当前位置: 首页>>代码示例>>C++>>正文


C++ IPhysicalWorld::GetEntitiesInBox方法代码示例

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


在下文中一共展示了IPhysicalWorld::GetEntitiesInBox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: SamplePhysEnvironment

int CScriptBind_Physics::SamplePhysEnvironment(IFunctionHandler *pH)
{
	int nEnts,i,nHits=0,objtypes = ent_static|ent_rigid|ent_sleeping_rigid|ent_sort_by_mass;
	pe_status_nparts snp; 
	pe_status_pos sp;
	IPhysicalEntity **pEnts;
	geom_world_data gwd;
	IGeometry *pSphere;
	primitives::sphere sph;
	intersection_params ip;
	geom_contact *pcontacts;
	IPhysicalWorld *pWorld = m_pSystem->GetIPhysicalWorld();
	IEntity *pEntity;
	SmartScriptTable pObj(m_pSS);
	ip.bStopAtFirstTri=ip.bNoBorder=ip.bNoAreaContacts = true;
	ip.bThreadSafe = true;

	if (!pH->GetParams(sph.center,sph.r))
		return pH->EndFunction();
	if (pH->GetParamCount()>2)
		pH->GetParam(3,objtypes);
	pSphere = pWorld->GetGeomManager()->CreatePrimitive(primitives::sphere::type,&sph);

	nEnts = pWorld->GetEntitiesInBox(sph.center-Vec3(sph.r),sph.center+Vec3(sph.r),pEnts,objtypes);
	for(i=0;i<nEnts;i++) for(sp.ipart=pEnts[i]->GetStatus(&snp)-1;sp.ipart>=0;sp.ipart--)
	{
		sp.partid=-1; pEnts[i]->GetStatus(&sp);
		gwd.offset=sp.pos; gwd.R=Matrix33(sp.q); gwd.scale=sp.scale;
		WriteLockCond lock;
		if ((sp.flagsOR & (geom_colltype0|geom_no_coll_response))==geom_colltype0 && sp.pGeomProxy->IntersectLocked(pSphere,&gwd,0,&ip,pcontacts,lock))
		{
			++nHits;
			if (pEntity = (IEntity*)pEnts[i]->GetForeignData(PHYS_FOREIGN_ID_ENTITY))
				pObj->SetAt(nHits*3-2, pEntity->GetScriptTable());
			else
				pObj->SetNullAt(nHits*3-2);
			pObj->SetAt(nHits*3-1, sp.partid);
			pObj->SetAt(nHits*3, pWorld->GetPhysicalEntityId(pEnts[i]));
			if (pEnts[i]->GetType()!=PE_ARTICULATED)
				break;
		}
	}
	pSphere->Release();

	return pH->EndFunction(*pObj);	
}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:46,代码来源:ScriptBind_Physics.cpp

示例2: OnIterStart

	virtual void OnIterStart(SActivationInfo *pActInfo)
	{
		const int type = GetPortInt(pActInfo, EIP_Type);
		const Vec3& min(GetPortVec3(pActInfo, EIP_Min));
		const Vec3& max(GetPortVec3(pActInfo, EIP_Max));

		IPhysicalWorld *pWorld = gEnv->pPhysicalWorld;
		IPhysicalEntity **ppList = NULL;
		int	numEnts = pWorld->GetEntitiesInBox(min,max,ppList,ent_all);
		for (int i = 0; i < numEnts; ++i)
		{
			const EntityId id = pWorld->GetPhysicalEntityId(ppList[i]);
			const EEntityType entityType = GetEntityType(id);
			if (IsValidType(type, entityType))
			{
				AddEntity(id);
			}
		}
	}
开发者ID:aronarts,项目名称:FireNET,代码行数:19,代码来源:FlowEntityIterator.cpp

示例3: DamagePlayers

void CVehicleDamageBehaviorBlowTire::DamagePlayers()
{
	// check for the nasty case when the player is shooting at the vehicle tires while prone 
	// under or behind the car, In that case the player should get killed by the vehicle, 
	// otherwise he gets stuck forever. Note that he should only get killed when the tier
	// is actually destroyed and not by collision resulting by the impulse added by just 
	// shooting at the tiers. Unfortunately using physics for doing this check is not reliable
	// enough so we have to check it explicitly
	
	IEntityPhysicalProxy *pPhysicsProxy = (IEntityPhysicalProxy*)m_pVehicle->GetEntity()->GetProxy(ENTITY_PROXY_PHYSICS);
	if (!pPhysicsProxy)
		return;

	AABB bbox;
	pPhysicsProxy->GetWorldBounds( bbox );

	IPhysicalWorld *pWorld = gEnv->pSystem->GetIPhysicalWorld();
	IPhysicalEntity **ppColliders;
	// check entities in collision with the car
	int cnt = pWorld->GetEntitiesInBox( bbox.min,bbox.max, ppColliders,ent_living);
	for (int i = 0; i < cnt; i++)
	{

		IEntity *pEntity = gEnv->pEntitySystem->GetEntityFromPhysics( ppColliders[i] );
		if (!pEntity)
			continue;
		
		// skip the vehicle itself
		if (pEntity==m_pVehicle->GetEntity())
			continue;

		IPhysicalEntity *pPhysEnt = pEntity->GetPhysics();
		if (!pPhysEnt) 
			continue;

		IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pEntity->GetId());            
		if(!pActor)
			continue;

		//Jan M.: the player is killed when he entered the vehicle while prone although he is still passenger!
		if(m_pVehicle == pActor->GetLinkedVehicle())
			continue;

