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C++ Matrix34::Scale方法代码示例

本文整理汇总了C++中Matrix34::Scale方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix34::Scale方法的具体用法?C++ Matrix34::Scale怎么用?C++ Matrix34::Scale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Matrix34的用法示例。


在下文中一共展示了Matrix34::Scale方法的6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: SetGeometry

//------------------------------------------------------------------------
void CTracer::SetGeometry(const char *name, float scale)
{
	if (IEntity *pEntity = gEnv->pEntitySystem->GetEntity(m_entityId))
	{
		m_geometrySlot = pEntity->LoadGeometry(TRACER_GEOM_SLOT, name);

		if (scale != 1.0f)
		{
			Matrix34 tm = Matrix34::CreateIdentity();
			tm.Scale(Vec3(scale, scale, scale));
			pEntity->SetSlotLocalTM(m_geometrySlot, tm);
		}
	}
}
开发者ID:Oliverreason,项目名称:bare-minimum-cryengine3,代码行数:15,代码来源:TracerManager.cpp

示例2: SetEffect

//------------------------------------------------------------------------
void CTracer::SetEffect(const char *name, float scale)
{
	IParticleEffect *pEffect = gEnv->pParticleManager->FindEffect(name);

	if (!pEffect)
	{
		return;
	}

	if (IEntity *pEntity = gEnv->pEntitySystem->GetEntity(m_entityId))
	{
		int slot = pEntity->LoadParticleEmitter(TRACER_FX_SLOT, pEffect, 0, true);

		if (scale != 1.0f)
		{
			Matrix34 tm = Matrix34::CreateIdentity();
			tm.Scale(Vec3(scale, scale, scale));
			pEntity->SetSlotLocalTM(slot, tm);
		}
	}
}
开发者ID:Oliverreason,项目名称:bare-minimum-cryengine3,代码行数:22,代码来源:TracerManager.cpp

示例3: SetGeometry


//.........这里部分代码省略.........

			pCharacter = GetEntity()->GetCharacter(eIGS_Arms);
		}
		else if(m_pForcedArms)
		{
			pCharacter = m_pForcedArms;
		}
		else
		{
			int armsId=m_stats.hand==eIH_Right?0:1;
			pCharacter = GetOwnerActor()?GetOwnerActor()->GetFPArms(armsId):0;
		}

		if(pCharacter)
		{
			pCharacter->SetFlags(pCharacter->GetFlags()&(~CS_FLAG_UPDATE));
			SetCharacterAttachment(eIGS_FirstPerson, ITEM_ARMS_ATTACHMENT_NAME, pCharacter, 0);
		}
	}
	break;

	case eIGS_FirstPerson:
	case eIGS_ThirdPerson:
	default:
	{
		if(!name || forceReload)
		{
			GetEntity()->FreeSlot(slot);
#ifndef ITEM_USE_SHAREDSTRING
			m_geometry[slot].resize(0);
#else
			m_geometry[slot].reset();
#endif
		}

		DestroyAttachmentHelpers(slot);

		if(name && name[0])
		{
			if(m_geometry[slot] != name)
			{
				const char *ext = PathUtil::GetExt(name.c_str());

				if((stricmp(ext, "chr") == 0) || (stricmp(ext, "cdf") == 0) || (stricmp(ext, "cga") == 0))
					GetEntity()->LoadCharacter(slot, name, 0);
				else
					GetEntity()->LoadGeometry(slot, name, 0, 0);

				changedfp=slot==eIGS_FirstPerson;
			}

			CreateAttachmentHelpers(slot);

			SetDefaultIdleAnimation(slot, g_pItemStrings->idle);
		}

		if(slot == eIGS_FirstPerson)
		{
			ICharacterInstance *pCharacter = GetEntity()->GetCharacter(eIGS_FirstPerson);

			if(pCharacter)
			{
				pCharacter->SetFlags(pCharacter->GetFlags()&(~CS_FLAG_UPDATE));
			}
		}
		else if(slot == eIGS_Destroyed)
			DrawSlot(eIGS_Destroyed, false);
	}
	break;
	}

