本文整理汇总了C++中IRenderAuxGeom::SetRenderFlags方法的典型用法代码示例。如果您正苦于以下问题:C++ IRenderAuxGeom::SetRenderFlags方法的具体用法?C++ IRenderAuxGeom::SetRenderFlags怎么用?C++ IRenderAuxGeom::SetRenderFlags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IRenderAuxGeom
的用法示例。
在下文中一共展示了IRenderAuxGeom::SetRenderFlags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: Draw
void Draw()
{
IRenderAuxGeom* pRender = gEnv->pRenderer->GetIRenderAuxGeom();
SAuxGeomRenderFlags flags = pRender->GetRenderFlags();
SAuxGeomRenderFlags oldFlags = pRender->GetRenderFlags();
flags.SetDepthWriteFlag(e_DepthWriteOff);
flags.SetDepthTestFlag(e_DepthTestOff);
pRender->SetRenderFlags(flags);
m_timer += gEnv->pTimer->GetFrameTime();
if (m_timer>30.f) m_timer = 0.f;
float time = gEnv->pTimer->GetCurrTime();
float dt = (1.f/50.f);
Vec3 offset = Vec3(0.f, 0.f, 0.025f + 0.003f*sinf(8.f*m_timer));
Vec3 offset2 = Vec3(0.f, 0.f, 0.035f + 0.003f*sinf(5.f*m_timer));
ColorB desiredColour = ColorB(255,0,0,255); // Red
ColorB desiredVelColour = ColorB(255,(int)(128.f+127.f*sinf(8.f*m_timer)),0,255); // Yellow/Red
ColorB actualPosColour = ColorB(0,255,0,255); // Green
ColorB actualVelColour = ColorB(0,0,(int)(128.f+127.f*sinf(5.f*m_timer)),255); // blue/black
ColorB snapPosColour = ColorB(255,255,255,255); // White
ColorB lerpErrorColour = ColorB(255,0,0,255); // Red
// Draw the desired positions
for (unsigned int i=0; i<m_desired.size(); i++)
{
Desired &d = m_desired[i];
pRender->DrawSphere(d.pos + offset, 0.025f, desiredColour);
pRender->DrawLine(d.pos + offset, desiredVelColour, d.pos + offset + d.vel*dt, desiredVelColour);
}
if(g_pGameCVars->pl_debugInterpolation == 1) // Show entity position + velocity
{
for (unsigned int i=0; i<m_actual.size(); i++)
{
Actual &a = m_actual[i];
pRender->DrawSphere(a.pos + offset2, 0.025f, a.snapped ? snapPosColour : actualPosColour);
pRender->DrawLine(a.pos + offset2, actualVelColour, a.pos + offset2 + a.vel*dt, actualVelColour);
}
}
if(g_pGameCVars->pl_debugInterpolation == 2) // Show entity position + lerpError
{
for (unsigned int i=0; i<m_actual.size(); i++)
{
Actual &a = m_actual[i];
pRender->DrawSphere(a.pos + offset2, 0.025f, a.snapped ? snapPosColour : actualPosColour);
pRender->DrawLine(a.pos + offset2, lerpErrorColour, a.pos + offset2 + a.lerpError, lerpErrorColour);
}
}
pRender->SetRenderFlags(oldFlags);
}
示例2: Update
void SDebugCannonBallPenetration::Update(float frameTime)
{
IRenderAuxGeom* pRenderAux = gEnv->pRenderer->GetIRenderAuxGeom();
SAuxGeomRenderFlags oldFlags = pRenderAux->GetRenderFlags();
SAuxGeomRenderFlags newFlags = e_Def3DPublicRenderflags;
newFlags.SetAlphaBlendMode(e_AlphaBlended);
newFlags.SetDepthTestFlag(e_DepthTestOff);
newFlags.SetCullMode(e_CullModeNone);
pRenderAux->SetRenderFlags(newFlags);
