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C++ AngleVectors函數代碼示例

本文整理匯總了C++中AngleVectors函數的典型用法代碼示例。如果您正苦於以下問題:C++ AngleVectors函數的具體用法?C++ AngleVectors怎麽用?C++ AngleVectors使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。


在下文中一共展示了AngleVectors函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。

示例1: AngleVectors

//-----------------------------------------------------------------------------
// Purpose: Deal with input
//-----------------------------------------------------------------------------
void C_VGuiScreen::ClientThink( void )
{
	int nButtonsChanged = m_nOldButtonState ^ m_nButtonState;

	m_nOldButtonState = m_nButtonState;

	// Debounced button codes for pressed/released
	// UNDONE: Do we need auto-repeat?
	m_nButtonPressed =  nButtonsChanged & m_nButtonState;		// The changed ones still down are "pressed"
	m_nButtonReleased = nButtonsChanged & (~m_nButtonState);	// The ones not down are "released"

	BaseClass::ClientThink();

	// FIXME: We should really be taking bob, shake, and roll into account
	// but if we did, then all the inputs would be generated multiple times
	// if the world was rendered multiple times (for things like water, etc.)

	vgui::Panel *pPanel = m_PanelWrapper.GetPanel();
	if (!pPanel)
		return;
	
	C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
	if (!pLocalPlayer)
		return;

	// Generate a ray along the view direction
	Vector vecEyePosition = pLocalPlayer->EyePosition();
	
	QAngle viewAngles = pLocalPlayer->EyeAngles( );

	// Compute cursor position...
	Ray_t lookDir;
	Vector endPos;
	
	float u, v;

	// Viewmodel attached screens that take input need to have a moving cursor
	// Do a pick under the cursor as our selection
	Vector viewDir;
	AngleVectors( viewAngles, &viewDir );
	VectorMA( vecEyePosition, 1000.0f, viewDir, endPos );
	lookDir.Init( vecEyePosition, endPos );

	if (!IntersectWithRay( lookDir, &u, &v, NULL ))
		return;

	if ( ((u < 0) || (v < 0) || (u > 1) || (v > 1)) && !m_bLoseThinkNextFrame)
		return;

	// This will cause our panel to grab all input!
	g_pClientMode->ActivateInGameVGuiContext( pPanel );

	// Convert (u,v) into (px,py)
	int px = (int)(u * m_nPixelWidth + 0.5f);
	int py = (int)(v * m_nPixelHeight + 0.5f);

	// Generate mouse input commands
	if ((px != m_nOldPx) || (py != m_nOldPy))
	{
		g_InputInternal->InternalCursorMoved( px, py );
		m_nOldPx = px;
		m_nOldPy = py;
	}

	if (m_nButtonPressed & IN_ATTACK)
	{
		g_InputInternal->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_PRESSED );
		g_InputInternal->InternalMousePressed(MOUSE_LEFT);
	}
	if (m_nButtonPressed & IN_ATTACK2)
	{
		g_InputInternal->SetMouseCodeState( MOUSE_RIGHT, vgui::BUTTON_PRESSED );
		g_InputInternal->InternalMousePressed( MOUSE_RIGHT );
	}
	if ( (m_nButtonReleased & IN_ATTACK) || m_bLoseThinkNextFrame) // for a button release on loosing focus
	{
		g_InputInternal->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_RELEASED );
		g_InputInternal->InternalMouseReleased( MOUSE_LEFT );
	}
	if (m_nButtonReleased & IN_ATTACK2)
	{
		g_InputInternal->SetMouseCodeState( MOUSE_RIGHT, vgui::BUTTON_RELEASED );
		g_InputInternal->InternalMouseReleased( MOUSE_RIGHT );
	}

	if ( m_bLoseThinkNextFrame == true )
	{
		m_bLoseThinkNextFrame = false;
		SetNextClientThink( CLIENT_THINK_NEVER );
	}

	g_pClientMode->DeactivateInGameVGuiContext( );
}
開發者ID:NEITMod,項目名稱:HL2BM2,代碼行數:96,代碼來源:c_vguiscreen.cpp

示例2: InitFlyby

static qboolean InitFlyby(player_state_t *self, player_state_t *player, int checkvis)
{
	float	f, maxlen;
	vec3_t	vec, vec2;
	vec3_t	forward, right, up;