	Matrix34 slotTM;
	slotTM = Matrix34::CreateRotationXYZ(aoffset);
	slotTM.Scale(Vec3(scale, scale, scale));
	slotTM.SetTranslation(poffset);
	GetEntity()->SetSlotLocalTM(slot, slotTM);

	if(changedfp && m_stats.mounted)
	{
		PlayAction(m_idleAnimation[eIGS_FirstPerson], 0, true);
		ForceSkinning(true);

		if(!m_mountparams.pivot.empty())
		{
			Matrix34 tm=GetEntity()->GetSlotLocalTM(eIGS_FirstPerson, false);
			Vec3 pivot = GetSlotHelperPos(eIGS_FirstPerson, m_mountparams.pivot.c_str(), false);
			tm.AddTranslation(pivot);

			GetEntity()->SetSlotLocalTM(eIGS_FirstPerson, tm);
		}

		GetEntity()->InvalidateTM();
	}

	m_geometry[slot] = name ? name : "";

	ReAttachAccessories();

	return true;
}
开发者ID:Hellraiser666,项目名称:CryGame,代码行数:101,代码来源:ItemResource.cpp

示例4: UpdateTPLaser

//------------------------------------------------------------------
void CLam::UpdateTPLaser(float frameTime, CItem* parent)
{
    FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

    const int frameId = gEnv->pRenderer->GetFrameID();

    if (s_lastUpdateFrameId != frameId)
    {
        // Check how many LAMs to update this frame.
        float dt = frameTime; // + s_laserUpdateTimeError;

        const int n = s_lasers.size();

        int nActive = 0;
        for (int i = 0; i < n; ++i)
        {
            if (!s_lasers[i]->IsLaserActivated() && !s_lasers[i]->IsLightActivated())
                continue;
            nActive++;
        }

        float updatedPerSecond = (nActive / LASER_UPDATE_TIME) + s_laserUpdateTimeError;
        int updateCount = (int)floorf(updatedPerSecond * dt);
        if(dt==0.0f)
            s_laserUpdateTimeError = 0.0f;
        else
            s_laserUpdateTimeError = updatedPerSecond - updateCount/dt;

        s_curLaser %= n;
        for (int i = 0, j = 0; i < n && j < updateCount ; ++i)
        {
            s_curLaser = (s_curLaser + 1) % n;
            if (!s_lasers[s_curLaser]->IsLaserActivated() && !s_lasers[s_curLaser]->IsLightActivated())
                continue;
            s_lasers[s_curLaser]->SetAllowUpdate();
            ++j;
        }

        s_lastUpdateFrameId = frameId;
    }

    IEntity* pRootEnt = GetEntity();
    if (!pRootEnt)
        return;

    IEntity *pLaserEntity = m_pEntitySystem->GetEntity(m_pLaserEntityId);
//	if(!pLaserEntity)
//		return;

    const CCamera& camera = gEnv->pRenderer->GetCamera();

    Vec3   lamPos = pRootEnt->GetWorldPos(); //pLaserEntity->GetParent()->GetWorldPos();
    Vec3   dir = pRootEnt->GetWorldRotation().GetColumn1(); //pLaserEntity->GetParent()->GetWorldRotation().GetColumn1();

    bool charNotVisible = false;

    float  dsg1Scale = 1.0f;

    //If character not visible, laser is not correctly updated
    if(parent)
    {
        if(CActor* pOwner = parent->GetOwnerActor())
        {
            ICharacterInstance* pCharacter = pOwner->GetEntity()->GetCharacter(0);
            if(pCharacter && !pCharacter->IsCharacterVisible())
                charNotVisible = true;
        }
        if(parent->GetEntity()->GetClass()==CItem::sDSG1Class)
            dsg1Scale = 3.0f;
    }

