本文整理汇总了C++中CServerDE::AlignRotation方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::AlignRotation方法的具体用法?C++ CServerDE::AlignRotation怎么用?C++ CServerDE::AlignRotation使用的例子?那么恭喜您, 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CServerDE
的用法示例。
在下文中一共展示了CServerDE::AlignRotation方法的7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: Setup
void CProjectile::Setup(DVector *vDir, DBYTE nType, DFLOAT fDamage, DFLOAT fVelocity,
int nRadius, HOBJECT hFiredFrom)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return;
VEC_COPY(m_vDir, *vDir);
m_fDamage = fDamage;
m_fVelocity = fVelocity;
m_nRadius = nRadius;
m_hFiredFrom = hFiredFrom;
pServerDE->CreateInterObjectLink( m_hObject, m_hFiredFrom );
m_nWeaponType = nType;
DVector vVel;
VEC_MULSCALAR(vVel, m_vDir, m_fVelocity);
// Set the rotation of the projectile...
DRotation rRot;
pServerDE->AlignRotation(&rRot, &m_vDir, DNULL);
pServerDE->SetObjectRotation(m_hObject, &rRot);
// And away we go...
pServerDE->SetVelocity(m_hObject, &vVel);
pServerDE->SetObjectFlags(m_hObject, m_dwFlags);
// Add smoke trail
if (m_bSmokeTrail) AddSmokeTrail(vVel);
}
示例2: Update
DBOOL CHandWeaponModel::Update()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return 0;
if (m_bFirstUpdate)
{
m_bFirstUpdate = DFALSE;
DDWORD dwFlags = pServerDE->GetObjectFlags(m_hObject);
if (m_bVisible)
pServerDE->SetObjectFlags(m_hObject, dwFlags | FLAG_VISIBLE);
else
pServerDE->SetObjectFlags(m_hObject, dwFlags & ~FLAG_VISIBLE);
if( !m_bDropped )
{
pServerDE->SetNextUpdate(m_hObject, 0.0f);
return DTRUE;
}
}
// See if standing on anything
CollisionInfo collisionInfo;
pServerDE->GetStandingOn(m_hObject, &collisionInfo);
DBOOL bIsStandingOn = (collisionInfo.m_hObject != DNULL);
if (bIsStandingOn)
{
// Spawn a powerup
DVector vF, vPos, vU;
DRotation rRot;
// We want the rotation aligned.
pServerDE->GetObjectRotation(m_hObject, &rRot);
pServerDE->GetRotationVectors(&rRot, &vU, &vPos, &vF);
vF.y = 0.0f;
VEC_SET(vU, 0,1,0);
pServerDE->AlignRotation(&rRot, &vF, &vU);
pServerDE->GetObjectPos(m_hObject, &vPos);
vPos.y += 10;
SpawnWeaponPickup(m_dwType, m_hObject, &vPos, &rRot, !m_bOwnedByPlayer);
return DFALSE;
}
pServerDE->SetNextUpdate( m_hObject, 0.01f);
return DTRUE;
}
示例3: ClearToPoint
DBOOL CMovement::ClearToPoint(DVector vStart, DVector vDestPos, DVector vDims, IntersectInfo* IInfo)
{
GlobalFilterFnData globalFilterFnData;
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return DFALSE;
DFLOAT fDim = (DFLOAT)sqrt((vDims.x * vDims.x) + (vDims.z * vDims.z)) + 0.1f;
IntersectQuery IQuery;
IQuery.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID;
IQuery.m_FilterFn = GlobalFilterFn;
globalFilterFnData.m_dwFlags = IGNORE_CHARACTER;
globalFilterFnData.m_nIgnoreObjects = 1;
globalFilterFnData.m_hIgnoreObjects = &m_hObject;
IQuery.m_pUserData = &globalFilterFnData;
DVector vDir;
DRotation rRot;
VEC_SUB(vDir, vDestPos, vStart);
VEC_NORM(vDir);
pServerDE->AlignRotation(&rRot, &vDir, &m_vUp);
DVector vU,vR,vF;
pServerDE->GetRotationVectors(&rRot,&vU,&vR,&vF);
//check the right side
VEC_ADDSCALED(IQuery.m_From, vStart, vR, fDim);
VEC_ADDSCALED(IQuery.m_To, vDestPos, vR, fDim);
if(pServerDE->IntersectSegment(&IQuery, IInfo))
{
return DFALSE;
}
//check the left side
VEC_ADDSCALED(IQuery.m_From, vStart, vR, (fDim * -1.0f));
VEC_ADDSCALED(IQuery.m_To,vDestPos, vR, (fDim * -1.0f));
if(pServerDE->IntersectSegment(&IQuery, IInfo))
{
return DFALSE;
}
return DTRUE;
}
示例4: Setup
void CBulletImpactSFX::Setup( DVector *pvPos, DVector *pvDir, DFLOAT fScale, HSTRING hstrSprite )
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
DRotation rotation;
pServerDE->AlignRotation( &rotation, pvDir, pvDir );
// Tell the clients about the Mark, and remove thyself...
HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
pServerDE->WriteToMessageByte(hMessage, SFX_MARK_ID);
//pServerDE->WriteToMessageByte(hMessage, DTRUE);
pServerDE->WriteToMessageRotation(hMessage, &rotation);
pServerDE->WriteToMessageFloat( hMessage, fScale );
pServerDE->WriteToMessageHString( hMessage, hstrSprite );
pServerDE->EndMessage(hMessage);
}
示例5: EngineMessageFn
DDWORD BugAI::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData)
{
switch(messageID)
{
case MID_PRECREATE:
{
// Need to call base class to have the object name read in before
// we call PostPropRead()
DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData);
if (fData == 1.0)
AI_Mgr::ReadProp((ObjectCreateStruct*)pData); // inside BaseCharacter
PostPropRead((ObjectCreateStruct*)pData);
return dwRet;
}
break;
case MID_INITIALUPDATE:
{
InitialUpdate((DVector *)pData);
break;
}
case MID_UPDATE:
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return 0;
//gotta keep the bug stuck to whatever surface it is on
DRotation rRot;
DVector vU,vR,vF,vVel,vPos;
pServerDE->GetObjectPos(m_hObject,&vPos);
pServerDE->GetObjectRotation(m_hObject,&rRot);
pServerDE->GetRotationVectors(&rRot,&vU,&vR,&vF);
VEC_MULSCALAR(vVel,vU,-15.0f);
Move(vVel, MATH_EPSILON);
//check if there is something below, if not rotate
IntersectQuery IQuery;
IntersectInfo ii;
IQuery.m_Flags = INTERSECT_OBJECTS;
IQuery.m_FilterFn = DNULL;
DVector vTemp;
VEC_MULSCALAR(vTemp,vU,-2.0f);
VEC_COPY(IQuery.m_From,vPos);
VEC_ADD(IQuery.m_To,IQuery.m_From,vTemp);
if(pServerDE->IntersectSegment(&IQuery, &ii))
{
DRotation rRot;
DVector vDown;
VEC_MULSCALAR(vDown,vU,-1.0f);
pServerDE->AlignRotation(&rRot,&vDown,&vF);
pServerDE->SetObjectRotation(m_hObject,&rRot);
}
}
break;
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
示例6: FindShortestTurn
DVector CMovement::FindShortestTurn(DVector vStart, DRotation* prRot, DFLOAT fMoveLen)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return vStart;
DVector vDir, vEnd, vCurPos;
DVector vUp,vRight,vForward,vLeft;
VEC_COPY(vCurPos, vStart);
IntersectQuery IQuery;
IntersectInfo ii;
DFLOAT fLeftDist = 0.0f, fRightDist = 0.0f, fMaxDist = 0.0f;
pServerDE->GetRotationVectors(prRot,&vUp,&vRight,&vForward);
VEC_MULSCALAR(vLeft,vRight,-1.0f); //create the left rotation vector
IQuery.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID;
IQuery.m_FilterFn = DNULL;
//get the farthest left we could travel
VEC_COPY(IQuery.m_From,vCurPos);
VEC_COPY(IQuery.m_Direction,vLeft);
if(pServerDE->CastRay(&IQuery,&ii))
{
fMaxDist = fLeftDist = VEC_DIST(vCurPos,ii.m_Point);
}
//now get the farthest right
VEC_COPY(IQuery.m_Direction,vRight);
if(pServerDE->CastRay(&IQuery,&ii))
{
fRightDist = VEC_DIST(vCurPos,ii.m_Point);
