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C++ Anglef::setPitch方法代码示例

本文整理汇总了C++中Anglef::setPitch方法的典型用法代码示例。如果您正苦于以下问题:C++ Anglef::setPitch方法的具体用法?C++ Anglef::setPitch怎么用?C++ Anglef::setPitch使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Anglef的用法示例。


在下文中一共展示了Anglef::setPitch方法的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: Render

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);
	}
}
开发者ID:carriercomm,项目名称:ArxLibertatis,代码行数:49,代码来源:Spells05.cpp

示例2: 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);
}
开发者ID:Drakesinger,项目名称:ArxLibertatis,代码行数:30,代码来源:FlyingEye.cpp

示例3: 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;
}
开发者ID:BSzili,项目名称:ArxLibertatis,代码行数:13,代码来源:Camera.cpp

示例4: 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);
}
开发者ID:EstrangedGames,项目名称:ArxLibertatis,代码行数:42,代码来源:Spells06.cpp

示例5: ManageCombatModeAnimations


//.........这里部分代码省略.........
			// Waiting and Receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_MISSILE_WAIT]) {
				AimTime = (unsigned long)(arxtime);

				if(eeMousePressed1() && Player_Arrow_Count() > 0) {
					changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_1]);
					io->isHit = false;
				}
			}

			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_1] && (layer1.flags & EA_ANIMEND)) {
				AimTime = 0;
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_2]);
				EERIE_LINKEDOBJ_LinkObjectToObject(io->obj, arrowobj, "left_attach", "attach", NULL);
			}

			// Now go for strike cycle...
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_2] && (layer1.flags & EA_ANIMEND)) {
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_CYCLE], EA_LOOP);
				AimTime = (unsigned long)(arxtime);
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE] && !eeMousePressed1()) {
				EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE]);
				SendIOScriptEvent(io, SM_STRIKE, "bow");
				StrikeAimtime();
				STRIKE_AIMTIME = (float)(BOW_FOCAL)/710.f;
				Entity * quiver = Player_Arrow_Count_Decrease();
				float poisonous = 0.f;

				if(quiver) {
					poisonous = quiver->poisonous;
					if(quiver->poisonous_count > 0) {
						quiver->poisonous_count--;

						if(quiver->poisonous_count <= 0)
							quiver->poisonous = 0;
					}

					ARX_DAMAGES_DurabilityLoss(quiver, 1.f);

					// TODO is this needed ?, quivers seem to self destruct via script, but maybe not all
					if(ValidIOAddress(quiver) && quiver->durability <= 0.f) {
						ARX_INTERACTIVE_DestroyIOdelayed(quiver);
					}
				}

				float aimratio = STRIKE_AIMTIME;

				if(sp_max && poisonous < 3.f)
					poisonous = 3.f;

				Vec3f orgPos = player.pos + Vec3f(0.f, 40.f, 0.f);

				if(io->obj->fastaccess.left_attach >= 0) {
					orgPos = io->obj->vertexlist3[io->obj->fastaccess.left_attach].v;
				}

				Anglef orgAngle = player.angle;

				PlayerLaunchArrow_Test(aimratio, poisonous, orgPos, orgAngle);

				if(sp_max) {
					Anglef angle;
					Vec3f pos = player.pos + Vec3f(0.f, 40.f, 0.f);
					
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() + 8);
					angle.setRoll(player.angle.getRoll());
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() - 8);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() + 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() - 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
				}

				AimTime = 0;
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE]) {
				BOW_FOCAL -= Original_framedelay;

				if(BOW_FOCAL < 0)
					BOW_FOCAL = 0;

				if(layer1.flags & EA_ANIMEND) {
					BOW_FOCAL = 0;
					changeAnimation(io, 1, alist[ANIM_MISSILE_WAIT], EA_LOOP);
					AimTime = 0;
					PlayerWeaponBlocked = -1;
					EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				}
			}
		break;
	}

	LAST_WEAPON_TYPE = weapontype;
}
开发者ID:hulu1528,项目名称:ArxLibertatis,代码行数:101,代码来源:Core.cpp

