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C++ CBaseEntity::GetRenderOrigin方法代码示例

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


在下文中一共展示了CBaseEntity::GetRenderOrigin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: GetRenderBounds

	void GetRenderBounds( Vector& mins, Vector& maxs )
	{
		BaseClass::GetRenderBounds( mins, maxs );

		// add to the bounds, don't clear them.
		// ClearBounds( mins, maxs );
		AddPointToBounds( vec3_origin, mins, maxs );
		AddPointToBounds( m_targetPosition, mins, maxs );
		AddPointToBounds( m_worldPosition, mins, maxs );
		CBaseEntity *pEntity = GetBeamEntity();
		if ( pEntity )
		{
			mins -= pEntity->GetRenderOrigin();
			maxs -= pEntity->GetRenderOrigin();
		}
	}
开发者ID:SCell555,项目名称:source-sdk-2013,代码行数:16,代码来源:weapon_physgun.cpp

示例2: UpdateCallout

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFFreezePanel::UpdateCallout( void )
{
	CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pPlayer )
		return;

	// Abort early if we have no gibs or ragdoll
	CUtlVector<EHANDLE>	*pGibList = pPlayer->GetSpawnedGibs();
	IRagdoll *pRagdoll = pPlayer->GetRepresentativeRagdoll();
	if ( (!pGibList || pGibList->Count() == 0) && !pRagdoll )
		return;

	if ( m_pFreezePanelBG == NULL )
		return;

	// Precalc the vectors of the freezepanel & statpanel
	int iX, iY;
	m_pFreezePanelBG->GetPos( iX, iY );
	Vector vecFreezeTL( iX, iY, 0 );
	Vector vecFreezeBR( iX + m_pFreezePanelBG->GetWide(), iY + m_pFreezePanelBG->GetTall(), 1 );

	CUtlVector<Vector> vecCalloutsTL;
	CUtlVector<Vector> vecCalloutsBR;

	Vector vecStatTL(0,0,0);
	Vector vecStatBR(0,0,1);
	CTFStatPanel *pStatPanel = GET_HUDELEMENT( CTFStatPanel );
	if ( pStatPanel && pStatPanel->IsVisible() )
	{
		pStatPanel->GetPos( iX, iY );
		vecStatTL.x = iX;
		vecStatTL.y = iY;
		vecStatBR.x = vecStatTL.x + pStatPanel->GetWide();
		vecStatBR.y = vecStatTL.y + pStatPanel->GetTall();
	}

	Vector vMins, vMaxs;

	// Check gibs
	if ( pGibList && pGibList->Count() )
	{
		int iCount = 0;
		for ( int i = 0; i < pGibList->Count(); i++ )
		{
			CBaseEntity *pGib = pGibList->Element(i);
			if ( pGib )
			{
				Vector origin = pGib->GetRenderOrigin();
				IPhysicsObject *pPhysicsObject = pGib->VPhysicsGetObject();
				if( pPhysicsObject )
				{
					Vector vecMassCenter = pPhysicsObject->GetMassCenterLocalSpace();
					pGib->CollisionProp()->CollisionToWorldSpace( vecMassCenter, &origin );
				}
				pGib->GetRenderBounds( vMins, vMaxs );

				// Try and add the callout
				CTFFreezePanelCallout *pCallout = TestAndAddCallout( origin, vMins, vMaxs, &vecCalloutsTL, &vecCalloutsBR, 
					vecFreezeTL, vecFreezeBR, vecStatTL, vecStatBR, &iX, &iY );
				if ( pCallout )
				{
					pCallout->UpdateForGib( i, iCount );
					iCount++;
				}
			}
		}
	}
	else if ( pRagdoll )
	{
		Vector origin = pRagdoll->GetRagdollOrigin();
		pRagdoll->GetRagdollBounds( vMins, vMaxs );

