本文整理汇总了C++中IAttachment::ProjectAttachment方法的典型用法代码示例。如果您正苦于以下问题:C++ IAttachment::ProjectAttachment方法的具体用法?C++ IAttachment::ProjectAttachment怎么用?C++ IAttachment::ProjectAttachment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::ProjectAttachment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: CreatePlayerProjectedAttachments
//=======================================================================
void CWeaponAttachmentManager::CreatePlayerProjectedAttachments()
{
Vec3 c4FrontPos(-0.0105f,0.2233f,1.297f),c4BackPos(0.00281f,-0.2493f,1.325f);
Quat c4FrontRot(-0.0368f,-0.0278f,0.0783f,-0.9958f),c4BackRot(1,0,0,0);
//Creates on init c4 face attachments
if (ICharacterInstance* pCharInstance = m_pOwner->GetEntity()->GetCharacter(0))
{
IAttachmentManager* pAttachmentManager = pCharInstance->GetIAttachmentManager();
IAttachment *pAttachment = NULL;
pAttachment = pAttachmentManager->GetInterfaceByName("c4_front");
if(!pAttachment)
{
//Attachment doesn't exist, create it
pAttachment= pAttachmentManager->CreateAttachment("c4_front",CA_FACE,0);
if(pAttachment)
{
pAttachment->SetAttAbsoluteDefault( QuatT(c4FrontRot,c4FrontPos) );
pAttachment->ProjectAttachment();
}
}
pAttachment = NULL;
pAttachment = pAttachmentManager->GetInterfaceByName("c4_back");
if(!pAttachment)
{
//Attachment doesn't exist, create it
pAttachment= pAttachmentManager->CreateAttachment("c4_back",CA_FACE,0);
if(pAttachment)
{
pAttachment->SetAttAbsoluteDefault( QuatT(c4BackRot,c4BackPos) );
pAttachment->ProjectAttachment();
}
}
}
}
示例2: CreatePlayerBoneAttachments
//======================================================================
void CWeaponAttachmentManager::CreatePlayerBoneAttachments()
{
if (ICharacterInstance* pCharInstance = m_pOwner->GetEntity()->GetCharacter(0))
{
IAttachmentManager* pAttachmentManager = pCharInstance->GetIAttachmentManager();
IAttachment *pAttachment = NULL;
for(int i=0; i<MAX_WEAPON_ATTACHMENTS; i++)
{
pAttachment = pAttachmentManager->GetInterfaceByName(gAttachmentTable[i]);
if(!pAttachment)
{
//Attachment doesn't exist, create it
pAttachment = pAttachmentManager->CreateAttachment(gAttachmentTable[i],CA_BONE,gBoneTable[i]);
if(pAttachment)
{
m_boneAttachmentMap.insert(TBoneAttachmentMap::value_type(gAttachmentTable[i],0));
if(pAttachment && !gOffsetTable[i].IsZero())
{
pAttachment->SetAttAbsoluteDefault( QuatT(gRotationTable[i],gOffsetTable[i]) );
pAttachment->ProjectAttachment();
}
}
}
}
}
}
示例3: CreatePlayerBoneAttachments
//.........这里部分代码省略.........
const char *attachmentName = "";
weaponAttachmentNode->getAttr("name", &attachmentName);
if(!strcmp(attachmentName, ""))
{
CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "Empty Weapon Attachment name in file: %s! Skipping Weapon Attachment.", WEAPON_ATTACHMENTS_FILE);
continue;
}
pAttachment = pAttachmentManager->GetInterfaceByName(attachmentName);
if(pAttachment)
{
continue;
}
//Attachment doesn't exist, create it
const int weaponAttachmentCount = weaponAttachmentNode->getChildCount();
const char *boneName = "";
Vec3 attachmentOffset(ZERO);
Ang3 attachmentRotation(ZERO);
for (int a = 0; a < weaponAttachmentCount; ++a)
{
const XmlNodeRef childNode = weaponAttachmentNode->getChild(a);
if(childNode == (IXmlNode *)NULL)
{
continue;
}
if(!strcmp(childNode->getTag(), "Bone"))
{
childNode->getAttr("name", &boneName);
}
else if(!strcmp(childNode->getTag(), "Offset"))
{
childNode->getAttr("x", attachmentOffset.x);
childNode->getAttr("y", attachmentOffset.y);
childNode->getAttr("z", attachmentOffset.z);
}
else if(!strcmp(childNode->getTag(), "Rotation"))
{
float value = 0.0f;
childNode->getAttr("x", value);
attachmentRotation.x = DEG2RAD(value);
childNode->getAttr("y", value);
attachmentRotation.y = DEG2RAD(value);
childNode->getAttr("z", value);
attachmentRotation.z = DEG2RAD(value);
}
}
const char *attachmentType = "";
weaponAttachmentNode->getAttr("type", &attachmentType);
if(!strcmp(attachmentType, ""))
{
CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "No Weapon Attachment type assigned! Skipping Weapon Attachment: %s", attachmentName);
continue;
}
const bool isBoneAttachment = !strcmp(attachmentType, "Bone");
const bool isFaceAttachment = !strcmp(attachmentType, "Face");
//Bone attachment needs the bone name
if (!strcmp(boneName, "") && isBoneAttachment)
{
CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "Bone Attachment with no bone name assigned! Skipping Weapon Attachment: %s", attachmentName);
continue;
}
if(isBoneAttachment)
{
pAttachment = pAttachmentManager->CreateAttachment(attachmentName, CA_BONE, boneName);
}
else if(isFaceAttachment)
{
pAttachment = pAttachmentManager->CreateAttachment(attachmentName, CA_FACE, 0);
}
if(pAttachment)
{
if(isBoneAttachment)
{
m_boneAttachmentMap.insert(TBoneAttachmentMap::value_type(attachmentName, 0));
}
if(pAttachment && !attachmentOffset.IsZero())
{
QuatT attachmentQuat(IDENTITY);
attachmentQuat.SetRotationXYZ(attachmentRotation, attachmentOffset);
pAttachment->SetAttAbsoluteDefault( attachmentQuat );
pAttachment->ProjectAttachment();
}
}
}
}
}