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类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);
}
}
}
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
}
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.........