	VectorCopy(player->viewangles, vec);
	vec[0] = 0;
	AngleVectors (vec, forward, right, up);
//	for (i = 0; i < 3; i++)
//		forward[i] *= 3;

	maxlen = 1000;
	VectorAdd(forward, up, vec2);
	VectorAdd(vec2, right, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	VectorAdd(forward, up, vec2);
	VectorSubtract(vec2, right, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	VectorAdd(forward, right, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	VectorSubtract(forward, right, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	VectorAdd(forward, up, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	VectorSubtract(forward, up, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	VectorAdd(up, right, vec2);
	VectorSubtract(vec2, forward, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	VectorSubtract(up, right, vec2);
	VectorSubtract(vec2, forward, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	// invert
	VectorNegate(forward, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	VectorCopy(forward, vec2);

	if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < maxlen)
	{
		maxlen = f;
		VectorCopy(vec2, vec);
	}

	// invert
	VectorNegate(right, vec2);
//.........這裏部分代碼省略.........
開發者ID:svn2github,項目名稱:uhexen2,代碼行數:101,代碼來源:cl_cam.c

示例3: BuildLights


//.........這裏部分代碼省略.........
			l->type = emit_spotlight;
			l->stopdot = FloatForKey(e, "_cone");
			if (!l->stopdot)
				l->stopdot = 10;
			l->stopdot = cos(l->stopdot * torad);
			if (target[0] != '\0') {	/* point towards target */
				entity_t *e2 = FindTargetEntity(target);
				if (!e2)
					Com_Printf("WARNING: light at (%i %i %i) has missing target '%s' - e.g. create an info_null that has a 'targetname' set to '%s'\n",
						(int)l->origin[0], (int)l->origin[1], (int)l->origin[2], target, target);
				else {
					vec3_t dest;
					GetVectorForKey(e2, "origin", dest);
					VectorSubtract(dest, l->origin, l->normal);
					VectorNormalize(l->normal);
				}
			} else {	/* point down angle */
				const float angle = FloatForKey(e, "angle");
				if (angle == ANGLE_UP) {
					l->normal[0] = l->normal[1] = 0.0;
					l->normal[2] = 1.0;
				} else if (angle == ANGLE_DOWN) {
					l->normal[0] = l->normal[1] = 0.0;
					l->normal[2] = -1.0;
				} else {
					l->normal[2] = 0;
					l->normal[0] = cos(angle * torad);
					l->normal[1] = sin(angle * torad);
				}
			}
		}
	}

	/* handle worldspawn light settings */
	{
		const entity_t *e = &entities[0];
		const char *ambient, *light, *angles, *color;
		float f;
		int i;

		if (config.compile_for_day) {
			ambient = ValueForKey(e, "ambient_day");
			light = ValueForKey(e, "light_day");
			angles = ValueForKey(e, "angles_day");
			color = ValueForKey(e, "color_day");
		} else {
			ambient = ValueForKey(e, "ambient_night");
			light = ValueForKey(e, "light_night");
			angles = ValueForKey(e, "angles_night");
			color = ValueForKey(e, "color_night");
		}

		if (light[0] != '\0')
			sun_intensity = atoi(light);

		if (angles[0] != '\0') {
			VectorClear(sun_angles);
			if (sscanf(angles, "%f %f", &sun_angles[0], &sun_angles[1]) != 2)
				Sys_Error("wrong angles values given: '%s'", angles);
			AngleVectors(sun_angles, sun_normal, NULL, NULL);
		}

		if (color[0] != '\0') {
			GetVectorFromString(color, sun_color);
			ColorNormalize(sun_color, sun_color);
		}

		if (ambient[0] != '\0')
			GetVectorFromString(ambient, sun_ambient_color);

		/* optionally pull brightness from worldspawn */
		f = FloatForKey(e, "brightness");
		if (f > 0.0)
			config.brightness = f;

		/* saturation as well */
		f = FloatForKey(e, "saturation");
		if (f > 0.0)
			config.saturation = f;
		else
			Verb_Printf(VERB_EXTRA, "Invalid saturation setting (%f) in worldspawn found\n", f);

		f = FloatForKey(e, "contrast");
		if (f > 0.0)
			config.contrast = f;
		else
			Verb_Printf(VERB_EXTRA, "Invalid contrast setting (%f) in worldspawn found\n", f);

		/* lightmap resolution downscale (e.g. 4 = 1 << 4) */
		i = atoi(ValueForKey(e, "quant"));
		if (i >= 1 && i <= 6)
			config.lightquant = i;
		else
			Verb_Printf(VERB_EXTRA, "Invalid quant setting (%i) in worldspawn found\n", i);
	}