示例6: Update

void IceFieldSpell::Update(float timeDelta) {
	
	ARX_UNUSED(timeDelta);
	
	if(!lightHandleIsValid(m_light))
		m_light = GetFreeDynLight();

	if(lightHandleIsValid(m_light)) {
		EERIE_LIGHT * el = lightHandleGet(m_light);
		
		el->pos = m_pos + Vec3f(0.f, -120.f, 0.f);
		el->intensity = 4.6f;
		el->fallstart = 150.f+rnd()*30.f;
		el->fallend   = 290.f+rnd()*30.f;
		el->rgb = Color3f(0.76f, 0.76f, 1.0f) + Color3f(0.f, 0.f, -rnd()*(1.0f/10));
		el->duration = 600;
		el->extras=0;
	}

	if(!VisibleSphere(Sphere(m_pos - Vec3f(0.f, 120.f, 0.f), 350.f)))
		return;
	
	RenderMaterial mat;
	mat.setDepthTest(true);
	mat.setBlendType(RenderMaterial::Additive);
	
	for(int i = 0; i < iMax; i++) {
		
		tSize[i] += Vec3f(0.1f);
		tSize[i] = glm::min(tSize[i], tSizeMax[i]);
		
		Anglef stiteangle = Anglef::ZERO;
		Vec3f stitepos;
		Vec3f stitescale;
		Color3f stitecolor;

		stiteangle.setPitch(glm::cos(glm::radians(tPos[i].x)) * 360);
		stitepos.x = tPos[i].x;
		stitepos.y = m_pos.y;
		stitepos.z = tPos[i].z;
		
		stitecolor.r = tSizeMax[i].y * 0.7f;
		stitecolor.g = tSizeMax[i].y * 0.7f;
		stitecolor.b = tSizeMax[i].y * 0.9f;

		if(stitecolor.r > 1)
			stitecolor.r = 1;

		if(stitecolor.g > 1)
			stitecolor.g = 1;

		if(stitecolor.b > 1)
			stitecolor.b = 1;

		stitescale.z = tSize[i].x;
		stitescale.y = tSize[i].y;
		stitescale.x = tSize[i].z;

		EERIE_3DOBJ * obj = (tType[i] == 0) ? smotte : stite;
		
		Draw3DObject(obj, stiteangle, stitepos, stitescale, stitecolor, mat);
	}
	
	for(int i = 0; i < iMax * 0.5f; i++) {
		
		float t = rnd();
		if(t < 0.01f) {
			
			PARTICLE_DEF * pd = createParticle();
			if(pd) {
				pd->ov = tPos[i] + randomVec(-5.f, 5.f);
				pd->move = randomVec(-2.f, 2.f);
				pd->siz = 20.f;
				pd->tolive = Random::get(2000, 6000);
				pd->tc = tex_p2;
				pd->special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
				pd->fparam = 0.0000001f;
				pd->rgb = Color3f(0.7f, 0.7f, 1.f);
			}
			
		} else if (t > 0.095f) {
			
			PARTICLE_DEF * pd = createParticle();
			if(pd) {
				pd->ov = tPos[i] + randomVec(-5.f, 5.f) + Vec3f(0.f, 50.f, 0.f);
				pd->move = Vec3f(0.f, 2.f - 4.f * rnd(), 0.f);
				pd->siz = 0.5f;
				pd->tolive = Random::get(2000, 6000);
				pd->tc = tex_p1;
				pd->special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
				pd->fparam = 0.0000001f;
				pd->rgb = Color3f(0.7f, 0.7f, 1.f);
			}
			
		}
	}
}
开发者ID:Drakesinger,项目名称:ArxLibertatis,代码行数:97,代码来源:SpellsLvl07.cpp

示例7: ARX_INTERFACE_ManageOpenedBook_Finish

void ARX_INTERFACE_ManageOpenedBook_Finish()
{

	Vec3f pos = Vec3f(0.f, 0.f, 2100.f);
	Anglef angle = Anglef::ZERO;
	
	EERIE_LIGHT * light = lightHandleGet(torchLightHandle);
	
	EERIE_LIGHT tl = *light;
	
	light->pos = Vec3f(500.f, -1960.f, 1590.f);
	light->exist = 1;
	light->rgb = Color3f(0.6f, 0.7f, 0.9f);
	light->intensity  = 1.8f;
	light->fallstart=4520.f;
	light->fallend = light->fallstart + 600.f;
	RecalcLight(light);
	
	EERIE_CAMERA * oldcam = ACTIVECAM;
	
	PDL[0] = light;
	TOTPDL=1;
	
	Vec2i tmpPos = Vec2i_ZERO;
	
	for(size_t i = 0; i < RUNE_COUNT; i++) {
		if(!gui::necklace.runes[i])
			continue;
		
