本文整理汇总了C++中idVec3::LengthSqr方法的典型用法代码示例。如果您正苦于以下问题:C++ idVec3::LengthSqr方法的具体用法?C++ idVec3::LengthSqr怎么用?C++ idVec3::LengthSqr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idVec3
的用法示例。
在下文中一共展示了idVec3::LengthSqr方法的1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: Collide
/*
================
idLiquid::Collide
Spawns a splash particle and attaches a sound to the colliding entity.
================
*/
bool idLiquid::Collide( const trace_t &collision, const idVec3 &velocity ) {
idEntity *e = gameLocal.entities[collision.c.entityNum];
idPhysics_Liquid *phys = static_cast<idPhysics_Liquid *>( this->GetPhysics() );
const idDeclParticle *splash;
const char *sName;
float eMass;
idVec3 splashSpot;
float velSquare = velocity.LengthSqr();
ProcCollisionStims( e, collision.c.id );
eMass = e->GetPhysics()->GetMass();
splashSpot = collision.c.point;
if( velSquare > phys->GetMinSplashVelocity().LengthSqr() ) {
// pick which splash particle to spawn
// first we check the entity, if it's not defined we use
// one defined for this liquid.
sName = e->spawnArgs.GetString( this->smokeName.c_str() );
if( *sName != '\0' ) {
// load entity particle
splash = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, sName ) );
} else {
// load a liquid particle based on the mass of the splashing entity
if( eMass < SMALL_SPLASH ) {
splash = this->splash[0];
} else if( eMass < MEDIUM_SPLASH ) {
splash = this->splash[1];
} else {
splash = this->splash[2];
}
}
// play the sound for a splash
e->StartSound( this->soundName.c_str(), SND_CHANNEL_ANY, 0, false, NULL );
// grayman #3413 - propagate the global sound for the splash
idStr size = e->spawnArgs.GetString( "spr_object_size" );
if( size.IsEmpty() ) {
if( eMass < SMALL_SPLASH ) {
size = "small";
} else if( eMass < MEDIUM_SPLASH ) {
size = "medium";
} else {
size = "large";
}
}
idStr splashName = idStr( "splash_" ) + size;
e->PropSoundS( NULL, splashName, 0, 0 );
} else if( velSquare > phys->GetMinWaveVelocity().LengthSqr() ) {
splash = this->waves;
} else {
// the object is moving to slow so we abort
return true;
}
// spawn the particle
gameLocal.smokeParticles->EmitSmoke( splash, gameLocal.time, gameLocal.random.RandomFloat(), splashSpot, collision.endAxis );
return true;
}