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C++ KX_GameObject::GetAngularVelocity方法代码示例

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


在下文中一共展示了KX_GameObject::GetAngularVelocity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: Update


//.........这里部分代码省略.........
				}
			}
			if (m_bitLocalFlag.DLoc) 
			{
				if (m_force[1] > m_dloc[1])
				{
					m_force[1] = m_dloc[1];
					I[1] = m_error_accumulator[1];
				} else if (m_force[1] < m_drot[1])
				{
					m_force[1] = m_drot[1];
					I[1] = m_error_accumulator[1];
				}
			}
			if (m_bitLocalFlag.DRot) 
			{
				if (m_force[2] > m_dloc[2])
				{
					m_force[2] = m_dloc[2];
					I[2] = m_error_accumulator[2];
				} else if (m_force[2] < m_drot[2])
				{
					m_force[2] = m_drot[2];
					I[2] = m_error_accumulator[2];
				}
			}
			m_previous_error = e;
			m_error_accumulator = I;
			parent->ApplyForce(m_force,(m_bitLocalFlag.LinearVelocity) != 0);
		} else
		{
			if (!m_bitLocalFlag.ZeroForce)
			{
				parent->ApplyForce(m_force,(m_bitLocalFlag.Force) != 0);
			}
			if (!m_bitLocalFlag.ZeroTorque)
			{
				parent->ApplyTorque(m_torque,(m_bitLocalFlag.Torque) != 0);
			}
			if (!m_bitLocalFlag.ZeroDLoc)
			{
				parent->ApplyMovement(m_dloc,(m_bitLocalFlag.DLoc) != 0);
			}
			if (!m_bitLocalFlag.ZeroDRot)
			{
				parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
			}
			if (!m_bitLocalFlag.ZeroLinearVelocity)
			{
				if (m_bitLocalFlag.AddOrSetLinV) {
					parent->addLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 0);
				} else {
					m_active_combined_velocity = true;
					if (m_damping > 0) {
						MT_Vector3 linV;
						if (!m_linear_damping_active) {
							// delta and the start speed (depends on the existing speed in that direction)
							linV = parent->GetLinearVelocity(m_bitLocalFlag.LinearVelocity);
							// keep only the projection along the desired direction
							m_current_linear_factor = linV.dot(m_linear_velocity)/m_linear_length2;
							m_linear_damping_active = true;
						}
						if (m_current_linear_factor < 1.0)
							m_current_linear_factor += 1.0/m_damping;
						if (m_current_linear_factor > 1.0)
							m_current_linear_factor = 1.0;
						linV = m_current_linear_factor * m_linear_velocity;
						parent->setLinearVelocity(linV,(m_bitLocalFlag.LinearVelocity) != 0);
					} else {
						parent->setLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 0);
					}
				}
			}
			if (!m_bitLocalFlag.ZeroAngularVelocity)
			{
				m_active_combined_velocity = true;
				if (m_damping > 0) {
					MT_Vector3 angV;
					if (!m_angular_damping_active) {
						// delta and the start speed (depends on the existing speed in that direction)
						angV = parent->GetAngularVelocity(m_bitLocalFlag.AngularVelocity);
						// keep only the projection along the desired direction
						m_current_angular_factor = angV.dot(m_angular_velocity)/m_angular_length2;
						m_angular_damping_active = true;
					}
					if (m_current_angular_factor < 1.0)
						m_current_angular_factor += 1.0/m_damping;
					if (m_current_angular_factor > 1.0)
						m_current_angular_factor = 1.0;
					angV = m_current_angular_factor * m_angular_velocity;
					parent->setAngularVelocity(angV,(m_bitLocalFlag.AngularVelocity) != 0);
				} else {
					parent->setAngularVelocity(m_angular_velocity,(m_bitLocalFlag.AngularVelocity) != 0);
				}
			}
		}
		
	}
	return true;
}
开发者ID:,项目名称:,代码行数:101,代码来源:

示例2: Update


//.........这里部分代码省略.........
			// We always want to set the walk direction since a walk direction of (0, 0, 0) should stop the character
			character->SetWalkDirection(dir/parent->GetScene()->GetPhysicsEnvironment()->GetNumTimeSubSteps());

			if (!m_bitLocalFlag.ZeroDRot)
			{
				parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
			}

			if (m_bitLocalFlag.CharacterJump) {
				if (!m_jumping) {
					character->Jump();
					m_jumping = true;
				}
				else if (character->OnGround())
					m_jumping = false;
			}
		}
		else {
			if (!m_bitLocalFlag.ZeroForce)
			{
				parent->ApplyForce(m_force,(m_bitLocalFlag.Force) != 0);
			}
			if (!m_bitLocalFlag.ZeroTorque)
			{
				parent->ApplyTorque(m_torque,(m_bitLocalFlag.Torque) != 0);
			}
			if (!m_bitLocalFlag.ZeroDLoc)
			{
				parent->ApplyMovement(m_dloc,(m_bitLocalFlag.DLoc) != 0);
			}
			if (!m_bitLocalFlag.ZeroDRot)
			{
				parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
			}

			if (m_bitLocalFlag.ZeroLinearVelocity) {
				if (!m_bitLocalFlag.AddOrSetLinV) {
					/* No need to select local or world, as the velocity is zero anyway,
					 * and setLinearVelocity() converts local to world first. We do need to
					 * pass a true zero vector, as m_linear_velocity is only fuzzily zero. */
					parent->setLinearVelocity(MT_Vector3(0, 0, 0), false);
				}
			}
			else {
				if (m_bitLocalFlag.AddOrSetLinV) {
					parent->addLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 0);
				} else {
					m_active_combined_velocity = true;
					if (m_damping > 0) {
						MT_Vector3 linV;
						if (!m_linear_damping_active) {
							// delta and the start speed (depends on the existing speed in that direction)
							linV = parent->GetLinearVelocity(m_bitLocalFlag.LinearVelocity);
							// keep only the projection along the desired direction
							m_current_linear_factor = linV.dot(m_linear_velocity)/m_linear_length2;
							m_linear_damping_active = true;
						}
						if (m_current_linear_factor < 1.0f)
							m_current_linear_factor += 1.0f/m_damping;
						if (m_current_linear_factor > 1.0f)
							m_current_linear_factor = 1.0f;
						linV = m_current_linear_factor * m_linear_velocity;
						parent->setLinearVelocity(linV,(m_bitLocalFlag.LinearVelocity) != 0);
					} else {
						parent->setLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 0);
					}
				}
			}
			if (m_bitLocalFlag.ZeroAngularVelocity) {
				/* No need to select local or world, as the velocity is zero anyway,
				 * and setAngularVelocity() converts local to world first. We do need to
				 * pass a true zero vector, as m_angular_velocity is only fuzzily zero. */
				parent->setAngularVelocity(MT_Vector3(0, 0, 0), false);
			}
			else {
				m_active_combined_velocity = true;
				if (m_damping > 0) {
					MT_Vector3 angV;
					if (!m_angular_damping_active) {
						// delta and the start speed (depends on the existing speed in that direction)
						angV = parent->GetAngularVelocity(m_bitLocalFlag.AngularVelocity);
						// keep only the projection along the desired direction
						m_current_angular_factor = angV.dot(m_angular_velocity)/m_angular_length2;
						m_angular_damping_active = true;
					}
					if (m_current_angular_factor < 1.0f)
						m_current_angular_factor += 1.0f/m_damping;
					if (m_current_angular_factor > 1.0f)
						m_current_angular_factor = 1.0f;
					angV = m_current_angular_factor * m_angular_velocity;
					parent->setAngularVelocity(angV,(m_bitLocalFlag.AngularVelocity) != 0);
				} else {
					parent->setAngularVelocity(m_angular_velocity,(m_bitLocalFlag.AngularVelocity) != 0);
				}
			}
		}
		
	}
	return true;
}
开发者ID:Brachi,项目名称:blender,代码行数:101,代码来源:KX_ObjectActuator.cpp


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