本文整理汇总了C++中Orientation::GetRight方法的典型用法代码示例。如果您正苦于以下问题:C++ Orientation::GetRight方法的具体用法?C++ Orientation::GetRight怎么用?C++ Orientation::GetRight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Orientation
的用法示例。
在下文中一共展示了Orientation::GetRight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: Goal
//------------------------------------------------------------------------------
Goal* Mission5::CreateGoal03 (void)
{
GoalList* pGoalList = new GoalList;
// tm_5_12
// Attention, Cadet, new contact: an enemy scout. In some
// cases, utility craft like miners will run home for
// protection, but you can tell them to hide by giving them
// orders to go to a base. You left-click the miners, then
// left-click the Go To command, and then right-click ÿ the
// base.
{
Goal* pGoal = CreatePlaySoundGoal (tm_5_12Sound);
IwarpIGC* pAlephMars = trekClient.GetCore ()->GetWarp (1052);
Orientation alephMarsOrientation = pAlephMars->GetOrientation ();
// create the enemy scout
Vector pos = pAlephMars->GetPosition () + (alephMarsOrientation.GetForward () * random (800.0f, 1200.0f)) + (alephMarsOrientation.GetRight () * random(-100.0f, 200.0f));
CreateDroneAction* pCreateDroneAction = new CreateDroneAction ("Enemy Scout", m_enemyScoutID, 310, 1, c_ptWingman);
pCreateDroneAction->SetCreatedLocation (GetStartSectorID () + 1, pos);
pGoal->AddStartAction (pCreateDroneAction);
// tell the enemy scout of these guys to do nothing
pGoal->AddStartAction (new SetCommandAction (m_enemyScoutID, c_cmdAccepted, NULL, c_cidDoNothing));
pGoal->AddStartAction (new SetCommandAction (m_enemyScoutID, c_cmdCurrent, NULL, c_cidDoNothing));
// set its signature to infinity
pGoal->AddStartAction (new SetSignatureAction (OT_ship, m_enemyScoutID, 1.0e6f));
pGoalList->AddGoal (pGoal);
}
// wait half second
pGoalList->AddGoal (new Goal (new ElapsedTimeCondition (0.5f)));
// tm_5_13
// Most enemy ships can be considered a threat to your miners
// unless you have plenty of defending pilots ? which you
// don?t. So let's get those miners to shelter ? send all
// three of them to the base.
pGoalList->AddGoal (CreatePlaySoundGoal (tm_5_13Sound));
// tm_5_13r
// Send all three of your miners to base for safety.
{
Condition* pAndConditionA = new AndCondition (new GetCommandCondition (m_miner2ID, c_cidGoto), new GetCommandCondition (m_miner3ID, c_cidGoto));
Condition* pConditionB = new GetCommandCondition (m_miner4ID, c_cidGoto);
Goal* pGoal = new Goal (new AndCondition (pAndConditionA, pConditionB));
pGoal->AddStartAction (new MessageAction ("Order all three miners back to base for safety."));
pGoal->AddConstraintCondition (CreateTooLongCondition (30.0f, tm_5_13rSound));
pGoalList->AddGoal (pGoal);
}
// wait half second
pGoalList->AddGoal (new Goal (new ElapsedTimeCondition (0.5f)));
// tm_5_14
// Good! Utility ships like miners and constructors are
// drones. They will always accept your orders.
pGoalList->AddGoal (CreatePlaySoundGoal (tm_5_14Sound));
// wait half second
pGoalList->AddGoal (new Goal (new ElapsedTimeCondition (0.5f)));
return new Goal (pGoalList);
}
示例2: GetMyMission
//.........这里部分代码省略.........
pside, myPosition, dtUpdate, accuracy, speed, lifespan, OT_station,
&pmodelTarget, &distance2Min, &directionMin);
}
}
if (pmodelTarget)
{
if (m_launcher && (m_launcher->GetMission() != GetMyMission()))
m_launcher = NULL;
//It is going to shoot ... make it visible to everyone in the sector
if (!m_bSeenByAll)
{
m_bSeenByAll = true;
for (SideLinkIGC* psl = m_pMission->GetSides()->first();
(psl != NULL);
psl = psl->next())
{
IsideIGC* psideOther = psl->data();
if (!SeenBySide(psideOther))
{
//Does this side have any scanners in the sector?
