本文整理汇总了C++中CBaseCombatCharacter::EyeDirection3D方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseCombatCharacter::EyeDirection3D方法的具体用法?C++ CBaseCombatCharacter::EyeDirection3D怎么用?C++ CBaseCombatCharacter::EyeDirection3D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::EyeDirection3D方法的3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;
}
示例2: TripmineAttach
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::TripmineAttach( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return;
}
m_bAttachTripmine = false;
Vector vecSrc = pOwner->Weapon_ShootPosition();
Vector vecAiming = pOwner->EyeDirection3D();
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
CBaseEntity *pEntity = tr.m_pEnt;
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
{
QAngle angles;
VectorAngles(tr.plane.normal, angles);
angles.x += 90;
CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripmine", tr.endpos + tr.plane.normal * 3, angles, NULL );
CTripmineGrenade *pMine = (CTripmineGrenade *)pEnt;
pMine->m_hOwner = GetOwner();
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
EmitSound( "Weapon_SLAM.TripMineAttach" );
}
}
}
示例3: MoveThink
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CLookDoor::MoveThink(void)
{
// --------------------------------
// Make sure we have a looker
// --------------------------------
if (m_hLooker == NULL)
{
m_hLooker = (CBaseEntity*)gEntList.FindEntityByName( NULL, m_target, NULL );
if (m_hLooker == NULL)
{
return;
}
}
//--------------------------------------
// Calculate an orgin for the door
//--------------------------------------
Vector vOrigin = 0.5*(GetAbsMaxs() + GetAbsMins()) - GetAbsOrigin();
// If FROM_OPEN flag is set, door proximity is measured
// from the open and not the closed position
if (FBitSet (m_spawnflags, SF_LDOOR_FROM_OPEN))
{
vOrigin += m_vecPosition2;
}
// ------------------------------------------------------
// First add movement based on proximity
// ------------------------------------------------------
float flProxMove = 0;
if (m_flProximityDistance > 0)
{
float flDist = (m_hLooker->GetAbsOrigin() - vOrigin).Length()-m_flProximityOffset;
if (flDist < 0) flDist = 0;
if (flDist < m_flProximityDistance)
{
if (FBitSet (m_spawnflags, SF_LDOOR_THRESHOLD))
{
flProxMove = 1.0;
}
else
{
flProxMove = 1-flDist/m_flProximityDistance;
}
}
}
// ------------------------------------------------------
// Then add movement based on view angle
// ------------------------------------------------------
float flViewMove = 0;
if (m_flFieldOfView > 0)
{
// ----------------------------------------
// Check that toucher is facing the target
// ----------------------------------------
Assert( dynamic_cast< CBaseCombatCharacter* >( m_hLooker.Get() ) );
CBaseCombatCharacter* pBCC = (CBaseCombatCharacter*)m_hLooker.Get();
Vector vTouchDir = pBCC->EyeDirection3D( );
Vector vTargetDir = vOrigin - pBCC->EyePosition();
VectorNormalize(vTargetDir);
float flDotPr = DotProduct(vTouchDir,vTargetDir);
if (flDotPr < m_flFieldOfView)
{
flViewMove = 0.0;
}
else
{
flViewMove = (flDotPr-m_flFieldOfView)/(1.0 - m_flFieldOfView);
}
}
//---------------------------------------
// Summate the two moves
//---------------------------------------
float flMove = flProxMove + flViewMove;
if (flMove > 1.0)
{
flMove = 1.0;
}
// If behavior is inverted do the reverse
if (FBitSet (m_spawnflags, SF_LDOOR_INVERT))
{
flMove = 1-flMove;
}
// Move the door
SetPosition( flMove );
}