本文整理汇总了C++中Opt::GetX方法的典型用法代码示例。如果您正苦于以下问题:C++ Opt::GetX方法的具体用法?C++ Opt::GetX怎么用?C++ Opt::GetX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Opt
的用法示例。
在下文中一共展示了Opt::GetX方法的10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: Collide
void BounceCollisionSubSystem::Collide( Actor& actor, Actor& other )
{
Opt<BounceCollisionComponent> bounceCC = actor.Get<BounceCollisionComponent>();
if (mShotCollisionSubSystem.IsValid() && bounceCC->IsUseShotCollision())
{
mShotCollisionSubSystem->Collide(actor, other);
}
//TODO: for now its wallcc should be a bouncableComponent or this should be a collision class
Opt<WallCollisionComponent> wallCC = other.Get<WallCollisionComponent>();
if( !wallCC.IsValid() )
{
return;
}
Opt<IPositionComponent> positionC = actor.Get<IPositionComponent>();
Opt<IMoveComponent> moveC = actor.Get<IMoveComponent>();
Opt<IPositionComponent> otherPositionC = other.Get<IPositionComponent>();
Opt<ICollisionComponent> otherCC = other.Get<ICollisionComponent>();
if ( !otherPositionC.IsValid() || !otherCC.IsValid() || !positionC.IsValid() )
{
return;
}
double const dx = otherPositionC->GetX() - positionC->GetX();
double const dy = otherPositionC->GetY() - positionC->GetY();
const double h = moveC->GetHeading();
double c = cos( h );
double s = sin( h );
double at = atan2( s, c );
double at2 = atan2( c, s );
if( std::abs( dx ) > std::abs( dy ) )
{
c *= -1;
}
else if( std::abs( dx ) < std::abs( dy ) )
{
s *= -1;
}
moveC->SetHeading( atan2( s, c ) );
moveC->GetSpeed().mBase.Set( moveC->GetSpeed().mBase.Get() * ( 1.0 - bounceCC->GetSpeedLossPercent() ) );
if (bounceCC->GetHitCountToKill() > 0)
{
bounceCC->SetHitCountToKill(bounceCC->GetHitCountToKill() - 1);
}
if (bounceCC->IsResetActorsCollidedOnBounce())
{
bounceCC->ResetDamagedActorIds();
}
}
示例2: Ret
glm::vec4 Grid::Box( Actor const& Obj, double Dt )const
{
Opt<IMoveComponent> moveC = Obj.Get<IMoveComponent>();
float const MvX = moveC.IsValid() ? Dt * moveC->GetSpeedX() : 0.0f;
float const MvY = moveC.IsValid() ? Dt * moveC->GetSpeedY() : 0.0f;
double const Radius = Obj.Get<ICollisionComponent>()->GetRadius();
Opt<IPositionComponent> const objPositionC = Obj.Get<IPositionComponent>();
double const Ox = objPositionC->GetX() - mMin.x;
double const Oy = objPositionC->GetY() - mMin.y;
glm::vec4 Ret( Ox - Radius,
Oy - Radius,
Ox + Radius,
Oy + Radius );
if( MvX < 0.0 )
{
Ret.x += MvX;
}
else
{
Ret.z += MvX;
}
if( MvY < 0.0 )
{
Ret.y += MvY;
}
else
{
Ret.w += MvY;
}
return Ret;
}
示例3: Update
void MouseAdapterSystem::Update( double DeltaTime )
{
Opt<Actor> actor( mScene.GetActor( mProgramState.mControlledActorGUID ) );
if ( !actor.IsValid() )
{
return;
}
int32_t playerId = 1;
static input::PlayerControlDevice& pcd( input::PlayerControlDevice::Get() );
if( pcd.GetControlDevice( playerId ) != input::PlayerControlDevice::KeyboardAndMouse )
{
return;
}
InputState inputState = mInputSystem->GetInputState( playerId );
Opt<IPositionComponent> actorPositionC = actor->Get<IPositionComponent>();
inputState.mOrientation = atan2( mY - actorPositionC->GetY(), mX - actorPositionC->GetX() );
inputState.mCursorX = mX;
inputState.mCursorY = mY;
if ( mMouse->IsButtonPressed( MouseSystem::Button_Left ) )
