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C++ GetVelocity函数代码示例

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

void Ship::Render(Graphics::Renderer *renderer, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	if (IsDead()) return;

	//angthrust negated, for some reason
	GetModel()->SetThrust(vector3f(m_thrusters), -vector3f(m_angThrusters));

	matrix3x3f mt;
	matrix3x3dtof(viewTransform.Inverse().GetOrient(), mt);
	s_heatGradientParams.heatingMatrix = mt;
	s_heatGradientParams.heatingNormal = vector3f(GetVelocity().Normalized());
	s_heatGradientParams.heatingAmount = Clamp(GetHullTemperature(),0.0,1.0);

	// This has to be done per-model with a shield and just before it's rendered
	const bool shieldsVisible = m_shieldCooldown > 0.01f && m_stats.shield_mass_left > (m_stats.shield_mass / 100.0f);
	GetShields()->SetEnabled(shieldsVisible);
	GetShields()->Update(m_shieldCooldown, 0.01f*GetPercentShields());

	//strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText));
	RenderModel(renderer, camera, viewCoords, viewTransform);
	m_navLights->Render(renderer);
	renderer->GetStats().AddToStatCount(Graphics::Stats::STAT_SHIPS, 1);

	if (m_ecmRecharge > 0.0f) {
		// ECM effect: a cloud of particles for a sparkly effect
		vector3f v[100];
		for (int i=0; i<100; i++) {
			const double r1 = Pi::rng.Double()-0.5;
			const double r2 = Pi::rng.Double()-0.5;
			const double r3 = Pi::rng.Double()-0.5;
			v[i] = vector3f(GetPhysRadius()*vector3d(r1, r2, r3).NormalizedSafe());
		}
		Color c(128,128,255,255);
		float totalRechargeTime = GetECMRechargeTime();
		if (totalRechargeTime >= 0.0f) {
			c.a = (m_ecmRecharge / totalRechargeTime) * 255;
		}

		SfxManager::ecmParticle->diffuse = c;

		matrix4x4f t;
		for (int i=0; i<12; i++) t[i] = float(viewTransform[i]);
		t[12] = viewCoords.x;
		t[13] = viewCoords.y;
		t[14] = viewCoords.z;
		t[15] = 1.0f;

		renderer->SetTransform(t);
		renderer->DrawPointSprites(100, v, SfxManager::additiveAlphaState, SfxManager::ecmParticle.get(), 50.f);
	}
}
开发者ID:tomm,项目名称:pioneer,代码行数:51,代码来源:Ship.cpp

示例2: Update

void Encoder::Update(const common::UpdateInfo &info) {
  msgs::Float64 pos_msg, vel_msg;
  if (stopped) {
    pos_msg.set_data(stop_value);
    pos_pub->Publish(pos_msg);
    vel_msg.set_data(0);
    vel_pub->Publish(vel_msg);
  } else {
    pos_msg.set_data(GetAngle() - zero);
    pos_pub->Publish(pos_msg);
    vel_msg.set_data(GetVelocity());
    vel_pub->Publish(vel_msg);
  }
}
开发者ID:FRC3238,项目名称:allwpilib,代码行数:14,代码来源:encoder.cpp

示例3: GetVelocity

int     CprojectileIGC::Export(void*    data)
{
    if (data)
    {
        DataProjectileIGC*  dataProjectile = (DataProjectileIGC*)data;

        dataProjectile->projectileTypeID = m_projectileType->GetObjectID();

        dataProjectile->velocity = GetVelocity();
        dataProjectile->forward = GetOrientation().GetForward();
    }

    return sizeof(DataProjectileIGC);
}
开发者ID:BackTrak,项目名称:Allegiance-R4-Engine,代码行数:14,代码来源:projectileIGC.cpp

示例4: GetVelocity

bool ODERigidObject::WriteState(File& f) const
{
  //TODO: use body quaternion
  Vector3 w,v;
  const dReal* pos=dBodyGetPosition(bodyID);
  const dReal* q=dBodyGetQuaternion(bodyID);
  GetVelocity(w,v);
    
  if(!WriteArrayFile(f,pos,3)) return false;
  if(!WriteArrayFile(f,q,4)) return false;
  if(!WriteFile(f,w)) return false;
  if(!WriteFile(f,v)) return false;
  return true;
}
开发者ID:RGrant92,项目名称:Klampt,代码行数:14,代码来源:ODERigidObject.cpp

