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C++ CMovementRequest::GetContext方法代码示例

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


在下文中一共展示了CMovementRequest::GetContext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: if

STransitionSelectionParams::STransitionSelectionParams(
	const CMovementTransitions& transitions,
	const CPlayer& player,
	const CMovementRequest& request,
	const Vec3& playerPos,
	const SMovementTransitionsSample& oldSample,
	const SMovementTransitionsSample& newSample,
	const bool bHasLockedBodyTarget,
	const Vec3& targetBodyDirection,
	const Lineseg& safeLine,
	const CTimeValue runningDuration,
	const uint8 _allowedTransitionFlags,
	const float entitySpeed2D,
	const float entitySpeed2DAvg,
	const SExactPositioningTarget*const pExactPositioningTarget,
	const EStance stance,

	SActorFrameMovementParams*const pMoveParams) : m_transitionType(eTT_None), m_transitionDistance(0.0f), m_pseudoSpeed(0.0f), m_travelAngle(0.0f), m_jukeAngle(0.0f), m_stance(stance)
{
	// TODO: check for flatness?

	m_travelAngle = Ang3::CreateRadZ( newSample.bodyDirection, oldSample.moveDirection ); // probably should be oldSample?
	m_context = request.HasContext() ? request.GetContext() : 0;

	// --------------------------------------------------------------------------
	// Calculate vToMoveTarget, vAfterMoveTarget, distToMoveTarget, distAfterMoveTarget & allowedTransitionFlags

	Vec3 vToMoveTarget, vAfterMoveTarget;
	float distToMoveTarget, distAfterMoveTarget;
	uint8 allowedTransitionFlags = _allowedTransitionFlags;

	{
		if (request.HasMoveTarget())
		{
			const Vec3& vMoveTarget = request.GetMoveTarget();
			vToMoveTarget = vMoveTarget - playerPos;
			distToMoveTarget = vToMoveTarget.GetLength2D();

			m_future.hasMoveTarget = true;
			m_future.vMoveTarget = vMoveTarget;

			// Disallow certain transitions when preparing an exact positioning target
			// and fudge the distance to make sure we don't start when too close to it
			if (pExactPositioningTarget && pExactPositioningTarget->preparing && !pExactPositioningTarget->activated)
			{
				allowedTransitionFlags &= ~BIT(eTT_Stop);
				allowedTransitionFlags &= ~BIT(eTT_DirectionChange);

				const Vec3& exactPosLocation = pExactPositioningTarget->location.t;
				const float distFromMoveTargetToExactPosSquared = vMoveTarget.GetSquaredDistance(exactPosLocation);

				const float minimumDangerDistance = 0.1f;
				const float maxDistanceTraveledPerFrame = gEnv->pTimer->GetFrameTime() * 12.5f;
				const float dangerDistance = max(minimumDangerDistance, maxDistanceTraveledPerFrame);

				const bool moveTargetIsWithinDangerDistance = (distFromMoveTargetToExactPosSquared <= sqr(dangerDistance));
				if (moveTargetIsWithinDangerDistance)
				{
					// Fudge distToMoveTarget so we start at least distanceTraveledInTwoFrames
					// This only works for eTT_Start transitions (but we disabled the others above)
					distToMoveTarget = max(0.0f, distToMoveTarget - dangerDistance);
				}
			}

			if (request.HasInflectionPoint())
			{
				const Vec3& vInflectionPoint = request.GetInflectionPoint();
				vAfterMoveTarget = vInflectionPoint - vMoveTarget;
				distAfterMoveTarget = vAfterMoveTarget.GetLength2D();
			}
			else
			{
				vAfterMoveTarget.zero();
				distAfterMoveTarget = 0.0f;
			}
		}
		else
		{
			m_future.hasMoveTarget = false;

			vToMoveTarget.zero();
			vAfterMoveTarget.zero();
			distToMoveTarget = distAfterMoveTarget = 0.0f;
		}
	}

	// --------------------------------------------------------------------------

	const float maximumSpeedForStart = 0.5f;
	const float minimumSpeedForWalkStop = 1.0f;
	const float minimumSpeedForRunStop = 3.5f;
	const float minimumRunningDurationForRunStop = 1.0f; // (seconds)

	const float minimumSpeedForJuke = 4.4f*0.6f; // 4.4 is slowest runspeed in Crysis2; 0.6 is the strafing slowdown
	const float minimumRunningDurationForJuke = 0.1f; // (seconds)

	if (newSample.pseudoSpeed > 0.0f)
	{
		// Either:
		// - we are in a Stop and want to start again <-- note oldPseudoSpeed cannot be used to detect this, it could be already 0 from prev. frame
//.........这里部分代码省略.........
开发者ID:Xydrel,项目名称:Infected,代码行数:101,代码来源:MovementTransitions.cpp


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