本文整理汇总了C++中Anglef类的典型用法代码示例。如果您正苦于以下问题:C++ Anglef类的具体用法?C++ Anglef怎么用?C++ Anglef使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Anglef类的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: ARXDRAW_DrawEyeBall
void ARXDRAW_DrawEyeBall() {
if(eyeball.exist == 0 || !eyeballobj)
return;
float d;
if(eyeball.exist < 0) {
d = (float)(-eyeball.exist)*( 1.0f / 100 );
eyeball.exist++;
} else if(eyeball.exist > 2) {
d = (float)(eyeball.exist)*( 1.0f / 100 );
}
else
return;
Anglef angle = eyeball.angle;
angle.setPitch(MAKEANGLE(180.f - angle.getPitch()));
Vec3f pos = eyeball.pos;
pos.y += eyeball.floating;
Vec3f scale = Vec3f(d);
Color3f rgb = Color3f::gray(d);
RenderMaterial mat;
mat.setDepthTest(true);
mat.setBlendType(RenderMaterial::Additive);
Draw3DObject(eyeballobj, angle, pos, scale, rgb, mat);
}
示例2: Create
void CMagicMissile::Create(const Vec3f & aeSrc, const Anglef & angles)
{
SetDuration(ulDuration);
eCurPos = eSrc = aeSrc;
short i = 40.f;
Vec3f e = eSrc;
e += angleToVectorXZ(angles.getPitch()) * (50.f * i);
e.y += std::sin(glm::radians(MAKEANGLE(angles.getYaw()))) * (50.f * i);
pathways[0] = eSrc;
pathways[5] = e;
Split(pathways, 0, 5, 50, 0.5f);
for(i = 0; i < 6; i++) {
if(pathways[i].y >= eSrc.y + 150) {
pathways[i].y = eSrc.y + 150;
}
}
fTrail = 0;
iLength = 50;
iBezierPrecision = BEZIERPrecision;
fOneOnBezierPrecision = 1.0f / (float) iBezierPrecision;
bExplo = false;
bMove = true;
ARX_SOUND_PlaySFX(SND_SPELL_MM_CREATE, &eCurPos);
ARX_SOUND_PlaySFX(SND_SPELL_MM_LAUNCH, &eCurPos);
snd_loop = ARX_SOUND_PlaySFX(SND_SPELL_MM_LOOP, &eCurPos, 1.0F, ARX_SOUND_PLAY_LOOPED);
}
示例3: angleToQuatForExtraRotation
glm::quat angleToQuatForExtraRotation(const Anglef & angle) {
Anglef vt1;
vt1.setYaw(angle.getRoll());
vt1.setPitch(angle.getPitch());
vt1.setRoll(angle.getYaw());
return QuatFromAngles(vt1);
}
示例4: toRotationMatrix
glm::mat4 toRotationMatrix(const Anglef & angle) {
float yaw = glm::radians(angle.getYaw());
float pitch = glm::radians(angle.getPitch());
float roll = glm::radians(angle.getRoll());
glm::mat4 rotateX = glm::eulerAngleX(yaw);
glm::mat4 rotateY = glm::eulerAngleY(pitch);
glm::mat4 rotateZ = glm::eulerAngleZ(-roll);
return rotateZ * rotateX * rotateY;
}
示例5: Render
void CRepelUndead::Render() {
if(ulCurrentTime >= ulDuration)
return;
RenderMaterial mat;
mat.setDepthTest(true);
mat.setBlendType(RenderMaterial::Additive);
Anglef eObjAngle;
eObjAngle.setPitch(m_yaw);
eObjAngle.setYaw(0);
eObjAngle.setRoll(0);
float vv = 1.f + (std::sin(arxtime.get_updated() * ( 1.0f / 1000 )));
vv *= ( 1.0f / 2 );
vv += 1.1f;
Draw3DObject(ssol, eObjAngle, eSrc + Vec3f(0.f, -5.f, 0.f), Vec3f(vv), Color3f(0.6f, 0.6f, 0.8f), mat);
vv *= 100.f;
for(int n = 0; n < 4; n++) {
PARTICLE_DEF * pd = createParticle();
if(!pd) {
break;
}
float dx = -std::sin(frand2() * 360.f) * vv;
float dz = std::cos(frand2() * 360.f) * vv;
pd->ov = eSrc + Vec3f(dx, 0.f, dz);
pd->move = Vec3f(0.8f * frand2(), -4.f * rnd(), 0.8f * frand2());
