本文整理汇总了C++中LTVector函数的典型用法代码示例。如果您正苦于以下问题:C++ LTVector函数的具体用法?C++ LTVector怎么用?C++ LTVector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LTVector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: GetNodeModelColor
static LTVector GetNodeModelColor(ModelsDB::HNODE hModelNode)
{
LTVector vColor(1, 1, 1);
switch ( g_pModelsDB->GetNodeLocation( hModelNode ))
{
case HL_HEAD :
vColor = LTVector(1, 0, 0);
break;
case HL_TORSO :
vColor = LTVector(1, 1, 0);
break;
case HL_ARM_LEFT :
case HL_ARM_RIGHT :
vColor = LTVector(0, 1, 0);
break;
case HL_LEG_LEFT :
case HL_LEG_RIGHT :
vColor = LTVector(0, 0, 1);
break;
}
return vColor;
}
示例2: GetRandom
void CPolygonDebrisFX::SetDebrisPos(int i, LTVector vPos)
{
if (i < 0 || i >= m_ds.nNumDebris) return;
if (i >= m_nNumPolies) return;
if (m_Polies[i] == LTNULL) return;
// Instead of moving the current poly, add another one at the
// new position if we're showing a trail..
if (m_cs.PolyDebrisFX.bShowTrail)
{
PLFXLINESTRUCT ls;
LTVector vLength = (m_cs.vDir * GetRandom(m_cs.PolyDebrisFX.fMinLength, m_cs.PolyDebrisFX.fMaxLength)) / 2.0f;
ls.vStartPos = vPos - vLength;
// Get the last vert position...
PolyLineList* pLines = m_Polies[i]->GetLines();
if (pLines->GetLength() > 0)
{
PolyLine** pLine = pLines->GetItem(TLIT_LAST);
if (pLine && *pLine)
{
PolyVertStruct** pVert = (*pLine)->list.GetItem(TLIT_LAST);
if (pVert && *pVert)
{
ls.vStartPos = m_Polies[i]->GetVertPos((*pVert));
}
}
}
LTVector vMinC1 = m_cs.PolyDebrisFX.vMinColor1;
LTVector vMaxC1 = m_cs.PolyDebrisFX.vMaxColor1;
LTVector vMinC2 = m_cs.PolyDebrisFX.vMinColor2;
LTVector vMaxC2 = m_cs.PolyDebrisFX.vMaxColor2;
ls.vEndPos = vPos;
ls.vInnerColorStart = LTVector(GetRandom(vMinC1.x, vMaxC1.x), GetRandom(vMinC1.y, vMaxC1.y), GetRandom(vMinC1.z, vMaxC1.z));
ls.vInnerColorEnd = LTVector(GetRandom(vMinC2.x, vMaxC2.x), GetRandom(vMinC2.y, vMaxC2.y), GetRandom(vMinC2.z, vMaxC2.z));
ls.fAlphaStart = m_cs.PolyDebrisFX.fInitialAlpha;
ls.fAlphaEnd = m_cs.PolyDebrisFX.fFinalAlpha;
//ls.fLifeTime = m_fDebrisLife[i] - (g_pLTClient->GetTime() - m_fStartTime);
ls.fLifeTime = g_cvarPolyDebrisTrailTime.GetFloat();
ls.fLifeTime = ls.fLifeTime < 0.0f ? 0.0f : ls.fLifeTime;
ls.fAlphaLifeTime = ls.fLifeTime;
m_Polies[i]->AddLine(ls);
}
else
{
m_Polies[i]->SetPos(vPos);
}
}
示例3: sprintf
void CCoin::RotateToRest()
{
if ( !m_bRotatedToRest )
{
char szSpawn[1024];
sprintf(szSpawn, "WeaponItem Gravity 0;AmmoAmount 1;WeaponType Coin;AmmoType Coin");
LTVector vPos;
g_pLTServer->GetObjectPos(m_hObject, &vPos);
vPos.y += 2.0f; // This offsets us from the floor a bit so we don't pop through when WeaponItem sets its dims.