//	if (!pLaserEntity->GetParent())
//		return;

    Vec3 hitPos(0,0,0);
    float laserLength = 0.0f;

    // HACK??: Use player movement controller locations, or else the laser
    // pops all over the place when character out of the screen.
    CActor *pActor = parent->GetOwnerActor();
    if (pActor && (!pActor->IsPlayer() || charNotVisible))
    {
        if (IMovementController* pMC = pActor->GetMovementController())
        {
            SMovementState state;
            pMC->GetMovementState(state);
            if(!charNotVisible)
                lamPos = state.weaponPosition;
            else
            {
                float oldZPos = lamPos.z;
                lamPos = state.weaponPosition;
                if(m_lastZPos>0.0f)
                    lamPos.z = m_lastZPos; //Stabilize somehow z position (even if not accurate)
                else
                    lamPos.z = oldZPos;
            }
            const float angleMin = DEG2RAD(3.0f);
            const float angleMax = DEG2RAD(7.0f);
//.........这里部分代码省略.........
开发者ID:j30206868,项目名称:NetWars_cpp,代码行数:101,代码来源:Lam.cpp

示例5: UpdateTPLaser


//.........这里部分代码省略.........
	Vec3 hitPos(0,0,0);
	float laserLength = 0.0f;

	if(allowUpdate)
	{
		IPhysicalEntity* pSkipEntity = NULL;
		if(GetOwner())
			pSkipEntity = GetOwner()->GetPhysics();

		const float range = m_LaserRangeTP;

		// Use the same flags as the AI system uses for visibility.
		const int objects = ent_terrain|ent_static|ent_rigid|ent_sleeping_rigid|ent_independent; //ent_living;
		const int flags = (geom_colltype_ray << rwi_colltype_bit) | rwi_colltype_any | (10 & rwi_pierceability_mask) | (geom_colltype14 << rwi_colltype_bit);

		ray_hit hit;
		if (gEnv->pPhysicalWorld->RayWorldIntersection(pos, dir*range, objects, flags,
			&hit, 1, &pSkipEntity, pSkipEntity ? 1 : 0))
		{
			laserLength = hit.dist;
			m_lastLaserHitPt = hit.pt;
			m_lastLaserHitSolid = true;
		}
		else
		{
			m_lastLaserHitSolid = false;
			m_lastLaserHitPt = pos + dir * range;
			laserLength = range + 0.1f;
		}

		// Hit near plane
		if (dir.Dot(camera.GetViewdir()) < 0.0f)
		{
			Plane nearPlane;
			nearPlane.SetPlane(camera.GetViewdir(), camera.GetPosition());
			nearPlane.d -= camera.GetNearPlane()+0.15f;
			Ray ray(pos, dir);
			Vec3 out;
			m_lastLaserHitViewPlane = false;
			if (Intersect::Ray_Plane(ray, nearPlane, out))
			{
				float dist = Distance::Point_Point(pos, out);
				if (dist < laserLength)
				{
					laserLength = dist;
					m_lastLaserHitPt = out;
					m_lastLaserHitSolid = true;
					m_lastLaserHitViewPlane = true;
				}
			}
		}

		hitPos = m_lastLaserHitPt;
	}
	else
	{
		laserLength = Distance::Point_Point(m_lastLaserHitPt, pos);
		hitPos = pos + dir * laserLength;
	}

	if (m_smoothLaserLength < 0.0f)
		m_smoothLaserLength = laserLength;
	else
	{
		if (laserLength < m_smoothLaserLength)
			m_smoothLaserLength = laserLength;
		else
			m_smoothLaserLength += (laserLength - m_smoothLaserLength) * min(1.0f, 10.0f * frameTime);
	}

	const float assetLength = 2.0f;
	m_smoothLaserLength = CLAMP(m_smoothLaserLength,0.01f,m_LaserRangeTP);
	float scale = m_smoothLaserLength / assetLength; 

