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C++ IPhysicsObject::GetVelocity方法代码示例

本文整理汇总了C++中IPhysicsObject::GetVelocity方法的典型用法代码示例。如果您正苦于以下问题:C++ IPhysicsObject::GetVelocity方法的具体用法?C++ IPhysicsObject::GetVelocity怎么用?C++ IPhysicsObject::GetVelocity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::GetVelocity方法的15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: Deflected

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenadeProj::Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir )
{
	IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
	if ( pPhysicsObject )
	{
		Vector vecOldVelocity, vecVelocity;

		pPhysicsObject->GetVelocity( &vecOldVelocity, NULL );

		float flVel = vecOldVelocity.Length();

		vecVelocity = vecDir;
		vecVelocity *= flVel;
		AngularImpulse angVelocity( ( 600, random->RandomInt( -1200, 1200 ), 0 ) );

		// Now change grenade's direction.
		pPhysicsObject->SetVelocityInstantaneous( &vecVelocity, &angVelocity );
	}

	CBaseCombatCharacter *pBCC = pDeflectedBy->MyCombatCharacterPointer();

	IncremenentDeflected();
	m_hDeflectOwner = pDeflectedBy;
	SetThrower( pBCC );
	ChangeTeam( pDeflectedBy->GetTeamNumber() );
	if ( !TFGameRules()->IsDeathmatch() )
		m_nSkin = pDeflectedBy->GetTeamNumber() - 2;
	// TODO: Live TF2 adds white trail to reflected pipes and stickies. We need one as well.
}
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:32,代码来源:tf_weaponbase_grenadeproj.cpp

示例2: SampleVelocity

//-----------------------------------------------------------------------------
// Purpose: Returns the magnitude of the entity's angular velocity.
//-----------------------------------------------------------------------------
void CPointVelocitySensor::SampleVelocity( void )
{
	if ( m_hTargetEntity == NULL )
		return;

	Vector vecVelocity;

	if ( m_hTargetEntity->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		IPhysicsObject *pPhys = m_hTargetEntity->VPhysicsGetObject();
		if ( pPhys != NULL )
		{
			pPhys->GetVelocity( &vecVelocity, NULL );
		}
	}
	else
	{
		vecVelocity = m_hTargetEntity->GetAbsVelocity();
	}

	/*
	float flSpeed = VectorNormalize( vecVelocity );
	float flDot = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;
	*/
	// We want the component of the velocity vector in the direction of the axis, which since the
	// axis is normalized is simply their dot product (eg V . A = |V|*|A|*cos(theta) )
	m_fPrevVelocity = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;

	// if it's changed since the last frame, poke the output 
	if ( m_fPrevVelocity != m_Velocity.Get() )
	{
		m_Velocity.Set( m_fPrevVelocity, NULL, NULL );
	}
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:37,代码来源:PointAngularVelocitySensor.cpp

示例3: RunTask

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CraneDriver::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_WAIT_FOR_MOVEMENT:
		{
			// Is the magnet over the target, and are we not moving too fast?
			AngularImpulse angVel;
			Vector vecVelocity;
			CBaseEntity *pMagnet = m_hCrane->GetMagnet();
			IPhysicsObject *pVehiclePhysics = pMagnet->VPhysicsGetObject();
			pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
			float flVelocity = 100;
			float flDistance = 90;

			// More accurate on forced drops
			if ( m_bForcedPickup || m_bForcedDropoff )
			{
				flVelocity = 10;
				flDistance = 30;
			}

			if ( m_flDistanceToTarget < flDistance && m_hCrane->GetTurnRate() < 0.1 && vecVelocity.Length() < flVelocity )
			{
				TaskComplete();
			}
		}
		break;

	case TASK_CRANE_DROP_MAGNET:
		{
			// Wait for the magnet to get back up
			if ( m_flDropWait < gpGlobals->curtime && !m_hCrane->IsDropping() )
			{
				TaskComplete();
			}
		}
		break;

	case TASK_CRANE_TURN_MAGNET_OFF:
		{
			// We're waiting for the pause length before dropping whatever's on our magnet
			if ( gpGlobals->curtime > m_flReleaseAt )
			{
				if ( m_bForcedDropoff )
				{
					m_OnDroppedObject.FireOutput( this, this );
				}

				m_hCrane->TurnMagnetOff();
				TaskComplete();
			}
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:63,代码来源:npc_cranedriver.cpp

