本文整理汇总了C++中Fvector函数的典型用法代码示例。如果您正苦于以下问题:C++ Fvector函数的具体用法?C++ Fvector怎么用?C++ Fvector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Fvector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: Fvector
bool CIKFoot::make_shift( Fmatrix &xm,const Fvector &cl_point, bool collide, const Fplane &p, const Fvector &pick_dir )const
{
Fvector shift = pick_dir;
//Fvector toe; ToePosition( toe ); xm.transform_tiny( toe );
Fvector point;
xm.transform_tiny( point, cl_point );
float dot = p.n.dotproduct( shift );
if( _abs( dot ) < min_dot )
{
shift.add( Fvector( ).mul( p.n, min_dot - _abs( dot ) ) );
dot = p.n.dotproduct( shift );
}
VERIFY( !fis_zero( dot ) );
float shift_m = ( -p.d - p.n.dotproduct( point ) )/dot;
if(collide && shift_m > 0.f )
return false;
clamp( shift_m, -collide_dist, collide_dist );
shift.mul( shift_m );
xm.c.add( shift );
#if 0
if(shift_m > 0.f)
{
DBG_OpenCashedDraw();
DBG_DrawLine( toe, Fvector().add( toe, shift ), D3DCOLOR_XRGB( 255, 255, 255 ) );
DBG_ClosedCashedDraw( 1000 );
}
#endif
return true;
}
示例2: Level
void CGameObject::OnRender ()
{
if (!ai().get_level_graph())
return;
CDebugRenderer &renderer = Level().debug_renderer();
if (/**bDebug && /**/Visual()) {
float half_cell_size = 1.f*ai().level_graph().header().cell_size()*.5f;
Fvector additional = Fvector().set(half_cell_size,half_cell_size,half_cell_size);
render_box (Visual(),XFORM(),Fvector().set(0.f,0.f,0.f),true,color_rgba(0,0,255,255));
render_box (Visual(),XFORM(),additional,false,color_rgba(0,255,0,255));
}
if (0) {
Fvector bc,bd;
Visual()->getVisData().box.get_CD (bc,bd);
Fmatrix M = Fidentity;
float half_cell_size = ai().level_graph().header().cell_size()*.5f;
bd.add (Fvector().set(half_cell_size,half_cell_size,half_cell_size));
M.scale (bd);
Fmatrix T = XFORM();
T.c.add (bc);
renderer.draw_obb (T,bd,color_rgba(255,255,255,255));
}
}
示例3: ToePosition
void CIKFoot::SetFootGeom ( ik_foot_geom &fg, const Fmatrix &ref_bone, const Fmatrix& object_matrix ) const
{
Fmatrix gl_bone; gl_bone.mul_43( object_matrix, ref_bone );
Fvector pos_toe; ToePosition( pos_toe );
gl_bone.transform_tiny( pos_toe );
Fvector heel; Fvector pos_hill;
Fmatrix foot =( Fmatrix( ).mul_43( object_matrix, ref_bone_to_foot( foot, ref_bone ) ) );
foot.transform_tiny( pos_hill, HeelPosition( heel ) );
const Fvector v_m = Fvector().add(pos_toe, pos_hill ).mul(0.5f) ;
Fvector normal, direction;
get_local_vector( normal, m_foot_normal );
get_local_vector( direction, m_foot_direction );
Fvector v_side = Fvector().crossproduct( normal, direction );
gl_bone.transform_dir ( v_side );
float vsm = v_side.magnitude();
VERIFY( vsm > EPS_L );
v_side.mul( Fvector().sub(pos_toe, pos_hill ).magnitude()/vsm );
fg.set( pos_toe, pos_hill, Fvector().add( v_m, v_side ) );
}
示例4: float
BOOL CPPEffectorControllerAura::update()
{
// update factor
if (m_effector_state == eStatePermanent) {
m_factor = 1.f;
} else {
m_factor = float(Device.dwTimeGlobal - m_time_state_started) / float(m_time_to_fade);
if (m_effector_state == eStateFadeOut) m_factor = 1 - m_factor;
if (m_factor > 1) {
m_effector_state = eStatePermanent;
m_factor = 1.f;
} else if (m_factor < 0) {
if (m_snd_left._feedback()) m_snd_left.stop();
if (m_snd_right._feedback()) m_snd_right.stop();
return FALSE;
}
}
// start new or play again?
