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C++ CBaseAnimating::GetAttachment方法代码示例

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


在下文中一共展示了CBaseAnimating::GetAttachment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:

bool CRopeKeyframe::GetEndPointPos2( CBaseEntity *pAttached, int iAttachment, Vector &vPos )
{
	if( !pAttached )
		return false;

	if ( iAttachment > 0 )
	{
		CBaseAnimating *pAnim = pAttached->GetBaseAnimating();
		if ( pAnim )
		{
			if( !pAnim->GetAttachment( iAttachment, vPos ) )
				return false;
		}
		else
		{
			return false;
		}
	}
	else
	{
		vPos = pAttached->GetAbsOrigin();
	}

	return true;
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:25,代码来源:rope.cpp

示例2: GetExitAnimToUse

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &vecEyeExitEndpoint - 
// Output : int
//-----------------------------------------------------------------------------
int CJeepFourWheelServerVehicle::GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked )
{
	bAllPointsBlocked = false;

	if ( !m_bParsedAnimations )
	{
		// Load the entry/exit animations from the vehicle
		ParseEntryExitAnims();
		m_bParsedAnimations = true;
	}

	CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(m_pVehicle);
	// If we don't have the gun anymore, we want to get out using the "gun-less" animation
	if ( pAnimating )
	{
		// HACK: We know the tau-cannon removed exit anim uses the first upright anim's exit details
		trace_t tr;
		Vector vehicleExitOrigin;
		QAngle vehicleExitAngles;

		// Ensure the endpoint is clear by dropping a point down from above
		pAnimating->GetAttachment( m_ExitAnimations[0].iAttachment, vehicleExitOrigin, vehicleExitAngles );
		vehicleExitOrigin -= VEC_VIEW;
		Vector vecMove = Vector(0,0,64);
		Vector vecStart = vehicleExitOrigin + vecMove;
		Vector vecEnd = vehicleExitOrigin - vecMove;
  		UTIL_TraceHull( vecStart, vecEnd, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );

		Assert( !tr.startsolid && tr.fraction < 1.0 );
		m_vecCurrentExitEndPoint = vecStart + ((vecEnd - vecStart) * tr.fraction);
		vecEyeExitEndpoint = m_vecCurrentExitEndPoint + VEC_VIEW;
		m_iCurrentExitAnim = 0;
		return pAnimating->LookupSequence( "exit_tauremoved" );
	}

	return BaseClass::GetExitAnimToUse( vecEyeExitEndpoint, bAllPointsBlocked );
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:42,代码来源:sdk_vehicle_jeep.cpp

示例3: PropBreakableCreateAll

void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t &params, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation )
{
        // Check for prop breakable count reset. 
	int nPropCount = props_break_max_pieces_perframe.GetInt(); 
	if ( nPropCount != -1 ) 
	{ 
		if ( nFrameNumber != gpGlobals->framecount ) 
		{ 
			nPropBreakablesPerFrameCount = 0; 
			nFrameNumber = gpGlobals->framecount; 
		} 
      
		// Check for max breakable count for the frame. 
		if ( nPropBreakablesPerFrameCount >= nPropCount ) 
			return; 
	} 
      
	int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt();
	if ( iMaxBreakCount != -1 )
	{
		if ( iPrecomputedBreakableCount != -1 )
		{
			iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount );
		}
		else
		{
			iPrecomputedBreakableCount = iMaxBreakCount;
		}
	}

#ifdef GAME_DLL
	// On server limit break model creation
	if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) )
	{
		DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" );
		return;
	}
#endif
	
	vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
	if ( !pCollide )
		return;

	int nSkin = 0;
	CBaseEntity *pOwnerEntity = pEntity;
	CBaseAnimating *pOwnerAnim = NULL;
	if ( pPhysics )
	{
		pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData());
	}
	if ( pOwnerEntity )
	{
		pOwnerAnim = pOwnerEntity->GetBaseAnimating();
		if ( pOwnerAnim )
		{
			nSkin = pOwnerAnim->m_nSkin;
		}
	}
	matrix3x4_t localToWorld;

	CStudioHdr studioHdr;
	const model_t *model = modelinfo->GetModel( modelindex );
	if ( model )
	{
		studioHdr.Init( modelinfo->GetStudiomodel( model ) );
	}

	Vector parentOrigin = vec3_origin;
	int parentAttachment = 	Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
	if ( parentAttachment > 0 )
	{
		GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld );
		MatrixGetColumn( localToWorld, 3, parentOrigin );
	}
	else
	{
		AngleMatrix( vec3_angle, localToWorld );
	}
	
	CUtlVector<breakmodel_t> list;

	BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );

	if ( list.Count() )
	{
		for ( int i = 0; i < list.Count(); i++ )
		{
			int modelIndex = modelinfo->GetModelIndex( list[i].modelName );
			if ( modelIndex <= 0 )
				continue;

			// Skip multiplayer pieces that should be spawning on the other dll
#ifdef GAME_DLL
			if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() )
#else
			if ( gpGlobals->maxClients > 1 )
#endif
			{
#ifdef GAME_DLL
				if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE )
//.........这里部分代码省略.........
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:101,代码来源:props_shared.cpp

示例4: SpawnControlPanels

//-----------------------------------------------------------------------------
// This is called by the base object when it's time to spawn the control panels
//-----------------------------------------------------------------------------
void CBaseViewModel::SpawnControlPanels()
{
#if defined( VGUI_CONTROL_PANELS )
	char buf[64];

	// Destroy existing panels
	DestroyControlPanels();

	CBaseCombatWeapon *weapon = m_hWeapon.Get();

	if ( weapon == NULL )
	{
		return;
	}

	MDLCACHE_CRITICAL_SECTION();

	// FIXME: Deal with dynamically resizing control panels?