		EERIE_3DOBJ * rune = gui::necklace.runes[i];
		
		bookcam.center.x = (382 + tmpPos.x * 45 + BOOKDEC.x) * g_sizeRatio.x;
		bookcam.center.y = (100 + tmpPos.y * 64 + BOOKDEC.y) * g_sizeRatio.y;
		
		SetActiveCamera(&bookcam);
		PrepareCamera(&bookcam, g_size);
		
		// First draw the lace
		angle.setPitch(0.f);
		
		if(player.hasRune((Rune)i)) {
			
			TransformInfo t1(pos, glm::toQuat(toRotationMatrix(angle)));
			DrawEERIEInter(gui::necklace.lacet, t1, NULL);
			
			if(rune->angle.getPitch() != 0.f) {
				if(rune->angle.getPitch() > 300.f)
					rune->angle.setPitch(300.f);
				
				angle.setPitch(std::sin(arxtime.get_updated() * (1.0f / 200)) * rune->angle.getPitch() * (1.0f / 40));
			}
			
			rune->angle.setPitch(rune->angle.getPitch() - framedelay * 0.2f);
			
			if(rune->angle.getPitch() < 0.f)
				rune->angle.setPitch(0.f);
			
			GRenderer->SetRenderState(Renderer::DepthWrite, true);
			GRenderer->SetRenderState(Renderer::AlphaBlending, false);
			
			// Now draw the rune
			TransformInfo t2(pos, glm::toQuat(toRotationMatrix(angle)));
			DrawEERIEInter(rune, t2, NULL);
			
			EERIE_2D_BBOX runeBox;
			UpdateBbox2d(*rune, runeBox);
			
			PopAllTriangleList();
			
			tmpPos.x++;
			
			if(tmpPos.x > 4) {
				tmpPos.x = 0;
				tmpPos.y++;
			}
			
			const Rect runeMouseTestRect(
			runeBox.min.x,
			runeBox.min.y,
			runeBox.max.x,
			runeBox.max.y
			);
			
			// Checks for Mouse floating over a rune...
			if(runeMouseTestRect.contains(Vec2i(DANAEMouse))) {
				long r=0;
				
				for(size_t j = 0; j < rune->facelist.size(); j++) {
					float n = PtIn2DPolyProj(rune, &rune->facelist[j], (float)DANAEMouse.x, (float)DANAEMouse.y);
					
					if(n!=0.f) {
						r=1;
						break;
					}
				}
				
				if(r) {
					GRenderer->SetRenderState(Renderer::AlphaBlending, true);
					GRenderer->SetBlendFunc(Renderer::BlendOne, Renderer::BlendOne);
					
//.........这里部分代码省略.........
开发者ID:Drakesinger,项目名称:ArxLibertatis,代码行数:101,代码来源:Necklace.cpp

示例8: Update

void RuneOfGuardingSpell::Update(float timeDelta) {
	
	ulCurrentTime += timeDelta;
	
	if(lightHandleIsValid(m_light)) {
		EERIE_LIGHT * light = lightHandleGet(m_light);
		
		float fa = 1.0f - rnd() * 0.15f;
		light->intensity = 0.7f + 2.3f * fa;
		light->fallend = 350.f;
		light->fallstart = 150.f;
		light->rgb = Color3f(1.0f, 0.2f, 0.2f);
		light->time_creation = (unsigned long)(arxtime);
		light->duration = 200;
	}
	
	Vec3f pos = m_pos + 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);
	}
	
	
	
	Sphere sphere = Sphere(m_pos, std::max(m_level * 15.f, 50.f));
	if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP | CAS_NO_BACKGROUND_COL | CAS_NO_ITEM_COL| CAS_NO_FIX_COL | CAS_NO_DEAD_COL)) {
		ARX_BOOMS_Add(m_pos);
		LaunchFireballBoom(m_pos, (float)m_level);
		DoSphericDamage(Sphere(m_pos, 30.f * m_level), 4.f * m_level, DAMAGE_AREA, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL, m_caster);
		ARX_SOUND_PlaySFX(SND_SPELL_RUNE_OF_GUARDING_END, &m_pos);
		m_duration = 0;
	}
}
开发者ID:HustLion,项目名称:ArxLibertatis,代码行数:74,代码来源:SpellsLvl05.cpp

示例9: Render

void CMagicMissile::Render()
{ 
	Vec3f lastpos, newpos;
	Vec3f v;

	if(ulCurrentTime >= ulDuration)
		return;
	
