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C++ GetPositionZ函数代码示例

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

void Vehicle::InstallAccessory(uint32 entry, int8 seatId)
{
    if(Unit *passenger = GetPassenger(seatId))
    {
        // already installed
        if(passenger->GetEntry() == entry)
            return;

        passenger->ExitVehicle(); // this should not happen
    }

    const CreatureInfo *cInfo = objmgr.GetCreatureTemplate(entry);
    if(!cInfo)
        return;

    Creature *accessory;
    if(cInfo->VehicleId)
        accessory = SummonVehicle(entry, GetPositionX(), GetPositionY(), GetPositionZ());
    else
        accessory = SummonCreature(entry, GetPositionX(), GetPositionY(), GetPositionZ());
    if(!accessory)
        return;

    accessory->EnterVehicle(this, seatId);
    // This is not good, we have to send update twice
    accessory->SendMovementFlagUpdate();
}
开发者ID:MilchBuby,项目名称:riboncore,代码行数:27,代码来源:Vehicle.cpp

示例2: GetOrientation

void Transport::UpdateNPCPositions()
{
    for(CreatureSet::iterator itr = m_NPCPassengerSet.begin(); itr != m_NPCPassengerSet.end(); ++itr)
    {
        Creature* npc = *itr;

        float x, y, z, o;
        o = GetOrientation() + npc->m_movementInfo.t_pos.m_orientation;
        MapManager::NormalizeOrientation(o);
        x = GetPositionX() + (npc->m_movementInfo.t_pos.m_positionX * cos(GetOrientation()) + npc->m_movementInfo.t_pos.m_positionY * sin(GetOrientation() + M_PI));
        y = GetPositionY() + (npc->m_movementInfo.t_pos.m_positionY * cos(GetOrientation()) + npc->m_movementInfo.t_pos.m_positionX * sin(GetOrientation()));
        z = GetPositionZ() + npc->m_movementInfo.t_pos.m_positionZ;
        npc->SetHomePosition(x, y, z, o);
        GetMap()->CreatureRelocation(npc, x, y, z, o, false);
    }

    for(PlayerSet::iterator itr = m_passengers.begin(); itr != m_passengers.end(); ++itr)
    {
        Player* plr = *itr;

        float x, y, z, o;
        o = GetOrientation() + plr->m_movementInfo.t_pos.m_orientation;
        MapManager::NormalizeOrientation(o);
        x = GetPositionX() + (plr->m_movementInfo.t_pos.m_positionX * cos(GetOrientation()) + plr->m_movementInfo.t_pos.m_positionY * sin(GetOrientation() + M_PI));
        y = GetPositionY() + (plr->m_movementInfo.t_pos.m_positionY * cos(GetOrientation()) + plr->m_movementInfo.t_pos.m_positionX * sin(GetOrientation()));
        z = GetPositionZ() + plr->m_movementInfo.t_pos.m_positionZ;
        plr->Relocate(x, y, z, o);
        UpdateData transData;
        WorldPacket packet;
        transData.BuildPacket(&packet);
        plr->SendDirectMessage(&packet);
    }
}
开发者ID:ahuraa,项目名称:ServerMythCore,代码行数:33,代码来源:Transport.cpp

示例3: GetPositionY

void Enemy::Die()
{
	Plane::Die();

	Effect* boom = Effect::Create("boom1");
	boom->SetPosition(GetPositionX(), GetPositionY(), GetPositionZ());
	boom->SetOrder(LAYER_ENEMY_BOOM);
	GetScene()->Add(boom);

	Effect* cool = Effect::Create("cool");
	cool->SetColorRGB(rand() % 128 + 128, rand() % 128 + 128, rand() % 128 + 128);
	cool->ResetVertex();
	cool->SetPosition(GetPositionX() + rand() % 21 - 10, GetPositionY() + rand() % 21 - 10, GetPositionZ());
	cool->RunAction(Frame2D::Move::Create(2.5, GetPositionX() + 50, GetPositionY()));
	cool->SetOrder(LAYER_UI_1);
	GetScene()->Add(cool);

	// 如果有道具那么掉落道具
	if (_itemID != 0)
	{
		Item* item = Item::Create(_itemID);
		item->SetPosition(GetPositionX(), GetPositionY(), GetPositionZ());
		item->SetOrder(LAYER_ITEM);
		GetScene()->Add(item);
		_itemID = 0;
	}
}
开发者ID:Jenovez,项目名称:Frame2D-old,代码行数:27,代码来源:Enemy.cpp

示例4: GetTemplate

void AreaTrigger::SearchUnitInBox(std::list<Unit*>& targetList)
{
    float extentsX = GetTemplate()->BoxDatas.Extents[0];
    float extentsY = GetTemplate()->BoxDatas.Extents[1];
    float extentsZ = GetTemplate()->BoxDatas.Extents[2];