示例5: Missile

Missile * Ship::SpawnMissile(ShipType::Id missile_type, int power) {
	if (GetFlightState() != FLYING)
		return 0;

	Missile *missile = new Missile(missile_type, this, power);
	missile->SetOrient(GetOrient());
	missile->SetFrame(GetFrame());
	// XXX DODGY! need to put it in a sensible location
	vector3d dir = -GetOrient().VectorZ();
	missile->SetPosition(GetPosition()+50.0*dir);
	missile->SetVelocity(GetVelocity());
	Pi::game->GetSpace()->AddBody(missile);
	return missile;
}
开发者ID:HeadHunterEG,项目名称:pioneer,代码行数:14,代码来源:Ship.cpp

示例6: Properties

bool Ship::OnCollision(Object *b, Uint32 flags, double relVel)
{
	// hitting space station docking surfaces shouldn't do damage
	if (b->IsType(Object::SPACESTATION) && (flags & 0x10)) {
		return true;
	}

	// hitting cargo scoop surface shouldn't do damage
	int cargoscoop_cap = 0;
	Properties().Get("cargo_scoop_cap", cargoscoop_cap);
	if (cargoscoop_cap > 0 && b->IsType(Object::CARGOBODY) && !dynamic_cast<Body*>(b)->IsDead()) {
		LuaRef item = dynamic_cast<CargoBody*>(b)->GetCargoType();
		if (LuaObject<Ship>::CallMethod<int>(this, "AddEquip", item) > 0) { // try to add it to the ship cargo.
			Pi::game->GetSpace()->KillBody(dynamic_cast<Body*>(b));
			if (this->IsType(Object::PLAYER))
				Pi::game->log->Add(stringf(Lang::CARGO_SCOOP_ACTIVE_1_TONNE_X_COLLECTED, formatarg("item", ScopedTable(item).CallMethod<std::string>("GetName"))));
			// XXX SfxManager::Add(this, TYPE_SCOOP);
			UpdateEquipStats();
			return true;
		}
		if (this->IsType(Object::PLAYER))
			Pi::game->log->Add(Lang::CARGO_SCOOP_ATTEMPTED);
	}

	if (b->IsType(Object::PLANET)) {
		// geoms still enabled when landed
		if (m_flightState != FLYING) return false;
		else {
			if (GetVelocity().Length() < MAX_LANDING_SPEED) {
				m_testLanded = true;
				return true;
			}
		}
	}

	if (
		b->IsType(Object::CITYONPLANET) ||
		b->IsType(Object::SHIP) ||
		b->IsType(Object::PLAYER) ||
		b->IsType(Object::SPACESTATION) ||
		b->IsType(Object::PLANET) ||
		b->IsType(Object::STAR) ||
		b->IsType(Object::CARGOBODY))
	{
		LuaEvent::Queue("onShipCollided", this,
			b->IsType(Object::CITYONPLANET) ? dynamic_cast<CityOnPlanet*>(b)->GetPlanet() : dynamic_cast<Body*>(b));
	}

	return DynamicBody::OnCollision(b, flags, relVel);
}
开发者ID:tomm,项目名称:pioneer,代码行数:50,代码来源:Ship.cpp

示例7: Missile

Missile * Ship::SpawnMissile(ShipType::Id missile_type, int power) {
	if (GetFlightState() != FLYING)
		return 0;

	Missile *missile = new Missile(missile_type, this, power);
	missile->SetOrient(GetOrient());
	missile->SetFrame(GetFrame());
	const vector3d pos = GetOrient() * vector3d(0, GetAabb().min.y - 10, GetAabb().min.z);
	const vector3d vel = -40.0 * GetOrient().VectorZ();
	missile->SetPosition(GetPosition()+pos);
	missile->SetVelocity(GetVelocity()+vel);
	Pi::game->GetSpace()->AddBody(missile);
	return missile;
}
开发者ID:tomm,项目名称:pioneer,代码行数:14,代码来源:Ship.cpp

