本文整理汇总了C++中VMArray::Length方法的典型用法代码示例。如果您正苦于以下问题:C++ VMArray::Length方法的具体用法?C++ VMArray::Length怎么用?C++ VMArray::Length使用的例子?那么恭喜您, 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VMArray
的用法示例。
在下文中一共展示了VMArray::Length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: SetNodeLocalRotationMatrix
bool SetNodeLocalRotationMatrix(StaticFunctionTag* base, TESObjectREFR * obj, BSFixedString nodeName, VMArray<float> inArray, bool firstPerson)
{
NiAVObject * object = ResolveNode(obj, nodeName, firstPerson);
if(object && inArray.Length() == 9) {
inArray.Get(&object->m_localTransform.rot.data[0][0], 0);
inArray.Get(&object->m_localTransform.rot.data[0][1], 1);
inArray.Get(&object->m_localTransform.rot.data[0][2], 2);
inArray.Get(&object->m_localTransform.rot.data[1][0], 3);
inArray.Get(&object->m_localTransform.rot.data[1][1], 4);
inArray.Get(&object->m_localTransform.rot.data[1][2], 5);
inArray.Get(&object->m_localTransform.rot.data[2][0], 6);
inArray.Get(&object->m_localTransform.rot.data[2][1], 7);
inArray.Get(&object->m_localTransform.rot.data[2][2], 8);
BSTaskPool * taskPool = BSTaskPool::GetSingleton();
if(taskPool)
taskPool->UpdateWorldData(object);
return true;
}
return false;
}
示例2: SetNodeLocalRotationEuler
bool SetNodeLocalRotationEuler(StaticFunctionTag* base, TESObjectREFR * obj, BSFixedString nodeName, VMArray<float> inArray, bool firstPerson)
{
NiAVObject * object = ResolveNode(obj, nodeName, firstPerson);
if(object && inArray.Length() == 3) {
float heading, attitude, bank;
inArray.Get(&heading, 0);
inArray.Get(&attitude, 1);
inArray.Get(&bank, 2);
// Degrees to radians
heading *= MATH_PI / 180;
attitude *= MATH_PI / 180;
bank *= MATH_PI / 180;
object->m_localTransform.rot.SetEulerAngles(heading, attitude, bank);
BSTaskPool * taskPool = BSTaskPool::GetSingleton();
if(taskPool)
taskPool->UpdateWorldData(object);
return true;
}
return false;
}
示例3: GetNodeLocalPosition
bool GetNodeLocalPosition(StaticFunctionTag* base, TESObjectREFR * obj, BSFixedString nodeName, VMArray<float> inArray, bool firstPerson)
{
NiAVObject * object = ResolveNode(obj, nodeName, firstPerson);
if(object && inArray.Length() == 3) {
inArray.Set(&object->m_localTransform.pos.x, 0);
inArray.Set(&object->m_localTransform.pos.y, 1);
inArray.Set(&object->m_localTransform.pos.z, 2);
return true;
}
return false;
}
示例4: GetRelativeNodePosition
bool GetRelativeNodePosition(StaticFunctionTag* base, TESObjectREFR * obj, BSFixedString nodeNameA, BSFixedString nodeNameB, VMArray<float> inArray, bool firstPerson)
{
NiAVObject * objectA = ResolveNode(obj, nodeNameA, firstPerson);
NiAVObject * objectB = ResolveNode(obj, nodeNameB, firstPerson);
if(objectA && objectB && inArray.Length() == 3) {
float x = objectB->m_worldTransform.pos.x - objectA->m_worldTransform.pos.x;
float y = objectB->m_worldTransform.pos.y - objectA->m_worldTransform.pos.y;
float z = objectB->m_worldTransform.pos.z - objectA->m_worldTransform.pos.z;
inArray.Set(&x, 0);
inArray.Set(&y, 1);
inArray.Set(&z, 2);
return true;
}
return false;
}