pd->scale = Vec3f(-0.1f);
pd->tolive = Random::get(2600, 3200);
pd->tc = tex_p2;
pd->siz = 0.3f;
pd->rgb = Color3f(.4f, .4f, .6f);
}
if(!lightHandleIsValid(lLightId)) {
lLightId = GetFreeDynLight();
}
if(lightHandleIsValid(lLightId)) {
EERIE_LIGHT * light = lightHandleGet(lLightId);
light->intensity = 2.3f;
light->fallend = 350.f;
light->fallstart = 150.f;
light->rgb = Color3f(0.8f, 0.8f, 1.f);
light->pos = eSrc + Vec3f(0.f, -50.f, 0.f);
light->duration = 200;
light->time_creation = (unsigned long)(arxtime);
}
}
示例6: angleToVector
Vec3f angleToVector(const Anglef & angle) {
Vec3f cam_vector = angleToVectorXZ(angle.getPitch());
float yaw = glm::radians(angle.getYaw());
cam_vector.x *= std::cos(yaw);
cam_vector.y = std::sin(yaw);
cam_vector.z *= std::cos(yaw);
return cam_vector;
}
示例7: GetApparentBodyYaw
// Accounts for ComfortTurn setting.
Anglef Player::GetApparentBodyYaw()
{
Anglef yaw = BodyYaw;
if ( ComfortTurnSnap > 0.0f )
{
float yawR = yaw.Get();
yawR *= 1.0f / ComfortTurnSnap;
yawR = floorf ( yawR + 0.5f );
yawR *= ComfortTurnSnap;
yaw.Set ( yawR );
}
return yaw;
}
示例8: getLookAtAngle
Anglef Camera::getLookAtAngle(const Vec3f & origin, const Vec3f & target) {
Anglef angle = Anglef::ZERO;
if(origin != target) {
float targetz = origin.z + glm::distance(Vec2f(origin.x, origin.z), Vec2f(target.x, target.z));
angle.setPitch(MAKEANGLE(-glm::degrees(getAngle(origin.y, origin.z, target.y, targetz))));
angle.setYaw(MAKEANGLE(glm::degrees(getAngle(origin.x, origin.z, target.x, target.z))));
angle.setRoll(0.f);
}
return angle;
}
示例9: Vec3f
void CRuneOfGuarding::Render()
{
Vec3f pos = eSrc + Vec3f(0.f, -20.f, 0.f);
RenderMaterial mat;
mat.setDepthTest(true);
mat.setBlendType(RenderMaterial::Additive);
Anglef stiteangle;
Color3f stitecolor;
float stiteangleb = float(ulCurrentTime) * 0.01f;
stiteangle.setYaw(0);
stiteangle.setRoll(0);
stiteangle.setPitch(stiteangleb * 0.1f);
stitecolor = Color3f(0.4f, 0.4f, 0.6f);
float scale = std::sin(ulCurrentTime * 0.015f);
Vec3f stitescale = Vec3f(1.f, -0.1f, 1.f);
Draw3DObject(slight, stiteangle, pos, stitescale, stitecolor, mat);
stiteangle.setPitch(stiteangleb);
stitecolor = Color3f(0.6f, 0.f, 0.f);
stitescale = Vec3f(2.f) * (1.f + 0.01f * scale);
Draw3DObject(ssol, stiteangle, pos, stitescale, stitecolor, mat);
stitecolor = Color3f(0.6f, 0.3f, 0.45f);
stitescale = Vec3f(1.8f) * (1.f + 0.02f * scale);
Draw3DObject(srune, stiteangle, pos, stitescale, stitecolor, mat);
for(int n = 0; n < 4; n++) {
PARTICLE_DEF * pd = createParticle();
if(!pd) {
break;
}
pd->ov = pos + (Vec3f(40.f, 0.f, 40.f) * Vec3f(frand2(), 0.f, frand2()));
pd->move = Vec3f(0.8f, -4.f, 0.8f) * Vec3f(frand2(), rnd(), frand2());
pd->scale = Vec3f(-0.1f);
pd->tolive = Random::get(2600, 3200);
pd->tc = tex_p2;
pd->siz = 0.3f;
pd->rgb = Color3f(.4f, .4f, .6f);
}
}
示例10: angleToQuatForArrow
glm::quat angleToQuatForArrow(const Anglef & angle) {
float aa = angle.getYaw();
float ab = 90 - angle.getPitch();
