本文整理汇总了C++中IAttachment::GetAttRelativeDefault方法的典型用法代码示例。如果您正苦于以下问题:C++ IAttachment::GetAttRelativeDefault方法的具体用法?C++ IAttachment::GetAttRelativeDefault怎么用?C++ IAttachment::GetAttRelativeDefault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::GetAttRelativeDefault方法的3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: GetCharacterAttachmentLocalTM
//------------------------------------------------------------------------
Matrix34 CItem::GetCharacterAttachmentLocalTM(int slot, const char *name)
{
ICharacterInstance *pCharacter = GetEntity()->GetCharacter(slot);
if (!pCharacter)
return Matrix34::CreateIdentity();;
IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(name);
if (!pAttachment)
{
GameWarning("Item '%s' trying to get local TM on attachment '%s' which does not exist!", GetEntity()->GetName(), name);
return Matrix34::CreateIdentity();
}
return Matrix34(pAttachment->GetAttRelativeDefault());
}
示例2: FixAttachment
void CLaserBeam::FixAttachment(IEntity* pLaserEntity)
{
m_usingEntityAttachment = false;
IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();
CItem* pOwnerItem = static_cast<CItem*>(pItemSystem->GetItem(m_ownerEntityId));
if (pOwnerItem)
{
IEntity* pOwnerEntity = pOwnerItem->GetEntity();
IEntity* pAttachedEntity = pOwnerEntity;
const char* attach_helper = "laser_term";
Vec3 offset = pOwnerItem->GetSlotHelperPos(m_geometrySlot, attach_helper, false);
if(m_geometrySlot == eIGS_FirstPerson)
{
if(pOwnerItem->IsAccessory())
{
EntityId parentId = pOwnerItem->GetParentId();
if(parentId)
{
if(CItem* pParentItem = static_cast<CItem*>(pItemSystem->GetItem(parentId)))
{
const SAccessoryParams* pParams = pParentItem->GetAccessoryParams(pAttachedEntity->GetClass());
attach_helper = pParams->attach_helper.c_str();
pAttachedEntity = pParentItem->GetEntity();
}
}
}
if(pAttachedEntity)
{
ICharacterInstance *pCharacter = pAttachedEntity->GetCharacter(eIGS_FirstPerson);
if (pCharacter)
{
IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
IAttachment *pLaserAttachment = pAttachmentManager->GetInterfaceByName(LASER_ATTACH_NAME);
if(!pLaserAttachment)
{
IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(attach_helper);
if(pAttachment)
{
const char* pBone = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton()->GetJointNameByID(pAttachment->GetJointID());
pLaserAttachment = pAttachmentManager->CreateAttachment(LASER_ATTACH_NAME, CA_BONE, pBone);
if(pLaserAttachment)
{
QuatT relative = pAttachment->GetAttRelativeDefault();
if(pOwnerItem->GetEntity() != pAttachedEntity)
{
Matrix34 mtx(relative);
relative.t = relative * offset;
}
pLaserAttachment->SetAttRelativeDefault(relative);
}
}
}
if(pLaserAttachment)
{
CEntityAttachment* pEntAttach = new CEntityAttachment;
pEntAttach->SetEntityId(m_laserEntityId);
pLaserAttachment->AddBinding(pEntAttach);
pLaserAttachment->HideAttachment(0);
m_usingEntityAttachment = true;
}
}
}
}
if(!m_usingEntityAttachment && pOwnerEntity)
{
pOwnerEntity->AttachChild(pLaserEntity);
pLaserEntity->SetLocalTM(Matrix34::CreateTranslationMat(offset));
}
}
}
示例3: 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.........