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: GetEyePosition
bool 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 );
}
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;
}
}
}
示例3: GetPhysics
bool 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;
}
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 ( );
}
示例5: GetPhysics
int 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;
}
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 );
}
}
示例7: ReadBindFromSnapshot
void 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;
}
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;
}
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 );
}
}
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 );
}
}
示例11: while
/*
================
rvEffect::Event_LookAtTarget
Reorients 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 );
}
}
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;
}
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
}
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 );
}
}
示例15: GetPhysics
/*
================
idLight::GetPhysicsToSoundTransform
================
*/
bool idLight::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
origin = localLightOrigin + renderLight.lightCenter;
axis = localLightAxis * GetPhysics()->GetAxis();
return true;
}