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

本文整理汇总了C++中ISkeletonPose::GetIPoseBlenderLook方法的典型用法代码示例。如果您正苦于以下问题:C++ ISkeletonPose::GetIPoseBlenderLook方法的具体用法?C++ ISkeletonPose::GetIPoseBlenderLook怎么用?C++ ISkeletonPose::GetIPoseBlenderLook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::GetIPoseBlenderLook方法的1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: InitialisePoseBlenderLook

void CProceduralContextLook::InitialisePoseBlenderLook()
{
	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_pPoseBlenderLook = pSkeletonPose->GetIPoseBlenderLook();

	if ( m_pPoseBlenderLook )
	{
		float polarCoordinatesSmoothTimeSeconds = 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 pProceduralContextLookTable;
			pScriptTable->GetValue( "ProceduralContextLook", pProceduralContextLookTable );
			if ( pProceduralContextLookTable )
			{
				pProceduralContextLookTable->GetValue( "polarCoordinatesSmoothTimeSeconds", polarCoordinatesSmoothTimeSeconds );
				pProceduralContextLookTable->GetValue( "polarCoordinatesMaxYawDegreesPerSecond", polarCoordinatesMaxYawDegreesPerSecond );
				pProceduralContextLookTable->GetValue( "polarCoordinatesMaxPitchDegreesPerSecond", polarCoordinatesMaxPitchDegreesPerSecond );
				pProceduralContextLookTable->GetValue( "fadeInSeconds", fadeInSeconds );
				pProceduralContextLookTable->GetValue( "fadeOutSeconds", fadeOutSeconds );
				pProceduralContextLookTable->GetValue( "fadeOutMinDistance", fadeOutMinDistance );
			}
		}

		m_pPoseBlenderLook->SetPolarCoordinatesSmoothTimeSeconds( polarCoordinatesSmoothTimeSeconds );
		m_pPoseBlenderLook->SetPolarCoordinatesMaxRadiansPerSecond( Vec2( DEG2RAD( polarCoordinatesMaxYawDegreesPerSecond ), DEG2RAD( polarCoordinatesMaxPitchDegreesPerSecond ) ) );
		m_pPoseBlenderLook->SetFadeInSpeed( fadeInSeconds );
		m_pPoseBlenderLook->SetFadeOutSpeed( fadeOutSeconds );
		m_pPoseBlenderLook->SetFadeOutMinDistance( fadeOutMinDistance );
		m_pPoseBlenderLook->SetState( false );
	}
}
开发者ID:Kufusonic,项目名称:Work-in-Progress-Sonic-Fangame,代码行数:52,代码来源:ProceduralContextLook.cpp


注:本文中的ISkeletonPose::GetIPoseBlenderLook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。