本文整理汇总了C++中IAttachmentManager::CreateAttachment方法的典型用法代码示例。如果您正苦于以下问题:C++ IAttachmentManager::CreateAttachment方法的具体用法?C++ IAttachmentManager::CreateAttachment怎么用?C++ IAttachmentManager::CreateAttachment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IAttachmentManager
的用法示例。
在下文中一共展示了IAttachmentManager::CreateAttachment方法的7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: CreateCharacterAttachment
//------------------------------------------------------------------------
bool CItem::CreateCharacterAttachment(int slot, const char *name, int type, const char *bone)
{
ICharacterInstance *pCharacter = GetEntity()->GetCharacter(slot);
if(!pCharacter)
return false;
IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(name);
if(pAttachment)
{
// GameWarning("Item '%s' trying to create attachment '%s' which already exists!", GetEntity()->GetName(), name);
return false;
}
pAttachment = pAttachmentManager->CreateAttachment(name, type, bone);
if(!pAttachment)
{
if(type == CA_BONE)
GameWarning("Item '%s' failed to create attachment '%s' on bone '%s'!", GetEntity()->GetName(), name, bone);
return false;
}
return true;
}
示例4: AttachToCharacter
bool CMFXParticleEffect::AttachToCharacter( IEntity& targetEntity, const SMFXParticleEntry& particleParams, const SMFXRunTimeEffectParams& params, const Vec3& dir, float scale )
{
if (params.partID >= 0)
{
//Assume character is loaded in first slot
//We could iterate through all available slots, but first one should be good enough
ICharacterInstance* pCharacterInstace = targetEntity.GetCharacter(0);
ISkeletonPose* pSkeletonPose = pCharacterInstace ? pCharacterInstace->GetISkeletonPose() : NULL;
if (pSkeletonPose)
{
IDefaultSkeleton& rIDefaultSkeleton = pCharacterInstace->GetIDefaultSkeleton();
//It hit the character, but probably in a physicalized attached part, like armor plates, etc
if (params.partID >= rIDefaultSkeleton.GetJointCount())
{
return false;
}
//It hit some valid joint, create an attachment
const char* boneName = rIDefaultSkeleton.GetJointNameByID(params.partID);
TAttachmentName attachmentName;
GetNextCharacterAttachmentName(attachmentName);
IAttachmentManager* pAttachmentManager = pCharacterInstace->GetIAttachmentManager();
CRY_ASSERT(pAttachmentManager);
//Remove the attachment first (in case was created before)
pAttachmentManager->RemoveAttachmentByName(attachmentName.c_str());
//Create attachment on nearest hit bone
IAttachment* pAttachment = pAttachmentManager->CreateAttachment(attachmentName.c_str(), CA_BONE, boneName, false);
if (pAttachment)
{
//Apply relative offsets
const QuatT boneLocation = pSkeletonPose->GetAbsJointByID(params.partID);
Matrix34 inverseJointTM = targetEntity.GetWorldTM() * Matrix34(boneLocation);
inverseJointTM.Invert();
Vec3 attachmentOffsetPosition = inverseJointTM * params.pos;
Quat attachmentOffsetRotation = Quat(inverseJointTM) * targetEntity.GetRotation();
CRY_ASSERT(attachmentOffsetPosition.IsValid());
//CRY_ASSERT(attachmentOffsetRotation.IsUnit());
pAttachment->SetAttRelativeDefault(QuatT(attachmentOffsetRotation, attachmentOffsetPosition));
//Finally attach the effect
CEffectAttachment* pEffectAttachment = new CEffectAttachment(particleParams.name.c_str(), Vec3(0,0,0), dir, scale);
pAttachment->AddBinding(pEffectAttachment);
return true;
}
}
}
return false;
}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:55,代码来源:MFXParticleEffect.cpp
示例5: 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6: 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();
}
}
}
}
}
示例7: 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.........