{
inputState.mShoot = true;
}
else if ( mMouse->IsButtonPressed( MouseSystem::Button_Right ) )
{
inputState.mShootAlt = true;
}
mInputSystem->SetInputState( playerId, inputState );
}
示例4: Update
void ParticleSystem::Update( double DeltaTime )
{
for( auto actor: mScene.GetActorsFromMap( GetType_static() ) )
{
Opt<IEmitterComponent> emitterC = actor->Get<IEmitterComponent>();
if (!emitterC.IsValid())
{
continue;
}
Opt<IPositionComponent> positionC = actor->Get<IPositionComponent>();
if( !positionC.IsValid() )
{
continue;
}
Opt<IMoveComponent> moveC = actor->Get<IMoveComponent>();
glm::vec2 distance(0);
if ( moveC.IsValid() && moveC->IsMoving() && !moveC->IsRooted() )
{
distance = glm::vec2(moveC->GetSpeedX()*DeltaTime, moveC->GetSpeedY()*DeltaTime);
}
emitterC->Update( DeltaTime );
std::vector<int32_t> const& emitted = emitterC->GetEmitTypes();
for( std::vector<int32_t>::const_iterator ie = emitted.begin(), ee = emitted.end(); ie != ee; ++ie )
{
static ParticleEngine& pe( ParticleEngine::Get() );
pe.AddParticle( *ie, glm::vec2( positionC->GetX(), positionC->GetY() ), distance, positionC->GetOrientation() );
}
emitterC->Emitted( emitted );
}
}
示例5: SetProjectilePosition
void WeaponItemSubSystem::SetProjectilePosition(Actor& projectile, Actor& actor)
{
Opt<IPositionComponent> projPositionC = projectile.Get<IPositionComponent>();
Opt<IPositionComponent> actorPositionC = actor.Get<IPositionComponent>();
glm::vec2 rvec(0.0, 0.0);
Opt<IInventoryComponent> inventoryC = actor.Get<IInventoryComponent>();
if (inventoryC.IsValid())
{
Opt<Weapon> weapon = inventoryC->GetSelectedWeapon();
if (weapon.IsValid())
{
rvec.x += weapon->GetPositionX();
rvec.y -= weapon->GetPositionY();
}
}
rvec=glm::rotate(rvec, float(actorPositionC->GetOrientation()));
projPositionC->SetX( projPositionC->GetX() + actorPositionC->GetX() + rvec.x );
projPositionC->SetY( projPositionC->GetY() + actorPositionC->GetY() + rvec.y );
}
示例6: positionMsg
std::auto_ptr<PositionMessage> PositionMessageSenderSystem::GeneratePositionMessage( Actor const& actor )
{
Opt<IPositionComponent> positionC = actor.Get<IPositionComponent>();
if ( !positionC.IsValid() )
{
return std::auto_ptr<PositionMessage>();
}
std::auto_ptr<PositionMessage> positionMsg( new PositionMessage );
positionMsg->mX = std::floor( positionC->GetX() * PRECISION );
positionMsg->mY = std::floor( positionC->GetY() * PRECISION );
//positionMsg->mOrientation=positionC->GetOrientation();
positionMsg->mActorGUID = actor.GetGUID();
return positionMsg;
}
示例7: GetDistanceSqr
int32_t GuardControllerSubSystem::GetDistanceSqr( Opt<IPositionComponent> positionC, Opt<IPositionComponent> otherPositionC )
{
glm::vec2 const distV( (positionC->GetX() - otherPositionC->GetX()), (positionC->GetY() - otherPositionC->GetY()) );
return glm::dot( distV, distV );
}
示例8: Update
void WeaponItemSubSystem::Update( Actor& actor, double DeltaTime )
{
Opt<IInventoryComponent> inventoryC = actor.Get<IInventoryComponent>();
Opt<Weapon> weapon = inventoryC->GetSelectedWeapon();
if ( !weapon.IsValid() )
{
return;
}
double cd = weapon->GetCooldown();
cd -= DeltaTime;
if( cd < 0 )
{
cd = 0;
}
weapon->SetCooldown( cd );
//scatter updated on client
