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C++ CBitVec::Get方法代码示例

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


在下文中一共展示了CBitVec::Get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: FinishLagCompensation

void CLagCompensationManager::FinishLagCompensation( CBasePlayer *player )
{
	VPROF_BUDGET_FLAGS( "FinishLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING, BUDGETFLAG_CLIENT|BUDGETFLAG_SERVER );

	m_pCurrentPlayer = NULL;

	if ( !m_bNeedToRestore )
		return; // no player was changed at all

	// Iterate all active players
	for ( int i = 1; i <= gpGlobals->maxClients; i++ )
	{
		int pl_index = i - 1;
		
		if ( !m_RestorePlayer.Get( pl_index ) )
		{
			// player wasn't changed by lag compensation
			continue;
		}

		CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
		if ( !pPlayer )
		{
			continue;
		}

		LagRecord *restore = &m_RestoreData[ pl_index ];
		LagRecord *change  = &m_ChangeData[ pl_index ];

		bool restoreSimulationTime = false;

		if ( restore->m_fFlags & LC_SIZE_CHANGED )
		{
			restoreSimulationTime = true;
	
			// see if simulation made any changes, if no, then do the restore, otherwise,
			//  leave new values in
			if ( pPlayer->CollisionProp()->OBBMinsPreScaled() == change->m_vecMinsPreScaled &&
				pPlayer->CollisionProp()->OBBMaxsPreScaled() == change->m_vecMaxsPreScaled )
			{
				// Restore it
				pPlayer->SetSize( restore->m_vecMinsPreScaled, restore->m_vecMaxsPreScaled );
			}
			else
			{
				Warning( "Should we really not restore the size?\n" );
			}
		}

		if ( restore->m_fFlags & LC_ANGLES_CHANGED )
		{		   
			restoreSimulationTime = true;

			if ( pPlayer->GetLocalAngles() == change->m_vecAngles )
			{
				pPlayer->SetLocalAngles( restore->m_vecAngles );
			}
		}

		if ( restore->m_fFlags & LC_ORIGIN_CHANGED )
		{
			restoreSimulationTime = true;

			// Okay, let's see if we can do something reasonable with the change
			Vector delta = pPlayer->GetLocalOrigin() - change->m_vecOrigin;
			
			// If it moved really far, just leave the player in the new spot!!!
			if ( delta.Length2DSqr() < m_flTeleportDistanceSqr )
			{
				RestorePlayerTo( pPlayer, restore->m_vecOrigin + delta );
			}
		}

		if( restore->m_fFlags & LC_ANIMATION_CHANGED )
		{
			restoreSimulationTime = true;

			pPlayer->SetSequence(restore->m_masterSequence);
			pPlayer->SetCycle(restore->m_masterCycle);

			int layerCount = pPlayer->GetNumAnimOverlays();
			for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
			{
				CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex);
				if( currentLayer )
				{
					currentLayer->m_flCycle = restore->m_layerRecords[layerIndex].m_cycle;
					currentLayer->m_nOrder = restore->m_layerRecords[layerIndex].m_order;
					currentLayer->m_nSequence = restore->m_layerRecords[layerIndex].m_sequence;
					currentLayer->m_flWeight = restore->m_layerRecords[layerIndex].m_weight;
				}
			}
		}

		if ( restoreSimulationTime )
		{
			pPlayer->SetSimulationTime( restore->m_flSimulationTime );
		}
	}

//.........这里部分代码省略.........
开发者ID:NEITMod,项目名称:HL2BM2,代码行数:101,代码来源:player_lagcompensation.cpp

示例2: BacktrackEntity

void CLagCompensationManager::BacktrackEntity( CAI_BaseNPC *pEntity, float flTargetTime )
{
	Vector org, mins, maxs;
	QAngle ang;

	VPROF_BUDGET( "BacktrackEntity", "CLagCompensationManager" );

	// get track history of this entity
	int index = pEntity->GetAIIndex();
	CUtlFixedLinkedList< LagRecord > *track = &m_EntityTrack[ index ];

	// check if we have at leat one entry
	if ( track->Count() <= 0 )
		return;

	int curr = track->Head();

	LagRecord *prevRecord = NULL;
	LagRecord *record = NULL;

	Vector prevOrg = pEntity->GetLocalOrigin();
	
	// Walk context looking for any invalidating event
	while( track->IsValidIndex(curr) )
	{
		// remember last record
		prevRecord = record;

		// get next record
		record = &track->Element( curr );

		if ( !(record->m_fFlags & LC_ALIVE) )
		{
			// entity must be alive, lost track
			return;
		}

		Vector delta = record->m_vecOrigin - prevOrg;
		if ( delta.LengthSqr() > LAG_COMPENSATION_TELEPORTED_DISTANCE_SQR )
		{
			// lost track, moved too far (may have teleported)
			return; 
		}

		// did we find a context smaller than target time ?
		if ( record->m_flSimulationTime <= flTargetTime )
			break; // hurra, stop

		prevOrg = record->m_vecOrigin;

