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C++ CActor::GetAnimationGraphState方法代码示例

本文整理汇总了C++中CActor::GetAnimationGraphState方法的典型用法代码示例。如果您正苦于以下问题:C++ CActor::GetAnimationGraphState方法的具体用法?C++ CActor::GetAnimationGraphState怎么用?C++ CActor::GetAnimationGraphState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CActor的用法示例。


在下文中一共展示了CActor::GetAnimationGraphState方法的2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: GetCurrentAnimationState

//------------------------------------------------------------------------
int CScriptBind_Actor::GetCurrentAnimationState(IFunctionHandler *pH)
{
	CActor *pActor = GetActor(pH);
	if (!pActor)
		return pH->EndFunction();

	const char * value = "<no state>";
	if (IAnimationGraphState * pState = pActor->GetAnimationGraphState())
		value = pState->GetCurrentStateName();

	return pH->EndFunction(value);
}
开发者ID:mrwonko,项目名称:CrysisVR,代码行数:13,代码来源:ScriptBind_Actor.cpp

示例2: UpdateMounted


//.........这里部分代码省略.........
					const float maxRotSpeed = 2.0f;
					float maxAngle = frameTime * maxRotSpeed;
					if(fabs(reqAngle) > maxAngle)
					{
						Vec3 axis = currentDir.Cross(dir);
						if(axis.GetLengthSquared()>0.001f) // current dir and new dir are enough different
							dir = currentDir.GetRotated(axis.GetNormalized(),sgn(reqAngle)*maxAngle);
					}
				}				
				//adjust the orientation of the gun based on the aim-direction
				tm = Matrix33::CreateRotationVDir(dir);
				Vec3 vWPos=GetEntity()->GetWorldPos();
				tm.SetTranslation(vWPos);
				GetEntity()->SetWorldTM(tm);  //set the new orientation of the mounted gun

				vGunXAxis=tm.GetColumn0();
				Vec3 vInitialAimDirection = m_stats.mount_dir;
				Matrix33 vInitialPlayerOrientation = Matrix33::CreateRotationVDir(vInitialAimDirection);
				assert( vInitialAimDirection.IsUnit() );

	  		Vec3 newp;

				if (pActor->IsThirdPerson())
				{
					//third person
					f32 dist = m_mountparams.body_distance*1.3f;
					Vec3 oldp = pActor->GetEntity()->GetWorldPos();
					newp = GetEntity()->GetWorldPos()-vInitialAimDirection*dist; //mounted gun
					newp.z = oldp.z;
				}
				else
				{
					//first person
					f32 fMoveBack = (1.0f+(dir.z*dir.z*dir.z*dir.z*4.0f))*0.75f;
					f32	dist = m_mountparams.eye_distance*fMoveBack;
					Vec3 oldp = pActor->GetEntity()->GetWorldPos();
					newp = GetEntity()->GetWorldPos()-dir*dist; //mounted gun
					//newp.z -= 0.75f;
					newp.z = oldp.z;
				}


				Matrix34 actortm(pActor->GetEntity()->GetWorldTM());

				//if (pActor->IsThirdPerson())
				actortm=vInitialPlayerOrientation;

				actortm.SetTranslation(newp);
				pActor->GetEntity()->SetWorldTM(actortm, ENTITY_XFORM_USER);
				pActor->GetAnimationGraphState()->SetInput("Action","gunnerMounted");
				
				//f32 g_YLine=80.0f;
				//gEnv->pRenderer->Draw2dLabel( 1,g_YLine, 1.3f, fColor, false, "Mounted Gun Active for FP and AI" ); 

				if (ICharacterInstance *pCharacter = pActor->GetEntity()->GetCharacter(0))
				{
					ISkeletonAnim *pSkeletonAnim = pCharacter->GetISkeletonAnim();
					assert(pSkeletonAnim);

					uint32 numAnimsLayer = pSkeletonAnim->GetNumAnimsInFIFO(0);
					for(uint32 i=0; i<numAnimsLayer; i++)
					{
						CAnimation &animation = pSkeletonAnim->GetAnimFromFIFO(0, i);
						if (animation.m_AnimParams.m_nFlags & CA_MANUAL_UPDATE)
						{
							f32 aimrad = Ang3::CreateRadZ(Vec2(vInitialAimDirection),Vec2(dir));
							animation.m_fAnimTime = clamp_tpl(aimrad/gf_PI,-1.0f,+1.0f)*0.5f+0.5f;
							//if (pActor->IsThirdPerson()==0)
								//animation.m_fAnimTime=0.6f; //Ivo & Benito: high advanced future code. don't ask what it is 
							                                //Benito - Not needed any more ;)

							//f32 g_YLine=100.0f;
							//gEnv->pRenderer->Draw2dLabel( 1,g_YLine, 1.3f, fColor, false, "AnimTime: %f    MyAimAngle: %f deg:%   distance:%f", animation.m_fAnimTime, aimrad, RAD2DEG(aimrad),m_mountparams.body_distance ); 
						}
					}

				}

				m_stats.mount_last_aimdir = dir;
				
			}
		}
    
    if (ICharacterInstance* pCharInstance = pActor->GetEntity()->GetCharacter(0))
		{
      if (ISkeletonAnim* pSkeletonAnim = pCharInstance->GetISkeletonAnim())
      {   
        OldBlendSpace ap;				
        if (GetAimBlending(ap))
        {
					pSkeletonAnim->SetBlendSpaceOverride(eMotionParamID_TurnSpeed, 0.5f + 0.5f * ap.m_turn, true);
        }        
      }        
    } 

    UpdateIKMounted(pActor, vGunXAxis*0.1f);
   
		RequireUpdate(eIUS_General);
  }
}
开发者ID:AiYong,项目名称:CryGame,代码行数:101,代码来源:ItemView.cpp


注:本文中的CActor::GetAnimationGraphState方法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。