	// Scale the laser based on the distance.
	Matrix34 scl;
	scl.SetIdentity();
	scl.SetScale(Vec3(1,scale,1));
	scl.SetTranslation(offset);
	GetEntity()->SetSlotLocalTM( eIGS_Aux1, scl);

	if (m_dotEffectSlot >= 0)
	{
		if (m_lastLaserHitSolid)
		{
			Matrix34 dotMatrix = Matrix34::CreateTranslationMat(Vec3(0,m_smoothLaserLength,0));
			dotMatrix.AddTranslation(offset);
			if(m_lastLaserHitViewPlane)
				dotMatrix.Scale(Vec3(0.2f,0.2f,0.2f));
			GetEntity()->SetSlotLocalTM(m_dotEffectSlot,dotMatrix);
		}
		else
		{
			Matrix34 scaleMatrix;
			scaleMatrix.SetIdentity();
			scaleMatrix.SetScale(Vec3(0.001f,0.001f,0.001f));
			GetEntity()->SetSlotLocalTM(m_dotEffectSlot, scaleMatrix);
		}
	}
}
开发者ID:nhnam,项目名称:Seasons,代码行数:101,代码来源:RocketLauncher.cpp

示例6: UpdateDotEffect

//=========================================
void CRocketLauncher::UpdateDotEffect(float frameTime)
{
	Vec3 laserPos, dir;

	CCamera& camera = gEnv->pSystem->GetViewCamera();
	laserPos = camera.GetPosition();
	dir = camera.GetMatrix().GetColumn1();
	dir.Normalize();
	
	const float nearClipPlaneLimit = 10.0f;

	Vec3 hitPos(0,0,0);
	float laserLength = 0.0f;
	float dotScale=1.0f;
	{
		IPhysicalEntity* pSkipEntity = NULL;
		if(GetOwner())
			pSkipEntity = GetOwner()->GetPhysics();

		const int objects = ent_all;
		const int flags = (geom_colltype_ray << rwi_colltype_bit) | rwi_colltype_any | (10 & rwi_pierceability_mask) | (geom_colltype14 << rwi_colltype_bit);

		ray_hit hit;	
		if (gEnv->pPhysicalWorld->RayWorldIntersection(laserPos, dir*m_LaserRange, objects,
			flags, &hit, 1, &pSkipEntity, pSkipEntity?1:0))
		{
			//Clamp distance below near clip plane limits, if not dot will be overdrawn during rasterization
			if(hit.dist>nearClipPlaneLimit)
			{
				laserLength = nearClipPlaneLimit;
				hitPos = laserPos + (nearClipPlaneLimit*dir);
			}
			else
			{
				laserLength = hit.dist;
				hitPos = hit.pt;
			}
			if(GetOwnerActor() && GetOwnerActor()->GetActorParams())
				dotScale *= GetOwnerActor()->GetActorParams()->viewFoVScale;
		}
		else
		{
			hitPos = laserPos - (3.0f*dir);
			laserLength = 3.0f;
		}
	}

	if (m_dotEffectSlot>=0)
	{
		Matrix34 worldMatrix = GetEntity()->GetWorldTM();
		if(laserLength<=0.7f)
			hitPos = laserPos+(0.7f*dir);
		if(IsWeaponLowered())
		{
			hitPos = laserPos+(2.0f*dir);
			laserLength = 2.0f;
		}

		if(laserLength<=2.0f)
			dotScale *= min(1.0f,(0.35f + ((laserLength-0.7f)*0.5f)));

		Matrix34 localMatrix = worldMatrix.GetInverted()*Matrix34::CreateTranslationMat(hitPos-(0.2f*dir));
		localMatrix.Scale(Vec3(dotScale,dotScale,dotScale));
		GetEntity()->SetSlotLocalTM(m_dotEffectSlot, localMatrix);
	}


}
开发者ID:nhnam,项目名称:Seasons,代码行数:69,代码来源:RocketLauncher.cpp


注:本文中的Matrix34::Scale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。