Opt<IAccuracyComponent> accuracyC = actor.Get<IAccuracyComponent>();
weapon->GetScatter().Update( DeltaTime, accuracyC.IsValid() ? accuracyC->GetAccuracy().Get() : 0 );
if ( weapon->CanReload()
//Not enough bullet for current shot Need to see if the player wants to shoot alt:
&& ( weapon->GetShoot() && weapon->GetBullets() < weapon->GetShotCost()
&& weapon->GetCooldown() <= 0
//Not enough bullet for current alt shot. Need to see if the player wants to shoot normal:
|| weapon->GetShootAlt() && weapon->GetBullets() < weapon->GetShotCostAlt()
&& weapon->GetCooldown() <= 0
//Not enough bullet at all. This time the reload is a sure thing:
|| weapon->GetBullets() < weapon->GetShotCost()
&& weapon->GetBullets() < weapon->GetShotCostAlt() ) )
{
weapon->SetBullets( 0.0 );
weapon->SetReloadTime( weapon->GetReloadTimeMax() );
EventServer<ItemPropertiesChangedEvent>::Get().SendEvent( ItemPropertiesChangedEvent( *weapon ) );
}
weapon->SetReloadTime( weapon->GetReloadTime() - DeltaTime );
if ( weapon->GetBullets() <= 0.0 )
{
if ( weapon->GetReloadTime() <= 0 && weapon->GetStaticReload() == 0.0 )
{
//todo: need to sync reloading with the server (-1 could occur, if a shot comes too fast, then it is reset by the end of the reload missing one bullet)
weapon->SetBullets( weapon->GetBullets() + weapon->GetBulletsMax() );
weapon->SetReloadTime( 0.0 );
}
}
if ( weapon->GetReloadTime() <= 0 && weapon->GetStaticReload() > 0.0 )
{
weapon->SetBullets( std::min(
( weapon->GetBullets() + weapon->GetStaticReload()/**DeltaTime*/ )
, weapon->GetBulletsMax() ) );
weapon->SetReloadTime( weapon->GetReloadTimeMax() );
}
BindIds_t::iterator itemssIt = mSubSystems.get<SubSystemHolder::AllByBindId>().find( weapon->GetId() );
if ( itemssIt != mSubSystems.get<SubSystemHolder::AllByBindId>().end() )
{
itemssIt->mSystem->Update( actor, DeltaTime );
}
if (mProgramState.mMode != core::ProgramState::Client)
{
if (weapon->GetCooldown() <= 0.0) //not synced to client
{
Opt<IPositionComponent> actorPositionC = actor.Get<IPositionComponent>();
if (actorPositionC.IsValid())
{
if (weapon->IsShooting() && weapon->GetBullets() >= weapon->GetShotCost())
{
if (weapon->GetMuzzleId() != -1)
{
std::auto_ptr<Actor> muzzle(mActorFactory(weapon->GetMuzzleId()));
SetProjectilePosition(*muzzle, actor);
BOOST_ASSERT(muzzle->Get<IPositionComponent>().IsValid());
muzzle->Get<IPositionComponent>()->SetOrientation(actorPositionC->GetOrientation());
mScene.AddActor(muzzle.release());
}
EventServer<core::ShotEvent>::Get().SendEvent(core::ShotEvent(actor.GetGUID(), glm::vec2(actorPositionC->GetX(), actorPositionC->GetY()), false));
}
else if (weapon->IsShootingAlt() && weapon->GetBullets() >= weapon->GetShotCostAlt())
{
if (weapon->GetMuzzleAltId() != -1)
{
std::auto_ptr<Actor> muzzle(mActorFactory(weapon->GetMuzzleAltId()));
SetProjectilePosition(*muzzle, actor);
BOOST_ASSERT(muzzle->Get<IPositionComponent>().IsValid());
muzzle->Get<IPositionComponent>()->SetOrientation(actorPositionC->GetOrientation());
mScene.AddActor(muzzle.release());
}
EventServer<core::ShotEvent>::Get().SendEvent(core::ShotEvent(actor.GetGUID(), glm::vec2(actorPositionC->GetX(), actorPositionC->GetY()), true));
}
}
}
}
}
示例9: Draw