示例8: UTIL_Remove

//-----------------------------------------------------------------------------
// Purpose: Plays the engine sound.
//-----------------------------------------------------------------------------
void CNPC_Houndeye::NPCThink(void)
{
	if (m_pEnergyWave)
	{
		if (gpGlobals->curtime > m_flEndEnergyWaveTime)
		{
			UTIL_Remove(m_pEnergyWave);
			m_pEnergyWave = NULL;
		}
	}

	// -----------------------------------------------------
	//  Update collision group
	//		While I'm running I'm allowed to penetrate
	//		other houndeyes
	// -----------------------------------------------------
	Vector vVelocity;
	GetVelocity( &vVelocity, NULL );
	if (vVelocity.Length() > 10)
	{
		SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE );
	}
	else 
	{
		// Don't go solid if resting in another houndeye 
		trace_t tr;
		AI_TraceHull( GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,1), 
						GetHullMins(), GetHullMaxs(),
						MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
		if (!tr.startsolid)
		{
			SetCollisionGroup( COLLISION_GROUP_NONE );
		}
		else
		{
			SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE );
		}
	}
/*
	if (GetCollisionGroup() == HL2COLLISION_GROUP_HOUNDEYE)
	{
		NDebugOverlay::Box(GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 0);
	}
	else
	{
		NDebugOverlay::Box(GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255, 0, 0, 0, 0);
	}
*/
	BaseClass::NPCThink();
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:53,代码来源:npc_houndeye.cpp

示例9: GetVelocity

void Ship::TestLanded()
{
	m_testLanded = false;
	if (m_launchLockTimeout > 0.0f) return;
	if (m_wheelState < 1.0f) return;
	if (GetFrame()->GetBodyFor()->IsType(Object::PLANET)) {
		double speed = GetVelocity().Length();
		vector3d up = GetPosition().Normalized();
		const double planetRadius = static_cast<Planet*>(GetFrame()->GetBodyFor())->GetTerrainHeight(up);

		if (speed < MAX_LANDING_SPEED) {
			// orient the damn thing right
			// Q: i'm totally lost. why is the inverse of the body rot matrix being used?
			// A: NFI. it just works this way
			matrix4x4d rot;
			GetRotMatrix(rot);
			matrix4x4d invRot = rot.InverseOf();

			// check player is sortof sensibly oriented for landing
			const double dot = vector3d(invRot[1], invRot[5], invRot[9]).Normalized().Dot(up);
			if (dot > 0.99) {

				Aabb aabb;
				GetAabb(aabb);

				// position at zero altitude
				SetPosition(up * (planetRadius - aabb.min.y));

				vector3d forward = rot * vector3d(0,0,1);
				vector3d other = up.Cross(forward).Normalized();
				forward = other.Cross(up);

				rot = matrix4x4d::MakeRotMatrix(other, up, forward);
				rot = rot.InverseOf();
				SetRotMatrix(rot);

				SetVelocity(vector3d(0, 0, 0));
				SetAngVelocity(vector3d(0, 0, 0));
				SetForce(vector3d(0, 0, 0));
				SetTorque(vector3d(0, 0, 0));
				// we don't use DynamicBody::Disable because that also disables the geom, and that must still get collisions
				DisableBodyOnly();
				ClearThrusterState();
				m_flightState = LANDED;
				Sound::PlaySfx("Rough_Landing", 1.0f, 1.0f, 0);
				Pi::luaOnShipLanded->Queue(this, GetFrame()->GetBodyFor());
			}
		}
	}
}
开发者ID:GAlexx,项目名称:pioneer,代码行数:50,代码来源:Ship.cpp

示例10: GetOrient

void Missile::StaticUpdate(const float timeStep)
{

	// Note: direct call to AI->TimeStepUpdate
	if (m_curAICmd!=nullptr) m_curAICmd->TimeStepUpdate();
	//Add smoke trails for missiles on thruster state
	static double s_timeAccum = 0.0;
	s_timeAccum += timeStep;
	if (!is_equal_exact(GetThrusterState().LengthSqr(), 0.0) && (s_timeAccum > 4 || 0.1*Pi::rng.Double() < timeStep)) {
		s_timeAccum = 0.0;
		const vector3d pos = GetOrient() * vector3d(0, 0 , 5);
		const float speed = std::min(10.0*GetVelocity().Length()*std::max(1.0,fabs(GetThrusterState().z)),100.0);
		SfxManager::AddThrustSmoke(this, speed, pos);
	}
}
开发者ID:senderghost,项目名称:pioneer,代码行数:15,代码来源:Missile.cpp

