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C++ CElement::GetPosition方法代码示例

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


在下文中一共展示了CElement::GetPosition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: Update

void CFreeCameraComponent::Update(double elapsedTime)
{
	if ( m_Destroyed ) return;
	CElement *owner = GetOwner();

	m_camController->SetPosition( owner->GetPosition() );
}
开发者ID:rcrmn,项目名称:mastervj-basic-engine,代码行数:7,代码来源:FreeCameraComponent.cpp

示例2: Reset

void CFreeCameraComponent::Reset()
{
	CElement *owner = GetOwner();


	m_camController->SetPosition( owner->GetPosition() );
}
开发者ID:rcrmn,项目名称:mastervj-basic-engine,代码行数:7,代码来源:FreeCameraComponent.cpp

示例3: Init

void CFreeCameraComponent::Init()
{
	CElement *owner = GetOwner();

	m_camController->SetPosition( owner->GetPosition() );

	CEngine::GetSingleton().getCameraManager()->add(getName(), m_camController);
}
开发者ID:rcrmn,项目名称:mastervj-basic-engine,代码行数:8,代码来源:FreeCameraComponent.cpp

示例4: DoHitDetectionForColShape

//
// Handle the changing state of collision between one colshape and any entity
//
void CColManager::DoHitDetectionForColShape ( CColShape* pShape )
{
    // Ensure colshape is enabled and not being deleted
    if ( pShape->IsBeingDeleted () || !pShape->IsEnabled () )
        return;

    std::map < CElement*, int > entityList;

    // Get all entities within the sphere
    CSphere querySphere = pShape->GetWorldBoundingSphere ();
    CElementResult result;
    GetSpatialDatabase()->SphereQuery ( result, querySphere );
 
    // Extract relevant types
    for ( CElementResult::const_iterator it = result.begin () ; it != result.end (); ++it )
    {
        CElement* pEntity = *it;
        switch ( pEntity->GetType () )
        {
            case CElement::COLSHAPE:
            case CElement::SCRIPTFILE:
            case CElement::RADAR_AREA:
            case CElement::CONSOLE:
            case CElement::TEAM:
            case CElement::BLIP:
            case CElement::DUMMY:
                break;
            default:
                if ( pEntity->GetParentEntity () )
                    entityList[ pEntity ] = 1;
        }
    }

    // Add existing colliders, so they can be disconnected if required
    for ( list < CElement* > ::const_iterator it = pShape->CollidersBegin () ; it != pShape->CollidersEnd (); ++it )
    {
       entityList[ *it ] = 1;
    }

    // Test each entity against the colshape
    for ( std::map < CElement*, int > ::const_iterator it = entityList.begin () ; it != entityList.end (); ++it )
    {
        CElement* pEntity = it->first;
        CVector vecPosition =
        pEntity->GetPosition ();

        // Collided?
        bool bHit = pShape->DoHitDetection ( vecPosition );
        HandleHitDetectionResult ( bHit, pShape, pEntity );
    }
}
开发者ID:pombredanne,项目名称:openvice,代码行数:54,代码来源:CColManager.cpp

示例5: Read

bool CPlayerPuresyncPacket::Read ( NetBitStreamInterface& BitStream )
{
    if ( m_pSourceElement )
    {
        CPlayer * pSourcePlayer = static_cast < CPlayer * > ( m_pSourceElement );

        // Read out the time context
        unsigned char ucTimeContext = 0;
        if ( !BitStream.Read ( ucTimeContext ) )
            return false;

        // Only read this packet if it matches the current time context that
        // player is in.
        if ( !pSourcePlayer->CanUpdateSync ( ucTimeContext ) )
        {
            return false;
        }

        // Read out keys
        CControllerState ControllerState;
        ReadFullKeysync ( ControllerState, BitStream );
        pSourcePlayer->GetPad ()->NewControllerState ( ControllerState );

        // Read the flags
        SPlayerPuresyncFlags flags;
        if ( !BitStream.Read ( &flags ) )
            return false;

        pSourcePlayer->SetInWater ( flags.data.bIsInWater );
        pSourcePlayer->SetOnGround ( flags.data.bIsOnGround );
        pSourcePlayer->SetHasJetPack ( flags.data.bHasJetPack );
        pSourcePlayer->SetDucked ( flags.data.bIsDucked );
        pSourcePlayer->SetWearingGoggles ( flags.data.bWearsGoogles );
        pSourcePlayer->SetChoking ( flags.data.bIsChoking );
        pSourcePlayer->SetAkimboArmUp ( flags.data.bAkimboTargetUp );
        pSourcePlayer->SetOnFire ( flags.data.bIsOnFire );
        pSourcePlayer->SetStealthAiming ( flags.data.bStealthAiming );

        // Contact element
        CElement* pContactElement = NULL;
        if ( flags.data.bHasContact )
        {
            ElementID Temp;
            if ( !BitStream.ReadCompressed ( Temp ) )
                return false;
            pContactElement = CElementIDs::GetElement ( Temp );
        }
        CElement * pPreviousContactElement = pSourcePlayer->GetContactElement ();
        pSourcePlayer->SetContactElement ( pContactElement );

        if ( pPreviousContactElement != pContactElement )
        {
            // Call our onPlayerContact event
            CLuaArguments Arguments;
            if ( pPreviousContactElement )
                Arguments.PushElement ( pPreviousContactElement );
            else
                Arguments.PushNil ();
            if ( pContactElement )
                Arguments.PushElement ( pContactElement );
            else
                Arguments.PushNil ();

            pSourcePlayer->CallEvent ( "onPlayerContact", Arguments );
        }

        // Player position
        SPositionSync position ( false );
        if ( !BitStream.Read ( &position ) )
            return false;

        if ( pContactElement )
        {
            pSourcePlayer->SetContactPosition ( position.data.vecPosition );

            // Get the true position
            CVector vecTempPos = pContactElement->GetPosition ();
            position.data.vecPosition += vecTempPos;
        }
        pSourcePlayer->SetPosition ( position.data.vecPosition );

        // Player rotation
        SPedRotationSync rotation;
        if ( !BitStream.Read ( &rotation ) )
            return false;
        pSourcePlayer->SetRotation ( rotation.data.fRotation );

        // Move speed vector
        if ( flags.data.bSyncingVelocity )
        {
            SVelocitySync velocity;
            if ( !BitStream.Read ( &velocity ) )
                return false;
            pSourcePlayer->SetVelocity ( velocity.data.vecVelocity );
        }

        // Health ( stored with damage )
        SPlayerHealthSync health;
        if ( !BitStream.Read ( &health ) )
            return false;
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:


注:本文中的CElement::GetPosition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。