本文整理汇总了C++中Vector2::CalcLength方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector2::CalcLength方法的具体用法?C++ Vector2::CalcLength怎么用?C++ Vector2::CalcLength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Vector2
的用法示例。
在下文中一共展示了Vector2::CalcLength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:
inline const Vector2& PhysicsMotion2D::UpdateVelocity(const Vector2& accelUnitsPerSecondSquared, double deltaSeconds) {
m_velocityUnitsPerSecond += accelUnitsPerSecondSquared * (float)deltaSeconds;
//update velocity direction with angular velocity
if (m_lockMotionToOrientation) {
m_velocityUnitsPerSecond.SetLengthAndHeadingDegrees(ClampVelocity(m_velocityUnitsPerSecond.CalcLength()), m_orientationDegrees);
}
else {
ClampVelocity(m_velocityUnitsPerSecond.CalcLength());
}
return m_velocityUnitsPerSecond;
}
示例2: ForceActorOutsideOfArea
//-----------------------------------------------------------------------------------------------
void Scenario::ForceActorOutsideOfArea( Actor& actor, Area& area )
{
Vector2 closestPointInAreaToActorCenter = FindClosestPointInBoundsToTarget( area.m_bounds, actor.m_position, false );
Vector2 displacementToClosestPoint = closestPointInAreaToActorCenter - actor.m_position;
float distanceToClosestPoint = displacementToClosestPoint.CalcLength();
if( distanceToClosestPoint < actor.CalcRadius() )
{
Vector2 desiredDisplacementFromClosestPoint = -displacementToClosestPoint;
desiredDisplacementFromClosestPoint.SetLength( actor.CalcRadius() );
actor.m_position = closestPointInAreaToActorCenter + desiredDisplacementFromClosestPoint;
}
}
示例3: IsActorAtAllInsideArea
//-----------------------------------------------------------------------------------------------
bool Scenario::IsActorAtAllInsideArea( Actor& actor, Area& area )
{
Vector2 closestPointInAreaToActorCenter = FindClosestPointInBoundsToTarget( area.m_bounds, actor.m_position, true );
Vector2 displacementToClosestPoint = closestPointInAreaToActorCenter - actor.m_position;
float distanceToClosestPoint = displacementToClosestPoint.CalcLength();
if( distanceToClosestPoint < actor.CalcRadius() )
{
return true;
}
else
{
return false;
}
}