本文整理汇总了C++中Sphere::SetCenter方法的典型用法代码示例。如果您正苦于以下问题:C++ Sphere::SetCenter方法的具体用法?C++ Sphere::SetCenter怎么用?C++ Sphere::SetCenter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Sphere
的用法示例。
在下文中一共展示了Sphere::SetCenter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: CheckLoS
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CheckLoS(): This function looks at the player and sees if the player is in range and in line of sight.
//
// Returns: bool = true if the player is in line of sight
//
// Mod. Name: Josh Morgan
// Mod. Date:8/14/12
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool CSlimeMonsterIdleAI::CheckLoS(void)
{
//creating the sound sphere
Sphere LoSRadius;
LoSRadius.SetRadius(LOS_BUBBLE);
LoSRadius.SetCenter(m_pParentObject->GetWorldPos());
CSceneObject LoSSphere;
LoSSphere.SetCollidableObject(&LoSRadius);
// create a return vector to hold all the objects the kd tree returns
std::vector <CSceneObject*> ReturnVector;
// create a unsigned int that will tell the kd tree what you want put in the return vector
// this uses bit wise operations so you can have more then one object returned
// use the return flags enum from the kd tree so you know what you can get back
int ReturnParams = 0;
int ReturnBody = 0;
int ReturnObjects = 1<<OBJ_PLAYER | 1<<OBJ_WORLD_COLLISION;
CKdTree::GetNearObjects(&LoSSphere, PSFLAG_SPHERE, ReturnParams, ReturnVector, ReturnBody, ReturnObjects);
//bool for checking if there's the player, and the position of the player
bool bPlayerInRange = false;
vec3f tPlayerPos = vec3f(0.0f, 0.0f, 0.0f);
for(unsigned int i = 0; i < ReturnVector.size(); i++)
{
IBaseObject* pObject = ((IBaseObject*)ReturnVector[i]);
if(pObject->GetType() == OBJ_PLAYER)
{
bPlayerInRange = true;
tPlayerPos = pObject->GetWorldPos();
break;
}
}
if(!bPlayerInRange)
{
return false;
}
//we make a line to the player since he's in aggro range
CSceneObject soLineSceneObject;
Line LineToPlayer;
LineToPlayer.SetVolumeType(VMT_LINE);
LineToPlayer.SetStartPoint(vec3f(m_pParentObject->GetWorldPos().x, m_pParentObject->GetWorldPos().y + 100.0f, m_pParentObject->GetWorldPos().z));
LineToPlayer.SetEndPoint(vec3f(tPlayerPos.x, tPlayerPos.y + 100.0f, tPlayerPos.z));
soLineSceneObject.SetCollidableObject(&LineToPlayer);
CKdTree::GetNearObjects(&soLineSceneObject, PSFLAG_LINE, ReturnParams, ReturnVector, ReturnBody, ReturnObjects);
soLineSceneObject.SetCollidableObject(nullptr);
//loop through all the return objects again and check collision with them.
for(unsigned int i = 0; i < ReturnVector.size(); ++i)
{
IBaseObject* pObject = ((IBaseObject*)ReturnVector[i]);
if(pObject->GetType() == OBJ_WORLD_COLLISION)
{
//check to see if our line to the player is obstructed by this ocject
vec3f Intersection = vec3f(FLT_MAX, FLT_MAX, FLT_MAX);
if(LineToPlayer.LineToAABB(*((AABB*)pObject->GetCollidableObject()), Intersection))
{
//D3DXMATRIX mat;
//D3DXMatrixIdentity(&mat);
//mat._41 = Intersection.x;
//mat._42 = Intersection.y;
//mat._43 = -500;
//DebugShapes::RenderSphere(mat);
//we see that there's something between us so I don't have line of sight
return false;
}
}
}
//set the slime monster to face the player
matrix4f _localMat = (*m_pParentObject->GetLocalMat());
matrix4f rotationMatrix;
vec2f DtoP = LineToPlayer.GetEndPoint2D() - LineToPlayer.GetStartPoint2D();
if(DtoP.x <= 0.0f)
{
//spawn facing left
rotationMatrix.make_rotation_y( D3DXToRadian(90) );
}
else
{
//spawn to face right
rotationMatrix.make_rotation_y( D3DXToRadian(-90) );
}
rotationMatrix.axis_pos = _localMat.axis_pos;
//.........这里部分代码省略.........