void HealthBarRenderer::Draw()
{
SceneVertices_t Vertices;
Vertices.reserve( mPrevVertices.size() );
typedef std::vector<glm::vec2> Positions_t;
Positions_t Positions;
Positions_t TexCoords;
Positions.reserve( mPrevVertices.size() );
Positions_t TextPosition;
TextPosition.reserve( mPrevVertices.size() );
Positions_t Dimensions;
Dimensions.reserve( mPrevVertices.size() );
typedef std::vector<glm::vec4> Colors_t;
Colors_t Colors;
Colors.reserve( mPrevVertices.size() );
SceneVertexInserter_t Inserter( Vertices );
struct ChangedAt
{
size_t Start;
size_t Count;
};
int32_t lastVertexIndex = 0;
for ( core::ProgramState::ClientDatas_t::iterator i = mProgramState.mClientDatas.begin(), e = mProgramState.mClientDatas.end(); i != e; ++i )
{
Opt<Actor> player( Scene::Get().GetActor( ( *i ).mClientActorGUID ) );
if ( !player.IsValid() )
{
continue;
}
engine::CloakSystem::CloakState cloakState = engine::CloakSystem::GetCloakState( *player.Get() );
if ( cloakState == engine::CloakSystem::Invisible )
{
continue;
}
Opt<IPositionComponent> positionC = player->Get<IPositionComponent>();
Opt<IHealthComponent> healthC( player->Get<IHealthComponent>() );
Opt<ITeamComponent> teamC( player->Get<ITeamComponent>() );
Opt<IArmorComponent> armorC = player->Get<IArmorComponent>();
int32_t armor = 0;
if ( armorC.IsValid() )
{
armor = armorC->GetCurrentArmor();
}
double currPercent = healthC->GetHP() / double( healthC->GetMaxHP().Get() );
double currArmorPercent = armor / double( healthC->GetMaxHP().Get() + armor );
bool isself = i->mClientActorGUID == mProgramState.mControlledActorGUID;
{
glm::vec4 dim( int32_t( positionC->GetX() ) + mBorderPosition.x, int32_t( positionC->GetY() ) + mBorderPosition.y, mBorderSize.x, mBorderSize.y );
glm::vec4 col = isself ? glm::vec4( 0.0, 0.0, 0.0, 0.7 ) : glm::vec4( 0.0, 0.0, 0.0, 0.7 );
ColoredBox( dim, col, Inserter );
}
{
glm::vec4 dim( int32_t( positionC->GetX() ) + mPosition.x, int32_t( positionC->GetY() ) + mPosition.y, currPercent * mSize.x, mSize.y );
glm::vec4 col = isself ? glm::vec4( 0.59, 0.15, 0.7, 1.0 ) : glm::vec4( 0.0, 0.8, 0.0, 0.7 );
if ( teamC.IsValid() )
{
col = mColorRepo( teamC->GetTeam() );
}
ColoredBox( dim, col, Inserter );
}
{
double currCombinedPercent = currPercent + currArmorPercent > 1.0 ? 1 - currArmorPercent : currPercent;
glm::vec4 dim( int32_t( positionC->GetX() ) + mPosition.x + currCombinedPercent * mSize.x
, int32_t( positionC->GetY() ) + mPosition.y
, currArmorPercent * mSize.x, mSize.y );
glm::vec4 col = glm::vec4( 1.0, 1.0, 1.0, 0.7 );
ColoredBox( dim, col, Inserter );
}
}
size_t const CurSize = Vertices.size();
if ( CurSize == 0 )
{
return;
}
SceneVertex vertex = Vertices.back();
// todo: check and track changes
for( SceneVertices_t::const_iterator i = Vertices.begin(), e = Vertices.end(); i != e; ++i )
{
SceneVertex const& Vert = *i;
Positions.push_back( Vert.Pos );
Colors.push_back( Vert.Color );
TextPosition.push_back( Vert.RealPos );
//Dimensions.push_back(Vert.Dimensions);
}
mVAO.Bind();
if( CurSize != mPrevVertices.size() )
{
size_t TotalSize = CurSize * ( sizeof( glm::vec4 ) + 3 * sizeof( glm::vec2 ) );
glBufferData( GL_ARRAY_BUFFER, TotalSize, NULL, GL_DYNAMIC_DRAW );
}
//.........这里部分代码省略.........