LTRotation rRot;
rRot.Init();
BaseClass* pObj = SpawnObject(szSpawn, vPos, rRot);
if ( pObj && pObj->m_hObject )
{
g_pLTServer->SetAcceleration(pObj->m_hObject, <Vector(0,0,0));
g_pLTServer->SetVelocity(pObj->m_hObject, <Vector(0,0,0));
}
g_pLTServer->SetObjectFlags(m_hObject, g_pLTServer->GetObjectFlags(m_hObject)&~FLAG_VISIBLE);
}
CGrenade::RotateToRest();
if ( IsCharacter(m_hFiredFrom) )
{
LTVector vPosition;
g_pLTServer->GetObjectPos(m_hObject, &vPosition);
CCharacter* pCharacter = (CCharacter*)g_pLTServer->HandleToObject(m_hFiredFrom);
CharCoinInfo cinfo;
cinfo.fTime = g_pLTServer->GetTime();
cinfo.eSurfaceType = m_eLastHitSurface;
cinfo.vPosition = vPosition;
SURFACE* pSurf = g_pSurfaceMgr->GetSurface(m_eLastHitSurface);
_ASSERT(pSurf);
if (pSurf)
{
cinfo.fVolume = pSurf->fMovementNoiseModifier;
}
else
{
cinfo.fVolume = 1.0f;
}
pCharacter->SetLastCoinInfo(&cinfo);
}
}
示例4: SetNodeConstraints
bool CTrackedNodeMgr::SetNodeConstraints( HTRACKEDNODE ID,
float fXDiscomfortAngle,
float fYDiscomfortAngle,
float fXMaxAngle,
float fYMaxAngle,
float fMaxAngVel
)
{
//just forward this onto the more elaborate version
return SetNodeConstraints(ID, LTVector(0.0f, 1.0f, 0.0f), LTVector(-1.0f, 0.0f, 0.0f),
fXDiscomfortAngle, fYDiscomfortAngle,
fXMaxAngle, fYMaxAngle,
fMaxAngVel);
}
示例5:
CPrefabRef *CPrefabMgr::CreateUnboundRef(CEditRegion *pRegion, CWorldNode *pParent, const char *pFilename, const char *pName)
{
CPrefabRef *pResult = new CPrefabRef;
// Set the object's name correctly
pResult->SetName(pName);
// Set its filename
pResult->SetPrefabFilename(pFilename);
// Clear out the position and orientation
pResult->SetPos(LTVector(0.0f, 0.0f, 0.0f));
pResult->SetOr(LTVector(0.0f, 0.0f, 0.0f));
// Add it to the tree
no_InitializeNewNode(pRegion, pResult, pParent);
return pResult;
}
示例6: LTVector
CAIMovement::CAIMovement()
{
m_pAI = LTNULL;
m_eState = eStateUnset;
m_vDest = LTVector(0,0,0);
m_pDestVolume = LTNULL;
m_bUnderwater = LTFALSE;
m_bClimbing = LTFALSE;
m_bFaceDest = LTTRUE;
m_bIgnoreVolumes = LTFALSE;
m_eLastMovementType = kAM_None;
m_fAnimRate = 1.f;
m_bMovementLocked = LTFALSE;
m_bRotationLocked = LTFALSE;
m_bNoDynamicPathfinding = LTFALSE;
m_vLastValidVolumePos.Init( 0.0f, 0.0f, 0.0f );
m_bMoved = LTFALSE;
m_bNewPathSet = LTFALSE;
m_cBoundPts = 0;
m_iBoundPt = 0;
m_bDoParabola = LTFALSE;
m_fParabolaPeakDist = 0.f;
m_fParabolaPeakHeight = 0.f;
m_fParabola_a = 0.f;
m_bParabolaPeaked = LTFALSE;
}
示例7: GetContouringInfo
void GetContouringInfo( LTVector &vForward, LTVector &vNormal,
float &fOutAmount, float &fOutPitchPercent, float &fOutRollPercent )
{
LTVector vPlaneF = (vNormal.y >= 1.0f) ? vForward : vNormal;
vPlaneF.y = 0.0f;
vPlaneF.Normalize();
LTRotation rPlaneRot( vPlaneF, LTVector(0, 1, 0));
LTVector vPlaneR = rPlaneRot.Right();
// Calculate how much pitch and roll we should apply...
fOutPitchPercent = vForward.Dot( vPlaneF );
fOutRollPercent = vForward.Dot( vPlaneR );
// Figure out the length of the foward vector projected on the xz plane. This
// is needed because Euler angles are calculated cummulatively, not just based
// on the global coordinate axis.
float fXZLen = (float)sqrt( 1.0f - vNormal.y * vNormal.y );
// Subtract the pitch from 90 degrees cause we want to be parallel to the plane
fOutAmount = MATH_HALFPI - (float)atan2( vNormal.y, fXZLen );
}
示例8: LTVector
void CHUDSubtitles::Render()
{
// Sanity checks...
if (!m_bVisible) return;
if (GetConsoleInt("Subtitles",0) == 0) return;
// Only show subtitles if conversations in range...