Vec3f front(0,0,1);
Vec3f up(0,-1,0);
front = VRotateZ(front, aa);
front = VRotateY(front, ab);
up = VRotateZ(up, aa);
up = VRotateY(up, ab);
glm::mat4x4 tmat;
MatrixSetByVectors(tmat, front, up);
return glm::toQuat(tmat);
}
示例11: Render
void CDisarmTrap::Render() {
float x = eSrc.x;
float y = eSrc.y;
float z = eSrc.z;
if(ulCurrentTime >= ulDuration)
return;
GRenderer->SetRenderState(Renderer::DepthWrite, false);
GRenderer->SetRenderState(Renderer::AlphaBlending, true);
// TODO why not just entities.player()->pos ?
for(size_t i = 0; i < entities.size(); i++) {
if(entities[i]) {
x = entities[i]->pos.x;
y = entities[i]->pos.y;
z = entities[i]->pos.z;
}
}
GRenderer->SetTexture(0, tex_p2);
GRenderer->SetRenderState(Renderer::AlphaBlending, true);
Anglef stiteangle = Anglef::ZERO;
Vec3f stitepos;
Vec3f stitescale;
Color3f stitecolor;
stiteangle.setPitch((float) ulCurrentTime * fOneOnDuration * 120);
stitepos.x = x;
stitepos.y = y;
stitepos.z = z;
stitecolor.r = 0.8f;
stitecolor.g = 0.1f;
stitecolor.b = 0.1f;
stitescale.z = 1.8f;
stitescale.y = 1.8f;
stitescale.x = 1.8f;
DrawEERIEObjEx(srune, &stiteangle, &stitepos, &stitescale, stitecolor);
}
示例12: QuatFromAngles
//*************************************************************************************
// Converts euler angles to a unit quaternion.
//*************************************************************************************
glm::quat QuatFromAngles(const Anglef & angle) {
float A, B;
A = glm::radians(angle.getYaw()) * ( 1.0f / 2 );
B = glm::radians(angle.getPitch()) * ( 1.0f / 2 );
float fSinYaw = glm::sin(A);
float fCosYaw = glm::cos(A);
float fSinPitch = glm::sin(B);
float fCosPitch = glm::cos(B);
A = glm::radians(angle.getRoll()) * ( 1.0f / 2 );
float fSinRoll = glm::sin(A);
float fCosRoll = glm::cos(A);
A = fCosRoll * fCosPitch;
B = fSinRoll * fSinPitch;
glm::quat q;
q.x = fSinRoll * fCosPitch * fCosYaw - fCosRoll * fSinPitch * fSinYaw;
q.y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
q.z = A * fSinYaw - B * fCosYaw;
q.w = A * fCosYaw + B * fSinYaw;
return q;
}
示例13: Create
void CMagicMissile::Create(const Vec3f & aeSrc, const Anglef & angles)
{
SetDuration(ulDuration);
SetAngle(angles.getPitch());
this->angles = angles;
eCurPos = eSrc = aeSrc;
Vec3f e = eSrc;
int i = 40;
e.x -= fBetaRadSin * 50 * i;
e.y += sin(radians(MAKEANGLE(this->angles.getYaw()))) * 50 * i;
e.z += fBetaRadCos * 50 * i;
pathways[0].p = eSrc;
pathways[5].p = e;
Split(pathways, 0, 5, 50, 0.5f);
for(i = 0; i < 6; i++) {
if(pathways[i].p.y >= eSrc.y + 150) {
pathways[i].p.y = eSrc.y + 150;
}
}
fTrail = 0;
iLength = 50;
iBezierPrecision = BEZIERPrecision;
fOneOnBezierPrecision = 1.0f / (float) iBezierPrecision;
bExplo = false;
bMove = true;
ARX_SOUND_PlaySFX(SND_SPELL_MM_CREATE, &eCurPos);
ARX_SOUND_PlaySFX(SND_SPELL_MM_LAUNCH, &eCurPos);
snd_loop = ARX_SOUND_PlaySFX(SND_SPELL_MM_LOOP, &eCurPos, 1.0F, ARX_SOUND_PLAY_LOOPED);
}
示例14: Draw3DLineTexNew
//.........这里部分代码省略.........
