本文整理汇总了C++中EntityMatrix::InitFromEntity方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityMatrix::InitFromEntity方法的具体用法?C++ EntityMatrix::InitFromEntity怎么用?C++ EntityMatrix::InitFromEntity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EntityMatrix
的用法示例。
在下文中一共展示了EntityMatrix::InitFromEntity方法的6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: AddPellet
void CWeaponGravityGun::AddPellet( CGravityPellet *pPellet, CBaseEntity *pAttach, const Vector &surfaceNormal )
{
Assert(m_pelletCount<MAX_PELLETS);
m_activePellets[m_pelletCount].localNormal = surfaceNormal;
if ( pAttach )
{
EntityMatrix tmp;
tmp.InitFromEntity( pAttach );
m_activePellets[m_pelletCount].localNormal = tmp.WorldToLocalRotation( surfaceNormal );
}
m_activePellets[m_pelletCount].pellet = pPellet;
m_activePellets[m_pelletCount].parent = pAttach;
m_pelletCount++;
}
示例2: AimPrimaryWeapon
//-----------------------------------------------------------------------------
// Primary gun
//-----------------------------------------------------------------------------
void CPropAPC::AimPrimaryWeapon( const Vector &vecWorldTarget )
{
EntityMatrix parentMatrix;
parentMatrix.InitFromEntity( this, m_nMachineGunBaseAttachment );
Vector target = parentMatrix.WorldToLocal( vecWorldTarget );
float quadTarget = target.LengthSqr();
float quadTargetXY = target.x*target.x + target.y*target.y;
// Target is too close! Can't aim at it
if ( quadTarget > m_vecBarrelPos.LengthSqr() )
{
// We're trying to aim the offset barrel at an arbitrary point.
// To calculate this, I think of the target as being on a sphere with
// it's center at the origin of the gun.
// The rotation we need is the opposite of the rotation that moves the target
// along the surface of that sphere to intersect with the gun's shooting direction
// To calculate that rotation, we simply calculate the intersection of the ray
// coming out of the barrel with the target sphere (that's the new target position)
// and use atan2() to get angles
// angles from target pos to center
float targetToCenterYaw = atan2( target.y, target.x );
float centerToGunYaw = atan2( m_vecBarrelPos.y, sqrt( quadTarget - (m_vecBarrelPos.y*m_vecBarrelPos.y) ) );
float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) );
float centerToGunPitch = atan2( -m_vecBarrelPos.z, sqrt( quadTarget - (m_vecBarrelPos.z*m_vecBarrelPos.z) ) );
QAngle angles;
angles.Init( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw + centerToGunYaw ), 0 );
SetPoseParameter( "vehicle_weapon_yaw", angles.y );
SetPoseParameter( "vehicle_weapon_pitch", angles.x );
StudioFrameAdvance();
float curPitch = GetPoseParameter( "vehicle_weapon_pitch" );
float curYaw = GetPoseParameter( "vehicle_weapon_yaw" );
m_bInFiringCone = (fabs(curPitch - angles.x) < 1e-3) && (fabs(curYaw - angles.y) < 1e-3);
}
else
{
m_bInFiringCone = false;
}
}
示例3: GetPelletWorldCoords
void GetPelletWorldCoords( int pelletIndex, Vector *worldPos, Vector *worldNormal )
{
if ( worldPos )
{
*worldPos = m_activePellets[pelletIndex].pellet->GetAbsOrigin();
}
if ( worldNormal )
{
if ( m_activePellets[pelletIndex].parent )
{
EntityMatrix tmp;
tmp.InitFromEntity( m_activePellets[pelletIndex].parent );
*worldNormal = tmp.LocalToWorldRotation( m_activePellets[pelletIndex].localNormal );
}
else
{
*worldNormal = m_activePellets[pelletIndex].localNormal;
}
}
}
示例4: SetupForces
void CPhysThruster::SetupForces( IPhysicsObject *pPhys, Vector &linear, AngularImpulse &angular )
{
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
forward = forward * m_force;
// multiply the force by mass (it's actually just an acceleration)
if ( m_spawnflags & SF_THRUST_MASS_INDEPENDENT )
{
forward = forward * pPhys->GetMass();
}
EntityMatrix xform;
xform.InitFromEntity( m_attachedObject );
Vector origin = xform.LocalToWorld( m_localOrigin );
forward = xform.LocalToWorldRotation( forward );
// Adjust for the position of the thruster -- apply proper torque)
pPhys->CalculateVelocityOffset( forward, origin, linear, angular );
// Stay in local space always if this flag is set
if ( m_spawnflags & SF_THRUST_LOCAL_ORIENTATION )
{
linear = xform.WorldToLocalRotation( linear );
}
if ( !(m_spawnflags & SF_THRUST_FORCE) )
{
// clear out force
linear.Init();
}
if ( !(m_spawnflags & SF_THRUST_TORQUE) )
{
// clear out torque
angular.Init();
}
}
示例5: Init
//-----------------------------------------------------------------------------
// Purpose: Spawn and initialize the fire
// Input : &position - where the fire resides
// lifetime -
//-----------------------------------------------------------------------------
void CFire::Init( const Vector &position, float scale, float attackTime, float fuel, int flags, int fireType )
{
m_flAttackTime = attackTime;
m_spawnflags = flags;
m_nFireType = fireType;
if ( flags & SF_FIRE_INFINITE )
{
fuel = 0;
}
m_flFuel = fuel;
if ( m_flFuel )
{
m_spawnflags |= SF_FIRE_DIE_PERMANENT;
}
Vector localOrigin = position;
if ( GetMoveParent() )
{
EntityMatrix parentMatrix;
parentMatrix.InitFromEntity( GetMoveParent() );
localOrigin = parentMatrix.WorldToLocal( position );
}
UTIL_SetOrigin( this, localOrigin );
SetSolid( SOLID_NONE );
m_flFireSize = scale;
m_flMaxHeat = FIRE_MAX_HEAT_LEVEL * FIRE_SCALE_FROM_SIZE(scale);
//See if we should start on
if ( m_spawnflags & SF_FIRE_START_FULL )
{
m_flHeatLevel = m_flMaxHeat;
}
m_flLastHeatLevel = 0;
}
示例6:
Vector WorldBarrelPosition( void )
{
EntityMatrix tmp;
tmp.InitFromEntity( this );
return tmp.LocalToWorld( m_barrelPos );
}