ClusterSite* pcs = pcluster->GetClusterSite();
const ScannerListIGC* psl = pcs->GetScanners(psideOther->GetObjectID());
if ((psl->n() != 0) || (m_pMission->GetMissionParams()->bAllowAlliedViz && psideOther->AlliedSides(psideOther,pside))) //ALLY 7/3/09 VISIBILITY 7/11/09 imago
SetSideVisibility(psideOther, true);
else
m_bSeenByAll = false;
}
}
}
//We have a target ... fire along directionMin (modulo dispersion)
Orientation o = GetOrientation();
o.TurnTo(directionMin);
SetOrientation(o);
Vector position = myPosition + m_probeType->GetEmissionPt() * o;
DataProjectileIGC dataProjectile;
dataProjectile.projectileTypeID = m_projectileType->GetObjectID();
short nShots = 0;
do
{
//Permute the "forward" direction slightly by a random amount
dataProjectile.forward = directionMin;
if (dispersion != 0.0f)
{
float r = random(0.0f, dispersion);
float a = random(0.0f, 2.0f * pi);
dataProjectile.forward += (r * cos(a)) * o.GetRight();
dataProjectile.forward += (r * sin(a)) * o.GetUp();
dataProjectile.forward.SetNormalize();
}
//We never move, so skip all the velocity calculations
dataProjectile.velocity = speed * dataProjectile.forward;
dataProjectile.lifespan = lifespan;
IprojectileIGC* p = (IprojectileIGC*)(m_pMission->CreateObject(m_nextFire, OT_projectile,
&dataProjectile, sizeof(dataProjectile)));
assert (p);
{
p->SetLauncher(m_launcher ? ((ImodelIGC*)m_launcher) : ((ImodelIGC*)this));
p->SetPosition(position);
p->SetCluster(pcluster);
p->Release();
}
nShots++;
m_nextFire += dtimeBurst;
}
while (m_nextFire < now);
if (m_ammo > 0)
{
m_ammo -= nShots;
if (m_ammo <= 0)
{
m_ammo = 0;
GetMyMission()->GetIgcSite()->KillProbeEvent(this);
}
}
}
else
{
//No shots this cycle
m_nextFire = now;
}
}
}
TmodelIGC<IprobeIGC>::Update(now);
}
}
示例3: HitWarp
void CFSShip::HitWarp(IwarpIGC * pwarp)
{
//Ignore jumps that happen too closely together
if (m_warpState == warpReady)
{
// Andon - Added check for aleph mass limits
if (m_pShip->GetMass() <= pwarp->MassLimit() || !IsPlayer() && pwarp->MassLimit() > 0 || pwarp->MassLimit() < 0)
{
if (IsPlayer())
{
m_warpState = warpNoUpdate;
}
IwarpIGC * pwarpDest = pwarp->GetDestination();
assert (pwarpDest);
IclusterIGC * pclusterDest = pwarpDest->GetCluster();
ShipStatusWarped(pwarp);
Orientation alephOrientation = pwarpDest->GetOrientation();
const Vector& v = m_pShip->GetVelocity();
float speed2 = v.LengthSquared();
float speed = float(sqrt(speed2));
if (speed2 > 0)
{
float error;
{
//How close is the ship coming to the center of the warp?
Vector dp = pwarp->GetPosition() - m_pShip->GetPosition();
float t = (dp * v) / speed2;
float d = (dp - t * v).LengthSquared();
float r = pwarp->GetRadius();
error = (d / (r*r)) + 0.125f; //Error ranges from 0.125 to 1.125
// yp: to prevent 'spin of death' in massive ships.
// This works and is explained in that the more massive the ship the less effect going through the aleph should have
// on its rotational velocity. The massive amount of inertia should decrease changes in rotational velocity.
if(m_pShip->GetMass() > 300.0f)
{
error = error * (300.0f / m_pShip->GetMass()); // the greater the mass is above 750 the less error will be applied.
}
// yp end
}
alephOrientation.Pitch(random(-error, error));
alephOrientation.Yaw(random(-error, error));
m_pShip->SetCurrentTurnRate(c_axisRoll,
m_pShip->GetCurrentTurnRate(c_axisRoll) +
random(pi * 0.5f * error, pi * 1.5f * error)); //Must be less than 2.0 * pi
}
m_pShip->SetOrientation(alephOrientation);
const Vector& backward = alephOrientation.GetBackward();
speed = -(speed + pwarp->GetMission()->GetFloatConstant(c_fcidExitWarpSpeed));
m_pShip->SetVelocity(backward * speed);
m_pShip->SetPosition(pwarpDest->GetPosition() +
(alephOrientation.GetUp() * random(2.0f, 5.0f)) +
(alephOrientation.GetRight() * random(2.0f, 5.0f)) -
(m_pShip->GetRadius() + 5.0f) * backward);
GetIGCShip()->SetCluster(pclusterDest);
}
}
}