示例4: SampleAngularVelocity

//-----------------------------------------------------------------------------
// Purpose: Returns the magnitude of the entity's angular velocity.
//-----------------------------------------------------------------------------
float CPointAngularVelocitySensor::SampleAngularVelocity(CBaseEntity *pEntity)
{
	if (pEntity->GetMoveType() == MOVETYPE_VPHYSICS)
	{
		IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
		if (pPhys != NULL)
		{
			Vector vecVelocity;
			AngularImpulse vecAngVelocity;
			pPhys->GetVelocity(&vecVelocity, &vecAngVelocity);

			QAngle angles;
			pPhys->GetPosition( NULL, &angles );

			float dt = gpGlobals->curtime - GetLastThink();
			if ( dt == 0 )
				dt = 0.1;

			// HACKHACK: We don't expect a real 'delta' orientation here, just enough of an error estimate to tell if this thing
			// is trying to move, but failing.
			QAngle delta = angles - m_lastOrientation;

			if ( ( delta.Length() / dt )  < ( vecAngVelocity.Length() * 0.01 ) )
			{
				return 0.0f;
			}
			m_lastOrientation = angles;

			if ( m_bUseHelper == false )
			{
				return vecAngVelocity.Length();
			}
			else
			{
				Vector vLine = m_vecAxis - GetAbsOrigin();
				VectorNormalize( vLine );

				Vector vecWorldAngVelocity;
				pPhys->LocalToWorldVector( &vecWorldAngVelocity, vecAngVelocity );
				float flDot = DotProduct( vecWorldAngVelocity, vLine );

				return flDot;
			}
		}
	}
	else
	{
		QAngle vecAngVel = pEntity->GetLocalAngularVelocity();
		float flMax = MAX(fabs(vecAngVel[PITCH]), fabs(vecAngVel[YAW]));

		return MAX(flMax, fabs(vecAngVel[ROLL]));
	}

	return 0;
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:58,代码来源:PointAngularVelocitySensor.cpp

示例5: Explode

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPhysicsCannister::Explode( CBaseEntity *pAttacker )
{
	// don't recurse
	m_takedamage = 0;
	Deactivate();

	Vector velocity;
	AngularImpulse angVelocity;
	IPhysicsObject *pPhysics = VPhysicsGetObject();

	pPhysics->GetVelocity( &velocity, &angVelocity );
	PropBreakableCreateAll( GetModelIndex(), pPhysics, GetAbsOrigin(), GetAbsAngles(), velocity, angVelocity, 1.0, 20, COLLISION_GROUP_DEBRIS );
	ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), pAttacker, m_damage, 0, true );
	UTIL_Remove( this );
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:18,代码来源:physics_cannister.cpp

示例6: Simulate

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pController - 
//			*pObject - 
//			deltaTime - 
//			&linear - 
//			&angular - 
// Output : IMotionEvent::simresult_e
//-----------------------------------------------------------------------------
IMotionEvent::simresult_e CAI_BasePhysicsFlyingBot::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
{
	static int count;

	IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
	// Assert( pPhysicsObject );
	if (!pPhysicsObject) 
		return SIM_NOTHING;

	// move
	Vector actualVelocity;
	AngularImpulse actualAngularVelocity;
	pPhysicsObject->GetVelocity( &actualVelocity, &actualAngularVelocity );
	linear = (m_vCurrentVelocity - actualVelocity) * (0.1 / deltaTime) * 10.0;