const float baseDebugTimeOut = (g_pGameCVars->g_bulletPenetrationDebugTimeout > 0.0f) ? g_pGameCVars->g_bulletPenetrationDebugTimeout : DEFAULT_DEBUG_CannonBall_HIT_LIFETIME;
for (int i = 0; i < MAX_DEBUG_CannonBall_HITS; ++i)
{
SDebugCannonBallHit& currentHit = m_hitsList[i];
if (currentHit.lifeTime <= 0.0f)
{
continue;
}
currentHit.lifeTime -= frameTime;
//const float alpha = powf((currentHit.lifeTime / baseDebugTimeOut), 4.0f);
// avoid powf whenever possible, for such simple cases, can do with 2 muls
float alpha = (currentHit.lifeTime / baseDebugTimeOut);
alpha *= alpha;
alpha *= alpha;
const ColorB red(255, 0, 0, (uint8)(192 * alpha)), green(0, 255, 0, (uint8)(192 * alpha));
const ColorB& hitColor = currentHit.stoppedCannonBall ? red : green;
const Vec3 coneBase = currentHit.isBackFaceHit ? (currentHit.hitPosition + (currentHit.CannonBallDirection * 0.3f)) : (currentHit.hitPosition - (currentHit.CannonBallDirection * 0.2f)) ;
const Vec3 lineEnd = (coneBase - (currentHit.CannonBallDirection * 0.3f));
pRenderAux->DrawCone(coneBase, currentHit.CannonBallDirection, 0.12f, 0.2f, hitColor);
pRenderAux->DrawLine(coneBase, hitColor, lineEnd, hitColor, 3.0f);
const Vec3 baseText = (currentHit.isBackFaceHit) ? coneBase + (0.2f * currentHit.CannonBallDirection) : lineEnd - (0.3f * currentHit.CannonBallDirection);
const Vec3 textLineOffset(0.0f, 0.0f, 0.14f);
const float textColor[4] = {1.0f, 1.0f, 1.0f, alpha};
gEnv->pRenderer->DrawLabelEx(baseText - (textLineOffset * 2.0f), 1.25f, textColor, true, false, "Damage: %.1f", currentHit.damage);
gEnv->pRenderer->DrawLabelEx(baseText - (textLineOffset * 3.0f), 1.25f, textColor, true, false, "Pierceability: %d", currentHit.surfacePierceability);
gEnv->pRenderer->DrawLabelEx(baseText - (textLineOffset * 4.0f), 1.25f, textColor, true, false, "%s", GetPenetrationLevelByPierceability(currentHit.surfacePierceability));
gEnv->pRenderer->DrawLabelEx(baseText - (textLineOffset * 5.0f), 1.25f, textColor, true, false, currentHit.tooThick ? "Too thick!" : "------");
}
pRenderAux->SetRenderFlags(oldFlags);
}
示例3: Update
void CPlayerVisTableDebugDraw::Update()
{
const float currentTime = gEnv->pTimer->GetCurrTime();
const float maxDebugLifeTime = 1.0f;
IRenderAuxGeom* pRenderAux = gEnv->pRenderer->GetIRenderAuxGeom();
const ColorB visibleColor(0, 255, 0, 128);
const ColorB hiddenColor(255, 0, 0, 128);
const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
SAuxGeomRenderFlags oldRenderFlags = pRenderAux->GetRenderFlags();
SAuxGeomRenderFlags newRenderFlags = e_Def3DPublicRenderflags;
newRenderFlags.SetAlphaBlendMode(e_AlphaBlended);
newRenderFlags.SetDepthTestFlag(e_DepthTestOff);
newRenderFlags.SetCullMode(e_CullModeNone);
pRenderAux->SetRenderFlags(newRenderFlags);
