本文整理汇总了C++中CMovementRequest::GetDesiredBodyDirectionAtTarget方法的典型用法代码示例。如果您正苦于以下问题:C++ CMovementRequest::GetDesiredBodyDirectionAtTarget方法的具体用法?C++ CMovementRequest::GetDesiredBodyDirectionAtTarget怎么用?C++ CMovementRequest::GetDesiredBodyDirectionAtTarget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::GetDesiredBodyDirectionAtTarget方法的2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;
}
示例2: if
//.........这里部分代码省略.........
}
}
else
{
if (!((oldSample.pseudoSpeed == AISPEED_RUN) || (oldSample.pseudoSpeed == AISPEED_SPRINT)))
{
MovementTransitionsLog("[%x] Immediate Juke failed because current pseudospeed (%f) is not supported", gEnv->pRenderer->GetFrameID(), oldSample.pseudoSpeed);
}
else if (runningDuration <= minimumRunningDurationForJuke)
{
MovementTransitionsLog("[%x] Immediate Juke failed because running only %f seconds while more than %f is needed", gEnv->pRenderer->GetFrameID(), runningDuration.GetSeconds(), minimumRunningDurationForJuke);
}
else //if (entitySpeed2D < minimumSpeedForJuke)
{
MovementTransitionsLog("[%x] Immediate Juke failed because speed is only %f while %f is needed", gEnv->pRenderer->GetFrameID(), entitySpeed2D, minimumSpeedForJuke);
}
}
}
else
{
MovementTransitionsLog("[%x] Immediate Juke failed because current animation state (%s) doesn't support juking", gEnv->pRenderer->GetFrameID(), const_cast<CPlayer&>(player).GetAnimationGraphState() ? const_cast<CPlayer&>(player).GetAnimationGraphState()->GetCurrentStateName() : NULL);
}
if (m_transitionType == eTT_None) // directionchange wasn't found
{
if ((allowedTransitionFlags & (1<<eTT_Stop)) && (distAfterMoveTarget < FLT_EPSILON))
{
// === PREDICTED STOP ===
// We want to stop in the future
m_transitionType = eTT_Stop;
m_bPredicted = true;
m_transitionDistance = distToMoveTarget;
m_future.vMoveDirection = vToMoveTarget.GetNormalizedSafe(newSample.moveDirection);
m_arrivalAngle = request.HasDesiredBodyDirectionAtTarget() ? Ang3::CreateRadZ( request.GetDesiredBodyDirectionAtTarget(), m_future.vMoveDirection ) : 0.0f;
m_future.qOrientation = request.HasDesiredBodyDirectionAtTarget() ? Quat::CreateRotationVDir(request.GetDesiredBodyDirectionAtTarget()) : Quat::CreateRotationVDir(m_future.vMoveDirection);
MovementTransitionsLog("[%x] Predicted Juke failed because we are trying to stop", gEnv->pRenderer->GetFrameID());
}
else if ((allowedTransitionFlags & (1<<eTT_DirectionChange)) && (distAfterMoveTarget >= transitions.GetMinDistanceAfterDirectionChange()))
{
// === PREDICTED DIRECTIONCHANGE ===
// We want to change direction in the future
// NOTE: This logic will fail if we trigger the juke really late, because then the distToMoveTarget will be very small and the angle calculation not precise
m_transitionType = eTT_DirectionChange;
m_bPredicted = true;
m_transitionDistance = distToMoveTarget;
m_jukeAngle = Ang3::CreateRadZ( vToMoveTarget, vAfterMoveTarget );
m_future.vMoveDirection = vAfterMoveTarget.GetNormalized();
const Vec3 realTargetBodyDirection = bHasLockedBodyTarget ? targetBodyDirection : m_future.vMoveDirection;
m_future.qOrientation = Quat::CreateRotationVDir( realTargetBodyDirection );
m_targetTravelAngle = Ang3::CreateRadZ( realTargetBodyDirection, m_future.vMoveDirection );
}
}
}
}
else // if (newSample.pseudoSpeed <= 0.0f)
{
// Either:
// - we are in a Stop and want to continue stopping
// - we are moving and suddenly want to stop
// - we are in a Start and want to stop <-- oldPseudoSpeed logic is wrong, oldPseudoSpeed will be 0 for a while so we should use real velocity
// - we are stopped already and just want to stay stopped
MovementTransitionsLog("[%x] Juke failed because we are not running or trying to stop", gEnv->pRenderer->GetFrameID());
MovementTransitionsLog("[%x] Start failed because we are not requesting movement", gEnv->pRenderer->GetFrameID());
if (
(( (oldSample.pseudoSpeed == AISPEED_RUN) || (oldSample.pseudoSpeed == AISPEED_SPRINT)) && (runningDuration > minimumRunningDurationForRunStop) && (entitySpeed2D >= minimumSpeedForRunStop))