	Verb_Printf(VERB_EXTRA, "light settings:\n * intensity: %i\n * sun_angles: pitch %f yaw %f\n * sun_color: %f:%f:%f\n * sun_ambient_color: %f:%f:%f\n",
		sun_intensity, sun_angles[0], sun_angles[1], sun_color[0], sun_color[1], sun_color[2], sun_ambient_color[0], sun_ambient_color[1], sun_ambient_color[2]);
	Verb_Printf(VERB_NORMAL, "%i direct lights for %s lightmap\n", numlights[config.compile_for_day], (config.compile_for_day ? "day" : "night"));
}
開發者ID:kevlund,項目名稱:ufoai,代碼行數:101,代碼來源:lightmap.c

示例4: GetFollowedEntity

void C_ParticleSmokeGrenade::Update(float fTimeDelta)
{
	m_LifetimeCounter += fTimeDelta;
	
	// Update the smoke trail.
	C_BaseEntity *pAimEnt = GetFollowedEntity();
	if ( pAimEnt )
	{
		Vector forward, right, up;

		// Update the smoke particle color.
		if(m_CurrentStage == 0)
		{
			m_SmokeTrail.m_StartColor = EngineGetLightForPoint(GetAbsOrigin()) * 0.5f;
			m_SmokeTrail.m_EndColor = m_SmokeTrail.m_StartColor;
		}

		// Spin the smoke trail.
		AngleVectors(pAimEnt->GetAbsAngles(), &forward, &right, &up);
		m_SmokeTrail.m_VelocityOffset = forward * 30 + GetAbsVelocity();

		m_SmokeTrail.SetLocalOrigin( GetAbsOrigin() );
		m_SmokeTrail.Update(fTimeDelta);
	}	
	
	
	// Update our fade alpha.
	if(m_LifetimeCounter < m_FadeStartTime)
	{
		m_FadeAlpha = 1;
	}
	else if(m_LifetimeCounter < m_FadeEndTime)
	{
		float fadePercent = (m_LifetimeCounter - m_FadeStartTime) / (m_FadeEndTime - m_FadeStartTime);
		m_FadeAlpha = cos(fadePercent * 3.14159) * 0.5 + 0.5;
	}
	else
	{
		m_FadeAlpha = 0;
	}

	// Scale by the amount the sphere has grown.
	m_FadeAlpha *= m_ExpandRadius / SMOKESPHERE_MAX_RADIUS;

	if(m_CurrentStage == 1)
	{
		// Update the expanding sphere.
		m_ExpandTimeCounter += fTimeDelta;
		if(m_ExpandTimeCounter > SMOKESPHERE_EXPAND_TIME)
			m_ExpandTimeCounter = SMOKESPHERE_EXPAND_TIME;

		m_ExpandRadius = SMOKESPHERE_MAX_RADIUS * (float)sin(m_ExpandTimeCounter * 3.14159265358 * 0.5 / SMOKESPHERE_EXPAND_TIME);

		// Add our influence to the global smoke fog alpha.
		float testDist = (EngineGetVecRenderOrigin() - m_SmokeBasePos).Length();
		float fadeEnd = m_ExpandRadius * 0.75;
		if(testDist < fadeEnd)
		{
			EngineGetSmokeFogOverlayAlpha() += 1 - testDist / fadeEnd;
		}	


		// This is used to randomize the direction it chooses to move a particle in.
		int offsetLookup[3] = {-1,0,1};

		// Update all the moving traders and establish new ones.
		int nTotal = m_xCount * m_yCount * m_zCount;
		for(int i=0; i < nTotal; i++)
		{
			SmokeParticleInfo *pInfo = &m_SmokeParticleInfos[i];

			if(!pInfo->m_pParticle)
				continue;
		
			if(pInfo->m_TradeIndex == -1)
			{
				pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha;
				pInfo->m_pParticle->m_Color[0] = pInfo->m_Color[0];
				pInfo->m_pParticle->m_Color[1] = pInfo->m_Color[1];
				pInfo->m_pParticle->m_Color[2] = pInfo->m_Color[2];

				// Is there an adjacent one that's not trading?
				int x, y, z;
				GetParticleInfoXYZ(i, x, y, z);

				int xCountOffset = rand();
				int yCountOffset = rand();
				int zCountOffset = rand();

				bool bFound = false;
				for(int xCount=0; xCount < 3 && !bFound; xCount++)
				{
					for(int yCount=0; yCount < 3 && !bFound; yCount++)
					{
						for(int zCount=0; zCount < 3; zCount++)
						{
							int testX = x + offsetLookup[(xCount+xCountOffset) % 3];
							int testY = y + offsetLookup[(yCount+yCountOffset) % 3];
							int testZ = z + offsetLookup[(zCount+zCountOffset) % 3];