TDebugTargets::iterator targetIt = m_debugTargets.begin();
while (targetIt != m_debugTargets.end())
{
SDebugInfo& targetInfo = *targetIt;
const float lastUpdateAge = (currentTime - targetInfo.m_lastUpdatedTime);
const bool remove = (lastUpdateAge > maxDebugLifeTime);
if (!remove)
{
IEntity* pTargetEntity = gEnv->pEntitySystem->GetEntity(targetInfo.m_targetId);
if (pTargetEntity)
{
const ColorB& color = targetInfo.m_visible ? visibleColor : hiddenColor;
const Vec3 worldRefPosition = pTargetEntity->GetWorldTM().TransformPoint(targetInfo.m_localTargetPos);
const Vec3 offset(0.0f, 0.0f, 0.4f);
pRenderAux->DrawCone(worldRefPosition + offset, -Vec3Constants<float>::fVec3_OneZ, 0.125f, offset.z, color);
gEnv->pRenderer->DrawLabelEx(worldRefPosition, 1.5f, white, true, false, "%.2f", lastUpdateAge);
}
++targetIt;
}
else
{
TDebugTargets::iterator nextElement = m_debugTargets.erase(targetIt);
targetIt = nextElement;
}
}
pRenderAux->SetRenderFlags(oldRenderFlags);
}
示例4: SetBackFaceCulling
void CAIDebugRenderer::SetBackFaceCulling(bool bOn)
{
IRenderAuxGeom* pRenderAuxGeom = m_pRenderer->GetIRenderAuxGeom();
SAuxGeomRenderFlags flags = pRenderAuxGeom->GetRenderFlags();
flags.SetCullMode(bOn ? e_CullModeBack : e_CullModeNone);
pRenderAuxGeom->SetRenderFlags(flags);
}
示例5: SetAlphaBlended
void CAIDebugRenderer::SetAlphaBlended(bool bOn)
{
IRenderAuxGeom* pRenderAuxGeom = m_pRenderer->GetIRenderAuxGeom();
SAuxGeomRenderFlags flags = pRenderAuxGeom->GetRenderFlags();
flags.SetAlphaBlendMode(bOn ? e_AlphaBlended : e_AlphaNone);
pRenderAuxGeom->SetRenderFlags(flags);
}
示例6: SetDepthWrite
void CAIDebugRenderer::SetDepthWrite(bool bOn)
{
IRenderAuxGeom* pRenderAuxGeom = m_pRenderer->GetIRenderAuxGeom();
SAuxGeomRenderFlags flags = pRenderAuxGeom->GetRenderFlags();
flags.SetDepthWriteFlag(bOn ? e_DepthWriteOn : e_DepthWriteOff);
pRenderAuxGeom->SetRenderFlags(flags);
}
示例7: SetDrawInFront
void CAIDebugRenderer::SetDrawInFront(bool bOn)
{
IRenderAuxGeom* pRenderAuxGeom = m_pRenderer->GetIRenderAuxGeom();
SAuxGeomRenderFlags flags = pRenderAuxGeom->GetRenderFlags();
flags.SetDrawInFrontMode(bOn ? e_DrawInFrontOn : e_DrawInFrontOff);
pRenderAuxGeom->SetRenderFlags(flags);
}
示例8: DebugDrawCone
int CScriptBind_Game::DebugDrawCone( IFunctionHandler *pH, float x, float y, float z, float radius, float height, int r, int g, int b, int a )
{
IRenderAuxGeom* pRenderAuxGeom = gEnv->pRenderer->GetIRenderAuxGeom();
if (pRenderAuxGeom)
{
SAuxGeomRenderFlags oldFlags = pRenderAuxGeom->GetRenderFlags();
SAuxGeomRenderFlags newFlags = oldFlags;
newFlags.SetCullMode(e_CullModeNone);
newFlags.SetAlphaBlendMode(e_AlphaBlended);
pRenderAuxGeom->SetRenderFlags(newFlags);
pRenderAuxGeom->DrawCone(Vec3(x,y,z), Vec3(0.f, 0.f, 1.f), radius, height, ColorB(r,g,b,a));