    Trinity::AnyUnitInObjectRangeCheck check(this, GetTemplate()->MaxSearchRadius, false);
    Trinity::UnitListSearcher<Trinity::AnyUnitInObjectRangeCheck> searcher(this, targetList, check);
    Cell::VisitAllObjects(this, searcher, GetTemplate()->MaxSearchRadius);

    float halfExtentsX = extentsX / 2.0f;
    float halfExtentsY = extentsY / 2.0f;
    float halfExtentsZ = extentsZ / 2.0f;

    float minX = GetPositionX() - halfExtentsX;
    float maxX = GetPositionX() + halfExtentsX;

    float minY = GetPositionY() - halfExtentsY;
    float maxY = GetPositionY() + halfExtentsY;

    float minZ = GetPositionZ() - halfExtentsZ;
    float maxZ = GetPositionZ() + halfExtentsZ;

    G3D::AABox const box({ minX, minY, minZ }, { maxX, maxY, maxZ });

    targetList.remove_if([&box](Unit* unit) -> bool
    {
        return !box.contains({ unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ() });
    });
}
开发者ID:Rochet2,项目名称:TrinityCore,代码行数:30,代码来源:AreaTrigger.cpp

示例5: VALUES

void GameObject::SaveToFile(std::stringstream & name)
{

	std::stringstream ss;

	ss << "REPLACE INTO gameobject_spawns VALUES("
		<< ((m_spawn == NULL) ? 0 : m_spawn->id) << ","
		<< GetEntry() << ","
		<< GetMapId() << ","
		<< GetPositionX() << ","
		<< GetPositionY() << ","
		<< GetPositionZ() << ","
		<< GetOrientation() << ","
		<< GetFloatValue(GAMEOBJECT_ROTATION) << ","
		<< GetFloatValue(GAMEOBJECT_ROTATION_01) << ","
		<< GetFloatValue(GAMEOBJECT_ROTATION_02) << ","
		<< GetFloatValue(GAMEOBJECT_ROTATION_03) << ","
		<< GetUInt32Value(GAMEOBJECT_STATE) << ","
		<< GetUInt32Value(GAMEOBJECT_FLAGS) << ","
		<< GetUInt32Value(GAMEOBJECT_FACTION) << ","
		<< GetFloatValue(OBJECT_FIELD_SCALE_X) << ","
		<< "0)";

	FILE * OutFile;

	OutFile = fopen(name.str().c_str(), "wb");
	if (!OutFile) return;
	fwrite(ss.str().c_str(),1,ss.str().size(),OutFile);
	fclose(OutFile);

}
开发者ID:miklasiak,项目名称:projekt,代码行数:31,代码来源:GameObject.cpp

示例6: DeleteFromDB

void Corpse::SaveToDB()
{
    // prevent DB data inconsistence problems and duplicates
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    DeleteFromDB(trans);

    uint16 index = 0;
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE);
    stmt->setUInt32(index++, GetGUIDLow());                                           // corpseGuid
    stmt->setUInt32(index++, GUID_LOPART(GetOwnerGUID()));                            // guid
    stmt->setFloat (index++, GetPositionX());                                         // posX
    stmt->setFloat (index++, GetPositionY());                                         // posY
    stmt->setFloat (index++, GetPositionZ());                                         // posZ
    stmt->setFloat (index++, GetOrientation());                                       // orientation
    stmt->setUInt16(index++, GetMapId());                                             // mapId
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_DISPLAY_ID));                // displayId
    stmt->setString(index++, _ConcatFields(CORPSE_FIELD_ITEMS, EQUIPMENT_SLOT_END));   // itemCache
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_SKIN_ID));                   // bytes1
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_FACIAL_HAIR_STYLE_ID));                   // bytes2
    stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_FLAGS));                     // flags
    stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS));             // dynFlags
    stmt->setUInt32(index++, uint32(m_time));                                         // time
    stmt->setUInt8 (index++, GetType());                                              // corpseType
    stmt->setUInt32(index++, GetInstanceId());                                        // instanceId
    stmt->setUInt32(index++, GetPhaseMask());                                         // phaseMask
    trans->Append(stmt);

    CharacterDatabase.CommitTransaction(trans);
}
开发者ID:Ayik0,项目名称:DeathCore_5.4.8,代码行数:29,代码来源:Corpse.cpp

示例7: SetInstanceId

bool Corpse::Create(uint32 guidlow, Player *owner)
{
    SetInstanceId(owner->GetInstanceId());

    WorldObject::_Create(guidlow, HIGHGUID_CORPSE, owner->GetMapId());

    Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());

    if (!IsPositionValid())
    {
        sLog.outLog(LOG_DEFAULT, "ERROR: Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow,owner->GetName(),owner->GetPositionX(), owner->GetPositionY());
        return false;
    }