	RenderMaterial mat;
	mat.setCulling(CullNone);
	mat.setDepthTest(true);
	mat.setBlendType(RenderMaterial::Additive);
	
	if(tex_mm)
		mat.setTexture(tex_mm);
	
	if(bMove) {
		float fOneOnDuration = 1.f / (float)(ulDuration);
		fTrail = (ulCurrentTime * fOneOnDuration) * (iBezierPrecision + 2) * 5;
	}
	
	newpos = lastpos = pathways[0];
	
	for(int i = 0; i < 5; i++) {
		
		const Vec3f v1 = pathways[std::max(0, i - 1)];
		const Vec3f v2 = pathways[i];
		const Vec3f v3 = pathways[i + 1];
		const Vec3f v4 = pathways[std::min(5, i + 2)];
		
		for(int toto = 1; toto < iBezierPrecision; toto++) {
			if(fTrail < i * iBezierPrecision + toto)
				break;

			float t = toto * (1.0f / iBezierPrecision);
			
			v = glm::catmullRom(v1, v2, v3, v4, t);
			
			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);
}
开发者ID:nemyax,项目名称:ArxLibertatis,代码行数:100,代码来源:MagicMissile.cpp

示例10: ManageCombatModeAnimations


//.........这里部分代码省略.........
			if(layer1.cur_anim == alist[ANIM_MISSILE_WAIT]) {
				player.m_aimTime = PlatformDuration::ofRaw(1);
				
				if(eeMousePressed1() && Player_Arrow_Count() > 0) {
					changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_1]);
					io->isHit = false;
				}
			}
			
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_1] && (layer1.flags & EA_ANIMEND)) {
				player.m_aimTime = 0;
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_2]);
				EERIE_LINKEDOBJ_LinkObjectToObject(io->obj, arrowobj, "left_attach", "attach", NULL);
			}
			
			// Now go for strike cycle...
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_2] && (layer1.flags & EA_ANIMEND)) {
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_CYCLE], EA_LOOP);
				player.m_aimTime = PlatformDuration::ofRaw(1);
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE] && !eeMousePressed1()) {
				EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE]);
				SendIOScriptEvent(NULL, io, SM_STRIKE, "bow");
				StrikeAimtime();
				player.m_strikeAimRatio = player.m_bowAimRatio;
				Entity * quiver = Player_Arrow_Count_Decrease();
				float poisonous = 0.f;
				
				if(quiver) {
					poisonous = quiver->poisonous;
					if(quiver->poisonous_count > 0) {
						quiver->poisonous_count--;
						
						if(quiver->poisonous_count <= 0)
							quiver->poisonous = 0;
					}
					
					ARX_DAMAGES_DurabilityLoss(quiver, 1.f);
					
					// TODO is this needed ?, quivers seem to self destruct via script, but maybe not all
					if(ValidIOAddress(quiver) && quiver->durability <= 0.f) {
						ARX_INTERACTIVE_DestroyIOdelayed(quiver);
					}
				}
				
				float aimratio = player.m_strikeAimRatio;
				
				if(sp_max && poisonous < 3.f)
					poisonous = 3.f;
				
				Vec3f orgPos = player.pos + Vec3f(0.f, 40.f, 0.f);
				
				if(io->obj->fastaccess.left_attach != ActionPoint()) {
					orgPos = actionPointPosition(io->obj, io->obj->fastaccess.left_attach);
				}
				
				Anglef orgAngle = player.angle;
				
				PlayerLaunchArrow_Test(aimratio, poisonous, orgPos, orgAngle);
				
				if(sp_max) {
					Anglef angle;
					Vec3f pos = player.pos + Vec3f(0.f, 40.f, 0.f);
					
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() + 8);
					angle.setRoll(player.angle.getRoll());
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() - 8);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() + 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() - 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
				}
				
				player.m_aimTime = 0;
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE]) {
				player.m_bowAimRatio -= bowZoomFromDuration(toMs(g_platformTime.lastFrameDuration()));
				
				if(player.m_bowAimRatio < 0)
					player.m_bowAimRatio = 0;
				
				if(layer1.flags & EA_ANIMEND) {
					player.m_bowAimRatio = 0;
					changeAnimation(io, 1, alist[ANIM_MISSILE_WAIT], EA_LOOP);
					player.m_aimTime = 0;
					player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				}
			}
			break;
		}
	}
	
	LAST_WEAPON_TYPE = weapontype;
}
开发者ID:nikos-maximus,项目名称:ArxLibertatis,代码行数:101,代码来源:Core.cpp

