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C++ IPhysicsObject::GetShadowPosition方法代码示例

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


在下文中一共展示了IPhysicsObject::GetShadowPosition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: SyncAnimatingWithPhysics

static void SyncAnimatingWithPhysics( CBaseAnimating *pAnimating )
{
	IPhysicsObject *pPhysics = pAnimating->VPhysicsGetObject();
	if ( pPhysics )
	{
		Vector pos;
		pPhysics->GetShadowPosition( &pos, NULL );
		pAnimating->SetAbsOrigin( pos );
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:10,代码来源:physics_prop_ragdoll.cpp

示例2: ComputeError

//-----------------------------------------------------------------------------
// Purpose: 
// Output : float
//-----------------------------------------------------------------------------
float CGrabController::ComputeError()
{
	if ( m_errorTime <= 0 )
		return 0;

	CBaseEntity *pAttached = GetAttached();
	if ( pAttached )
	{
		Vector pos;
		IPhysicsObject *pObj = pAttached->VPhysicsGetObject();
		
		if ( pObj )
		{	
			pObj->GetShadowPosition( &pos, NULL );

			float error = (m_shadow.targetPosition - pos).Length();
			if ( m_errorTime > 0 )
			{
				if ( m_errorTime > 1 )
				{
					m_errorTime = 1;
				}
				float speed = error / m_errorTime;
				if ( speed > m_shadow.maxSpeed )
				{
					error *= 0.5;
				}
				m_error = (1-m_errorTime) * m_error + error * m_errorTime;
			}
		}
		else
		{
			DevMsg( "Object attached to Physcannon has no physics object\n" );
			DetachEntity( false );
			return 9999; // force detach
		}
	}
	
	if ( pAttached->IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) )
	{
		m_error *= 3.0f;
	}

	m_errorTime = 0;

	return m_error;
}
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:51,代码来源:player_pickup_controller.cpp

示例3: PhysicsSimulate


//.........这里部分代码省略.........
			{
				C_BaseEntity *pEntity = reinterpret_cast<C_BaseEntity *>(pActiveList[i]->GetGameData());
				if ( pEntity )
				{
					//const CCollisionProperty *collProp = pEntity->CollisionProp();
					//debugoverlay->AddBoxOverlay( collProp->GetCollisionOrigin(), collProp->OBBMins(), collProp->OBBMaxs(), collProp->GetCollisionAngles(), 190, 190, 0, 0, 0.01 );

					if ( pEntity->CollisionProp()->DoesVPhysicsInvalidateSurroundingBox() )
					{
						pEntity->CollisionProp()->MarkSurroundingBoundsDirty();
					}
					pEntity->VPhysicsUpdate( pActiveList[i] );
					IPhysicsShadowController *pShadow = pActiveList[i]->GetShadowController();
					if ( pShadow )
					{
						// active shadow object, check for error
						Vector pos, targetPos;
						QAngle rot, targetAngles;
						pShadow->GetTargetPosition( &targetPos, &targetAngles );
						pActiveList[i]->GetPosition( &pos, &rot );
						Vector delta = targetPos - pos;
						float dist = VectorNormalize(delta);
						bool bBlocked = false;
						if ( dist > cl_phys_block_dist.GetFloat() )
						{
							Vector vel;
							pActiveList[i]->GetImplicitVelocity( &vel, NULL );
							float proj = DotProduct(vel, delta);
							if ( proj < dist * cl_phys_block_fraction.GetFloat() )
							{
								bBlocked = true;
								//Msg("%s was blocked %.3f (%.3f proj)!\n", pEntity->GetClassname(), dist, proj );
							}
						}
						Vector targetAxis;
						float deltaTargetAngle;
						RotationDeltaAxisAngle( rot, targetAngles, targetAxis, deltaTargetAngle );
						if ( fabsf(deltaTargetAngle) > 0.5f )
						{
							AngularImpulse angVel;
							pActiveList[i]->GetImplicitVelocity( NULL, &angVel );
							float proj = DotProduct( angVel, targetAxis ) * Sign(deltaTargetAngle);
							if ( proj < (fabsf(deltaTargetAngle) * cl_phys_block_fraction.GetFloat()) )
							{
								bBlocked = true;
								//Msg("%s was rot blocked %.3f proj %.3f!\n", pEntity->GetClassname(), deltaTargetAngle, proj );
							}
						}
					
						if ( bBlocked )
						{
							C_BaseEntity *pBlocker = FindPhysicsBlocker( pActiveList[i] );
							if ( pBlocker )
							{
								if ( IsBlockedShouldDisableCollisions( pEntity ) )
								{
									PhysDisableEntityCollisions( pEntity, pBlocker );
									pActiveList[i]->RecheckContactPoints();
									// GetClassname returns a pointer to the same buffer always!
									//Msg("%s blocked !", pEntity->GetClassname() ); Msg("by %s\n", pBlocker->GetClassname() );
								}
							}
						}
					}
				}
			}
		}

#if 0
		if ( cl_visualize_physics_shadows.GetBool() )
		{
			int entityCount = NUM_ENT_ENTRIES;
			for ( int i = 0; i < entityCount; i++ )
			{
				IClientEntity *pClientEnt = cl_entitylist->GetClientEntity(i);
				if ( !pClientEnt )
					continue;
				C_BaseEntity *pEntity = pClientEnt->GetBaseEntity();
				if ( !pEntity )
					continue;

				Vector pos;
				QAngle angle;
				IPhysicsObject *pObj = pEntity->VPhysicsGetObject();
				if ( !pObj || !pObj->GetShadowController() )
					continue;

				pObj->GetShadowPosition( &pos, &angle );
				debugoverlay->AddBoxOverlay( pos, pEntity->CollisionProp()->OBBMins(), pEntity->CollisionProp()->OBBMaxs(), angle, 255, 255, 0, 32, 0 );
				char tmp[256];
				V_snprintf( tmp, sizeof(tmp),"%s, (%s)\n", pEntity->GetClassname(), VecToString(angle) );
				debugoverlay->AddTextOverlay( pos, 0, tmp );
			}
		}
#endif
		g_Collisions.BufferTouchEvents( false );
		g_Collisions.FrameUpdate();
	}
	physicssound::PlayImpactSounds( m_impactSounds );
}
开发者ID:SCell555,项目名称:hl2-asw-port,代码行数:101,代码来源:physics.cpp


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