本文整理汇总了C++中CMovementRequest::GetBodyTarget方法的典型用法代码示例。如果您正苦于以下问题:C++ CMovementRequest::GetBodyTarget方法的具体用法?C++ CMovementRequest::GetBodyTarget怎么用?C++ CMovementRequest::GetBodyTarget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CMovementRequest
的用法示例。
在下文中一共展示了CMovementRequest::GetBodyTarget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: RequestMovement
//------------------------------------------------------------------------
bool CVehicleMovementHelicopter::RequestMovement(CMovementRequest& movementRequest)
{
FUNCTION_PROFILER( gEnv->pSystem, PROFILE_GAME );
m_movementAction.isAI = true;
//StartEngine(0);
if (m_HoverAnim && !(m_HoverAnim->GetAnimTime() < 1.0f - FLT_EPSILON))
{
m_HoverAnim->StartAnimation();
}
CryAutoCriticalSection lk(m_lock);
if (movementRequest.HasLookTarget())
m_aiRequest.SetLookTarget(movementRequest.GetLookTarget());
else
m_aiRequest.ClearLookTarget();
if (movementRequest.HasBodyTarget())
m_aiRequest.SetBodyTarget(movementRequest.GetBodyTarget());
else
m_aiRequest.ClearBodyTarget();
if (movementRequest.HasDesiredBodyDirectionAtTarget())
m_aiRequest.SetDesiredBodyDirectionAtTarget(movementRequest.GetDesiredBodyDirectionAtTarget());
else
m_aiRequest.ClearDesiredBodyDirectionAtTarget();
if (movementRequest.HasMoveTarget())
{
Vec3 end( movementRequest.GetMoveTarget() );
if(m_bExtendMoveTarget)
{
Vec3 entityPos = m_pEntity->GetWorldPos();
Vec3 start(entityPos);
Vec3 pos = ( end - start ) * 100.0f;
pos +=start;
m_aiRequest.SetMoveTarget( pos );
}
else
{
m_aiRequest.SetMoveTarget( end );
}
if (!m_isEnginePowered)
{
StartDriving(0);
}
}
else
m_aiRequest.ClearMoveTarget();
float fDesiredSpeed = 0.0f;
if (movementRequest.HasDesiredSpeed())
fDesiredSpeed = movementRequest.GetDesiredSpeed();
else
m_aiRequest.ClearDesiredSpeed();
if (movementRequest.HasForcedNavigation())
{
const Vec3 forcedNavigation = movementRequest.GetForcedNavigation();
const Vec3 entityPos = m_pEntity->GetWorldPos();
m_aiRequest.SetForcedNavigation(forcedNavigation);
m_aiRequest.SetMoveTarget(entityPos+forcedNavigation.GetNormalizedSafe()*100.0f);
if (fabsf(fDesiredSpeed) <= FLT_EPSILON)
fDesiredSpeed = forcedNavigation.GetLength();
}
else
m_aiRequest.ClearForcedNavigation();
m_aiRequest.SetDesiredSpeed(fDesiredSpeed * m_EnginePerformance);
m_pVehicle->NeedsUpdate(IVehicle::eVUF_AwakePhysics, false);
return true;
}