    SetFloatValue(OBJECT_FIELD_SCALE_X, 1);
    SetFloatValue(CORPSE_FIELD_POS_X, GetPositionX());
    SetFloatValue(CORPSE_FIELD_POS_Y, GetPositionY());
    SetFloatValue(CORPSE_FIELD_POS_Z, GetPositionZ());
    SetFloatValue(CORPSE_FIELD_FACING, GetOrientation());
    SetUInt64Value(CORPSE_FIELD_OWNER, owner->GetGUID());

    m_grid = Hellground::ComputeGridPair(GetPositionX(), GetPositionY());

    return true;
}
开发者ID:Blumfield,项目名称:ptc2,代码行数:26,代码来源:Corpse.cpp

示例8: DeleteFromDB

void Corpse::SaveToDB()
{
    // prevent DB data inconsistence problems and duplicates
    RealmDataDatabase.BeginTransaction();
    DeleteFromDB();

    static SqlStatementID saveCorpse;
    SqlStatement stmt = RealmDataDatabase.CreateStatement(saveCorpse, "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,zone,map,data,time,corpse_type,instance) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)");

    stmt.addUInt64(GetGUIDLow());
    stmt.addUInt64(GUID_LOPART(GetOwnerGUID()));
    stmt.addFloat(GetPositionX());
    stmt.addFloat(GetPositionY());
    stmt.addFloat(GetPositionZ());
    stmt.addFloat(GetOrientation());
    stmt.addUInt32(GetZoneId());
    stmt.addUInt32(GetMapId());
    stmt.addString(GetUInt32ValuesString());
    stmt.addUInt64(m_time);
    stmt.addUInt32(GetType());
    stmt.addInt32(GetInstanceId());

    stmt.Execute();
    RealmDataDatabase.CommitTransaction();
}
开发者ID:Blumfield,项目名称:ptc2,代码行数:25,代码来源:Corpse.cpp

示例9: MANGOS_ASSERT

void Corpse::SaveToDB()
{
    // bones should not be saved to DB (would be deleted on startup anyway)
    MANGOS_ASSERT(GetType() != CORPSE_BONES);

    // prevent DB data inconsistence problems and duplicates
    CharacterDatabase.BeginTransaction();
    DeleteFromDB();

    std::ostringstream ss;
    ss  << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,zone,map,data,time,corpse_type,instance) VALUES ("
        << GetGUIDLow() << ", "
        << GUID_LOPART(GetOwnerGUID()) << ", "
        << GetPositionX() << ", "
        << GetPositionY() << ", "
        << GetPositionZ() << ", "
        << GetOrientation() << ", "
        << GetZoneId() << ", "
        << GetMapId() << ", '";
    for(uint16 i = 0; i < m_valuesCount; ++i)
        ss << GetUInt32Value(i) << " ";
    ss  << "',"
        << uint64(m_time) <<", "
        << uint32(GetType()) << ", "
        << int(GetInstanceId()) << ")";
    CharacterDatabase.Execute( ss.str().c_str() );
    CharacterDatabase.CommitTransaction();
}
开发者ID:Scergo,项目名称:zero,代码行数:28,代码来源:Corpse.cpp

示例10: DeleteFromDB

void Corpse::SaveToDB()
{
    // prevent DB data inconsistence problems and duplicates
    CharacterDatabase.BeginTransaction();
    DeleteFromDB();

    std::ostringstream ss;
    ss  << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,zone,map,data,time,corpse_type,instance,phaseMask) VALUES ("
        << GetGUIDLow() << ", "
        << GUID_LOPART(GetOwnerGUID()) << ", "
        << GetPositionX() << ", "
        << GetPositionY() << ", "
        << GetPositionZ() << ", "
        << GetOrientation() << ", "
        << GetZoneId() << ", "
        << GetMapId() << ", '";
    for (uint16 i = 0; i < m_valuesCount; ++i)
        ss << GetUInt32Value(i) << " ";
    ss  << "',"
        << uint64(m_time) <<", "
        << uint32(GetType()) << ", "
        << int(GetInstanceId()) << ", "
        << uint16(GetPhaseMask()) << ")";           // prevent out of range error
    CharacterDatabase.Execute(ss.str().c_str());
    CharacterDatabase.CommitTransaction();
}
开发者ID:Elevim,项目名称:RG-332,代码行数:26,代码来源:Corpse.cpp

示例11: GetPositionX

void Position::RelocateOffset(const Position & offset)
{
    m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + float(M_PI)));
    m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation()));
    m_positionZ = GetPositionZ() + offset.GetPositionZ();
    SetOrientation(GetOrientation() + offset.GetOrientation());
}
开发者ID:beyourself,项目名称:DeathCore_6.x,代码行数:7,代码来源:Position.cpp