示例2: DivideTriangle
void SoftBodyNode::DivideTriangle(TDVertexContainer& Vertices,
TDConnectContainer& Connections,
TDConnectContainer::iterator itFace)
{
TDConnect::iterator itIdx = itFace->begin();
TDConnect::size_type nIdxA = *itIdx;
TDConnect::size_type nIdxB = *(itIdx + 1);
TDConnect::size_type nIdxC = *(itIdx + 2);
TDConnect::size_type nIdxD = -1;
TDConnect::size_type nIdxE = -1;
TDConnect::size_type nIdxF = -1;
TDVertex A(m_Vertices[nIdxA]);
TDVertex B(m_Vertices[nIdxB]);
TDVertex C(m_Vertices[nIdxC]);
TDVertex AB(B-A);
TDVertex AC(C-A);
TDVertex BC(C-B);
//TDVertex Normal(AB.Cross(AC));
//normals of the edges - I don't know if this idea makes sense - I've never come
//across an edge normal before in computer graphics literature. In this program I've defined the normal of
//an edge to be the sum of the normals of the adjoining vertices. This is not true in general.
//It should be the sum of the normals of the adjoining faces, ie the faces that the edge border,
//but in this case because the kernel polyhedron is an octahedron, we may be able to get away with it.
TDVertex NormalAB(*(m_Normals[nIdxA]) + *(m_Normals[nIdxB]));
TDVertex NormalAC(*(m_Normals[nIdxA]) + *(m_Normals[nIdxC]));
TDVertex NormalBC(*(m_Normals[nIdxB]) + *(m_Normals[nIdxC]));
NormalAB = 1.0f/bnu::norm_2(NormalAB) * NormalAB;
NormalAC = 1.0f/bnu::norm_2(NormalAC) * NormalAC;
NormalBC = 1.0f/bnu::norm_2(NormalBC) * NormalBC;
TDVertex MidAB(A + 0.5*AB);
TDVertex MidAC(A + 0.5*AC);
TDVertex MidBC(B + 0.5*BC);
Sphere BoundSphere;
bnu::vector<double> Center(3);
Center[0] = 0.0; Center[1] = 1.0; Center[2] = 0.0;
BoundSphere.SetCenter(Center);
BoundSphere.SetRadius(0.5);
Ray Ray;
Ray.SetOrigin(MidAB);
Ray.SetDirection(NormalAB);
TDVertexContainer Points;
FindIntersection(Ray, BoundSphere, Points);
assert(Points.size() == 1);
TDVertex D(Points[0]);
Ray.SetOrigin(MidBC);
Ray.SetDirection(NormalBC);
FindIntersection(Ray, BoundSphere, Points);
assert(Points.size()== 1);
TDVertex E(Points[0]);
Ray.SetOrigin(MidAC);
Ray.SetDirection(NormalAC);
FindIntersection(Ray, BoundSphere, Points);
assert(Points.size()== 1);
TDVertex F(Points[0]);
TDVertexContainer::iterator itVec;
if ((itVec = find_if(Vertices.begin(), Vertices.end(), bind(Equal<TDVertex>(), _1, D))) == Vertices.end())
{
Vertices.push_back(D);
nIdxD = Vertices.size() - 1;
}
else
{
nIdxD = Vertices.size() - (Vertices.end() - itVec);
}
if ((itVec = find_if(Vertices.begin(), Vertices.end(), bind(Equal<TDVertex>(), _1, E))) == Vertices.end())
{
Vertices.push_back(E);
nIdxE = Vertices.size() - 1;
}
else
{
nIdxE = Vertices.size() - (Vertices.end() - itVec);
}
if ((itVec = find_if(Vertices.begin(), Vertices.end(), bind(Equal<TDVertex>(), _1, F))) == Vertices.end())
{
Vertices.push_back(F);
nIdxF = Vertices.size() - 1;
}
else
{
nIdxF = Vertices.size() - (Vertices.end() - itVec);
}
vector<unsigned> vecFace;
vecFace.push_back(nIdxA);
vecFace.push_back(nIdxD);
vecFace.push_back(nIdxF);
Connections.push_back(vecFace);
vecFace.clear();
vecFace.push_back(nIdxD);
vecFace.push_back(nIdxB);
//.........这里部分代码省略.........