示例5: SetNodeLocalPosition
bool SetNodeLocalPosition(StaticFunctionTag* base, TESObjectREFR * obj, BSFixedString nodeName, VMArray<float> inArray, bool firstPerson)
{
NiAVObject * object = ResolveNode(obj, nodeName, firstPerson);
if(object && inArray.Length() == 3) {
inArray.Get(&object->m_localTransform.pos.x, 0);
inArray.Get(&object->m_localTransform.pos.y, 1);
inArray.Get(&object->m_localTransform.pos.z, 2);
BSTaskPool * taskPool = BSTaskPool::GetSingleton();
if(taskPool)
taskPool->UpdateWorldData(object);
return true;
}
return false;
}
示例6: CreateEnchantment
void CreateEnchantment(TESForm* baseForm, BaseExtraList * extraData, float maxCharge, VMArray<EffectSetting*> effects, VMArray<float> magnitudes, VMArray<UInt32> areas, VMArray<UInt32> durations)
{
if(baseForm && (baseForm->formType == TESObjectWEAP::kTypeID || baseForm->formType == TESObjectARMO::kTypeID)) {
EnchantmentItem * enchantment = NULL;
if(effects.Length() > 0 && magnitudes.Length() == effects.Length() && areas.Length() == effects.Length() && durations.Length() == effects.Length()) {
tArray<MagicItem::EffectItem> effectItems;
effectItems.Allocate(effects.Length());
UInt32 j = 0;
for(UInt32 i = 0; i < effects.Length(); i++) {
EffectSetting * magicEffect = NULL;
effects.Get(&magicEffect, i);
if(magicEffect) { // Only add effects that actually exist
magnitudes.Get(&effectItems[j].magnitude, i);
areas.Get(&effectItems[j].area, i);
durations.Get(&effectItems[j].duration, i);
effectItems[j].mgef = magicEffect;
j++;
}
}
effectItems.count = j; // Set count to existing count
if(baseForm->formType == TESObjectWEAP::kTypeID)
enchantment = CALL_MEMBER_FN(PersistentFormManager::GetSingleton(), CreateOffensiveEnchantment)(&effectItems);
else
enchantment = CALL_MEMBER_FN(PersistentFormManager::GetSingleton(), CreateDefensiveEnchantment)(&effectItems);
FormHeap_Free(effectItems.arr.entries);
}
if(enchantment) {
if(maxCharge > 0xFFFF) // Charge exceeds uint16 clip it
maxCharge = 0xFFFF;
ExtraEnchantment* extraEnchant = static_cast<ExtraEnchantment*>(extraData->GetByType(kExtraData_Enchantment));
if(extraEnchant) {
PersistentFormManager::GetSingleton()->DecRefEnchantment(extraEnchant->enchant);
extraEnchant->enchant = enchantment;
PersistentFormManager::GetSingleton()->IncRefEnchantment(extraEnchant->enchant);
extraEnchant->maxCharge = (UInt16)maxCharge;
} else {
ExtraEnchantment* extraEnchant = ExtraEnchantment::Create();
extraEnchant->enchant = enchantment;
extraEnchant->maxCharge = (UInt16)maxCharge;
extraData->Add(kExtraData_Enchantment, extraEnchant);
}
}
}
}
示例7: GetNodeWorldRotationMatrix
bool GetNodeWorldRotationMatrix(StaticFunctionTag* base, TESObjectREFR * obj, BSFixedString nodeName, VMArray<float> inArray, bool firstPerson)
{
NiAVObject * object = ResolveNode(obj, nodeName, firstPerson);
if(object && inArray.Length() == 9) {
inArray.Set(&object->m_worldTransform.rot.data[0][0], 0);
inArray.Set(&object->m_worldTransform.rot.data[0][1], 1);
inArray.Set(&object->m_worldTransform.rot.data[0][2], 2);
inArray.Set(&object->m_worldTransform.rot.data[1][0], 3);