示例12: GetPositionX

bool Position::IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const
{
    // rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified
    // is-in-cube check and we have to calculate only one point instead of 4

    // 2PI = 360*, keep in mind that ingame orientation is counter-clockwise
    double rotation = 2 * M_PI - center.GetOrientation();
    double sinVal = std::sin(rotation);
    double cosVal = std::cos(rotation);

    float BoxDistX = GetPositionX() - center.GetPositionX();
    float BoxDistY = GetPositionY() - center.GetPositionY();

    float rotX = float(center.GetPositionX() + BoxDistX * cosVal - BoxDistY*sinVal);
    float rotY = float(center.GetPositionY() + BoxDistY * cosVal + BoxDistX*sinVal);

    // box edges are parallel to coordiante axis, so we can treat every dimension independently :D
    float dz = GetPositionZ() - center.GetPositionZ();
    float dx = rotX - center.GetPositionX();
    float dy = rotY - center.GetPositionY();
    if ((std::fabs(dx) > xradius) ||
        (std::fabs(dy) > yradius) ||
        (std::fabs(dz) > zradius))
        return false;

    return true;
}
开发者ID:Declipe,项目名称:ElunaTrinityWotlk,代码行数:27,代码来源:Position.cpp

示例13: GetPositionX

void Creature::GetRespawnPosition(float &x, float &y, float &z, float* ori, float* dist) const
{
    if (m_DBTableGuid)
    {
        if (CreatureData const* data = sObjectMgr->GetCreatureData(GetDBTableGUIDLow()))
        {
            x = data->posX;
            y = data->posY;
            z = data->posZ;
            if (ori)
                *ori = data->orientation;
            if (dist)
                *dist = data->spawndist;

            return;
        }
    }

    x = GetPositionX();
    y = GetPositionY();
    z = GetPositionZ();

    if (ori)
        *ori = GetOrientation();

    if (dist)
        *dist = 0;
}
开发者ID:Expery,项目名称:Core,代码行数:28,代码来源:CreatureMovement.cpp

示例14: GetPositionX

void Transport::UpdatePassengerPositions()
{
    for (UnitSet::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr)
    {
        Unit* passenger = *itr;
        // transport teleported but passenger not yet (can happen for players)
        if (passenger->GetMap() != GetMap())
            continue;
        float x = GetPositionX() + (passenger->m_movementInfo.t_pos.m_positionX * cos(GetOrientation()) + passenger->m_movementInfo.t_pos.m_positionY * sin(GetOrientation() + M_PI));
        float y = GetPositionY() + (passenger->m_movementInfo.t_pos.m_positionY * cos(GetOrientation()) + passenger->m_movementInfo.t_pos.m_positionX * sin(GetOrientation()));
        float z = GetPositionZ() + passenger->m_movementInfo.t_pos.m_positionZ;
        float o = GetOrientation() + passenger->m_movementInfo.t_pos.m_orientation;
        MapManager::NormalizeOrientation(o);
        switch (passenger->GetTypeId())
        {
            case TYPEID_UNIT:
                passenger->ToCreature()->SetHomePosition(x, y, z, o);
                GetMap()->CreatureRelocation(passenger->ToCreature(), x, y, z, o, false);
                break;
            case TYPEID_PLAYER:
                GetMap()->PlayerRelocation(passenger->ToPlayer(), x, y, z, o);
                break;
        }

        if (passenger->IsVehicle())
            passenger->GetVehicleKit()->RelocatePassengers(x, y, z, o);
    }
}
开发者ID:Devilcleave,项目名称:TrilliumEMU,代码行数:28,代码来源:Transport.cpp

示例15: GetPositionX

void SpriteGroup::Render()
{
	Element::Render();

	for (int i = 0; i < m_sprite_list.size(); ++i)
	{
		Sprite* sprite = m_sprite_list.at(i);
		sprite->Render();

		sprite->SetPosition(
			sprite->GetPositionX() - GetPositionX(),
			sprite->GetPositionY() - GetPositionY(),
			sprite->GetPositionZ() - GetPositionZ());

		sprite->SetAngle(
			sprite->GetAngleX() - GetAngleX(),
			sprite->GetAngleY() - GetAngleY(),
			sprite->GetAngleZ() - GetAngleZ());

		sprite->SetAnchor(
			sprite->GetAnchorX() * 2.0f - GetAnchorX(),
			sprite->GetAnchorY() * 2.0f - GetAnchorY());

		if (GetScaleX() != 0)
		{
			sprite->SetScaleX(sprite->GetScaleX() / GetScaleX());
		}
		if (GetScaleY() != 0)
		{
			sprite->SetScaleY(sprite->GetScaleY() / GetScaleY());
		}
	}
}
开发者ID:Jenovez,项目名称:Frame2D-old,代码行数:33,代码来源:SpriteGroup.cpp


注:本文中的GetPositionZ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。