	/*
	DevMsg("Sim %d : %5.1f %5.1f %5.1f\n", count++,
		m_vCurrentVelocity.x - actualVelocity.x, 
		m_vCurrentVelocity.y - actualVelocity.y, 
		m_vCurrentVelocity.z - actualVelocity.z );
	*/

	// do angles.
	Vector actualPosition;
	QAngle actualAngles;
	pPhysicsObject->GetPosition( &actualPosition, &actualAngles ); 

	// FIXME: banking currently disabled, forces simple upright posture
	angular.x = (UTIL_AngleDiff( m_vCurrentBanking.z, actualAngles.z ) - actualAngularVelocity.x) * (1 / deltaTime);
	angular.y = (UTIL_AngleDiff( m_vCurrentBanking.x, actualAngles.x ) - actualAngularVelocity.y) * (1 / deltaTime);

	// turn toward target
	angular.z = UTIL_AngleDiff( m_fHeadYaw, actualAngles.y + actualAngularVelocity.z * 0.1 ) * (1 / deltaTime);

	// angular = m_vCurrentAngularVelocity - actualAngularVelocity;

	// DevMsg("Sim %d : %.1f %.1f %.1f (%.1f)\n", count++, actualAngles.x, actualAngles.y, actualAngles.z, m_fHeadYaw );

	// FIXME: remove the stuff from MoveExecute();
	// FIXME: check MOVE?

	ClampMotorForces( linear, angular );

	return SIM_GLOBAL_ACCELERATION; // on my local axis.   SIM_GLOBAL_ACCELERATION
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:54,代码来源:ai_basenpc_physicsflyer.cpp

示例7: Break

void C_PhysPropClientside::Break()
{
	m_takedamage = DAMAGE_NO;
	
	IPhysicsObject *pPhysics = VPhysicsGetObject();

	Vector velocity;
	AngularImpulse angVelocity;
	Vector origin;
	QAngle angles;
	AddSolidFlags( FSOLID_NOT_SOLID );

	if ( pPhysics )
	{
		pPhysics->GetVelocity( &velocity, &angVelocity );
		pPhysics->GetPosition( &origin, &angles );
		pPhysics->RecheckCollisionFilter();
	}
	else
	{
		velocity = GetAbsVelocity();
		QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
		origin = GetAbsOrigin();
		angles = GetAbsAngles();
	}

	breakablepropparams_t params( origin, angles, velocity, angVelocity );
	params.impactEnergyScale = m_impactEnergyScale;
	params.defCollisionGroup = GetCollisionGroup();
	if ( params.defCollisionGroup == COLLISION_GROUP_NONE )
	{
		// don't automatically make anything COLLISION_GROUP_NONE or it will
		// collide with debris being ejected by breaking
		params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
	}

	// no damage/damage force? set a burst of 100 for some movement
	params.defBurstScale = 100;

	// spwan break chunks
	PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );

	Release(); // destroy object
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:44,代码来源:physpropclientside.cpp

示例8: DelayThink

void CGEGrenade::DelayThink() 
{
	if( gpGlobals->curtime > m_flDetonateTime )
	{
		Explode();
		return;
	}

	IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
	if ( pPhysicsObject )
	{
		Vector vel;
		pPhysicsObject->GetVelocity( &vel, NULL );
		if ( vel.Length() < 50.0f )
			SetCollisionGroup( COLLISION_GROUP_MINE );
	}

	SetNextThink( gpGlobals->curtime + 0.05 );
}
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:19,代码来源:grenade_ge.cpp

示例9: TransferPhysicsObject

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTriggerPortalCleanser::TransferPhysicsObject( CBaseEntity *pFrom, CBaseEntity *pTo, bool wakeUp )
{
	IPhysicsObject *pVPhysics = pFrom->VPhysicsGetObject();
	if ( !pVPhysics || pVPhysics->IsStatic() )
		return false;

