本文整理汇总了C++中CBaseCombatCharacter::EyeDirection2D方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseCombatCharacter::EyeDirection2D方法的具体用法?C++ CBaseCombatCharacter::EyeDirection2D怎么用?C++ CBaseCombatCharacter::EyeDirection2D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CBaseCombatCharacter
的用法示例。
在下文中一共展示了CBaseCombatCharacter::EyeDirection2D方法的1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: IsInFOV
bool CAI_ScriptConditions::IsInFOV( CBaseEntity *pViewer, CBaseEntity *pViewed, float fov, bool bTrueCone )
{
CBaseCombatCharacter *pCombatantViewer = (pViewer) ? pViewer->MyCombatCharacterPointer() : NULL;
if ( fov < 360 && pCombatantViewer /*&& pViewed*/ )
{
Vector vLookDir;
Vector vActorDir;
// Halve the fov. As expressed here, fov is the full size of the viewcone.
float flFovDotResult;
flFovDotResult = cos( DEG2RAD( fov / 2 ) );
float fDotPr = 1;
if( bTrueCone )
{
// 3D Check
vLookDir = pCombatantViewer->EyeDirection3D( );
vActorDir = pViewed->EyePosition() - pViewer->EyePosition();
vActorDir.NormalizeInPlace();
fDotPr = vLookDir.Dot(vActorDir);
}
else
{
// 2D Check
vLookDir = pCombatantViewer->EyeDirection2D( );
vActorDir = pViewed->EyePosition() - pViewer->EyePosition();
vActorDir.z = 0.0;
vActorDir.AsVector2D().NormalizeInPlace();
fDotPr = vLookDir.AsVector2D().Dot(vActorDir.AsVector2D());
}
if ( fDotPr < flFovDotResult )
{
if( fov < 0 )
{
// Designer has requested that the player
// NOT be looking at this place.
return true;
}
return false;
}
}
if( fov < 0 )
{
return false;
}
return true;
}