inArray.Set(&object->m_worldTransform.rot.data[1][1], 4);
inArray.Set(&object->m_worldTransform.rot.data[1][2], 5);
inArray.Set(&object->m_worldTransform.rot.data[2][0], 6);
inArray.Set(&object->m_worldTransform.rot.data[2][1], 7);
inArray.Set(&object->m_worldTransform.rot.data[2][2], 8);
return true;
}
return false;
}
示例8: GetNodeWorldRotationEuler
bool GetNodeWorldRotationEuler(StaticFunctionTag* base, TESObjectREFR * obj, BSFixedString nodeName, VMArray<float> inArray, bool firstPerson)
{
NiAVObject * object = ResolveNode(obj, nodeName, firstPerson);
if(object && inArray.Length() == 3) {
float heading, attitude, bank;
object->m_localTransform.rot.GetEulerAngles(&heading, &attitude, &bank);
// Radians to degrees
heading *= 180 / MATH_PI;
attitude *= 180 / MATH_PI;
bank *= 180 / MATH_PI;
inArray.Set(&heading, 0);
inArray.Set(&attitude, 1);
inArray.Set(&bank, 2);
return true;
}
return false;
}
示例9: PushArgs
void PushArgs(VMArray<T> args)
{
using namespace papyrusUI;
UInt32 argCount = args.Length();
UInt32 offset = invokeDelegate_->argCount;
UInt32 newArgCount = offset + argCount;
if (newArgCount > 128)
{
_WARNING("Tried to push more than 128 arguments into PapyrusUICallback.");
return;
}
invokeDelegate_->argCount = newArgCount;
for (UInt32 i=0; i<argCount; i++, offset++)
{
T arg;
args.Get(&arg, i);
SetGFxValue<T>(&invokeDelegate_->args[offset], arg);
}
}
示例10: SetMainArrays
bool EAr_MGEFInfoLib::SetMainArrays(
VMArray<TESEffectShader*> eShaders,
VMArray<BGSArtObject*> eArt,
VMArray<TESEffectShader*> hShaders,
VMArray<BGSArtObject*> hArt,
VMArray<BGSProjectile*> projectiles,
VMArray<BGSImpactDataSet*> impactData,
VMArray<UInt32> persistFlags,
VMArray<float> tWeights,
VMArray<float> tCurves,
VMArray<float> tDurations)
{
if ((eShaders.Length() < 126) ||
(eArt.Length() < 126) ||
(hShaders.Length() < 126) ||
(hArt.Length() < 126) ||
(projectiles.Length() < 126) ||
(impactData.Length() < 126) ||
(persistFlags.Length() < 126) ||
(tWeights.Length() < 126) ||
(tCurves.Length() < 126) ||
(tDurations.Length() < 126))
return false;
for (UInt32 i = 0; i < 126; i++)
{
TESEffectShader* pESh = NULL;
BGSArtObject* pEAr = NULL;
TESEffectShader* pHSh = NULL;
BGSArtObject* pHAr = NULL;
BGSProjectile* pPro = NULL;
BGSImpactDataSet* pIDS = NULL;
UInt32 flag;
float tWei;
float tCur;
float tDur;
eShaders.Get (&pESh, i);
eArt.Get (&pEAr, i);
hShaders.Get (&pHSh, i);
hArt.Get (&pHAr, i);
projectiles.Get (&pPro, i);
impactData.Get (&pIDS, i);
persistFlags.Get (&flag, i);
tWeights.Get (&tWei, i);
tCurves.Get (&tCur, i);
tDurations.Get (&tDur, i);
_eShaders.push_back (pESh);
_eArt.push_back (pEAr);
_hShaders.push_back (pHSh);
_hArt.push_back (pHAr);
_projectiles.push_back (pPro);
_impactData.push_back (pIDS);
_persistFlags.push_back (flag);
_tWeights.push_back (tWei);
_tCurves.push_back (tCur);
_tDurations.push_back (tDur);
}
battleaxeKeyword = papyrusKeyword::GetKeyword(NULL, "WeapTypeBattleaxe");
READY = true;
_MESSAGE("Internal effect library loaded successfully.");
return true;
}