		// Try and add the callout
		CTFFreezePanelCallout *pCallout = TestAndAddCallout( origin, vMins, vMaxs, &vecCalloutsTL, &vecCalloutsBR, 
															 vecFreezeTL, vecFreezeBR, vecStatTL, vecStatBR, &iX, &iY );
		if ( pCallout )
		{
			pCallout->UpdateForRagdoll();
		}

		// even if the callout failed, check that our ragdoll is onscreen and our killer is taunting us (for an achievement)
		if ( GetVectorInScreenSpace( origin, iX, iY ) )
		{
			C_TFPlayer *pKiller = ToTFPlayer( UTIL_PlayerByIndex( GetSpectatorTarget() ) );
			if ( pKiller && pKiller->m_Shared.InCond( TF_COND_TAUNTING ) )
			{
				// tell the server our ragdoll just got taunted during our freezecam
				char cmd[256];
				int iPlayerID = pPlayer->GetUserID();
				unsigned short mask = UTIL_GetAchievementEventMask();

				Q_snprintf( cmd, sizeof( cmd ), "freezecam_taunt %d %d", GetSpectatorTarget() ^ mask, ( iPlayerID ^ GetSpectatorTarget() ) ^ mask );
				engine->ClientCmd_Unrestricted( cmd );
			}
		}
	}
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:100,代码来源:tf_hud_freezepanel.cpp

示例3: GetRandomPointsOnControllingObjectHitBox


//.........这里部分代码省略.........
									ray.Init( vecTryWorldPosition, vecTryWorldPosition );
									enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
									if ( tr.startsolid )
										flPointGoodness += 1000.; // got a point inside!
								}
								if ( flPointGoodness > flBestPointGoodness )
								{
									u = flTryU;
									v = flTryV;
									w = flTryW;
									vecWorldPosition = vecTryWorldPosition;
									nHitbox = nTryHitbox;
									flBestPointGoodness = flPointGoodness;
								}
							} while ( nTryCnt-- );
							*( pPntsOut++ ) = vecWorldPosition;
							if ( pHitBoxRelativeCoordOut )
								( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
							if ( pHitBoxIndexOut )
								*( pHitBoxIndexOut++ ) = nHitbox;
						}
					}
				}
			}
		}

		if ( pMoveParent->IsBrushModel() )
		{
			Vector vecMin;
			Vector vecMax;
			matrix3x4_t matOrientation;
			Vector VecOrigin;
			pMoveParent->GetRenderBounds( vecMin, vecMax  );
			VecOrigin = pMoveParent->GetRenderOrigin();
			matOrientation = pMoveParent->EntityToWorldTransform();

			

			Vector vecWorldPosition;
			float u = 0, v = 0, w = 0;
			int nHitbox = 0;
			int nNumIters = nNumTrysToGetAPointInsideTheModel;
			if (! vecDirectionalBias.IsZero( 0.0001 ) )
				nNumIters = max( nNumIters, 5 );

			for( int i=0 ; i < nNumPtsOut; i++)
			{
				int nTryCnt = nNumIters;
				float flBestPointGoodness = -1.0e20;
				do
				{
					float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
					float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
					float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );

					Vector vecLocalPosition;
					vecLocalPosition.x = GetSurfaceCoord( flTryU, vecMin.x, vecMax.x );
					vecLocalPosition.y = GetSurfaceCoord( flTryV, vecMin.y, vecMax.y );
					vecLocalPosition.z = GetSurfaceCoord( flTryW, vecMin.z, vecMax.z );

					Vector vecTryWorldPosition;
					VectorTransform( vecLocalPosition, matOrientation, vecTryWorldPosition );

					float flPointGoodness = pParticles->RandomFloat( 0, 72 )
						+ DotProduct( vecTryWorldPosition - vecBasePos, 
						vecDirectionalBias );
开发者ID:SCell555,项目名称:bisonours-party,代码行数:67,代码来源:particlesystemquery.cpp


注:本文中的CBaseEntity::GetRenderOrigin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。