本文整理汇总了C++中IAttachment::GetAttAbsoluteDefault方法的典型用法代码示例。如果您正苦于以下问题:C++ IAttachment::GetAttAbsoluteDefault方法的具体用法?C++ IAttachment::GetAttAbsoluteDefault怎么用?C++ IAttachment::GetAttAbsoluteDefault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IAttachment
的用法示例。
在下文中一共展示了IAttachment::GetAttAbsoluteDefault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: AttachEffect
//------------------------------------------------------------------------
EntityEffects::TAttachedEffectId CItem::AttachEffect(int slot, bool attachToAccessory, const char *effectName, const char *helper, const Vec3 &offset, const Vec3 &dir, float scale, bool prime)
{
if(!g_pGameCVars->i_particleeffects)
{
return 0;
}
Vec3 finalOffset(offset);
string helperName(helper);
if(attachToAccessory)
{
SEntitySlotInfo slotInfo;
QuatT accessoryOffset;
accessoryOffset.SetIdentity();
const char* accessoryHelper = "";
const char* accessoryName = NULL;
const int numAccessories = m_accessories.size();
for (int curIndex = 0; curIndex < numAccessories; curIndex++)
{
IEntity* pAccessory = gEnv->pEntitySystem->GetEntity(m_accessories[curIndex].accessoryId);
if(pAccessory && pAccessory->GetSlotInfo(slot, slotInfo))
{
if(slotInfo.pStatObj)
{
accessoryOffset.t = slotInfo.pStatObj->GetHelperPos(helper);
if(!accessoryOffset.t.IsZero())
{
accessoryOffset.q = pAccessory->GetRotation();
accessoryOffset.t += pAccessory->GetPos();
accessoryName = m_accessories[curIndex].pClass->GetName();
break;
}
}
if(slotInfo.pCharacter)
{
IAttachmentManager *pAttachmentManager = slotInfo.pCharacter->GetIAttachmentManager();
IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(helper);
if(pAttachment)
{
accessoryHelper = GetAccessoryParams(m_accessories[curIndex].pClass)->attach_helper.c_str();
accessoryName = m_accessories[curIndex].pClass->GetName();
accessoryOffset = pAttachment->GetAttAbsoluteDefault();
break;
}
}
}
}
if(accessoryName)
{
bool validSlot = GetEntity()->GetSlotInfo(slot, slotInfo) && (slotInfo.pCharacter || slotInfo.pStatObj);
if (!validSlot || slotInfo.pStatObj)
{
if (validSlot)
{
Matrix34 mtx = GetEntity()->GetSlotLocalTM(slot, false) * Matrix34(accessoryOffset);
finalOffset += mtx.GetTranslation();
}
EntityEffects::SEffectAttachParams attachParams(finalOffset, dir, scale, prime, eIGS_Last);
return m_effectsController.AttachParticleEffect(effectName, attachParams);
}
else if (slotInfo.pCharacter) // bone attachment
{
ICharacterInstance *pCharacter = slotInfo.pCharacter;
IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
IAttachment *pAttachment = NULL;
helperName = string().Format("%s_%s", helper, accessoryName);
pAttachment = pAttachmentManager->GetInterfaceByName(helperName.c_str());
if(!pAttachment)
{
IAttachment* pAccessoryAttachment = pAttachmentManager->GetInterfaceByName(accessoryHelper);
if(pAccessoryAttachment)
{
const char* bone = pCharacter->GetIDefaultSkeleton().GetJointNameByID(pAccessoryAttachment->GetJointID());
pAttachment = pAttachmentManager->CreateAttachment(helperName.c_str(), CA_BONE, bone);
if (pAttachment)
{
QuatT relative = pAccessoryAttachment->GetAttRelativeDefault();
relative = relative * accessoryOffset;
relative.t = relative * finalOffset;
finalOffset.zero();
//.........这里部分代码省略.........