		// go one step back in time
		curr = track->Next( curr );
	}

	Assert( record );

	if ( !record )
	{
		if ( sv_unlag_debug.GetBool() )
		{
			DevMsg( "No valid positions in history for BacktrackEntity ( %s )\n", pEntity->GetClassname() );
		}

		return; // that should never happen
	}

	float frac = 0.0f;
	if ( prevRecord && 
		 (record->m_flSimulationTime < flTargetTime) &&
		 (record->m_flSimulationTime < prevRecord->m_flSimulationTime) )
	{
		// we didn't find the exact time but have a valid previous record
		// so interpolate between these two records;

		Assert( prevRecord->m_flSimulationTime > record->m_flSimulationTime );
		Assert( flTargetTime < prevRecord->m_flSimulationTime );

		// calc fraction between both records
		frac = ( flTargetTime - record->m_flSimulationTime ) / 
			( prevRecord->m_flSimulationTime - record->m_flSimulationTime );

		Assert( frac > 0 && frac < 1 ); // should never extrapolate

		ang  = Lerp( frac, record->m_vecAngles, prevRecord->m_vecAngles );
		org  = Lerp( frac, record->m_vecOrigin, prevRecord->m_vecOrigin  );
		mins = Lerp( frac, record->m_vecMins, prevRecord->m_vecMins  );
		maxs = Lerp( frac, record->m_vecMaxs, prevRecord->m_vecMaxs );
	}
	else
	{
		// we found the exact record or no other record to interpolate with
		// just copy these values since they are the best we have
		ang  = record->m_vecAngles;
		org  = record->m_vecOrigin;
		mins = record->m_vecMins;
		maxs = record->m_vecMaxs;
	}

	// See if this is still a valid position for us to teleport to
	if ( sv_unlag_fixstuck.GetBool() )
//.........这里部分代码省略.........
开发者ID:NEITMod,项目名称:HL2BM2,代码行数:101,代码来源:player_lagcompensation.cpp

示例3: SetParameters

void CGroundLine::SetParameters(
	const Vector &vStart, 
	const Vector &vEnd, 
	const Vector &vStartColor,	// Color values 0-1
	const Vector &vEndColor,
	float alpha,
	float lineWidth
	)
{
	m_vStart = vStart;
	m_vEnd = vEnd;
	m_vStartColor = vStartColor;
	m_vEndColor = vEndColor;
	m_Alpha = alpha;
	m_LineWidth = lineWidth;

	Vector vTo( vEnd.x - vStart.x, vEnd.y - vStart.y, 0 );
	float flXYLen = vTo.Length();

	// Recalculate our segment list.
	unsigned int nSteps = (int)flXYLen / XY_PER_SEGMENT;
	nSteps = clamp( nSteps, 8, MAX_GROUNDLINE_SEGMENTS ) & ~1;
	unsigned int nMaxSteps = nSteps / 2;

	// First generate the sequence. We generate every other point here so it can insert fixup points to prevent
	// it from crossing world geometry.
	Vector pt[MAX_GROUNDLINE_SEGMENTS];
	Vector vStep = (Vector(m_vEnd[0], m_vEnd[1], 0) - Vector(m_vStart[0], m_vStart[1], 0)) / (nMaxSteps-1);

	pt[0] = FindBestSurfacePoint(m_vStart);

	unsigned int i;
	for(i=1; i < nMaxSteps; i++)
		pt[i<<1] = FindBestSurfacePoint(pt[(i-1)<<1] + vStep);


	CBitVec<MAX_GROUNDLINE_SEGMENTS> pointsUsed;
	pointsUsed.ClearAll();

	// Now try to make sure they don't intersect the geometry.
	for(i=0; i < nMaxSteps-1; i++)
	{
		Vector &a = pt[i<<1];
		Vector &b = pt[(i+1)<<1];

		trace_t trace;
		UTIL_TraceLine(a, b, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace);
		if(trace.fraction < 1)
		{
			int cIndex = (i<<1)+1;
			Vector &c = pt[cIndex];

			// Ok, this line segment intersects the world. Do a binary search to try to find the
			// point of intersection.
			Vector hi, lo;
			if(a.z < b.z)
			{
				hi = b;
				lo = a;
			}
			else
			{
				hi = a;
				lo = b;
			}

			if(BinSearchSegments(lo, hi, Vector(lo[0],lo[1],hi[2]), 15, &c))
			{
				pointsUsed.Set( cIndex );
			}
			else if(BinSearchSegments(lo, hi, Vector(hi[0],hi[1],hi[2]+500), 15, &c))
			{
				pointsUsed.Set( cIndex );
			}
		}
	}

	// Export the points.
	m_nPoints = 0;
	for(i=0; i < nSteps; i++)
	{
		// Every other point is always active.
		if( pointsUsed.Get( i ) || !(i & 1) )
		{
			m_Points[m_nPoints] = pt[i];
			++m_nPoints;
		}
	}
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:89,代码来源:ground_line.cpp


注:本文中的CBitVec::Get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。