if (!m_snd_left._feedback() && !m_snd_right._feedback()) {
m_snd_left.play_at_pos (Actor(), Fvector().set(-1.f, 0.f, 1.f), sm_Looped | sm_2D);
m_snd_right.play_at_pos (Actor(), Fvector().set(-1.f, 0.f, 1.f), sm_Looped | sm_2D);
}
if (m_snd_left._feedback()) m_snd_left.set_volume (m_factor);
if (m_snd_right._feedback()) m_snd_right.set_volume (m_factor);
return TRUE;
}
示例5: switch
void CCustomDetector::OnStateSwitch(u32 S)
{
inherited::OnStateSwitch(S);
switch(S)
{
case eShowing:
{
g_player_hud->attach_item (this);
m_sounds.PlaySound ("sndShow", Fvector().set(0,0,0), this, true, false);
PlayHUDMotion (m_bFastAnimMode?"anm_show_fast":"anm_show", TRUE, this, GetState());
SetPending (TRUE);
}break;
case eHiding:
{
m_sounds.PlaySound ("sndHide", Fvector().set(0,0,0), this, true, false);
PlayHUDMotion (m_bFastAnimMode?"anm_hide_fast":"anm_hide", TRUE, this, GetState());
SetPending (TRUE);
}break;
case eIdle:
{
PlayAnimIdle ();
SetPending (FALSE);
}break;
}
}
示例6: Fvector
void CControllerPsyHit::set_sound_state(ESoundState state)
{
CController *monster = smart_cast<CController *>(m_object);
if (state == ePrepare) {
monster->m_sound_tube_prepare.play_at_pos(Actor(), Fvector().set(0.f, 0.f, 0.f), sm_2D);
} else
if (state == eStart) {
if (monster->m_sound_tube_prepare._feedback()) monster->m_sound_tube_prepare.stop();
monster->m_sound_tube_start.play_at_pos(Actor(), Fvector().set(0.f, 0.f, 0.f), sm_2D);
monster->m_sound_tube_pull.play_at_pos(Actor(), Fvector().set(0.f, 0.f, 0.f), sm_2D);
} else
if (state == eHit) {
if (monster->m_sound_tube_start._feedback()) monster->m_sound_tube_start.stop();
if (monster->m_sound_tube_pull._feedback()) monster->m_sound_tube_pull.stop();
//monster->m_sound_tube_hit_left.play_at_pos(Actor(), Fvector().set(-1.f, 0.f, 1.f), sm_2D);
//monster->m_sound_tube_hit_right.play_at_pos(Actor(), Fvector().set(1.f, 0.f, 1.f), sm_2D);
} else
if (state == eNone) {
if (monster->m_sound_tube_start._feedback()) monster->m_sound_tube_start.stop();
if (monster->m_sound_tube_pull._feedback()) monster->m_sound_tube_pull.stop();
if (monster->m_sound_tube_prepare._feedback()) monster->m_sound_tube_prepare.stop();
}
m_sound_state = state;
}
示例7: operator
void operator () (const Fvector& p)
{
Fvector lpos;
i_bind_transform.transform_tiny(lpos, p );
//Fvector diff;diff.sub( lpos, pos );
if( Fvector().sub( lpos, start_pos ).dotproduct( ax ) > Fvector().sub( pos, start_pos ).dotproduct( ax ) )
pos.set( lpos );
}
示例8: trace
bool CSnork::trace_geometry(const Fvector &d, float &range)
{
Fvector dir;
float h, p;
Fvector Pl,Pc,Pr;
Fvector center;
Center (center);
range = trace (d);
if (range > TRACE_RANGE) return false;
float angle = asin(1.f / range);
// trace center ray
dir = d;
dir.getHP (h,p);
p += angle;
dir.setHP (h,p);
dir.normalize_safe ();
range = trace (dir);
if (range > TRACE_RANGE) return false;
Pc.mad (center, dir, range);
// trace left ray
Fvector temp_p;
temp_p.mad (Pc, XFORM().i, Radius() / 2);
dir.sub (temp_p, center);
dir.normalize_safe ();
range = trace (dir);
if (range > TRACE_RANGE) return false;
Pl.mad (center, dir, range);
// trace right ray
Fvector inv = XFORM().i;
inv.invert ();
temp_p.mad (Pc, inv, Radius() / 2);
dir.sub (temp_p, center);
dir.normalize_safe ();
range = trace (dir);
if (range > TRACE_RANGE) return false;
Pr.mad (center, dir, range);
float h1,p1,h2,p2;
Fvector().sub(Pl, Pc).getHP(h1,p1);