	// If we're attached to an entity, spawn control panels on it instead of use
	CBaseAnimating *pEntityToSpawnOn = this;
	char *pOrgLL = "controlpanel%d_ll";
	char *pOrgUR = "controlpanel%d_ur";
	char *pAttachmentNameLL = pOrgLL;
	char *pAttachmentNameUR = pOrgUR;
	/*
	if ( IsBuiltOnAttachment() )
	{
		pEntityToSpawnOn = dynamic_cast<CBaseAnimating*>((CBaseEntity*)m_hBuiltOnEntity.Get());
		if ( pEntityToSpawnOn )
		{
			char sBuildPointLL[64];
			char sBuildPointUR[64];
			Q_snprintf( sBuildPointLL, sizeof( sBuildPointLL ), "bp%d_controlpanel%%d_ll", m_iBuiltOnPoint );
			Q_snprintf( sBuildPointUR, sizeof( sBuildPointUR ), "bp%d_controlpanel%%d_ur", m_iBuiltOnPoint );
			pAttachmentNameLL = sBuildPointLL;
			pAttachmentNameUR = sBuildPointUR;
		}
		else
		{
			pEntityToSpawnOn = this;
		}
	}
	*/

	Assert( pEntityToSpawnOn );

	// Lookup the attachment point...
	int nPanel;
	for ( nPanel = 0; true; ++nPanel )
	{
		Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel );
		int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
		if (nLLAttachmentIndex <= 0)
		{
			// Try and use my panels then
			pEntityToSpawnOn = this;
			Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel );
			nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
			if (nLLAttachmentIndex <= 0)
				return;
		}

		Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel );
		int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
		if (nURAttachmentIndex <= 0)
		{
			// Try and use my panels then
			Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel );
			nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
			if (nURAttachmentIndex <= 0)
				return;
		}

		const char *pScreenName;
		weapon->GetControlPanelInfo( nPanel, pScreenName );
		if (!pScreenName)
			continue;

		const char *pScreenClassname;
		weapon->GetControlPanelClassName( nPanel, pScreenClassname );
		if ( !pScreenClassname )
			continue;

		// Compute the screen size from the attachment points...
		matrix3x4_t	panelToWorld;
		pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );

		matrix3x4_t	worldToPanel;
		MatrixInvert( panelToWorld, worldToPanel );

		// Now get the lower right position + transform into panel space
		Vector lr, lrlocal;
		pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
		MatrixGetColumn( panelToWorld, 3, lr );
		VectorTransform( lr, worldToPanel, lrlocal );

//.........这里部分代码省略.........
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:101,代码来源:baseviewmodel_shared.cpp

示例5: sizeof

	//-----------------------------------------------------------------------------
	// This is called by the base object when it's time to spawn the control panels
	//-----------------------------------------------------------------------------
	void CPlantedC4::SpawnControlPanels()
	{
		char buf[64];

		// FIXME: Deal with dynamically resizing control panels?

		// If we're attached to an entity, spawn control panels on it instead of use
		CBaseAnimating *pEntityToSpawnOn = this;
		char *pOrgLL = "controlpanel%d_ll";
		char *pOrgUR = "controlpanel%d_ur";
		char *pAttachmentNameLL = pOrgLL;
		char *pAttachmentNameUR = pOrgUR;

		Assert( pEntityToSpawnOn );

		// Lookup the attachment point...
		int nPanel;
		for ( nPanel = 0; true; ++nPanel )
		{
			Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel );
			int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
			if (nLLAttachmentIndex <= 0)
			{
				// Try and use my panels then
				pEntityToSpawnOn = this;
				Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel );
				nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
				if (nLLAttachmentIndex <= 0)
					return;
			}

			Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel );
			int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
			if (nURAttachmentIndex <= 0)
			{
				// Try and use my panels then
				Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel );
				nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
				if (nURAttachmentIndex <= 0)
					return;
			}

			const char *pScreenName;
			GetControlPanelInfo( nPanel, pScreenName );
			if (!pScreenName)
				continue;

			const char *pScreenClassname;
			GetControlPanelClassName( nPanel, pScreenClassname );
			if ( !pScreenClassname )
				continue;

			// Compute the screen size from the attachment points...
			matrix3x4_t	panelToWorld;
			pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );

			matrix3x4_t	worldToPanel;
			MatrixInvert( panelToWorld, worldToPanel );

			// Now get the lower right position + transform into panel space
			Vector lr, lrlocal;
			pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
			MatrixGetColumn( panelToWorld, 3, lr );
			VectorTransform( lr, worldToPanel, lrlocal );

			float flWidth = lrlocal.x;
			float flHeight = lrlocal.y;

			CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex );
			pScreen->ChangeTeam( GetTeamNumber() );
			pScreen->SetActualSize( flWidth, flHeight );
			pScreen->SetActive( true );
			pScreen->MakeVisibleOnlyToTeammates( false );
			int nScreen = m_hScreens.AddToTail( );
			m_hScreens[nScreen].Set( pScreen );			
		}
	}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:80,代码来源:weapon_c4.cpp


注:本文中的CBaseAnimating::GetAttachment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。