	Vector vecVelocity, vecAngular;
	pVPhysics->GetVelocity( &vecVelocity, &vecAngular );

	// clear out the pointer so it won't get deleted
	pFrom->VPhysicsSwapObject( NULL );
	// remove any AI behavior bound to it
	pVPhysics->RemoveShadowController();
	// transfer to the new owner
	pTo->VPhysicsSetObject( pVPhysics );
	pVPhysics->SetGameData( (void *)pTo );
	pTo->VPhysicsUpdate( pVPhysics );
	
	// may have been temporarily disabled by the old object
	pVPhysics->EnableMotion( true );
	pVPhysics->EnableGravity( false );
	
	// Slow down and push up the object.
	vecVelocity /= 2;
	vecAngular /= 2;
	vecVelocity.z += 10;
	pVPhysics->SetVelocity( &vecVelocity, &vecAngular );

	// Update for the new entity solid type
	pVPhysics->RecheckCollisionFilter();
	if ( wakeUp )
	{
		pVPhysics->Wake();
	}

	return true;
}
开发者ID:wrenchmods,项目名称:Sleepless,代码行数:40,代码来源:trigger_portal_cleanser.cpp

示例10: OverridePathMove

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::OverridePathMove( float flInterval )
{
	// Setup our initial path data if we've just started running a path
	if ( !m_pCurrentWaypoint )
	{
		m_vecPrevPoint = GetAbsOrigin();
		m_vecPrevPrevPoint = GetAbsOrigin();
		m_vecDesiredPosition = GetNavigator()->GetCurWaypointPos();	
		CalculatePostPoints();
	
		// Init our two waypoints
		m_Waypoints[0] = new CVehicleWaypoint( m_vecPrevPrevPoint, m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint );
		m_Waypoints[1] = new CVehicleWaypoint( m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint, m_vecPostPostPoint );
		m_pCurrentWaypoint = m_Waypoints[0];
		m_pNextWaypoint = m_Waypoints[1];

		m_flDistanceAlongSpline = 0.2;
	}

	// Have we reached our target? See if we've passed the current waypoint's plane.
	Vector vecAbsMins, vecAbsMaxs;
	CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
	if ( BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pCurrentWaypoint->planeWaypoint ) == 3 )
	{
		if ( WaypointReached() )
			return true;
	}

	// Did we bypass it and reach the next one already?
	if ( m_pNextWaypoint && BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pNextWaypoint->planeWaypoint ) == 3 )
	{
		if ( WaypointReached() )
			return true;
	}

	// We may have just teleported, so check to make sure we have a waypoint
	if ( !m_pCurrentWaypoint || !m_pNextWaypoint )
		return false;

	// Figure out which spline we're trucking along
	CVehicleWaypoint *pCurrentSplineBeingTraversed = m_pCurrentWaypoint;
	if ( m_flDistanceAlongSpline > 1 )
	{
		pCurrentSplineBeingTraversed = m_pNextWaypoint;
	}

	// Get our current speed, and check it against the length of the spline to know how far to advance our marker
	AngularImpulse angVel;
	Vector vecVelocity;
	IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();

	if( !pVehiclePhysics )
	{
		// I think my vehicle has been destroyed.
		return false;
	}

	pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
	float flSpeed = vecVelocity.Length();
	float flIncTime = gpGlobals->curtime - GetLastThink();
	float flIncrement = flIncTime * (flSpeed / pCurrentSplineBeingTraversed->GetLength());

	// Now advance our point along the spline
	m_flDistanceAlongSpline = clamp( m_flDistanceAlongSpline + flIncrement, 0, 2);
	if ( m_flDistanceAlongSpline > 1 )
	{
		// We crossed the spline boundary
		pCurrentSplineBeingTraversed = m_pNextWaypoint;
	}