示例11: Render


//.........这里部分代码省略.........
			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].p.x;
			float p0 = 0.5f * (val - pathways[kpprec].p.x) ;
			float p1 = 0.5f * (pathways[kpsuivsuiv].p.x - pathways[kp].p.x) ;
			v.x = f0 * pathways[kp].p.x + f1 * val + f2 * p0 + f3 * p1 ;

			val = pathways[kpsuiv].p.y ;
			p0 = 0.5f * (val - pathways[kpprec].p.y) ;
			p1 = 0.5f * (pathways[kpsuivsuiv].p.y - pathways[kp].p.y) ;
			v.y = f0 * pathways[kp].p.y + f1 * val + f2 * p0 + f3 * p1 ;

			val = pathways[kpsuiv].p.z ;
			p0 = 0.5f * (val - pathways[kpprec].p.z) ;
			p1 = 0.5f * (pathways[kpsuivsuiv].p.z - pathways[kp].p.z) ;
			v.z = f0 * pathways[kp].p.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 += frand2() * 0.1f;

				if (c < 0) c = 0;
				else if (c > 1) c = 1;

				Color color = (fColor * (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 + rnd() * 0.3f;
				float fe = fsize * 6 + rnd() * 0.3f;
				Draw3DLineTex(lastpos, newpos, 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);
	
	Vec3f stitepos = lastpos;

	Anglef stiteangle;
	stiteangle.setPitch(-degrees(bubu));
	stiteangle.setYaw(0);
	stiteangle.setRoll(-(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);

	Color3f stitecolor;
	if(spells[spellinstance].caster == 0 && cur_mr == 3) {
		stitecolor.r = 1.f;
		stitecolor.g = 0.f;
		stitecolor.b = 0.2f;
	} else {
		stitecolor.r = 0.3f;
		stitecolor.g = 0.3f;
		stitecolor.b = 0.5f;
	}

	Vec3f stitescale = Vec3f_ONE;

	if(smissile)
		DrawEERIEObjEx(smissile, &stiteangle, &stitepos, &stitescale, stitecolor);

	eCurPos = lastpos;
}
开发者ID:zhaozw,项目名称:ArxLibertatis,代码行数:101,代码来源:Spells01.cpp

示例12: Update

void RuneOfGuardingSpell::Update() {
	
	EERIE_LIGHT * light = lightHandleGet(m_light);
	if(light) {
		float fa = Random::getf(0.85f, 1.0f);
		light->intensity = 0.7f + 2.3f * fa;
		light->fallend = 350.f;
		light->fallstart = 150.f;
		light->rgb = Color3f(1.0f, 0.2f, 0.2f);
		light->creationTime = g_gameTime.now();
		light->duration = GameDurationMs(200);
	}
	
	Vec3f pos = m_pos + Vec3f(0.f, -20.f, 0.f);
	
	RenderMaterial mat;
	mat.setDepthTest(true);
	mat.setBlendType(RenderMaterial::Additive);
	
	Anglef stiteangle;
	Color3f stitecolor;
	
	float stiteangleb = m_elapsed / GameDurationMs(100);
	stiteangle.setPitch(0);
	stiteangle.setRoll(0);
	
	stiteangle.setYaw(stiteangleb * 0.1f);
	stitecolor = Color3f(0.4f, 0.4f, 0.6f);
	float scale = std::sin(m_elapsed / GameDurationMsf(66.6666666f));
	Vec3f stitescale = Vec3f(1.f, -0.1f, 1.f);
	
	Draw3DObject(slight, stiteangle, pos, stitescale, stitecolor, mat);
	
	stiteangle.setYaw(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 + arx::randomOffsetXZ(40.f);
		pd->move = arx::linearRand(Vec3f(-0.8f, -4.f, -0.8f), Vec3f(0.8f, 0.f, 0.8f));
		pd->scale = Vec3f(-0.1f);
		pd->tolive = Random::getu(2600, 3200);
		pd->tc = tex_p2;
		pd->siz = 0.3f;
		pd->rgb = Color3f(.4f, .4f, .6f);
	}
	
	
	
	Sphere sphere = Sphere(m_pos, std::max(m_level * 15.f, 50.f));
	if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP | CAS_NO_BACKGROUND_COL | CAS_NO_ITEM_COL
	                                           | CAS_NO_FIX_COL | CAS_NO_DEAD_COL)) {
		spawnFireHitParticle(m_pos, 0);
		PolyBoomAddScorch(m_pos);
		LaunchFireballBoom(m_pos, m_level);
		DoSphericDamage(Sphere(m_pos, 30.f * m_level), 4.f * m_level,
		                DAMAGE_AREA, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL, m_caster);
		ARX_SOUND_PlaySFX(g_snd.SPELL_RUNE_OF_GUARDING_END, &m_pos);
		requestEnd();
	}
}
开发者ID:bsxf-47,项目名称:ArxLibertatis,代码行数:74,代码来源:SpellsLvl05.cpp