pRenderAuxGeom->SetRenderFlags(oldFlags);
}
return pH->EndFunction();
}
示例9: DebugDrawAABB
int CScriptBind_Game::DebugDrawAABB( IFunctionHandler *pH, float x, float y, float z, float x2, float y2, float z2, int r, int g, int b, int a )
{
IRenderAuxGeom* pRenderAuxGeom = gEnv->pRenderer->GetIRenderAuxGeom();
if (pRenderAuxGeom)
{
SAuxGeomRenderFlags oldFlags = pRenderAuxGeom->GetRenderFlags();
SAuxGeomRenderFlags newFlags = oldFlags;
newFlags.SetCullMode(e_CullModeNone);
newFlags.SetAlphaBlendMode(e_AlphaBlended);
pRenderAuxGeom->SetRenderFlags(newFlags);
AABB bbox(Vec3(x, y, z), Vec3(x2, y2, z2));
pRenderAuxGeom->DrawAABB(bbox, true, ColorB(r, g, b, a), eBBD_Faceted);
pRenderAuxGeom->SetRenderFlags(oldFlags);
}
return pH->EndFunction();
}
示例10: DebugDraw
void CAutoAimManager::DebugDraw()
{
IRenderAuxGeom* pRenderAux = gEnv->pRenderer->GetIRenderAuxGeom();
const int numAutoaimTargets = m_autoaimTargets.size();
const Vec3 viewPos = gEnv->pSystem->GetViewCamera().GetPosition();
SAuxGeomRenderFlags oldFlags = pRenderAux->GetRenderFlags();
SAuxGeomRenderFlags newFlags = e_Def3DPublicRenderflags;
newFlags.SetAlphaBlendMode(e_AlphaBlended);
newFlags.SetDepthTestFlag(e_DepthTestOff);
newFlags.SetCullMode(e_CullModeNone);
pRenderAux->SetRenderFlags(newFlags);
const ColorB enemyColor(255,0,0,128);
const ColorB friendlyColor(0,255,0,128);
const ColorB followColorInner(255,255,0,64);
const ColorB followColorOuter(255,255,0,0);
const ColorB snapColor(255,255,255,64);
for(int i = 0; i < numAutoaimTargets; i++)
{
const SAutoaimTarget& aaTarget = m_autoaimTargets[i];
Vec3 dirToTarget = aaTarget.primaryAimPosition - viewPos;
dirToTarget.NormalizeSafe();
const float snapRadius = aaTarget.HasFlagSet(eAATF_AIRadarTagged) ? aaTarget.snapRadiusTagged * g_pGameCVars->aim_assistSnapRadiusTaggedScale :
aaTarget.snapRadius * g_pGameCVars->aim_assistSnapRadiusScale;
pRenderAux->DrawSphere(aaTarget.primaryAimPosition, aaTarget.innerRadius, aaTarget.HasFlagSet(eAATF_AIHostile) ? enemyColor : friendlyColor);
pRenderAux->DrawSphere(aaTarget.secondaryAimPosition, 0.2f, aaTarget.HasFlagSet(eAATF_AIHostile) ? enemyColor : friendlyColor);
DrawDisc(aaTarget.primaryAimPosition, dirToTarget, aaTarget.innerRadius, aaTarget.outerRadius, followColorInner, followColorOuter);
DrawDisc(aaTarget.primaryAimPosition, dirToTarget, aaTarget.outerRadius, snapRadius, followColorOuter, snapColor);
}
pRenderAux->SetRenderFlags(oldFlags);
const float white[4] = {1.0f, 1.0f, 1.0f, 0.75f};
gEnv->pRenderer->Draw2dLabel(50.0f, 50.0f, 1.5f, white, false, "Number of targets: %d", numAutoaimTargets);
}
示例11: IsTargetCloaked
//------------------------------------------------------------------------
//chr safe to remove?
