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C++ C_BaseAnimating::GetBone方法代码示例

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


在下文中一共展示了C_BaseAnimating::GetBone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: UpdateControlPoint

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing )
{
	ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint];

	if ( !pPoint->hEntity.Get() )
	{
		if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing )
		{
			pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
			pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset );
			pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset );
		}

		pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL );
		return;
	}

	// Only update non-follow particles when we're initializing, 
	// unless we're parented to something, in which case we should always update
	if ( !bInitializing && !pPoint->hEntity->GetMoveParent() && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) )
		return;

	if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN )
		return;

	Vector vecOrigin, vecForward, vecRight, vecUp;

	float flOffset = 0.0f;
	bool bUsingHeadOrigin = false;

#ifdef TF_CLIENT_DLL

	CBaseEntity *pWearable = (CBaseEntity*) pPoint->hEntity.Get();
	if ( pWearable && dynamic_cast<IHasAttributes*>( pWearable ) && !pWearable->IsPlayer() )
	{
		C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();
		if ( pAnimating )
		{
			int bUseHeadOrigin = 0;
			CALL_ATTRIB_HOOK_INT_ON_OTHER( pPoint->hEntity.Get(), bUseHeadOrigin, particle_effect_use_head_origin );
			if ( bUseHeadOrigin > 0 )
			{
				int iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "bip_head" );
				if ( iBone < 0 )
				{
					iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "prp_helmet" );
					if ( iBone < 0 )
					{
						iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "prp_hat" );
					}
				}
				if ( iBone >= 0 )
				{
					bUsingHeadOrigin = true;
					const matrix3x4_t headBone = pAnimating->GetBone( iBone );
					MatrixVectors( headBone, &vecForward, &vecRight, &vecUp );
					MatrixPosition( headBone, vecOrigin );

					CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPoint->hEntity.Get(), flOffset, particle_effect_vertical_offset );
				}
			}
		}
	}
#endif

	if ( !bUsingHeadOrigin )
	{
		switch ( pPoint->iAttachType )
		{
		case PATTACH_POINT:
		case PATTACH_POINT_FOLLOW:
			{
				C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();

				Assert( pAnimating );
				if ( pAnimating )
				{
					matrix3x4_t attachmentToWorld;

					if ( !pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
					{
						// try C_BaseAnimating if attach point is not on the weapon
						if ( !pAnimating->C_BaseAnimating::GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
						{
							Warning( "Cannot update control point %d for effect '%s'.\n", pPoint->iAttachmentPoint, pEffect->pParticleEffect->GetEffectName() );
							attachmentToWorld = pAnimating->RenderableToWorldTransform();
						}
					}

					VMatrix vMat(attachmentToWorld);
					MatrixTranslate( vMat, pPoint->vecOriginOffset );
					MatrixVectors( vMat.As3x4(), &vecForward, &vecRight, &vecUp );
					MatrixPosition( vMat.As3x4(), vecOrigin );

					if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
					{
						FormatViewModelAttachment( vecOrigin, true );
//.........这里部分代码省略.........
开发者ID:AnnoyedTree,项目名称:source-sdk-2013,代码行数:101,代码来源:particle_property.cpp


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