示例10: Update
void ControllerAdapterSystem::Update(double DeltaTime)
{
Opt<InputSystem> inputsys = InputSystem::Get();
if( !inputsys.IsValid() )
{
return;
}
// collect controlled players by controller id
std::map<int32_t, Opt<Actor> > controlledPlayers;
static core::ProgramState& ps = core::ProgramState::Get();
Opt<Actor> actor( mScene.GetActor( ps.mControlledActorGUID ) );
Opt<core::ClientData> clientData( ps.FindClientDataByActorGUID( ps.mControlledActorGUID ) );
if( clientData.IsValid() && actor.IsValid() )
{
controlledPlayers[ clientData->mControlledLocalPlayerId ] = actor;
}
for( auto joy : getJoysticks() )
{
// get keymapping for joy name @ joy pos ( if custom, support per-slot mapping )
ControllerState cs( joy );
if( !cs.isValid() )
{
continue;
}
if( mCalibrate )
{
std::cout << "Joy " << joy << "\n";
std::cout << "\tname: '" << cs.name << "'\n";
std::cout << "\taxes: \n";
int cnt = 0;
for( auto const& a : cs.axes )
{
std::cout << "\t\ta" << cnt++ << " " << a << "\n";
}
std::cout << "\tbuttons: \n";
cnt = 0;
for( auto const& b : cs.buttons )
{
std::cout << "\t\tb" << cnt++ << " " << b << "\n";
}
}
// get controlled player for joy
int32_t controlledLocalPlayerId = 1;
static input::PlayerControlDevice& pcd( input::PlayerControlDevice::Get() );
if( pcd.GetControlDevice( controlledLocalPlayerId ) != input::PlayerControlDevice::Controller ||
pcd.GetControllerIndex( controlledLocalPlayerId ) != joy )
{
continue;
}
// get InputState for player
InputState is = inputsys->GetInputState( controlledLocalPlayerId );
// fill inputstate for player
is.mShoot = cs.getBool( "shoot" );
is.mShootAlt = cs.getBool( "shoot_alt" );
is.mUseNormalItem = cs.getBool( "use_normal" );
is.mReload = cs.getBool( "reload" );
is.mShowLeaderboard = cs.getBool( "show_leaderboard" );
is.mPause = cs.getBool( "pause" );
double vh = cs.getDouble( "view_horizontal" ), vv = cs.getDouble( "view_vertical" );
static Settings& settings( Settings::Get() );
static double const viewNullZone = settings.GetDouble( "controllers.view_null_zone", 0.4 );
if( std::abs( vv ) >= viewNullZone || std::abs( vh ) >= viewNullZone )
{
is.mOrientation = atan2( vv, vh );
}
Opt<Actor> actor = controlledPlayers[ controlledLocalPlayerId ];
if( actor.IsValid() )
{
Opt<IPositionComponent> actorPositionC = actor->Get<IPositionComponent>();
static double const radius = settings.GetDouble( "controllers.cursor_radius", 400 );
is.mCursorX = actorPositionC->GetX() + radius * cos( is.mOrientation );
is.mCursorY = actorPositionC->GetY() + radius * sin( is.mOrientation );
}
double mh = cs.getDouble( "move_horizontal" ), mv = cs.getDouble( "move_vertical" );
is.mHeading = atan2( mv, mh );
static double const moveNullZone = settings.GetDouble( "controllers.move_null_zone", 0.2 );
is.mMoving = std::abs( mv ) >= moveNullZone || std::abs( mh ) >= moveNullZone;
inputsys->SetInputState( controlledLocalPlayerId, is );
// TODO fill generic input state ( ui )
}
}