	Vector vSplinePoint = pCurrentSplineBeingTraversed->GetPointAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );
	Vector vSplineTangent = pCurrentSplineBeingTraversed->GetTangentAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );

	// Now that we've got the target spline point & tangent, use it to decide what our desired velocity is.
	// If we're close to the tangent, just use the tangent. Otherwise, Lerp towards it.
	Vector vecToDesired = (vSplinePoint - GetAbsOrigin());
	float flDistToDesired = VectorNormalize( vecToDesired );
	float flTangentLength = VectorNormalize( vSplineTangent );

	if ( flDistToDesired > (flTangentLength * 0.75) )
	{
		m_vecDesiredVelocity = vecToDesired * flTangentLength;
	}
	else
	{
		VectorLerp( vSplineTangent, vecToDesired * flTangentLength, (flDistToDesired / (flTangentLength * 0.5)), m_vecDesiredVelocity );
	}

	// Decrease speed according to the turn we're trying to make
	Vector vecRight;
	m_hVehicleEntity->GetVectors( NULL, &vecRight, NULL );
	Vector vecNormVel = m_vecDesiredVelocity;
	VectorNormalize( vecNormVel );
	float flDotRight = DotProduct( vecRight, vecNormVel );
	flSpeed = (1.0 - fabs(flDotRight));
	// Don't go slower than we've been told to go
	if ( flSpeed < m_flDriversMinSpeed )
//.........这里部分代码省略.........
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:101,代码来源:npc_vehicledriver.cpp

示例11: StartTouch

//-----------------------------------------------------------------------------
// Purpose: Called when an entity starts touching us.
// Input  : pOther - The entity that is touching us.
//-----------------------------------------------------------------------------
void CTriggerPortalCleanser::StartTouch( CBaseEntity *pOther )
{
	if ( PassesTriggerFilters(pOther) )
	{
		EHANDLE hOther;
		hOther = pOther;
		
		bool bAdded = false;
		if ( m_hTouchingEntities.Find( hOther ) == m_hTouchingEntities.InvalidIndex() )
		{
			m_hTouchingEntities.AddToTail( hOther );
			bAdded = true;
		}

		m_OnStartTouch.FireOutput(pOther, this);

		if ( bAdded && ( m_hTouchingEntities.Count() == 1 ) )
		{
			// First entity to touch us that passes our filters
			m_OnStartTouchAll.FireOutput( pOther, this );
		}

		if ( portal_cleanser_debug.GetBool() )
		{
			Msg("%s START-TOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() );
		}

		if ( !pOther->IsPlayer() )
		{
			CBaseAnimating *pAnim = pOther->GetBaseAnimating();
			if ( !pAnim )
				return;

			// Can't dissolve twice.
			if ( pAnim->IsDissolving() )
				return;

			// Force player to drop this object.
			Pickup_ForcePlayerToDropThisObject( pOther );

			if ( !FClassnameIs( pOther, "prop_physics" ) )
			{
				if ( FClassnameIs( pOther, "simple_physics_prop" ) || FClassnameIs( pOther, "simple_physics_brush" ) )
				{
					// simple_physics_prop ?
					return;
				}

				if ( portal_cleanser_debug.GetBool() )
				{
					Msg("%s IS CREATING: simple_physics_prop\n", GetDebugName());
				}
				// Other object needs to be replaced by simple_physics_prop.
				pOther = CreateSimplePhysicsObject( pOther );

				// Dissolve the entity.
				CBaseAnimating *pAnim = pOther->GetBaseAnimating();
				pAnim->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );

				if ( portal_cleanser_debug.GetBool() )
				{
					Msg("%s DISSOLVE SIMPLE PHYSICS: %s\n", GetDebugName(), pOther->GetDebugName() );
				}

