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C++ EntityMatrix::WorldToLocal方法代码示例

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


在下文中一共展示了EntityMatrix::WorldToLocal方法的4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: 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;
	}
}
开发者ID:paralin,项目名称:hl2sdk,代码行数:47,代码来源:vehicle_apc.cpp

示例2: 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;

}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:42,代码来源:fire.cpp

示例3: TrackTarget


//.........这里部分代码省略.........
		if ( !InRange( range ) )
		{
			m_fireLast = 0;
			return;
		}

		UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

		if (m_spawnflags & SF_TANK_AIM_AT_POS)
		{
			updateTime		= TRUE;
			m_sightOrigin	= m_vTargetPosition;
		}
		else
		{
			lineOfSight = FALSE;
			// No line of sight, don't track
			if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
			{
				lineOfSight = TRUE;

				CBaseEntity *pInstance = pTarget;
				if ( InRange( range ) && pInstance && pInstance->IsAlive() )
				{
					updateTime = TRUE;

					// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
					m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
				}
			}
		}

		// Convert targetPosition to parent
		angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );
	}

	// Force the angles to be relative to the center position
	float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
	float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
	angles.y = m_yawCenter + offsetY;
	angles.x = m_pitchCenter + offsetX;

	// Limit against range in y

	// MDB - don't check pitch! If two func_tanks are meant to align,
	// and one can pitch and the other cannot, this can lead to them getting 
	// different values for angles.y. Nothing is lost by not updating yaw
	// because the target is not in pitch range.

	bool bOutsideYawRange = ( fabs( offsetY ) > m_yawRange + m_yawTolerance );
	bool bOutsidePitchRange = ( fabs( offsetX ) > m_pitchRange + m_pitchTolerance );

	Vector vecToTarget = m_sightOrigin - GetLocalOrigin();

	// if target is outside yaw range
	if ( bOutsideYawRange )
	{
		if ( angles.y > m_yawCenter + m_yawRange )
		{
			angles.y = m_yawCenter + m_yawRange;
		}
		else if ( angles.y < (m_yawCenter - m_yawRange) )
		{
			angles.y = (m_yawCenter - m_yawRange);
		}
	}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:67,代码来源:hl1_func_tank.cpp

示例4: TrackTarget

void CAPCController::TrackTarget( void )
{
	trace_t tr;
	bool updateTime = FALSE, lineOfSight;
	QAngle angles;
	Vector barrelEnd;
	CBaseEntity *pTarget = NULL;

	barrelEnd.Init();

	if ( IsActive() )
	{
		SetNextThink( gpGlobals->curtime + 0.1f );
	}
	else
	{
		return;
	}

	// -----------------------------------
	//  Get world target position
	// -----------------------------------
	barrelEnd = WorldBarrelPosition();
	Vector worldTargetPosition;
	CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
	if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
	{
		m_hTarget = FindTarget( m_targetEntityName, NULL );
		if ( IsActive() )
		{
			SetNextThink( gpGlobals->curtime + 2 );	// Wait 2 sec s
		}

		return;
	}
	pTarget = pEntity;

	// Calculate angle needed to aim at target
	worldTargetPosition = pEntity->EyePosition();

	float range = (worldTargetPosition - barrelEnd).Length();

	if ( !InRange( range ) )
	{
		m_bFireDelayed = false;
		return;
	}

	UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );

	lineOfSight = FALSE;
	// No line of sight, don't track
	if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
	{
		lineOfSight = TRUE;

		CBaseEntity *pInstance = pTarget;
		if ( InRange( range ) && pInstance && pInstance->IsAlive() )
		{
			updateTime = TRUE;

			// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
			m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
		}
	}

	// Convert targetPosition to parent
	angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );


	// Force the angles to be relative to the center position
	float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
	float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
	angles.y = m_yawCenter + offsetY;
	angles.x = m_pitchCenter + offsetX;

	// Move toward target at rate or less
	float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );

	QAngle vecAngVel = GetLocalAngularVelocity();
	vecAngVel.y = distY * 10;
	vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );

	// Move toward target at rate or less
	float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
	vecAngVel.x = distX  * 10;
	vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
	SetLocalAngularVelocity( vecAngVel );

	SetMoveDoneTime( 0.1 );

	Vector forward;
	AngleVectors( GetLocalAngles(), &forward );
	forward = m_parentMatrix.ApplyRotation( forward );

	AngleVectors(angles, &forward);

	if ( lineOfSight == TRUE )
	{
		// FIXME: This will ultimately have to deal with NPCs being in the vehicle as well
//.........这里部分代码省略.........
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:101,代码来源:point_apc_controller.cpp


注:本文中的EntityMatrix::WorldToLocal方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。