if(fRightDist > fMaxDist)
fMaxDist = fRightDist;
}
//travel the obstacle in both directions looking for a clearing
VEC_INIT(vDir);
VEC_MULSCALAR(vEnd,vForward,fMoveLen + 5.0f);
for(float fWidth = fMoveLen; !(fWidth >= fRightDist && fWidth >= fLeftDist); fWidth += fMoveLen)
{
//Check the right side
if(fWidth < fRightDist)
{
VEC_ADDSCALED(IQuery.m_From,vCurPos,vRight,fWidth);
VEC_ADD(IQuery.m_To,IQuery.m_From,vEnd);
if(!pServerDE->IntersectSegment(&IQuery,&ii))
{
VEC_ADDSCALED(IQuery.m_From,IQuery.m_From,vRight,fWidth/2);
pServerDE->AlignRotation(prRot, &vLeft, &m_vUp);
return IQuery.m_From;
}
}
//Check the left side
if(fWidth < fLeftDist)
{
VEC_ADDSCALED(IQuery.m_From,vCurPos,vLeft,fWidth);
VEC_ADD(IQuery.m_To,IQuery.m_From,vEnd);
if(!pServerDE->IntersectSegment(&IQuery,&ii))
{
VEC_ADDSCALED(IQuery.m_From,IQuery.m_From,vLeft,fWidth/2);
pServerDE->AlignRotation(prRot, &vRight, &m_vUp);
return IQuery.m_From;
}
}
}
return vStart;
}
示例7: CalculatePath
DBOOL CMovement::CalculatePath(DVector vDestPos)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return DFALSE;
DVector vDims, vTest;
DRotation rRot;
//sanity check to make sure vDestPos is valid
VEC_INIT(vTest);
if(VEC_DIST(vTest, vDestPos) <= 0)
return DFALSE;
IntersectQuery IQuery;
IntersectInfo IInfo;
IQuery.m_Flags = INTERSECT_OBJECTS;
IQuery.m_FilterFn = DNULL;
// LARGE_INTEGER start;
// QueryPerformanceCounter(&start);
//clear the path list out
Term();
//get the parent's dims
pServerDE->GetObjectDims(m_hObject,&vDims);
DFLOAT fDim = (DFLOAT)sqrt((vDims.x * vDims.x) + (vDims.z * vDims.z)) + 0.1f;
if(!ClearToPoint(m_vPos, vDestPos,vDims, &IInfo))
{
VEC_ADDSCALED(IInfo.m_Point,IInfo.m_Point, IInfo.m_Plane.m_Normal, fDim - 0.1f)
AddPosToPathList(IInfo.m_Point);
//align a test rotation to the obstacles normal and retrieve the rotation vectors
VEC_MULSCALAR(IInfo.m_Plane.m_Normal, IInfo.m_Plane.m_Normal, -1.0f);
pServerDE->AlignRotation(&rRot, &(IInfo.m_Plane.m_Normal), &m_vUp);
DVector vTurnPoint = FindShortestTurn(IInfo.m_Point, &rRot, fDim);
if(VEC_DIST(vTurnPoint, IInfo.m_Point) <= 0.0f)
return DFALSE;
AddPosToPathList(vTurnPoint);
DVector vU,vR,vF;
pServerDE->GetRotationVectors(&rRot,&vU,&vR,&vF);
vTurnPoint = FindTurn(vTurnPoint, vF, IInfo.m_Plane.m_Normal, fDim, fDim);
if(VEC_DIST(vTurnPoint, vDestPos) <= 0.0f)
return DFALSE;
if(ClearToPoint(vTurnPoint, vDestPos, vDims, &IInfo))
{
AddPosToPathList(vTurnPoint);
AddPosToPathList(vDestPos);
// ConsolidatePath();
}
else
return DFALSE;
}
else
AddPosToPathList(vDestPos);
/* LARGE_INTEGER end;
QueryPerformanceCounter(&end);
pServerDE->DebugOut("Shortest Path Computed: %u ticks\r\n", (unsigned long)(end.QuadPart - start.QuadPart));
*/
return DTRUE;
}