Fvector().sub(Pc, Pr).getHP(h2,p2);
return (fsimilar(h1,h2,0.1f) && fsimilar(p1,p2,0.1f));
}
示例9: ik_pick_result
ik_pick_result(ik_foot_geom::e_collide_point _point):
p(invalide_plane),
point( _point ),
position( Fvector().set( -FLT_MAX, -FLT_MAX, -FLT_MAX ) )
{
triangle[0] = Fvector().set( -FLT_MAX, -FLT_MAX, -FLT_MAX );
triangle[1] = Fvector().set( -FLT_MAX, -FLT_MAX, -FLT_MAX );
triangle[2] = Fvector().set( -FLT_MAX, -FLT_MAX, -FLT_MAX );
}
示例10: Level
void CControlManagerCustom::check_jump_over_physics()
{
if (!m_man->path_builder().is_moving_on_path()) return;
if (!m_man->check_start_conditions(ControlCom::eControlJump)) return;
if (!m_object->check_start_conditions(ControlCom::eControlJump)) return;
if (m_object->GetScriptControl()) return;
Fvector prev_pos = m_object->Position();
float dist_sum = 0.f;
for(u32 i = m_man->path_builder().detail().curr_travel_point_index(); i<m_man->path_builder().detail().path().size();i++) {
const DetailPathManager::STravelPathPoint &travel_point = m_man->path_builder().detail().path()[i];
// получить список объектов вокруг врага
m_nearest.clear_not_free ();
Level().ObjectSpace.GetNearest (m_nearest,travel_point.position, m_object->Radius(), NULL);
for (u32 k=0;k<m_nearest.size();k++) {
CPhysicsShellHolder *obj = smart_cast<CPhysicsShellHolder *>(m_nearest[k]);
if (!obj || !obj->PPhysicsShell() || !obj->PPhysicsShell()->isActive() || (obj->Radius() < 0.5f)) continue;
if (m_object->Position().distance_to(obj->Position()) < MAX_DIST_SUM / 2) continue;
Fvector dir = Fvector().sub(travel_point.position, m_object->Position());
// проверка на Field-Of-View
float my_h = m_object->Direction().getH();
float h = dir.getH();
float from = angle_normalize(my_h - deg(8));
float to = angle_normalize(my_h + deg(8));
if (!is_angle_between(h, from, to)) continue;
dir = Fvector().sub(obj->Position(), m_object->Position());
// вычислить целевую позицию для прыжка
Fvector target;
obj->Center(target);
target.y += obj->Radius();
// --------------------------------------------------------
m_jump->setup_data().flags.set (SControlJumpData::ePrepareSkip, true);
m_jump->setup_data().target_object = 0;
m_jump->setup_data().target_position = target;
jump(m_jump->setup_data());
return;
}
dist_sum += prev_pos.distance_to(travel_point.position);
if (dist_sum > MAX_DIST_SUM) break;
prev_pos = travel_point.position;
}
}
示例11: CreateHit
void CRadioactiveZone::feel_touch_new (CObject* O )
{
inherited::feel_touch_new(O);
if (GameID() != GAME_SINGLE)
{
if (O->CLS_ID == CLSID_OBJECT_ACTOR)
{
CreateHit(O->ID(),ID(),Fvector().set(0, 0, 0),0.0f,BI_NONE,Fvector().set(0, 0, 0),0.0f,ALife::eHitTypeRadiation);
}
};
};
示例12: CreateHit
void CRadioactiveZone::feel_touch_new (CObject* O )
{
inherited::feel_touch_new(O);
if (GameID() != eGameIDSingle)
{
if (smart_cast<CActor*>(O))
{
CreateHit(O->ID(),ID(),Fvector().set(0, 0, 0),0.0f,BI_NONE,Fvector().set(0, 0, 0),0.0f,m_eHitTypeBlowout);// ALife::eHitTypeRadiation
}
};
};
示例13: VERIFY
void ESceneObjectTools::HighlightTexture(LPCSTR tex_name, bool allow_ratio, u32 t_width, u32 t_height, BOOL mark)
{
if (tex_name&&tex_name[0]){
for (ObjectIt a_it=m_Objects.begin(); a_it!=m_Objects.end(); a_it++){
CSceneObject* s_obj = dynamic_cast<CSceneObject*>(*a_it);
CEditableObject* e_obj = s_obj->GetReference(); VERIFY(e_obj);
SurfaceVec& s_vec = e_obj->Surfaces();
for (SurfaceIt it=s_vec.begin(); it!=s_vec.end(); it++){