bool CGunTurret::IsTargetCloaked(IActor *pActor) const
{
// cloak check
if(m_turretparams.find_cloaked)
return false;
bool cloaked = false;
// if destinationId assigned, target can always be found
if(m_destinationId && pActor->GetEntityId() == m_destinationId)
return false;
if(cloaked && m_turretparams.light_fov != 0.f)
{
// if cloaked, target can only be found with searchlight
// check if target inside light cone
const Matrix34 &weaponTM = GetEntity()->GetSlotWorldTM(eIGS_ThirdPerson);
Vec3 wpos(weaponTM.GetTranslation());
Vec3 wdir(weaponTM.GetColumn1());
Vec3 tpos(GetTargetPos(pActor->GetEntity()));
float epsilon = 0.8f;
Quat rot = Quat::CreateRotationAA(epsilon*0.5f*DEG2RAD(m_turretparams.light_fov), weaponTM.GetColumn2());
Vec3 a = wpos + m_turretparams.mg_range*(wdir*rot);
Vec3 b = wpos + m_turretparams.mg_range*(wdir*rot.GetInverted());
bool inside = Overlap::PointInTriangle(tpos, wpos, a, b, weaponTM.GetColumn2());
if(inside)
{
rot = Quat::CreateRotationAA(0.5f*DEG2RAD(m_turretparams.light_fov), weaponTM.GetColumn0());
a = wpos + m_turretparams.mg_range*(wdir*rot);
b = wpos + m_turretparams.mg_range*(wdir*rot.GetInverted());
inside = Overlap::PointInTriangle(tpos, wpos, a, b, weaponTM.GetColumn0());
}
cloaked = !inside;
if(g_pGameCVars->i_debug_turrets == eGTD_Search)
{
IRenderAuxGeom *pGeom = gEnv->pRenderer->GetIRenderAuxGeom();
pGeom->SetRenderFlags(e_Def3DPublicRenderflags);
float color[] = {1,1,1,1};
Vec3 points[] = {wpos, a, b};
pGeom->DrawPolyline(points, 3, true, ColorB(0,255,0,255));
if(inside)
gEnv->pRenderer->Draw2dLabel(200,200,1.4f,color,false,"target inside cone");
}
}
return cloaked;
}
示例12: DebugDrawCylinder
//------------------------------------------------------------------------
void CGameRulesHoldObjectiveBase::DebugDrawCylinder(SHoldEntityDetails *pDetails)
{
// Draw debug cylinder
if(g_pGameCVars->g_holdObjectiveDebug == eHOB_Debug_Draw_Sphere)
{
IEntity *pHoldEntity = gEnv->pEntitySystem->GetEntity(pDetails->m_id);
if (pHoldEntity)
{
IRenderAuxGeom* pAuxRenderer = gEnv->pRenderer->GetIRenderAuxGeom();
SAuxGeomRenderFlags renderFlags = pAuxRenderer->GetRenderFlags();
renderFlags.SetAlphaBlendMode(e_AlphaBlended);
pAuxRenderer->SetRenderFlags(renderFlags);
pAuxRenderer->DrawCylinder( pHoldEntity->GetPos()+Vec3(0.f,0.f,pDetails->m_controlOffsetZ+(pDetails->m_controlHeight*0.5f)),
Vec3(0.0f,0.0f,1.0f),
pDetails->m_controlRadius,
pDetails->m_controlHeight,
ColorB(255,255,0,128));
}
}
}
示例13: Update
void CVehiclePartSuspensionPart::Update(const float frameTime)
{
inherited::Update(frameTime);
const Matrix34& parentTm = m_pParentPart->GetLocalTM(false);
const Matrix34& targetTm = m_targetPart->GetLocalTM(false);
Vec3 pos = parentTm * m_pos0;
Vec3 targetPos = (m_ikFlags&k_flagIgnoreTargetRotation) ? (targetTm.GetColumn3() + m_targetOffset) : (targetTm * m_targetOffset);
