本文整理汇总了C++中KX_GameObject::setLinearVelocity方法的典型用法代码示例。如果您正苦于以下问题:C++ KX_GameObject::setLinearVelocity方法的具体用法?C++ KX_GameObject::setLinearVelocity怎么用?C++ KX_GameObject::setLinearVelocity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KX_GameObject
的用法示例。
在下文中一共展示了KX_GameObject::setLinearVelocity方法的3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.........
// 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;
}
示例2: 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;
}
示例3: Update
//.........这里部分代码省略.........
{
terminate = false;
static const MT_Scalar WAYPOINT_RADIUS(0.25f);
if (m_pathUpdateTime<0 || (m_pathUpdatePeriod>=0 &&
curtime - m_pathUpdateTime>((double)m_pathUpdatePeriod/1000.0)))
{
m_pathUpdateTime = curtime;
m_pathLen = m_navmesh->FindPath(mypos, targpos, m_path, MAX_PATH_LENGTH);
m_wayPointIdx = m_pathLen > 1 ? 1 : -1;
}
if (m_wayPointIdx>0)
{
MT_Vector3 waypoint(&m_path[3*m_wayPointIdx]);
if ((waypoint-mypos).length2()<WAYPOINT_RADIUS*WAYPOINT_RADIUS)
{
m_wayPointIdx++;
if (m_wayPointIdx>=m_pathLen)
{
m_wayPointIdx = -1;
terminate = true;
}
else
waypoint.setValue(&m_path[3*m_wayPointIdx]);
}
m_steerVec = waypoint - mypos;
apply_steerforce = true;
if (m_enableVisualization)
{
//debug draw
static const MT_Vector4 PATH_COLOR(1.0f, 0.0f, 0.0f, 1.0f);
m_navmesh->DrawPath(m_path, m_pathLen, PATH_COLOR);
}
}
}
break;
}
if (apply_steerforce)
{
bool isdyna = obj->IsDynamic();
if (isdyna)
m_steerVec.z() = 0;
if (!m_steerVec.fuzzyZero())
m_steerVec.normalize();
MT_Vector3 newvel = m_velocity * m_steerVec;
//adjust velocity to avoid obstacles
if (m_simulation && m_obstacle /*&& !newvel.fuzzyZero()*/)
{
if (m_enableVisualization)
KX_RasterizerDrawDebugLine(mypos, mypos + newvel, MT_Vector4(1.0f, 0.0f, 0.0f, 1.0f));
m_simulation->AdjustObstacleVelocity(m_obstacle, m_mode!=KX_STEERING_PATHFOLLOWING ? m_navmesh : NULL,
newvel, m_acceleration*(float)delta, m_turnspeed/(180.0f*(float)(M_PI*delta)));
if (m_enableVisualization)
KX_RasterizerDrawDebugLine(mypos, mypos + newvel, MT_Vector4(0.0f, 1.0f, 0.0f, 1.0f));
}
HandleActorFace(newvel);
if (isdyna)
{
//temporary solution: set 2D steering velocity directly to obj
//correct way is to apply physical force
MT_Vector3 curvel = obj->GetLinearVelocity();
if (m_lockzvel)
newvel.z() = 0.0f;
else
newvel.z() = curvel.z();
obj->setLinearVelocity(newvel, false);
}
else
{
MT_Vector3 movement = delta*newvel;
obj->ApplyMovement(movement, false);
}
}
else
{
if (m_simulation && m_obstacle)
{
m_obstacle->dvel[0] = 0.f;
m_obstacle->dvel[1] = 0.f;
}
}
if (terminate && m_isSelfTerminated)
return false;
}
return true;
}