		//the player must be prone under the vehicle
		IAnimatedCharacter * animatedCharacter=pActor->GetAnimatedCharacter();
		if (!animatedCharacter)
			continue;

		int stance = animatedCharacter->GetCurrentStance();
		if (stance!=STANCE_PRONE)
			continue;

		pe_player_dimensions dim;
		if (!pPhysEnt->GetParams(&dim))
			continue;
		// position returned is at entity's feet, add head position from physics
		Vec3 vPos1=pEntity->GetPos();
		vPos1.z = vPos1.z + dim.heightHead;

		float fZ=bbox.GetCenter().z;
		if (vPos1.z>fZ)
			continue; // not under the vehicle

		// at this point we have a collision with the car moving down and the guy prone under the car, it is safe
		// to assume he has been squished so let's kill him.
		if (gEnv->bServer && pActor->GetHealth()>0)
		{
			// adding a server hit to make it working in MP
			IGameRules *pGameRules = gEnv->pGame->GetIGameFramework()->GetIGameRulesSystem()->GetCurrentGameRules();
			if (pGameRules)
			{
				HitInfo hit;

				EntityId shooterId=m_pVehicle->GetEntityId();
				if (m_pVehicle->GetDriver())
					shooterId=m_pVehicle->GetDriver()->GetEntityId();					

				hit.targetId = pEntity->GetId();      
				hit.shooterId = shooterId;
				hit.weaponId = m_pVehicle->GetEntityId();
				hit.damage = 1000.f;
				hit.type = 0;
				hit.pos = pActor->GetEntity()->GetWorldPos();

				pGameRules->ServerHit(hit); 
			}  
		} 
	} //i
}
开发者ID:kitnet,项目名称:project-o,代码行数:89,代码来源:VehicleDamageBehaviorTire.cpp

示例4: UpdateFlow

void CTornado::UpdateFlow()
{
	IVehicleSystem* pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
	assert(pVehicleSystem);

	float frameTime(gEnv->pTimer->GetFrameTime());

	IPhysicalWorld *ppWorld = gEnv->pPhysicalWorld;

	Vec3 pos(GetEntity()->GetWorldPos());

	//first, check the entities in range
	m_nextEntitiesCheck -= frameTime;
	if (m_nextEntitiesCheck<0.0f)
	{
		m_nextEntitiesCheck = 1.0f;
		
		Vec3 radiusVec(m_radius,m_radius,0);
		
		IPhysicalEntity **ppList = NULL;

		int	numEnts = ppWorld->GetEntitiesInBox(pos-radiusVec,pos+radiusVec+Vec3(0,0,m_cloudHeight*0.5f),ppList,ent_sleeping_rigid|ent_rigid|ent_living);

		m_spinningEnts.clear();
		for (int i=0;i<numEnts;++i)
		{
			// add check for spectating players...
			EntityId id = ppWorld->GetPhysicalEntityId(ppList[i]);
			CActor* pActor = static_cast<CActor*>(g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
			if(!pActor || !pActor->GetSpectatorMode())
			{
				m_spinningEnts.push_back(id);
			}
		}
		//OutputDistance();
	}

	//mess entities around
	for (size_t i=0;i<m_spinningEnts.size();++i)
	{
		IPhysicalEntity *ppEnt = ppWorld->GetPhysicalEntityById(m_spinningEnts[i]);
		if (ppEnt)
		{
			pe_status_pos spos;
			pe_status_dynamics sdyn;

			if (!ppEnt->GetStatus(&spos) || !ppEnt->GetStatus(&sdyn))
				continue;
		
			//gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(spos.pos,2.0f,ColorB(255,0,255,255));
						
			Vec3 delta(pos - spos.pos);
			delta.z = 0.0f;

			float dLen(delta.len());
			float forceMult(max(0.0f,(m_radius-dLen)/m_radius));

			if (dLen>0.001f)
				delta /= dLen;
			else
				delta.zero();

			Vec3 upVector(0,0,1);

			float spinImpulse(m_spinImpulse);
			float attractionImpulse(m_attractionImpulse);
			float upImpulse(m_upImpulse);

			if (ppEnt->GetType() == PE_LIVING)
			{
				upImpulse *= 0.75f;
				attractionImpulse *= 0.35f;
				spinImpulse *= 1.5f;
			}

			
			if (IVehicle* pVehicle = pVehicleSystem->GetVehicle(m_spinningEnts[i]))
			{
				IVehicleMovement* pMovement = pVehicle->GetMovement();

				if (pMovement && pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
				{
					SVehicleMovementEventParams params;
					params.fValue = forceMult;
					pMovement->OnEvent(IVehicleMovement::eVME_Turbulence, params);
				}
			}

			Vec3 spinForce( (delta % upVector) * spinImpulse );
			Vec3 attractionForce(delta * attractionImpulse);
			Vec3 upForce(0,0,upImpulse);

			pe_action_impulse aimpulse;

			aimpulse.impulse = (spinForce + attractionForce + upForce) * (forceMult * sdyn.mass * frameTime);
			aimpulse.angImpulse = (upVector + (delta % upVector)) * (gf_PI * 0.33f * forceMult * sdyn.mass * frameTime);

			aimpulse.iApplyTime = 0;
			ppEnt->Action(&aimpulse);

//.........这里部分代码省略.........
开发者ID:Xydrel,项目名称:Infected,代码行数:101,代码来源:Tornado.cpp


注:本文中的IPhysicalWorld::GetEntitiesInBox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。