Vec3 dir = targetPos - pos;
float length = dir.GetLength();
if (length > 1e-2f)
{
Matrix33 rot = Matrix33::CreateRotationV0V1(m_direction0, dir*(1.f/length));
Matrix33 partRot = rot*Matrix33(m_initialRot);
if (m_mode==k_modeRotate || m_mode==k_modeSnapToEF)
{
if (m_mode==k_modeSnapToEF)
{
pos = targetPos - rot * m_direction0;
}
Matrix34 tm(partRot, pos);
SetLocalTM(tm);
}
else if (m_mode==k_modeStretch)
{
const float scale = length * m_invLength0;
const Vec3 z = m_direction0;
const Vec3 sz = m_direction0*(scale-1.f);
Matrix33 scaleM;
scaleM.m00 = 1.f+sz.x*z.x; scaleM.m01 = sz.y*z.x ; scaleM.m02 = sz.z*z.x;
scaleM.m10 = sz.x*z.y ; scaleM.m11 = 1.f+sz.y*z.y; scaleM.m12 = sz.z*z.y;
scaleM.m20 = sz.x*z.z ; scaleM.m21 = sz.y*z.z ; scaleM.m22 = 1.f+sz.z*z.z;
Matrix34 tm(partRot * scaleM, pos);
SetLocalTM(tm);
}
}
#if !defined(_RELEASE)
if (VehicleCVars().v_debugSuspensionIK)
{
IRenderAuxGeom* pAuxGeom = gEnv->pRenderer->GetIRenderAuxGeom();
SAuxGeomRenderFlags flags = pAuxGeom->GetRenderFlags();
SAuxGeomRenderFlags oldFlags = pAuxGeom->GetRenderFlags();
flags.SetDepthWriteFlag(e_DepthWriteOff);
flags.SetDepthTestFlag(e_DepthTestOff);
pAuxGeom->SetRenderFlags(flags);
ColorB colRed(255,0,0,255);
ColorB colBlue(0,0,255,255);
ColorB colWhite(255,255,255,255);
ColorB colGreen(0,255,0,255);
pos = m_pVehicle->GetEntity()->GetWorldTM() * pos;
targetPos = m_pVehicle->GetEntity()->GetWorldTM() * targetPos;
pAuxGeom->DrawSphere(pos, 0.02f, colGreen);
pAuxGeom->DrawSphere(targetPos, 0.02f, colBlue);
pAuxGeom->DrawLine(pos, colWhite, targetPos, colWhite);
}
#endif
}
示例14: Update
void CClaymore::Update(SEntityUpdateContext &ctx, int updateSlot)
{
CProjectile::Update(ctx, updateSlot);
bool debug = (g_pGameCVars->g_debugMines != 0);
if(gEnv->bServer)
{
if(m_armed)
{
CGameRules* pGR = g_pGame->GetGameRules();
if(pGR)
{
for(std::list<EntityId>::iterator it = m_targetList.begin(); it != m_targetList.end(); ++it)
{
IEntity* pEntity = gEnv->pEntitySystem->GetEntity(*it);
if(!pEntity) continue;
// if this is a team game, claymores aren't set off by their own team...
if(pGR->GetTeamCount() > 0 && (m_teamId != 0 && pGR->GetTeam(pEntity->GetId()) == m_teamId))
continue;
// otherwise, not set off by the player who dropped them.
if(pGR->GetTeamCount() == 0 && m_ownerId == pEntity->GetId())
continue;
IPhysicalEntity *pPhysics = pEntity->GetPhysics();
if(pPhysics)
{
pe_status_dynamics physStatus;
if(0 != pPhysics->GetStatus(&physStatus) && physStatus.v.GetLengthSquared() > 0.01f)
{
// now check angle between this claymore and approaching object
// to see if it is within the angular range m_triggerAngle.
// If it is, then check distance is less than m_triggerRange,
// and also check line-of-sight between the two entities.
