------
bool CBaseTFVehicle::GetRoleViewPosition( int nRole, Vector *pVehicleEyeOrigin, QAngle *pVehicleEyeAngles )
{
	// Generate the view position in world space.
	Vector vAbsOrigin;
	QAngle vAbsAngle;
	bool bUsingThirdPersonCamera = GetRoleAbsViewPosition( nRole, &vAbsOrigin, &vAbsAngle );

	
	// Make a matrix for it.
	matrix3x4_t absMatrix;
	AngleMatrix( vAbsAngle, absMatrix );
	MatrixSetColumn( vAbsOrigin, 3, absMatrix );


	// Transform the matrix into local space.
	matrix3x4_t worldToEntity, local;
	MatrixInvert( EntityToWorldTransform(), worldToEntity );
	ConcatTransforms( worldToEntity, absMatrix, local ); 


	// Suck out the origin and angles.
	pVehicleEyeOrigin->Init( local[0][3], local[1][3], local[2][3] );
	MatrixAngles( local, *pVehicleEyeAngles );

	return bUsingThirdPersonCamera;
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:29,代码来源:basetfvehicle.cpp

示例12: MatrixBuildRotationAboutAxis

//-----------------------------------------------------------------------------
// Transform from DME to engine coordinates
//-----------------------------------------------------------------------------
void CDmeMDL::EngineToDmeMatrix( matrix3x4_t& engineToDme )
{
	VMatrix rotation, rotationZ;
	MatrixBuildRotationAboutAxis( rotation, Vector( 1, 0, 0 ), -90 );
	MatrixBuildRotationAboutAxis( rotationZ, Vector( 0, 1, 0 ), -90 );
	ConcatTransforms( rotationZ.As3x4(), rotation.As3x4(), engineToDme );
}
开发者ID:DeadZoneLuna,项目名称:SourceEngine2007,代码行数:10,代码来源:dmemdl.cpp

示例13: ConcatTransforms

const matrix3x4_t & C_PortalGhostRenderable::RenderableToWorldTransform()
{
	if( m_pGhostedRenderable == NULL )
		return m_ReferencedReturns.matRenderableToWorldTransform;

	ConcatTransforms( m_matGhostTransform.As3x4(), m_pGhostedRenderable->RenderableToWorldTransform(), m_ReferencedReturns.matRenderableToWorldTransform );
	return m_ReferencedReturns.matRenderableToWorldTransform;
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:8,代码来源:C_PortalGhostRenderable.cpp

示例14: GetAnimationAtTime

//-----------------------------------------------------------------------------
// Purpose: Builds the animation transformation matrix for the entity if it's animating
//-----------------------------------------------------------------------------
void CMapAnimator::UpdateAnimation( float animTime )
{
	// only animate if the doc is animating and we're selected
	if ( !CMapDoc::GetActiveMapDoc()->IsAnimating() || !Parent->IsSelected() )
	{
		// we're not animating
		m_bCurrentlyAnimating = false;
		return;
	}

	m_bCurrentlyAnimating = true;

	Vector newOrigin;
	Quaternion newAngles;
	GetAnimationAtTime( animTime, newOrigin, newAngles );

	matrix4_t mat, tmpMat;
	Vector ourOrigin;
	GetOrigin( ourOrigin );
	IdentityMatrix( mat );

	// build us a matrix
	// T(newOrigin)R(angle)T(-ourOrigin)
	IdentityMatrix( m_CoordFrame ) ;

	// transform back to the origin
	for ( int i = 0; i < 3; i++ )
	{
		m_CoordFrame[i][3] = -ourOrigin[i];
	}
	
	// Apply interpolated Rotation
	QuaternionMatrix( newAngles, mat );

	ConcatTransforms( mat, m_CoordFrame, tmpMat );

	// transform back to our new position
	IdentityMatrix( mat );
	for ( i = 0; i < 3; i++ )
	{
		mat[i][3] = newOrigin[i];
	}

	ConcatTransforms( mat, tmpMat, m_CoordFrame );
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:48,代码来源:mapanimator.cpp

示例15: GetTouchTrace

void CStickyBomb::Touch( CBaseEntity *pOther )
{
	// Don't stick if already stuck
	if ( GetMoveType() == MOVETYPE_FLYGRAVITY )
	{
		trace_t tr = GetTouchTrace();
		// stickies don't stick to each other or sky
		if ( FClassnameIs(pOther, "grenade_stickybomb") || (tr.surface.flags & SURF_SKY) )
		{
			// bounce
			Vector vecNewVelocity;
			PhysicsClipVelocity( GetAbsVelocity(), tr.plane.normal, vecNewVelocity, 1.0 );
			SetAbsVelocity( vecNewVelocity );
		}
		else 
		{
			SetAbsVelocity( vec3_origin );
			SetMoveType( MOVETYPE_NONE );
			if ( pOther->entindex() != 0 )
			{
				// set up notification if the parent is deleted before we explode
				g_pNotify->AddEntity( this, pOther );

				if ( (tr.surface.flags & SURF_HITBOX) && modelinfo->GetModelType( pOther->GetModel() ) == mod_studio )
				{
					CBaseAnimating *pOtherAnim = dynamic_cast<CBaseAnimating *>(pOther);
					if ( pOtherAnim )
					{
						matrix3x4_t bombWorldSpace;
						MatrixCopy( EntityToWorldTransform(), bombWorldSpace );

						// get the bone info so we can follow the bone
						FollowEntity( pOther );
						SetOwnerEntity( pOther );
						m_boneIndexAttached = pOtherAnim->GetHitboxBone( tr.hitbox );
						matrix3x4_t boneToWorld;
						pOtherAnim->GetBoneTransform( m_boneIndexAttached, boneToWorld );

						// transform my current position/orientation into the hit bone's space
						// UNDONE: Eventually we need to intersect with the mesh here
						// REVISIT: maybe do something like the decal code to find a spot on
						//			the mesh.
						matrix3x4_t worldToBone, localMatrix;
						MatrixInvert( boneToWorld, worldToBone );
						ConcatTransforms( worldToBone, bombWorldSpace, localMatrix );
						MatrixAngles( localMatrix, m_boneAngles.GetForModify(), m_bonePosition.GetForModify() );
						return;
					}
				}
				SetParent( pOther );
			}
		}
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:54,代码来源:weapon_stickylauncher.cpp


注:本文中的ConcatTransforms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。