				// Outputs
				m_hActivator = pOther;
				m_OnDissolve.FireOutput(m_hActivator, this);

				return;
			}

			IPhysicsObject *pPhysics = pOther->VPhysicsGetObject();
			if ( pPhysics )
			{
				// Dissolve the entity.
				pAnim->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );

				if ( portal_cleanser_debug.GetBool() )
				{
					Msg("%s DISSOLVE PHYSICS: %s\n", GetDebugName(), pOther->GetDebugName() );
				}

				// Turn off the gravity for this object.
				pPhysics->EnableGravity( false );

				// Slow down and push up the object.
				Vector vecVelocity, vecAngular;
				pPhysics->GetVelocity( &vecVelocity, &vecAngular );
				vecVelocity /= 2;
				vecAngular /= 2;
				vecVelocity.z += 10;
				pPhysics->SetVelocity( &vecVelocity, &vecAngular );

				// Outputs
				m_hActivator = pOther;
				m_OnDissolve.FireOutput(m_hActivator, this);
//.........这里部分代码省略.........
开发者ID:wrenchmods,项目名称:Sleepless,代码行数:101,代码来源:trigger_portal_cleanser.cpp

示例12: PullObject

void CNPC_Dog::PullObject( bool bMantain )
{
	if ( m_hPhysicsEnt == NULL )
	{
		TaskFail( "Ack! No Phys Object!");
		return;
	}

	IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

	if ( pPhysObj == NULL )
	{
		TaskFail( "Pulling object with no Phys Object?!" );
		return;
	}

	if( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
	{
		m_bHasObject = false;
		ClearBeams();
		TaskFail("Player Grabbed Ball");
		return;
	}

	CreateBeams();

	Vector vGunPos;
	GetAttachment( m_iPhysGunAttachment, vGunPos );
	float flDistance = ( vGunPos - m_hPhysicsEnt->WorldSpaceCenter() ).Length();

	if ( bMantain == false )
	{
		if ( flDistance <= DOG_CATCH_DISTANCE )
		{
			m_hPhysicsEnt->SetOwnerEntity( this );

			GetNavigator()->StopMoving();

			//Fire Output!
			m_OnPickup.FireOutput( this, this );

			m_bHasObject = true;
			ClearBeams();
			TaskComplete();
			return;
		}
	}

	Vector vDir = ( vGunPos -  m_hPhysicsEnt->WorldSpaceCenter() );

	Vector vCurrentVel;
	float flCurrentVel;
	AngularImpulse vCurrentAI;

	pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI );
	flCurrentVel = vCurrentVel.Length();

	VectorNormalize( vCurrentVel );
	VectorNormalize( vDir );

	float flVelMod = DOG_PULL_VELOCITY_MOD;

	if ( bMantain == true )
		 flVelMod *= 2;

	vCurrentVel = vCurrentVel * flCurrentVel * flVelMod;

	vCurrentAI = vCurrentAI * DOG_PULL_ANGULARIMP_MOD;
	pPhysObj->SetVelocity( &vCurrentVel, &vCurrentAI );

	vDir = vDir * flDistance * (DOG_PULL_TO_GUN_VEL_MOD * 2);

	Vector vAngle( 0, 0, 0 );
	pPhysObj->AddVelocity( &vDir, &vAngle );
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:75,代码来源:npc_dog.cpp

示例13: RunTask


//.........这里部分代码省略.........
				float flDistance = vToObject.Length();

				VectorNormalize( vToObject );

				SetAim( m_hPhysicsEnt->WorldSpaceCenter() - GetAbsOrigin() );

				#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
					CBasePlayer *pPlayer = UTIL_GetNearestVisiblePlayer(this); 
				#else
					CBasePlayer *pPlayer = AI_GetSinglePlayer();
				#endif //SecobMod__Enable_Fixed_Multiplayer_AI

				float flDistanceToPlayer = flDistance;

				if ( pPlayer )
				{
					flDistanceToPlayer = (pPlayer->GetAbsOrigin() - m_hPhysicsEnt->WorldSpaceCenter()).Length();
				}
			
				IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();
				if ( !pPhysObj )
				{
					Warning( "npc_dog:  TASK_DOG_WAIT_FOR_OBJECT with m_hPhysicsEnt->VPhysicsGetObject == NULL\n" );
				}
					
				if ( pPhysObj && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) && flDistanceToPlayer > ( flDistance * 2 ) )
				{
					if ( m_flTimeToPull <= gpGlobals->curtime )
					{
						Vector vCurrentVel;
						float flCurrentVel;
						AngularImpulse vCurrentAI;

						pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI );

						flCurrentVel = vCurrentVel.Length();
						VectorNormalize( vCurrentVel );

						if ( pPhysObj && flDistance <= DOG_PULL_DISTANCE )
						{
							Vector vDir = ( vGunPos -  m_hPhysicsEnt->WorldSpaceCenter() );
								
							VectorNormalize( vDir );

							vCurrentVel = vCurrentVel * ( flCurrentVel * DOG_PULL_VELOCITY_MOD );

							vCurrentAI = vCurrentAI * DOG_PULL_ANGULARIMP_MOD;
							pPhysObj->SetVelocity( &vCurrentVel, &vCurrentAI );

							vDir = vDir * flDistance * DOG_PULL_TO_GUN_VEL_MOD;

							Vector vAngle( 0, 0, 0 );
							pPhysObj->AddVelocity( &vDir, &vAngle );
							
							CreateBeams();
						}
					
						float flDot = DotProduct( vCurrentVel, vForward );

						if ( flDistance >= DOG_PULL_DISTANCE && flDistance <= ( DOG_PULL_DISTANCE * 2 ) && flDot > -0.3 )
						{
							if ( pPhysObj->IsAsleep() == false && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
							{
								Vector vecGoalPos;
								Vector vecDir;
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:66,代码来源:npc_dog.cpp

示例14: DriveVehicle

//-----------------------------------------------------------------------------
// Purpose: This takes the current place the NPC's trying to get to, figures out
//			what keys to press to get the vehicle to go there, and then sends
//			them to the vehicle.
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::DriveVehicle( void )
{
	AngularImpulse angVel;
	Vector vecVelocity;
	IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();
	if ( !pVehiclePhysics )
		return;
	pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
	float flSpeed = VectorNormalize( vecVelocity );

	// If we have no target position to drive to, brake to a halt
	if ( !m_flMaxSpeed || m_vecDesiredPosition == vec3_origin )
	{
		if ( flSpeed > 1 )
		{
			m_pVehicleInterface->NPC_Brake();
		}
		return;
	}

	if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
	{
		NDebugOverlay::Box(m_vecDesiredPosition, -Vector(20,20,20), Vector(20,20,20), 0,255,0, true, 0.1);
		NDebugOverlay::Line(GetAbsOrigin(), GetAbsOrigin() + m_vecDesiredVelocity, 0,255,0, true, 0.1);
	}

	m_flGoalSpeed = VectorNormalize(m_vecDesiredVelocity);

	// Is our target in front or behind us?
	Vector vecForward, vecRight;
	m_hVehicleEntity->GetVectors( &vecForward, &vecRight, NULL );
	float flDot = DotProduct( vecForward, m_vecDesiredVelocity );
	bool bBehind = ( flDot < 0 );
	float flVelDot = DotProduct( vecVelocity, m_vecDesiredVelocity );
	bool bGoingWrongWay = ( flVelDot < 0 );

	// Figure out whether we should accelerate / decelerate
	if ( bGoingWrongWay || (flSpeed < m_flGoalSpeed) )
	{
		// If it's behind us, go backwards not forwards
		if ( bBehind )
		{
			m_pVehicleInterface->NPC_ThrottleReverse();
		}
		else
		{
			m_pVehicleInterface->NPC_ThrottleForward();
		}
	}
	else
	{
		// Brake if we're go significantly too fast
		if ( (flSpeed - 200) > m_flGoalSpeed )
		{
			m_pVehicleInterface->NPC_Brake();
		}
		else
		{
			m_pVehicleInterface->NPC_ThrottleCenter();
		}
	}