IRenderAuxGeom * pRAG = gEnv->pRenderer->GetIRenderAuxGeom();
pRAG->SetRenderFlags( e_Mode3D | e_AlphaBlended | e_DrawInFrontOff | e_FillModeSolid | e_CullModeNone );
AABB entityBBox;
pEntity->GetWorldBounds(entityBBox);
if(debug)
{
pRAG->DrawAABB( entityBBox, true, ColorF(1,0,0,0.4f), eBBD_Faceted );
}
Vec3 enemyDir = entityBBox.GetCenter() - GetEntity()->GetPos();
Vec3 checkDir = enemyDir;
checkDir.z = 0;
float distanceSq = enemyDir.GetLengthSquared();
// for players a simple distance check is fine, but for vehicles use a better intersection check
// so any corner of the vehicle going inside the zone sets off the claymore.
static float playerRadius = 2.5f;
bool inside = false;
if(entityBBox.GetRadius() < playerRadius)
{
inside = (distanceSq < (m_triggerRadius * m_triggerRadius));
}
else
{
static ray_hit hit;
if(gEnv->pPhysicalWorld->CollideEntityWithBeam(pEntity->GetPhysics(), GetEntity()->GetWorldPos(), enemyDir, m_triggerRadius, &hit))
{
inside = true;
enemyDir = hit.pt - GetEntity()->GetWorldPos();
}
}
if(inside)
{
enemyDir.NormalizeSafe();
checkDir.NormalizeSafe();
float dotProd = checkDir.Dot(m_triggerDirection);
if(debug)
{
pRAG->DrawLine(GetEntity()->GetPos(), ColorF(1,0,0,1), GetEntity()->GetPos() + Matrix33::CreateRotationZ(m_triggerAngle/2.0f)*m_triggerDirection*m_triggerRadius, ColorF(1,0,0,1), 5.0f);
pRAG->DrawLine(GetEntity()->GetPos(), ColorF(1,0,0,1), GetEntity()->GetPos() + Matrix33::CreateRotationZ(-m_triggerAngle/2.0f)*m_triggerDirection*m_triggerRadius, ColorF(1,0,0,1), 5.0f);
ColorF clr;
clr.a = 0.3f;
clr.b = 0.4f;
clr.g = 0.1f;
clr.r = 1.0f;
pRAG->DrawLine(GetEntity()->GetPos(), clr, GetEntity()->GetPos() + (enemyDir * m_triggerRadius), clr, 5.0f);
}
if(dotProd > cry_cosf(m_triggerAngle/2.0f))
{
static const int objTypes = ent_all&(~ent_terrain);
static const unsigned int flags = rwi_stop_at_pierceable|rwi_colltype_any;
ray_hit hit;
int col = gEnv->pPhysicalWorld->RayWorldIntersection(GetEntity()->GetPos(), (enemyDir * m_triggerRadius * 1.5f), objTypes, flags, &hit, 1, GetEntity()->GetPhysics());
bool bang = false;
if (!col)
bang = true;
else if (entityBBox.IsContainPoint(hit.pt))
//.........这里部分代码省略.........
