本文整理汇总了C++中CServerDE::GetFrameTime方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::GetFrameTime方法的具体用法?C++ CServerDE::GetFrameTime怎么用?C++ CServerDE::GetFrameTime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::GetFrameTime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: UpdateSpinDown
void Rotating::UpdateSpinDown()
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return;
DBOOL bXDone = DFALSE, bYDone = DFALSE, bZDone = DFALSE;
DFLOAT fDeltaTime = pServerDE->GetFrameTime();
// Calculate current velocity...
m_vSpinTimeLeft.x -= fDeltaTime;
if (m_vSaveVelocity.x > 0.0f && m_vSpinTimeLeft.x >= 0.0f)
{
m_vVelocity.x = m_vSaveVelocity.x - (m_vSaveVelocity.x * (m_vSpinDownTime.x - m_vSpinTimeLeft.x) / m_vSpinDownTime.x);
}
else
{
m_vVelocity.x = 0.0f;
bXDone = DTRUE;
}
m_vSpinTimeLeft.y -= fDeltaTime;
if (m_vSaveVelocity.y > 0.0f && m_vSpinTimeLeft.y >= 0.0f)
{
m_vVelocity.y = m_vSaveVelocity.y - (m_vSaveVelocity.y * (m_vSpinDownTime.y - m_vSpinTimeLeft.y) / m_vSpinDownTime.y);
}
else
{
m_vVelocity.y = 0.0f;
bYDone = DTRUE;
}
m_vSpinTimeLeft.z -= fDeltaTime;
if (m_vSaveVelocity.z > 0.0f && m_vSpinTimeLeft.z >= 0.0f)
{
m_vVelocity.z = m_vSaveVelocity.z - (m_vSaveVelocity.z * (m_vSpinDownTime.z - m_vSpinTimeLeft.z) / m_vSpinDownTime.z);
}
else
{
m_vVelocity.z = 0.0f;
bZDone = DTRUE;
}
// Call normal update to do the work...
UpdateNormalRotation();
if (bXDone && bYDone && bZDone)
{
SetOff();
}
}
示例2: UpdatePhysics
void VolumeBrush::UpdatePhysics(ContainerPhysics* pCPStruct)
{
CServerDE* pServerDE = GetServerDE();
if (m_bHidden || !pServerDE || !pCPStruct || !pCPStruct->m_hObject) return;
DFLOAT fUpdateDelta = pServerDE->GetFrameTime();
// Check to see if this object is the player object...
if (!pServerDE->IsKindOf(pServerDE->GetObjectClass(pCPStruct->m_hObject), m_hPlayerClass))
{
// Check to see if this object is a character object...
DBOOL bCharacter = DFALSE;
HCLASS hBaseCharClass = pServerDE->GetClass("CBaseCharacter");
if (pServerDE->IsKindOf(pServerDE->GetObjectClass(pCPStruct->m_hObject), hBaseCharClass))
{
bCharacter = DTRUE;
if (m_bLocked)
{
// See if they have the key we need to unlock
HMESSAGEWRITE hMessage = pServerDE->StartMessageToObject((LPBASECLASS)this, pCPStruct->m_hObject, MID_KEYQUERY);
pServerDE->WriteToMessageHString(hMessage, m_hstrKeyName);
pServerDE->EndMessage(hMessage);
}
}
// Update velocity...
// Dampen velocity and acceleration based on the viscosity of the container...
if (m_fViscosity > 0.0f)
{
VEC_MULSCALAR(pCPStruct->m_Velocity, pCPStruct->m_Velocity, m_fViscosity);
VEC_MULSCALAR(pCPStruct->m_Acceleration, pCPStruct->m_Acceleration, m_fViscosity);
}
// Do special liquid / zero gravity handling...
if (IsLiquid(m_eContainerCode))
{
UpdateLiquidPhysics(pCPStruct, bCharacter);
}
// Add any current...
// Make current relative to update delta (actually change the REAL velocity)...
DVector vCurrent;
VEC_MULSCALAR(vCurrent, m_vCurrent, fUpdateDelta);
VEC_ADD(pCPStruct->m_Velocity, pCPStruct->m_Velocity, vCurrent);
}
// Update damage...
// Make damage relative to update delta...
if (m_fDamage)
{
DFLOAT fTime = pServerDE->GetTime();
DFLOAT fDamageDeltaTime = fTime - m_fLastDamageTime;
if (fDamageDeltaTime >= DAMAGE_UPDATE_DELTA || fTime == m_fLastDamageTime)
{
m_fLastDamageTime = fTime;
DVector vDir;
VEC_INIT(vDir);
DamageObject(m_hObject, this, pCPStruct->m_hObject, m_fDamage * DAMAGE_UPDATE_DELTA, vDir, vDir, m_nDamageType);
}
}
}