示例11: GetPosition

void FastProjectile::OnTrigger(tbc::PhysicsManager::BodyID trigger_id, ContextObject* other_object, tbc::PhysicsManager::BodyID body_id, const vec3& position, const vec3& normal) {
	(void)trigger_id;
	(void)body_id;
	(void)position;

	if (++tick_count_ < 10 && other_object->GetInstanceId() == GetOwnerInstanceId()) {	// Disallow self-hit during the first few frames.
		return;
	}

	if (explosive_energy_) {
		ProjectileUtil::Detonate(this, &is_detonated_, launcher_, GetPosition(), GetVelocity(), normal, explosive_energy_, 0);
	} else {
		ProjectileUtil::OnBulletHit(this, &is_detonated_, launcher_, other_object);
	}
}
开发者ID:highfestiva,项目名称:life,代码行数:15,代码来源:fastprojectile.cpp

示例12: GetVelocity

void ADefyingGravityCharacter::UpdateAnimation()
{
	const FVector PlayerVelocity = GetVelocity();
	const float PlayerSpeed = PlayerVelocity.Size();

	// Are we moving or standing still?
	UPaperFlipbook* DesiredAnimation = (PlayerSpeed > 0.0f) ? catWalkAnimation : idleCatAnimation;
	if (GetCharacterMovement()->IsFalling())
	{
		DesiredAnimation = JumpCatAnimation;
	}
	if( GetSprite()->GetFlipbook() != DesiredAnimation 	)
	{
		GetSprite()->SetFlipbook(DesiredAnimation);
	}
}
开发者ID:hanzes,项目名称:DefyingGravity,代码行数:16,代码来源:DefyingGravityCharacter.cpp

示例13: GetVelocity

int Smoke::Update()
{
	D3DXVECTOR3 v = GetVelocity();
	v.x *= 0.75f;
	if (v.y>0) v.y -= 0.125f;
	SetVelocity(v);

	if (iLifeTimer >= 50)
		vScale.x = vScale.y = (60-iLifeTimer)/10.f;
	else
		fAlpha = min(iLifeTimer/40.f, 1);
	if (iLifeTimer == 0)
		erase();
	iLifeTimer -= 1;
	return GameObj::Update();
}
开发者ID:Rinirihiriro,项目名称:SmallPlanet,代码行数:16,代码来源:Smoke.cpp

示例14: JumpVec

	//Aボタンでジャンプする瞬間の処理
	void Player::JumpMotion(){
		auto PtrTrans = GetComponent<Transform>();
		//重力
		auto PtrGravity = GetComponent<Gravity>();
		//ジャンプスタート
		Vector3 JumpVec(0.0f, 4.0f, 0);
		if (PtrTrans->GetParent()){
			//親がいたら、アクションコンポーネントの移動アクションを探す
			//移動ボックスに乗っている場合、その慣性をジャンプに加算する
			auto ActionPtr = PtrTrans->GetParent()->GetComponent<Action>(false);
			if (ActionPtr){
				JumpVec += ActionPtr->GetVelocity();
			}
		}
		PtrGravity->StartJump(JumpVec);
	}
开发者ID:WiZFramework,项目名称:DxBase2016,代码行数:17,代码来源:Player.cpp

示例15: DefaultBehavior

	bool Enemy::DefaultBehavior() {
		auto PtrRigid = GetComponent<Rigidbody>();
		auto Velo = PtrRigid->GetVelocity();
		Velo *= 0.95f;
		PtrRigid->SetVelocity(Velo);
		auto MapPtr = m_CelMap.lock();
		if (MapPtr) {
			auto PlayerPtr = GetStage()->GetSharedGameObject<Player>(L"Player");
			auto PlayerPos = PlayerPtr->GetComponent<Transform>()->GetPosition();
			CellIndex PlayerCell;
			if (MapPtr->FindCell(PlayerPos, PlayerCell)) {
				return false;
			}
		}
		return true;
	}
开发者ID:WiZFramework,项目名称:BaseCross,代码行数:16,代码来源:Character.cpp


注:本文中的GetVelocity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。