本文整理汇总了C++中Ship::ClearThrusterState方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::ClearThrusterState方法的具体用法?C++ Ship::ClearThrusterState怎么用?C++ Ship::ClearThrusterState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Ship
的用法示例。
在下文中一共展示了Ship::ClearThrusterState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: OnCollision
bool SpaceStation::OnCollision(Object *b, Uint32 flags, double relVel)
{
if ((flags & 0x10) && (b->IsType(Object::SHIP))) {
Ship *s = static_cast<Ship*>(b);
int port = -1;
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
if (m_shipDocking[i].ship == s) { port = i; break; }
}
if (port == -1) return false; // no permission
if (!m_type->dockOneAtATimePlease) {
if (port != int(flags & 0xf)) return false; // wrong port
}
if (m_shipDocking[port].stage != 1) return false; // already docking?
SpaceStationType::positionOrient_t dport;
// why stage 2? Because stage 1 is permission to dock
// granted, stage 2 is start of docking animation.
PiVerify(m_type->GetDockAnimPositionOrient(port, 2, 0.0, vector3d(0.0), dport, s));
// must be oriented sensibly and have wheels down
if (IsGroundStation()) {
vector3d dockingNormal = GetOrient()*dport.yaxis;
const double dot = s->GetOrient().VectorY().Dot(dockingNormal);
if ((dot < 0.99) || (s->GetWheelState() < 1.0)) return false; // <0.99 harsh?
if (s->GetVelocity().Length() > MAX_LANDING_SPEED) return false;
}
// if there is more docking port anim to do, don't set docked yet
if (m_type->numDockingStages >= 2) {
shipDocking_t &sd = m_shipDocking[port];
sd.ship = s;
sd.stage = 2;
sd.stagePos = 0;
sd.fromPos = (s->GetPosition() - GetPosition()) * GetOrient(); // station space
sd.fromRot = Quaterniond::FromMatrix3x3(GetOrient().Transpose() * s->GetOrient());
if (m_type->dockOneAtATimePlease) m_dockingLock = true;
s->SetFlightState(Ship::DOCKING);
s->SetVelocity(vector3d(0.0));
s->SetAngVelocity(vector3d(0.0));
s->ClearThrusterState();
} else {
s->SetDockedWith(this, port); // bounces back to SS::SetDocked()
LuaEvent::Queue("onShipDocked", s, this);
}
return false;
} else {
return true;
}
}
示例2: OnCollision
bool SpaceStation::OnCollision(Object *b, Uint32 flags, double relVel)
{
if ((flags & 0x10) && (b->IsType(Object::SHIP))) {
Ship *s = static_cast<Ship*>(b);
matrix4x4d rot;
GetRotMatrix(rot);
bool canDock = true;
int port = -1;
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
if (m_shipDocking[i].ship == s) { port = i; break; }
}
if (m_type->dockOneAtATimePlease) {
for (int i=0; i<m_type->numDockingPorts; i++) {
if (m_shipDocking[i].ship && m_shipDocking[i].stage != 1 &&
(m_shipDocking[i].stage != m_type->numDockingStages+1)) {
canDock = false;
break;
}
}
} else {
// for non-dockOneAtATimePlease, the ship is expected
// to hit the right docking trigger surface for that port
if (m_shipDocking[flags&0xf].ship != s) canDock = false;
}
if (port == -1) canDock = false;
// hitting docking area of a station
if (canDock) {
SpaceStationType::positionOrient_t dport;
// why stage 2? Because stage 1 is permission to dock
// granted, stage 2 is start of docking animation.
PiVerify(m_type->GetDockAnimPositionOrient(port, 2, 0.0f, vector3d(0.0), dport, s));
double speed = s->GetVelocity().Length();
// must be oriented sensibly and have wheels down
if (IsGroundStation()) {
matrix4x4d shiprot;
s->GetRotMatrix(shiprot);
matrix4x4d invShipRot = shiprot.InverseOf();
vector3d dockingNormal = rot*dport.yaxis;
// check player is sortof sensibly oriented for landing
const double dot = vector3d(invShipRot[1], invShipRot[5], invShipRot[9]).Dot(dockingNormal);
if ((dot < 0.99) || (s->GetWheelState() < 1.0)) return false;
}
if ((speed < MAX_LANDING_SPEED) &&
(!s->GetDockedWith()) &&
(m_shipDocking[port].stage == 1)) {
// if there is more docking port anim to do,
// don't set docked yet
if (m_type->numDockingStages >= 2) {
shipDocking_t &sd = m_shipDocking[port];
sd.ship = s;
sd.stage = 2;
sd.stagePos = 0;
sd.fromPos = rot.InverseOf() * (s->GetPosition() - GetPosition());
matrix4x4d temp;
s->GetRotMatrix(temp);
sd.fromRot = Quaterniond::FromMatrix4x4(temp);
s->Disable();
s->ClearThrusterState();
s->SetFlightState(Ship::DOCKING);
} else {
s->SetDockedWith(this, port);
LuaEvent::Queue("onShipDocked", s, this);
}
}
}
return false;
} else {
return true;
}
}