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C++ ISkeletonPose::GetIPoseBlenderAim方法代码示例

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


在下文中一共展示了ISkeletonPose::GetIPoseBlenderAim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: InitialisePoseBlenderAim

void CProceduralContextAim::InitialisePoseBlenderAim()
{
	CRY_ASSERT( m_entity );

	const int slot = 0;
	ICharacterInstance* pCharacterInstance = m_entity->GetCharacter( slot );
	if ( pCharacterInstance == NULL )
	{
		return;
	}

	ISkeletonPose* pSkeletonPose = pCharacterInstance->GetISkeletonPose();
	if ( pSkeletonPose == NULL )
	{
		return;
	}

	m_pPoseBlenderAim = pSkeletonPose->GetIPoseBlenderAim();

	if ( m_pPoseBlenderAim )
	{
		m_defaultPolarCoordinatesSmoothTimeSeconds = 0.1f;
		float polarCoordinatesMaxYawDegreesPerSecond = 360.f;
		float polarCoordinatesMaxPitchDegreesPerSecond = 360.f;
		float fadeInSeconds = 0.25f;
		float fadeOutSeconds = 0.25f;
		float fadeOutMinDistance = 0.f;

		IScriptTable* pScriptTable = m_entity->GetScriptTable();
		if ( pScriptTable )
		{
			SmartScriptTable pProceduralContextAimTable;
			pScriptTable->GetValue( "ProceduralContextAim", pProceduralContextAimTable );
			if ( pProceduralContextAimTable )
			{
				pProceduralContextAimTable->GetValue( "polarCoordinatesSmoothTimeSeconds", m_defaultPolarCoordinatesSmoothTimeSeconds );
				pProceduralContextAimTable->GetValue( "polarCoordinatesMaxYawDegreesPerSecond", polarCoordinatesMaxYawDegreesPerSecond );
				pProceduralContextAimTable->GetValue( "polarCoordinatesMaxPitchDegreesPerSecond", polarCoordinatesMaxPitchDegreesPerSecond );
				pProceduralContextAimTable->GetValue( "fadeInSeconds", fadeInSeconds );
				pProceduralContextAimTable->GetValue( "fadeOutSeconds", fadeOutSeconds );
				pProceduralContextAimTable->GetValue( "fadeOutMinDistance", fadeOutMinDistance );
			}
		}

		m_defaultPolarCoordinatesMaxSmoothRateRadiansPerSecond = Vec2( DEG2RAD( polarCoordinatesMaxYawDegreesPerSecond ), DEG2RAD( polarCoordinatesMaxPitchDegreesPerSecond ) );

		m_pPoseBlenderAim->SetPolarCoordinatesSmoothTimeSeconds( m_defaultPolarCoordinatesSmoothTimeSeconds );
		m_pPoseBlenderAim->SetPolarCoordinatesMaxRadiansPerSecond( m_defaultPolarCoordinatesMaxSmoothRateRadiansPerSecond );
		m_pPoseBlenderAim->SetFadeInSpeed( fadeInSeconds );
		m_pPoseBlenderAim->SetFadeOutSpeed( fadeOutSeconds );
		m_pPoseBlenderAim->SetFadeOutMinDistance( fadeOutMinDistance );
		m_pPoseBlenderAim->SetState( false );
	}
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:54,代码来源:ProceduralContextAim.cpp

示例2: InitialiseAimPoseBlender

void CAnimActionAIAimPose::InitialiseAimPoseBlender()
{
    IScope& rootScope = GetRootScope();
    ICharacterInstance* pCharacterInstance = rootScope.GetCharInst();
    CRY_ASSERT( pCharacterInstance );
    if ( ! pCharacterInstance )
        {
            return;
        }

    ISkeletonPose* pSkeletonPose = pCharacterInstance->GetISkeletonPose();
    CRY_ASSERT( pSkeletonPose );

    IAnimationPoseBlenderDir* pPoseBlenderAim = pSkeletonPose->GetIPoseBlenderAim();
    CRY_ASSERT( pPoseBlenderAim );
    if ( ! pPoseBlenderAim )
        {
            return;
        }

    const uint32 aimPoseAnimationLayer = rootScope.GetBaseLayer();
    pPoseBlenderAim->SetLayer( aimPoseAnimationLayer );
}
开发者ID:eBunny,项目名称:EmberProject,代码行数:23,代码来源:AnimActionAIAimPose.cpp


注:本文中的ISkeletonPose::GetIPoseBlenderAim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。