LTVector vListenerPos;
bool bListenerInClient;
LTRotation rRot;
g_pLTClient->GetListener(&bListenerInClient, &vListenerPos, &rRot);
bool bForceDraw = (bool)(m_vSpeakerPos == LTVector(0, 0, 0));
bForceDraw = ((g_pPlayerMgr->GetPlayerCamera()->GetCameraMode() == CPlayerCamera::kCM_Cinematic) ? true : bForceDraw);
LTVector vPos = m_vSpeakerPos - vListenerPos;
float fAdjustedRadius = m_fRadius * g_vtAdjustedRadius.GetFloat();
if (!bForceDraw && vPos.Mag() > fAdjustedRadius)
return;
//render normal
if (m_bOverflow)
m_Text.RenderClipped(m_Rect);
else
m_Text.Render();
}
示例9: LTVector
void LightGroup::UpdateClients()
{
// Calculate our current color
LTVector vColor = (m_bOn) ? m_vColor : LTVector(0.0f, 0.0f, 0.0f);
{
// Set up the update message
CAutoMessage cMsg;
cMsg.Writeuint8(MID_SFX_MESSAGE);
cMsg.Writeuint8(SFX_LIGHTGROUP_ID);
cMsg.WriteObject(m_hObject);
cMsg.Writeuint32(m_nID);
cMsg.WriteLTVector(vColor);
// Send the message to all connected clients
g_pLTServer->SendToClient(cMsg.Read(), LTNULL, MESSAGE_GUARANTEED);
}
{
CAutoMessage cMsg;
cMsg.Writeuint8(SFX_LIGHTGROUP_ID);
cMsg.Writeuint32(m_nID);
cMsg.WriteLTVector(vColor);
// Make sure new clients will get the message
g_pLTServer->SetObjectSFXMessage(m_hObject, cMsg.Read());
}
m_bClientNeedsUpdate = false;
}
示例10: GenerateBasisSpace
//Given an index for a vertex to calculate a basis space for, as well as index offsets to
//form two basis vectors for a plane, it will calculate the space and store it in
//the vertex of the specified index
static inline void GenerateBasisSpace(char* pData, CPolyGridBumpVertex* pVert, int32 nXOff1, int32 nXOff2, int32 nYOff1, int32 nYOff2,
float fWidth, float fHeight, float fWidthTimesHeight, float fYScale)
{
//sanity checks!
assert(nXOff1 != nXOff2);
assert(nYOff1 != nYOff2);
pVert->m_vBasisRight.x = -fWidth;
pVert->m_vBasisRight.y = ((int32)pData[nXOff1] - pData[nXOff2]) * fYScale;
pVert->m_vBasisRight.z = 0.0f;
pVert->m_vBasisForward.x = 0.0f;
pVert->m_vBasisForward.y = ((int32)pData[nYOff1] - pData[nYOff2]) * fYScale;
pVert->m_vBasisForward.z = fHeight;
pVert->m_vBasisUp.x = pVert->m_vBasisRight.y * fHeight;
pVert->m_vBasisUp.y = fWidthTimesHeight;
pVert->m_vBasisUp.z = pVert->m_vBasisForward.y * fWidth;
//normalize our normals
pVert->m_vBasisUp.Normalize();
pVert->m_vBasisForward.Normalize();
pVert->m_vBasisRight.Normalize();
//just a quick check to make sure that the normal is in the right hemisphere
assert(pVert->m_vBasisUp.Dot(LTVector(0.0f, 1.0f, 0.0f)) > 0.0f);
}
示例11: LTVector
LTVector CAIWeaponAbstract::DefaultGetFirePosition(CAI* pAI)
{
if (!pAI)
{
return LTVector(0,0,0);
}
if ( !m_szFireSocketName.empty() )
{
HMODELSOCKET hFiringSocket = INVALID_MODEL_SOCKET;
// Set the socket to fire from to the socket named if it exists
// check to see if we already have the socket so we can try to
// avoid annoying lookups.