示例15: Update
void CPersistantDebug::Update( float frameTime )
{
if (m_objects.empty())
return;
IRenderAuxGeom * pAux = gEnv->pRenderer->GetIRenderAuxGeom();
static const int flags3D = e_Mode3D | e_AlphaBlended | e_DrawInFrontOff | e_FillModeSolid | e_CullModeBack | e_DepthWriteOn | e_DepthTestOn;
static const int flags2D = e_Mode2D | e_AlphaBlended;
std::vector<ListObj::iterator> toClear;
std::vector<MapListObj::iterator> toClearMap;
for (MapListObj::iterator iterMap = m_objects.begin(); iterMap != m_objects.end(); ++iterMap)
{
toClear.resize(0);
for (ListObj::iterator iterList = iterMap->second.begin(); iterList != iterMap->second.end(); ++iterList)
{
iterList->timeRemaining -= frameTime;
if (iterList->timeRemaining <= 0.0f && !(iterList->obj == eOT_EntityTag && iterList->columns.size() > 1))
toClear.push_back(iterList);
else
{
ColorF clr = iterList->clr;
clr.a *= iterList->timeRemaining / iterList->totalTime;
switch (iterList->obj)
{
case eOT_Sphere:
pAux->SetRenderFlags( flags3D );
pAux->DrawSphere( iterList->pos, iterList->radius, clr );
break;
case eOT_Quat:
pAux->SetRenderFlags( flags3D );
{
float r = iterList->radius;
Vec3 x = r * iterList->q.GetColumn0();
Vec3 y = r * iterList->q.GetColumn1();
Vec3 z = r * iterList->q.GetColumn2();
Vec3 p = iterList->pos;
OBB obb = OBB::CreateOBB( Matrix33::CreateIdentity(), Vec3(0.05f,0.05f,0.05f), ZERO );
pAux->DrawOBB( obb, p, false, clr, eBBD_Extremes_Color_Encoded );
pAux->DrawLine( p, ColorF(1,0,0,clr.a), p+x, ColorF(1,0,0,clr.a) );
pAux->DrawLine( p, ColorF(0,1,0,clr.a), p+y, ColorF(0,1,0,clr.a) );
pAux->DrawLine( p, ColorF(0,0,1,clr.a), p+z, ColorF(0,0,1,clr.a) );
}
break;
case eOT_Arrow:
pAux->SetRenderFlags( flags3D );
pAux->DrawLine( iterList->pos - iterList->dir * iterList->radius, clr, iterList->pos + iterList->dir * iterList->radius, clr );
pAux->DrawCone( iterList->pos + iterList->dir * iterList->radius, iterList->dir, 0.1f * iterList->radius, 0.3f * iterList->radius, clr );
break;
case eOT_Line:
pAux->SetRenderFlags( flags3D );
pAux->DrawLine( iterList->pos, clr, iterList->pos + iterList->dir, clr );
break;
case eOT_Cone:
pAux->SetRenderFlags( flags3D );
pAux->DrawCone( iterList->pos, iterList->dir, iterList->radius, iterList->radius2, clr );
break;
case eOT_Cylinder:
pAux->SetRenderFlags( flags3D );
pAux->DrawCylinder( iterList->pos, iterList->dir, iterList->radius, iterList->radius2, clr );
break;
case eOT_AABB:
pAux->SetRenderFlags( flags3D );
pAux->DrawAABB( AABB(iterList->pos,iterList->dir), Matrix34(IDENTITY), false, clr, eBBD_Faceted );
break;
case eOT_Line2D:
pAux->SetRenderFlags( flags2D );
pAux->DrawLine( iterList->pos, clr, iterList->dir, clr );
break;
case eOT_Text:
{
float clrAry[4] = {clr.r, clr.g, clr.b, clr.a};
gEnv->pRenderer->Draw2dLabel( iterList->pos.x, iterList->pos.y, iterList->radius, clrAry, false, "%s", iterList->text.c_str() );
}
break;
case eOT_Disc:
{
pAux->SetRenderFlags( flags3D );
vtx_idx indTriQuad[ 6 ] =
{
0, 2, 1,
0, 3, 2
};
vtx_idx indTriTri[ 3 ] =
{
0, 1, 2
};
int steps = (int)(10 * iterList->radius2);
steps = std::max(steps, 10);
float angStep = gf_PI2 / steps;
for (int i=0; i<steps; i++)
{
float a0 = angStep*i;
float a1 = angStep*(i+1);
float c0 = cosf( a0 );
float c1 = cosf( a1 );
float s0 = sinf( a0 );
float s1 = sinf( a1 );
Vec3 pts[4];
//.........这里部分代码省略.........