newpos = lastpos = pathways[0];
for(int i = 0; i < 5; i++) {
int kp = i;
int kpprec = (i > 0) ? kp - 1 : kp ;
int kpsuiv = kp + 1 ;
int kpsuivsuiv = (i < (5 - 2)) ? kpsuiv + 1 : kpsuiv;
for(int toto = 1; toto < iBezierPrecision; toto++) {
if(fTrail < i * iBezierPrecision + toto)
break;
float t = toto * fOneOnBezierPrecision;
float t1 = t;
float t2 = t1 * t1 ;
float t3 = t2 * t1 ;
float f0 = 2.f * t3 - 3.f * t2 + 1.f ;
float f1 = -2.f * t3 + 3.f * t2 ;
float f2 = t3 - 2.f * t2 + t1 ;
float f3 = t3 - t2 ;
float val = pathways[kpsuiv].x;
float p0 = 0.5f * (val - pathways[kpprec].x) ;
float p1 = 0.5f * (pathways[kpsuivsuiv].x - pathways[kp].x) ;
v.x = f0 * pathways[kp].x + f1 * val + f2 * p0 + f3 * p1 ;
val = pathways[kpsuiv].y ;
p0 = 0.5f * (val - pathways[kpprec].y) ;
p1 = 0.5f * (pathways[kpsuivsuiv].y - pathways[kp].y) ;
v.y = f0 * pathways[kp].y + f1 * val + f2 * p0 + f3 * p1 ;
val = pathways[kpsuiv].z ;
p0 = 0.5f * (val - pathways[kpprec].z) ;
p1 = 0.5f * (pathways[kpsuivsuiv].z - pathways[kp].z) ;
v.z = f0 * pathways[kp].z + f1 * val + f2 * p0 + f3 * p1 ;
newpos = v;
if(!((fTrail - (i * iBezierPrecision + toto)) > iLength)) {
float c;
if(fTrail < iLength) {
c = 1.0f - ((fTrail - (i * iBezierPrecision + toto)) / fTrail);
} else {
c = 1.0f - ((fTrail - (i * iBezierPrecision + toto)) / (float)iLength);
}
float fsize = c;
float alpha = c - 0.2f;
if(alpha < 0.2f)
alpha = 0.2f;
c += Random::getf(-0.1f, 0.1f);
c = glm::clamp(c, 0.f, 1.f);
Color color = (m_trailColor * (c * alpha)).to<u8>();
if(fsize < 0.5f)
fsize = fsize * 2 * 3;
else
fsize = (1.0f - fsize + 0.5f) * 2 * (3 * 0.5f);
float fs = fsize * 6 + Random::getf(0.f, 0.3f);
float fe = fsize * 6 + Random::getf(0.f, 0.3f);
Draw3DLineTexNew(mat, lastpos, newpos, color, color, fs, fe);
}
Vec3f temp_vector = lastpos;
lastpos = newpos;
newpos = temp_vector;
}
}
Vec3f av = newpos - lastpos;
float bubu = getAngle(av.x, av.z, 0, 0);
float bubu1 = getAngle(av.x, av.y, 0, 0);
eCurPos = lastpos;
Anglef stiteangle;
stiteangle.setPitch(-glm::degrees(bubu));
stiteangle.setYaw(0);
stiteangle.setRoll(-(glm::degrees(bubu1)));
if(av.x < 0)
stiteangle.setRoll(stiteangle.getRoll() - 90);
if(av.x > 0)
stiteangle.setRoll(stiteangle.getRoll() + 90);
if(stiteangle.getRoll() < 0)
stiteangle.setRoll(stiteangle.getRoll() + 360.0f);
Draw3DObject(smissile, stiteangle, eCurPos, Vec3f_ONE, m_projectileColor, mat);
}
示例15: Manage3DCursor
bool Manage3DCursor(Entity * io, bool simulate) {