if (0==stricmp((*it)->_Texture(),tex_name)){
Fvector verts[3];
for (EditMeshIt mesh_it=e_obj->FirstMesh(); mesh_it!=e_obj->LastMesh(); mesh_it++){
SurfFaces& surf_faces = (*mesh_it)->GetSurfFaces();
SurfFacesPairIt sf_it = surf_faces.find(*it);
if (sf_it!=surf_faces.end()){
IntVec& lst = sf_it->second;
for (IntIt i_it=lst.begin(); i_it!=lst.end(); i_it++){
e_obj->GetFaceWorld (s_obj->_Transform(),*mesh_it,*i_it,verts);
u32 clr = 0x80FFFFFF;
if (allow_ratio){
// select color
const Fvector2* tc[3];
Fvector c,e01,e02;
e01.sub (verts[1],verts[0]);
e02.sub (verts[2],verts[0]);
float area = c.crossproduct(e01,e02).magnitude()/2.f;
(*mesh_it)->GetFaceTC(*i_it,tc);
e01.sub (Fvector().set(tc[1]->x,tc[1]->y,0),Fvector().set(tc[0]->x,tc[0]->y,0));
e02.sub (Fvector().set(tc[2]->x,tc[2]->y,0),Fvector().set(tc[0]->x,tc[0]->y,0));
float p_area = c.crossproduct(e01,e02).magnitude()/2.f;
float ratio = _sqrt((p_area*t_width*t_height)/area);
int idx_clr = 4;
float w = 0.f;
if (ratio>=0.f && ratio<50.f) {idx_clr=0; w=ratio/30.f;}
else if (ratio>=50.f && ratio<150.f) {idx_clr=1; w=(ratio-30.f)/150.f;}
else if (ratio>=150.f && ratio<250.f) {idx_clr=2; w=(ratio-150.f)/250.f;}
else if (ratio>=250.f && ratio<500.f) {idx_clr=3; w=(ratio-250.f)/500.f;}
float inv_w = 1.f-w;
clr = color_rgba(color_get_R(ratio_colors[idx_clr+0])*inv_w+color_get_R(ratio_colors[idx_clr+1])*w,
color_get_G(ratio_colors[idx_clr+0])*inv_w+color_get_G(ratio_colors[idx_clr+1])*w,
color_get_B(ratio_colors[idx_clr+0])*inv_w+color_get_B(ratio_colors[idx_clr+1])*w,
color_get_A(ratio_colors[idx_clr+0])*inv_w+color_get_A(ratio_colors[idx_clr+1])*w);
}
Tools->m_DebugDraw.AppendSolidFace(verts[0],verts[1],verts[2],clr,false);
if (mark) Tools->m_DebugDraw.AppendWireFace(verts[0],verts[1],verts[2],clr,false);
}
}
}
}
}
}
}
}
示例14: inherited
CPPEffectorControllerAura::CPPEffectorControllerAura(const SPPInfo &ppi, u32 time_to_fade, const ref_sound &snd_left, const ref_sound &snd_right)
: inherited(ppi)
{
m_time_to_fade = time_to_fade;
m_effector_state = eStateFadeIn;
m_time_state_started = Device.dwTimeGlobal;
m_snd_left.clone (snd_left,st_Effect,sg_SourceType);
m_snd_right.clone (snd_right,st_Effect,sg_SourceType);
m_snd_left.play_at_pos (Actor(), Fvector().set(-1.f, 0.f, 1.f), sm_Looped | sm_2D);
m_snd_right.play_at_pos (Actor(), Fvector().set(-1.f, 0.f, 1.f), sm_Looped | sm_2D);
}
示例15: VERIFY
void CElevatorState::UpdateStClimbingDown()
{
VERIFY(m_ladder&&m_character);
Fvector d;
if(ClimbDirection()>0.f&&m_ladder->BeforeLadder(m_character))
SwitchState(clbClimbingUp);
float to_ax=m_ladder->DDToAxis(m_character,d);
Fvector ca;ca.set(m_character->ControlAccel());
float control_a=to_mag_and_dir(ca);
if(!fis_zero(to_ax)&&!fis_zero(control_a)&&abs(-ca.dotproduct(Fvector(m_ladder->Norm()).normalize()))<M_SQRT1_2)SwitchState(clbDepart);
if(m_ladder->AxDistToLowerP(m_character)-m_character->FootRadius()<stop_climbing_dist)
SwitchState(clbNearDown);
UpdateClimbingCommon(d,to_ax,ca,control_a);
if(m_ladder->AxDistToUpperP(m_character)<-m_character->FootRadius())SwitchState(clbNoLadder);
Fvector vel;
m_character->GetVelocity(vel);
if(vel.y>EPS_S)
{
m_character->ApplyForce(0.f,-m_character->Mass()*ph_world->Gravity(),0.f);
}
//if(to_ax-m_character->FootRadius()>out_dist)
// SwitchState((clbNone));
//if(fis_zero(control_a))
// m_character->ApplyForce(d,m_character->Mass());
}