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C++ VisBaseEntity_cl::SetOrientation方法代码示例

本文整理汇总了C++中VisBaseEntity_cl::SetOrientation方法的典型用法代码示例。如果您正苦于以下问题:C++ VisBaseEntity_cl::SetOrientation方法的具体用法?C++ VisBaseEntity_cl::SetOrientation怎么用?C++ VisBaseEntity_cl::SetOrientation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VisBaseEntity_cl的用法示例。


在下文中一共展示了VisBaseEntity_cl::SetOrientation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: defined

WaterSimulationController::WaterSimulationController(void)
{
	
#if defined(_VISION_ANDROID) //free camera for android (joystick/finger camera)
	VisBaseEntity_cl* pCam = Vision::Game.CreateEntity("VFreeCamera", hkvVec3::ZeroVector());
	pCam->SetPosition(-290, -220, 680); //spawns with same coordinates as windows
	pCam->SetOrientation(20, 67, 19);

#endif
#if defined(WIN32)
	VisBaseEntity_cl *pCamera  = Vision::Game.SearchEntity("tankcamera");
	Vision::Camera.AttachToEntity(pCamera, hkvVec3::ZeroVector());

#endif	
	/*#if defined(_VISION_ANDROID)
	pMod = static_cast<vHavokPhysicsModule*>(vHavokPhysicsModule::GetInstance());
	pMotionInput = (VMotionInputAndroid*)(&VInputManager::GetInputDevice(INPUT_DEVICE_MOTION_SENSOR));
	pMotionInput->SetEnabled(true);
	#endif*/
}
开发者ID:ArmandSaro,项目名称:ScenesOfAnarchy,代码行数:20,代码来源:WaterSimulationController.cpp

示例2: CreateEntityFromScript

/// Creates an entity from a Lua script definition.
VisBaseEntity_cl* RPG_GameManager::CreateEntityFromScript(const VString& scriptName, const hkvVec3& position, const hkvVec3& orientation)
{
  VScriptResourceManager* scriptManager = static_cast<VScriptResourceManager*>(Vision::GetScriptManager());

  VScriptResource* scriptRes = scriptManager->LoadScriptFile(scriptName);
  IVScriptInstance* script = scriptRes->CreateScriptInstance();
  VASSERT(script);

  if(script)
  {
    // get the entity class type to create
    char* className = NULL;
    script->ExecuteFunctionArg("GetEntityClassType", "*>s", &className);

    // create the entity
    VisBaseEntity_cl* entity = Vision::Game.CreateEntity(className, position);
    VASSERT(entity);

    if(entity)
    {
      entity->SetOrientation(orientation);

      // attach the script
      scriptManager->SetScriptInstance(entity, script);

      if(entity->IsOfType(V_RUNTIME_CLASS(RPG_BaseEntity)))
      {
        RPG_BaseEntity* rpgEntity = static_cast<RPG_BaseEntity*>(entity);

#if (RPG_SERIALIZATION_SCRIPT_PROPERTIES)
        rpgEntity->InitializeProperties();
#endif
        rpgEntity->PostInitialize();
      }

      return entity;
    }
  }

  return NULL;
}
开发者ID:Bewolf2,项目名称:projectanarchy,代码行数:42,代码来源:GameManager.cpp


注:本文中的VisBaseEntity_cl::SetOrientation方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。