	// Do we need to turn?
	float flDotRight = DotProduct( vecRight, m_vecDesiredVelocity );
	if ( bBehind )
	{
		// If we're driving backwards, flip our turning
		flDotRight *= -1;
	}
	// Map it to the vehicle's steering
	flDotRight *= (m_flSteering / 90);

	if ( flDotRight < 0 )
	{
		// Turn left
		m_pVehicleInterface->NPC_TurnLeft( -flDotRight );
	}
	else if ( flDotRight > 0 )
	{
		// Turn right
		m_pVehicleInterface->NPC_TurnRight( flDotRight );
	}
	else
	{
		m_pVehicleInterface->NPC_TurnCenter();
	}
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:92,代码来源:npc_vehicledriver.cpp

示例15: CalcDeathForceVector

Vector CASW_Simple_Alien::CalcDeathForceVector( const CTakeDamageInfo &info )
{
	// Already have a damage force in the data, use that.
	if ( info.GetDamageForce() != vec3_origin || (g_pGameRules->Damage_NoPhysicsForce(info.GetDamageType())))
	{
		if( info.GetDamageType() & DMG_BLAST )
		{
			float scale = random->RandomFloat( 0.85, 1.15 );
			Vector force = info.GetDamageForce();
			force.x *= scale;
			force.y *= scale;
			// Try to always exaggerate the upward force because we've got pretty harsh gravity
			force.z *= (force.z > 0) ? 1.15 : scale;
			return force;
		}

		return info.GetDamageForce();
	}

	CBaseEntity *pForce = info.GetInflictor();
	if ( !pForce )
	{
		pForce = info.GetAttacker();
	}

	if ( pForce )
	{
		// Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage
		float forceScale = info.GetDamage() * 75 * 4;

		Vector forceVector;
		// If the damage is a blast, point the force vector higher than usual, this gives 
		// the ragdolls a bodacious "really got blowed up" look.
		if( info.GetDamageType() & DMG_BLAST )
		{
			// exaggerate the force from explosions a little (37.5%)
			forceVector = (GetLocalOrigin() + Vector(0, 0, WorldAlignSize().z) ) - pForce->GetLocalOrigin();
			VectorNormalize(forceVector);
			forceVector *= 1.375f;
		}
		else
		{
			// taking damage from self?  Take a little random force, but still try to collapse on the spot.
			if ( this == pForce )
			{
				forceVector.x = random->RandomFloat( -1.0f, 1.0f );
				forceVector.y = random->RandomFloat( -1.0f, 1.0f );
				forceVector.z = 0.0;
				forceScale = random->RandomFloat( 1000.0f, 2000.0f );
			}
			else
			{
				// UNDONE: Collision forces are baked in to CTakeDamageInfo now
				// UNDONE: Is this MOVETYPE_VPHYSICS code still necessary?
				if ( pForce->GetMoveType() == MOVETYPE_VPHYSICS )
				{
					// killed by a physics object
					IPhysicsObject *pPhysics = VPhysicsGetObject();
					if ( !pPhysics )
					{
						pPhysics = pForce->VPhysicsGetObject();
					}
					pPhysics->GetVelocity( &forceVector, NULL );
					forceScale = pPhysics->GetMass();
				}
				else
				{
					forceVector = GetLocalOrigin() - pForce->GetLocalOrigin();
					VectorNormalize(forceVector);
				}
			}
		}
		return forceVector * forceScale;
	}
	return vec3_origin;
}
开发者ID:jtanx,项目名称:ch1ckenscoop,代码行数:76,代码来源:asw_simple_alien.cpp


注:本文中的IPhysicsObject::GetVelocity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。