本文整理汇总了C++中hkvVec3::set方法的典型用法代码示例。如果您正苦于以下问题:C++ hkvVec3::set方法的具体用法?C++ hkvVec3::set怎么用?C++ hkvVec3::set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hkvVec3
的用法示例。
在下文中一共展示了hkvVec3::set方法的4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: OnClick
VOVERRIDE void OnClick(VMenuEventDataObject *pEvent)
{
VDialog::OnClick(pEvent);
hkvVec2 vMousePos = GetContext()->GetCurrentMousePos();
hkvVec3 vDir;
Vision::Contexts.GetCurrentContext()->GetTraceDirFromScreenPos(vMousePos.x, vMousePos.y, vDir, 10000.f);
hkvVec3 vFrom = Vision::Camera.GetCurrentCameraPosition();
hkvVec3 vTo = vFrom + vDir;
const float v2h = vHavokConversionUtils::GetVision2HavokScale();
hkVector4 from; from.set( vFrom.x*v2h, vFrom.y*v2h, vFrom.z*v2h );
hkVector4 to; to.set( vTo.x*v2h, vTo.y*v2h, vTo.z*v2h );
hkaiNavMeshQueryMediator::HitDetails hit;
hit.m_hitFaceKey = HKAI_INVALID_PACKED_KEY;
hit.m_hitFraction = -1.f;
if (vHavokAiModule::GetInstance()->GetAiWorld()->getDynamicQueryMediator()->castRay(from, to, hit))
{
hkVector4 hitPoint; hitPoint.setInterpolate(from, to, hit.m_hitFraction);
hitPoint.mul4( vHavokConversionUtils::GetHavok2VisionScale() );
if (pEvent->m_iButtons & BUTTON_LMOUSE)
{
vStartPoint.set( hitPoint(0), hitPoint(1), hitPoint(2) );
}
else
{
vEndPoint.set( hitPoint(0), hitPoint(1), hitPoint(2) );
}
}
}
示例2: GetCurrentMoveAxes
void VFreeCamera::GetCurrentMoveAxes(hkvVec3& vForward, hkvVec3& vRight, hkvVec3& vUp) const
{
vUp.set(0.0f, 0.0f, 1.0f);
hkvMat3 mat(hkvNoInitialization);
GetRotationMatrix(mat);
vForward = mat.getAxis(0);
vRight = mat.getAxis(1);
}
示例3: InitDefaults
/// \brief
/// Initializes useful default
inline void InitDefaults()
{
m_bSortTextureChannels = false;
m_bUseTempFolder = false;
m_sTerrainFolder = "TerrainScene";
m_iSectorCount[0] = m_iSectorCount[1] = 16;
m_fViewDistance = 100000.f;
m_iHeightSamplesPerSector[0] = m_iHeightSamplesPerSector[1] = 128; ///< ideal size
m_vSectorSize.set(10000.f,10000.f);
m_iTilesPerSector[0] = m_iTilesPerSector[1] = 16;
m_iDensityMapSamplesPerSector[0] = m_iDensityMapSamplesPerSector[1] = 32;
m_vTerrainPos.set(0.f,0.f,0.f);
m_fPurgeInterval = 100.f;
m_iMemoryLimit = 500;
m_iDefaultWeightmapResolution[0] = m_iDefaultWeightmapResolution[1] = 512;
m_iMaterialMapResolution[0] = m_iMaterialMapResolution[1] = 0; // no material map by default
m_fVisibilityHeightOverTerrain = 2000.f;
m_iReplacementLOD = -1;
m_fReplacementDistance = -1.f;
m_bDistanceBasedLODOnly = false;
m_bIgnoreHeightForLOD = false;
m_bNormalmapUsesBorder = false;
m_bSceneSpecificLightmaps = false;
m_bUseThreeWayMapping = false;
m_bUseNormalMapping = false;
m_bUseLightMapping = false;
m_fPrecacheMargin = 1.0f;
m_iOldSectorCount[0] = 0;
m_iOldSectorCount[1] = 0;
m_iOldSectorStartIndex[0] = 0; // For Terrain sector expansion
m_iOldSectorStartIndex[1] = 0;
m_iNewSectorStartIndex[0] = 0; // For Terrain sector expansion
m_iNewSectorStartIndex[1] = 0;
Finalize();
}
示例4: ExtractScaling
void vHavokShapeFactory::ExtractScaling(const hkvMat4 &mat, hkvVec3& destScaling)
{
hkvVec3 vx(hkvNoInitialization),vy(hkvNoInitialization),vz(hkvNoInitialization);
mat.getAxisXYZ (&vx, &vy, &vz);
destScaling.set(vx.getLength(),vy.getLength(),vz.getLength());
}