arx_assert(io);
if(BLOCK_PLAYER_CONTROLS)
return false;
float ag = player.angle.getYaw();
if(ag > 180)
ag = ag - 360;
float drop_miny = (float)(g_size.center().y) - g_size.center().y * (ag * (1.f/70));
if(DANAEMouse.y < drop_miny)
return false;
Anglef temp = Anglef::ZERO;
if(io->ioflags & IO_INVERTED) {
temp.setYaw(180.f);
temp.setPitch(-MAKEANGLE(270.f - io->angle.getPitch() - (player.angle.getPitch() - STARTED_ANGLE)));
} else {
temp.setPitch(MAKEANGLE(270.f - io->angle.getPitch() - (player.angle.getPitch() - STARTED_ANGLE)));
}
EERIE_3D_BBOX bbox;
for(size_t i = 0; i < io->obj->vertexlist.size(); i++) {
bbox.add(io->obj->vertexlist[i].v);
}
Vec3f mvectx = angleToVectorXZ(player.angle.getPitch() - 90.f);
Vec2f mod = Vec2f(Vec2i(DANAEMouse) - g_size.center()) / Vec2f(g_size.center()) * Vec2f(160.f, 220.f);
mvectx *= mod.x;
Vec3f mvecty(0, mod.y, 0);
Vec3f orgn = player.pos;
orgn += angleToVector(player.angle) * 50.f;
orgn += mvectx;
orgn.y += mvecty.y;
Vec3f dest = player.pos;
dest += angleToVector(player.angle) * 10000.f;
dest += mvectx;
dest.y += mvecty.y * 5.f;
Vec3f pos = orgn;
Vec3f movev = glm::normalize(dest - orgn);
float lastanything = 0.f;
float height = -(bbox.max.y - bbox.min.y);
if(height > -30.f)
height = -30.f;
Vec3f objcenter = bbox.min + (bbox.max - bbox.min) * Vec3f(0.5f);
Vec3f collidpos = Vec3f_ZERO;
bool collidpos_ok = false;
{
float maxdist = 0.f;
for(size_t i = 0; i < io->obj->vertexlist.size(); i++) {
const EERIE_VERTEX & vert = io->obj->vertexlist[i];
float dist = glm::distance(Vec2f(objcenter.x, objcenter.z), Vec2f(vert.v.x, vert.v.z)) - 4.f;
maxdist = std::max(maxdist, dist);
}
if(io->obj->pbox) {
Vec2f tmpVert(io->obj->pbox->vert[0].initpos.x, io->obj->pbox->vert[0].initpos.z);
for(int i = 1; i < io->obj->pbox->nb_physvert; i++) {
const PHYSVERT & physVert = io->obj->pbox->vert[i];
float dist = glm::distance(tmpVert, Vec2f(physVert.initpos.x, physVert.initpos.z)) + 14.f;
maxdist = std::max(maxdist, dist);
}
}
Cylinder cyl2;
const float inc = 10.f;
long iterating = 40;
cyl2.height = std::min(-30.f, height);
cyl2.radius = glm::clamp(maxdist, 20.f, 150.f);
while(iterating > 0) {
cyl2.origin = pos + movev * inc + Vec3f(0.f, bbox.max.y, 0.f);
float anything = CheckAnythingInCylinder(cyl2, io, CFLAG_JUST_TEST | CFLAG_COLLIDE_NOCOL | CFLAG_NO_NPC_COLLIDE);
if(anything < 0.f) {
if(iterating == 40) {
CANNOT_PUT_IT_HERE = 1;
// TODO is this correct ?
return true;
//.........这里部分代码省略.........