g_pModelLT->GetSocket(
pAI->m_hObject,
m_szFireSocketName.c_str(),
hFiringSocket);
LTTransform transform;
LTRESULT SocketTransform = g_pModelLT->GetSocketTransform( pAI->m_hObject, hFiringSocket, transform, true );
AIASSERT( SocketTransform == LT_OK, pAI->m_hObject, "Unable to get socket for transform" );
return transform.m_vPos;
}
else
{
return pAI->GetWeaponPosition( m_pWeapon, false );
}
}
示例12: LTVector
//----------------------------------------------------------------------------
//
// ROUTINE: CHoverMovementModifier::Update()
//
// PURPOSE: Try to smooth the path within limits so that we don't snap on
// stairs. Otherwise just
//
//----------------------------------------------------------------------------
LTVector CHoverMovementModifier::Update( HOBJECT hObject, const LTVector& vDims, const LTVector& vOldPos, const LTVector& vNewPos, AIVolume* pLastVolume )
{
// Get the position the AI is really at -- that is, the new X and Z, with
// the OLD positions Y
const LTVector vTruePos = LTVector( vNewPos.x, vOldPos.y, vNewPos.z);
LTVector vFinalPosition = vTruePos;
// Find the distance down to the new position the AI would be popped to.
float flLowerBound = GetLowerBound( hObject, m_cCheckDist, vDims, vTruePos );
// Find the DIFFERENCE between the heights. If it is less than +-X, then
// drift in that direction. If it is greater, then snap to the max
// distance away that is allowed
float flDifference = (float)fabs( flLowerBound - vOldPos.y );
if ( flDifference != 0.0f )
{
if ( flDifference <= m_cMaxVerticalDifference )
{
// Attempt to make the path a little bit smoother by adjusting
// the position a bit more slowly
LTVector vHorizontalMovement = vNewPos - vOldPos;
vHorizontalMovement.y = 0;
vFinalPosition.y = Interpolate( vOldPos.y, flLowerBound, vHorizontalMovement.Mag() );
}
else
{
vFinalPosition.y = Snap( vOldPos.y, flLowerBound, flDifference );
}
}
return vFinalPosition;
}
示例13: DEG2RAD
void CLeanMgr::BeginLean( eLeanDirection kDir )
{
m_kLeanDir = kDir;
m_fMaxLeanAngle = DEG2RAD( g_vtLeanAngle.GetFloat() );
m_fLeanFromAngle = m_fLastLeanAngle;
m_fStartTime = 0.0f;
m_fEndTime = g_vtLeanOutTime.GetFloat();
if( m_bLeanedOut )
{
// Send a message to the server to remove the original stimulus.
CAutoMessage cMsg;
cMsg.Writeuint8( MID_PLAYER_CLIENTMSG );
cMsg.Writeuint8( CP_PLAYER_LEAN );
cMsg.Writeuint8( PL_CENTER );
cMsg.WriteLTVector( LTVector( 0, 0, 0) );
g_pLTClient->SendToServer( cMsg.Read(), MESSAGE_GUARANTEED );
}
// If we are just begining to lean then we are not leaned out...
m_bLeanedOut = false;
}
示例14: GetIntersectionUnderPoint
bool GetIntersectionUnderPoint( LTVector &vInPt, HOBJECT *pFilterList, LTVector &vOutNormal, LTVector &vOutPt )
{
IntersectQuery iq;
IntersectInfo ii;
vOutNormal.Init(0, 1, 0);
iq.m_Flags = IGNORE_NONSOLID | INTERSECT_OBJECTS | INTERSECT_HPOLY;
iq.m_From = vInPt;
iq.m_To = iq.m_From + LTVector( 0, -1, 0) * 256.0f;
iq.m_FilterFn = ObjListFilterFn;
iq.m_pUserData = pFilterList;
if( g_pLTClient->IntersectSegment( iq, &ii ) )
{
if( ii.m_hObject )
{
vOutNormal = ii.m_Plane.m_Normal;
vOutPt = ii.m_Point;
return true;
}
}
return false;
}
示例15: LTVector
CNudge::CNudge(CAIHuman* pAI)
{
m_pAI = pAI;
m_eState = eStateNoNudge;
m_ePriority = ePriorityLow;
m_vNudge = LTVector(0,0,0);
}