示例13: 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.........
开发者ID:Drakesinger,项目名称:ArxLibertatis,代码行数:101,代码来源:Cursor.cpp

示例14: Render


//.........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);
}
开发者ID:hulu1528,项目名称:ArxLibertatis,代码行数:101,代码来源:MagicMissile.cpp

示例15: Render

void CIceProjectile::Render()
{
	int i = 0;

	if(ulCurrentTime >= ulDuration)
		return;

	GRenderer->SetCulling(Renderer::CullCW);
	GRenderer->SetRenderState(Renderer::DepthWrite, false);
	GRenderer->SetBlendFunc(Renderer::BlendInvDstColor, Renderer::BlendOne);
	GRenderer->SetRenderState(Renderer::AlphaBlending, true);

	iMax = (int)((iNumber * 2) * fOneOnDuration * ulCurrentTime);

	if(iMax > iNumber)
		iMax = iNumber;

	for(i = 0; i < iMax; i++) {
		if(tSize[i].x < tSizeMax[i].x)
			tSize[i].x += 0.1f;

		if(tSize[i].x > tSizeMax[i].x)
			tSize[i].x = tSizeMax[i].x;

		if(tSize[i].y < tSizeMax[i].y)
			tSize[i].y += 0.1f;

		if(tSize[i].y < 0)
			tSize[i].y = 0;

		if(tSize[i].y > tSizeMax[i].y)
			tSize[i].y = tSizeMax[i].y;

		if(tSize[i].z < tSizeMax[i].z)
			tSize[i].z += 0.1f;

		if(tSize[i].z > tSizeMax[i].z)
			tSize[i].z = tSizeMax[i].z;

		Anglef stiteangle;
		Vec3f stitepos;
		Vec3f stitescale;
		Color3f stitecolor;

		stiteangle.setPitch((float) cos(radians(tPos[i].x)) * 360);
		stiteangle.setYaw(0);
		stiteangle.setRoll(0);
		stitepos = tPos[i];

		float tt;
		tt = tSizeMax[i].y * fColor;
		stitecolor.g = stitecolor.r = tt * 0.7f;
		stitecolor.b = tt * 0.9f;

		if(stitecolor.r > 1)
			stitecolor.r = 1;

		if(stitecolor.g > 1)
			stitecolor.g = 1;

		if(stitecolor.b > 1)
			stitecolor.b = 1;

		stitescale = tSize[i];

		if(tType[i] == 0)
			DrawEERIEObjEx(smotte, &stiteangle, &stitepos, &stitescale, stitecolor);
		else
			DrawEERIEObjEx(stite, &stiteangle, &stitepos, &stitescale, stitecolor);
	}
	
	for(i = 0; i < min(iNumber, iMax + 1); i++) {
		
		float t = rnd();
		if(t < 0.01f) {
			
			PARTICLE_DEF * pd = createParticle();
			if(pd) {
				pd->ov = tPos[i] + randomVec(-5.f, 5.f);
				pd->move = randomVec(-2.f, 2.f);
				pd->siz = 20.f;
				float t = min(2000.f + rnd() * 2000.f,
				              ulDuration - ulCurrentTime + 500.0f * rnd());
				pd->tolive = checked_range_cast<unsigned long>(t);
				pd->tc = tex_p2;
				pd->special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
				pd->fparam = 0.0000001f;
				pd->rgb = Color3f(0.7f, 0.7f, 1.f);
			}
			
		} else if(t > 0.095f) {
			
			PARTICLE_DEF * pd = createParticle();
			if(pd) {
				pd->ov = tPos[i] + randomVec(-5.f, 5.f) - Vec3f(0.f, 50.f, 0.f);
				pd->move = Vec3f(0.f, 2.f - 4.f * rnd(), 0.f);
				pd->siz = 0.5f;
				float t = min(2000.f + rnd() * 1000.f,
				              ulDuration - ulCurrentTime + 500.0f * rnd());
				pd->tolive = checked_range_cast<unsigned long>(t);
//.........这里部分代码省略.........
开发者ID:EstrangedGames,项目名称:ArxLibertatis,代码行数:101,代码来源:Spells03.cpp


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