本文整理汇总了C++中Body::GetPositionRelTo方法的典型用法代码示例。如果您正苦于以下问题:C++ Body::GetPositionRelTo方法的具体用法?C++ Body::GetPositionRelTo怎么用?C++ Body::GetPositionRelTo使用的例子?那么, 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类Body
的用法示例。
在下文中一共展示了Body::GetPositionRelTo方法的5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: ParentSafetyAdjust
// ok, need thing to step down through bodies and find closest approach
// modify targpos directly to aim short of dangerous bodies
static bool ParentSafetyAdjust(Ship *ship, Frame *targframe, const vector3d &posoff, vector3d &targpos)
{
Body *body = 0;
Frame *frame = targframe->IsRotatingFrame() ? targframe->m_parent : targframe;
while (frame)
{
double sdist = ship->GetPositionRelTo(frame).Length(); // ship position in that frame
if (sdist < frame->GetRadius()) break;
while (frame && !(body = frame->GetBodyFor()))
frame = frame->m_parent;
if (!frame) return false;
frame = body->GetFrame()->m_parent;
if (body->HasDoubleFrame()) frame = frame->m_parent;
}
if (!body) return false;
// ok, so if body != 0, aim for zero velocity at distance to surface of that body
// still along path to target
vector3d targpos2 = targpos - ship->GetPosition();
double targdist = targpos2.Length();
double bodydist = body->GetPositionRelTo(ship).Length() - MaxEffectRad(body, ship)*1.5;
if (targdist < bodydist) return false;
targpos -= (targdist - bodydist) * targpos2 / targdist;
// printf("Adjusted targpos for safety from %s: old = %.1f, new = %.1f\n",
// body->GetLabel().c_str(), targdist, (targpos-ship->GetPosition()).Length());
return true;
}
示例2: GetHyperspaceExitPoint
vector3d Space::GetHyperspaceExitPoint(const SystemPath &source) const
{
assert(m_starSystem);
assert(source.IsSystemPath());
const SystemPath &dest = m_starSystem->GetPath();
Sector source_sec(source.sectorX, source.sectorY, source.sectorZ);
Sector dest_sec(dest.sectorX, dest.sectorY, dest.sectorZ);
Sector::System source_sys = source_sec.m_systems[source.systemIndex];
Sector::System dest_sys = dest_sec.m_systems[dest.systemIndex];
const vector3d sourcePos = vector3d(source_sys.p) + vector3d(source.sectorX, source.sectorY, source.sectorZ);
const vector3d destPos = vector3d(dest_sys.p) + vector3d(dest.sectorX, dest.sectorY, dest.sectorZ);
// find the first non-gravpoint. should be the primary star
Body *primary = 0;
for (BodyIterator i = BodiesBegin(); i != BodiesEnd(); ++i)
if ((*i)->GetSystemBody()->type != SystemBody::TYPE_GRAVPOINT) {
primary = *i;
break;
}
assert(primary);
// point along the line between source and dest, a reasonable distance
// away based on the radius (don't want to end up inside black holes, and
// then mix it up so that ships don't end up on top of each other
vector3d pos = (sourcePos - destPos).Normalized() * (primary->GetSystemBody()->GetRadius()/AU+1.0)*11.0*AU*Pi::rng.Double(0.95,1.2) + MathUtil::RandomPointOnSphere(5.0,20.0)*1000.0;
assert(pos.Length() > primary->GetSystemBody()->GetRadius());
return pos + primary->GetPositionRelTo(GetRootFrame());
}
示例3: l_body_get_position_rel_to
static int l_body_get_position_rel_to(lua_State *l)
{
Body *b = LuaObject<Body>::CheckFromLua(1);
const Body *other = LuaObject<Body>::CheckFromLua(2);
vector3d velocity = b->GetPositionRelTo(other);
LuaPush<vector3d>(l, velocity);
return 1;
}
示例4: GetHyperspaceExitPoint
vector3d Space::GetHyperspaceExitPoint(const SystemPath &source, const SystemPath &dest) const
{
assert(m_starSystem);
assert(source.IsSystemPath());
assert(dest.IsSameSystem(m_starSystem->GetPath()));
RefCountedPtr<const Sector> source_sec = m_sectorCache->GetCached(source);
RefCountedPtr<const Sector> dest_sec = m_sectorCache->GetCached(dest);
Sector::System source_sys = source_sec->m_systems[source.systemIndex];
Sector::System dest_sys = dest_sec->m_systems[dest.systemIndex];
const vector3d sourcePos = vector3d(source_sys.GetPosition()) + vector3d(source.sectorX, source.sectorY, source.sectorZ);
const vector3d destPos = vector3d(dest_sys.GetPosition()) + vector3d(dest.sectorX, dest.sectorY, dest.sectorZ);
Body *primary = 0;
if (dest.IsBodyPath()) {
assert(dest.bodyIndex < m_starSystem->GetNumBodies());
primary = FindBodyForPath(&dest);
while (primary && primary->GetSystemBody()->GetSuperType() != SystemBody::SUPERTYPE_STAR) {
SystemBody* parent = primary->GetSystemBody()->GetParent();
primary = parent ? FindBodyForPath(&parent->GetPath()) : 0;
}
}
if (!primary) {
// find the first non-gravpoint. should be the primary star
for (Body* b : GetBodies())
if (b->GetSystemBody()->GetType() != SystemBody::TYPE_GRAVPOINT) {
primary = b;
break;
}
}
assert(primary);
// point along the line between source and dest, a reasonable distance
// away based on the radius (don't want to end up inside black holes, and
// then mix it up so that ships don't end up on top of each other
vector3d pos = (sourcePos - destPos).Normalized() * (primary->GetSystemBody()->GetRadius()/AU+1.0)*11.0*AU*Pi::rng.Double(0.95,1.2) + MathUtil::RandomPointOnSphere(5.0,20.0)*1000.0;
assert(pos.Length() > primary->GetSystemBody()->GetRadius());
return pos + primary->GetPositionRelTo(GetRootFrame());
}
示例5: CheckClearPath
// Checks ship path to destination for obstacles.
// clear_angle is angle
// returns true if path is clear, false if there is an obstacle.
static bool CheckClearPath(Ship* ship, Frame* destination_frame, vector3d destination_pos, float clear_angle = 0.0f)
{
Body* sbody = ship->GetFrame()->GetBody();
if (sbody == nullptr) {
return true;
}
if (sbody->IsType(Object::PLANET)
|| (sbody->IsType(Object::SPACESTATION) && ship->GetFrame() != destination_frame))
{
vector3d ship_pos = ship->GetPositionRelTo(destination_frame);
vector3d body_pos = sbody->GetPositionRelTo(destination_frame);
double radius = GetTransitRadius(sbody);
if (sbody->IsType(Object::PLANET)) {
radius += 5000.0;
}
double ship_to_body_distance;
vector3d ship_to_body_dir = (body_pos - ship_pos).Normalized(ship_to_body_distance);
double ship_to_destination_distance;
vector3d ship_to_destination_dir = (destination_pos - ship_pos).Normalized(ship_to_destination_distance);
double cos = ship_to_destination_dir.Dot(ship_to_body_dir);
if (cos > clear_angle) { // Path might be unclear
double ship_to_closest_distance = cos * ship_to_body_distance;
vector3d closest_point = ship_pos + (ship_to_destination_dir * ship_to_closest_distance);
double closest_distance = (closest_point - body_pos).Length();
if (closest_distance < radius && ship_to_closest_distance < ship_to_destination_distance) {
return false;
} else {
return true;
}
} else {
return true;
}
} else {
return true;
}
}