本文整理汇总了C++中IPhysicsObject::GetMassCenterLocalSpace方法的典型用法代码示例。如果您正苦于以下问题:C++ IPhysicsObject::GetMassCenterLocalSpace方法的具体用法?C++ IPhysicsObject::GetMassCenterLocalSpace怎么用?C++ IPhysicsObject::GetMassCenterLocalSpace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IPhysicsObject
的用法示例。
在下文中一共展示了IPhysicsObject::GetMassCenterLocalSpace方法的2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: ModifyVelocityForSurface
void CBlobElement::ModifyVelocityForSurface( float flInterval, float flSpeed )
{
trace_t tr;
Vector vecStart = GetAbsOrigin();
Vector up = Vector( 0, 0, BLOB_TRACE_HEIGHT );
Vector vecWishedGoal = vecStart + (GetAbsVelocity() * flInterval);
UTIL_TraceLine( vecStart + up, vecWishedGoal + up, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 0.1f );
m_bOnWall = false;
if( tr.fraction == 1.0f )
{
UTIL_TraceLine( vecWishedGoal + up, vecWishedGoal - (up * 2.0f), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 255, 0, false, 0.1f );
tr.endpos.z += MOVE_HEIGHT_EPSILON;
}
else
{
//NDebugOverlay::Cross3D( GetAbsOrigin(), 16, 255, 255, 0, false, 0.025f );
m_bOnWall = true;
if( tr.m_pEnt != NULL && !tr.m_pEnt->IsWorld() )
{
IPhysicsObject *pPhysics = tr.m_pEnt->VPhysicsGetObject();
if( pPhysics != NULL )
{
Vector vecMassCenter;
Vector vecMassCenterWorld;
vecMassCenter = pPhysics->GetMassCenterLocalSpace();
pPhysics->LocalToWorld( &vecMassCenterWorld, vecMassCenter );
if( tr.endpos.z > vecMassCenterWorld.z )
{
pPhysics->ApplyForceOffset( (-150.0f * m_flRandomEightyPercent) * tr.plane.normal, tr.endpos );
}
}
}
}
Vector vecDir = tr.endpos - vecStart;
VectorNormalize( vecDir );
SetElementVelocity( vecDir * flSpeed, false );
}
示例2: UpdateCallout
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFreezePanel::UpdateCallout( void )
{
CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
return;
// Abort early if we have no gibs or ragdoll
CUtlVector<EHANDLE> *pGibList = pPlayer->GetSpawnedGibs();
IRagdoll *pRagdoll = pPlayer->GetRepresentativeRagdoll();
if ( (!pGibList || pGibList->Count() == 0) && !pRagdoll )
return;
if ( m_pFreezePanelBG == NULL )
return;
// Precalc the vectors of the freezepanel & statpanel
int iX, iY;
m_pFreezePanelBG->GetPos( iX, iY );
Vector vecFreezeTL( iX, iY, 0 );
Vector vecFreezeBR( iX + m_pFreezePanelBG->GetWide(), iY + m_pFreezePanelBG->GetTall(), 1 );
CUtlVector<Vector> vecCalloutsTL;
CUtlVector<Vector> vecCalloutsBR;
Vector vecStatTL(0,0,0);
Vector vecStatBR(0,0,1);
CTFStatPanel *pStatPanel = GET_HUDELEMENT( CTFStatPanel );
if ( pStatPanel && pStatPanel->IsVisible() )
{
pStatPanel->GetPos( iX, iY );
vecStatTL.x = iX;
vecStatTL.y = iY;
vecStatBR.x = vecStatTL.x + pStatPanel->GetWide();
vecStatBR.y = vecStatTL.y + pStatPanel->GetTall();
}
Vector vMins, vMaxs;
// Check gibs
if ( pGibList && pGibList->Count() )
{
int iCount = 0;
for ( int i = 0; i < pGibList->Count(); i++ )
{
CBaseEntity *pGib = pGibList->Element(i);
if ( pGib )
{
Vector origin = pGib->GetRenderOrigin();
IPhysicsObject *pPhysicsObject = pGib->VPhysicsGetObject();
if( pPhysicsObject )
{
Vector vecMassCenter = pPhysicsObject->GetMassCenterLocalSpace();
pGib->CollisionProp()->CollisionToWorldSpace( vecMassCenter, &origin );
}
pGib->GetRenderBounds( vMins, vMaxs );
// Try and add the callout
CTFFreezePanelCallout *pCallout = TestAndAddCallout( origin, vMins, vMaxs, &vecCalloutsTL, &vecCalloutsBR,
vecFreezeTL, vecFreezeBR, vecStatTL, vecStatBR, &iX, &iY );
if ( pCallout )
{
pCallout->UpdateForGib( i, iCount );
iCount++;
}
}
}
}
else if ( pRagdoll )
{
Vector origin = pRagdoll->GetRagdollOrigin();
pRagdoll->GetRagdollBounds( vMins, vMaxs );
// Try and add the callout
CTFFreezePanelCallout *pCallout = TestAndAddCallout( origin, vMins, vMaxs, &vecCalloutsTL, &vecCalloutsBR,
vecFreezeTL, vecFreezeBR, vecStatTL, vecStatBR, &iX, &iY );
if ( pCallout )
{
pCallout->UpdateForRagdoll();
}
// even if the callout failed, check that our ragdoll is onscreen and our killer is taunting us (for an achievement)
if ( GetVectorInScreenSpace( origin, iX, iY ) )
{
C_TFPlayer *pKiller = ToTFPlayer( UTIL_PlayerByIndex( GetSpectatorTarget() ) );
if ( pKiller && pKiller->m_Shared.InCond( TF_COND_TAUNTING ) )
{
// tell the server our ragdoll just got taunted during our freezecam
char cmd[256];
int iPlayerID = pPlayer->GetUserID();
unsigned short mask = UTIL_GetAchievementEventMask();
Q_snprintf( cmd, sizeof( cmd ), "freezecam_taunt %d %d", GetSpectatorTarget() ^ mask, ( iPlayerID ^ GetSpectatorTarget() ) ^ mask );
engine->ClientCmd_Unrestricted( cmd );
}
}
}
}