//.........這裏部分代碼省略.........
開發者ID:RaisingTheDerp,項目名稱:raisingthebar,代碼行數:101,代碼來源:c_particle_smokegrenade.cpp

示例5: CG_AttachmentDir

/*
===============
CG_AttachmentDir

Return the attachment direction
===============
*/
bool CG_AttachmentDir( attachment_t *a, vec3_t v )
{
	vec3_t    forward;
	centity_t *cent;

	if ( !a )
	{
		return false;
	}

	switch ( a->type )
	{
		case AT_STATIC:
			return false;

		case AT_TAG:
			if ( !a->tagValid )
			{
				return false;
			}

			VectorCopy( a->re.axis[ 0 ], v );
			break;

		case AT_CENT:
			if ( !a->centValid )
			{
				return false;
			}

			cent = &cg_entities[ a->centNum ];
			AngleVectors( cent->lerpAngles, forward, nullptr, nullptr );
			VectorCopy( forward, v );
			break;

		case AT_PARTICLE:
			if ( !a->particleValid )
			{
				return false;
			}

			if ( !a->particle->valid )
			{
				a->particleValid = false;
				return false;
			}
			else
			{
				VectorCopy( a->particle->velocity, v );
			}

			break;

		default:
			CG_Printf( S_ERROR "Invalid attachmentType_t in attachment\n" );
			break;
	}

	VectorNormalize( v );
	return true;
}
開發者ID:BlueMustache,項目名稱:Unvanquished,代碼行數:68,代碼來源:cg_attachment.cpp

示例6: p_berserk_attack

void p_berserk_attack (edict_t *ent, int move_state)
{
	int		punch_dmg = BERSERK_PUNCH_INITIAL_DAMAGE + BERSERK_PUNCH_ADDON_DAMAGE * ent->myskills.abilities[BERSERK].current_level;
	int		slash_dmg = BERSERK_SLASH_INITIAL_DAMAGE + BERSERK_SLASH_ADDON_DAMAGE * ent->myskills.abilities[BERSERK].current_level;
	int		crush_dmg = BERSERK_CRUSH_INITIAL_DAMAGE + BERSERK_CRUSH_ADDON_DAMAGE * ent->myskills.abilities[BERSERK].current_level;
	vec3_t	forward, right, up, angles;

	ent->client->idle_frames = 0;
	AngleVectors(ent->s.angles, NULL, right, up);
	AngleVectors(ent->client->v_angle, forward, NULL, NULL);
	VectorCopy(ent->client->v_angle, angles);
	
	if (move_state == BERSERK_RUN_FORWARD)
	{
		G_RunFrames(ent, BERSERK_FRAMES_RUNATTACK1_START, BERSERK_FRAMES_RUNATTACK1_END, false);

		// swing left-right
		if (ent->s.frame == 124)
		{
			angles[YAW] += 20;
			AngleCheck(&angles[YAW]);
			AngleVectors(angles, forward, NULL, NULL);

			p_berserk_melee(ent, forward, NULL, punch_dmg, BERSERK_PUNCH_KNOCKBACK, BERSERK_PUNCH_RANGE, MOD_BERSERK_PUNCH);
		}
		else if (ent->s.frame == 125)
		{
			p_berserk_melee(ent, forward, NULL, punch_dmg, BERSERK_PUNCH_KNOCKBACK, BERSERK_PUNCH_RANGE, MOD_BERSERK_PUNCH);
		}
		else if (ent->s.frame == 126)
		{
			angles[YAW] -= 20;
			AngleCheck(&angles[YAW]);
			AngleVectors(angles, forward, NULL, NULL);

			p_berserk_melee(ent, forward, NULL, punch_dmg, BERSERK_PUNCH_KNOCKBACK, BERSERK_PUNCH_RANGE, MOD_BERSERK_PUNCH);
		}
	}
	else if (move_state == BERSERK_RUN_BACKWARD)
	{
		G_RunFrames(ent, BERSERK_FRAMES_RUNATTACK1_START, BERSERK_FRAMES_RUNATTACK1_END, true);

		// swing left-right
		if (ent->s.frame == 124)
		{
			angles[YAW] += 20;
			AngleCheck(&angles[YAW]);
			AngleVectors(angles, forward, NULL, NULL);

			p_berserk_melee(ent, forward, NULL, punch_dmg, BERSERK_PUNCH_KNOCKBACK, BERSERK_PUNCH_RANGE, MOD_BERSERK_PUNCH);
		}
		else if (ent->s.frame == 125)
		{
			p_berserk_melee(ent, forward, NULL, punch_dmg, BERSERK_PUNCH_KNOCKBACK, BERSERK_PUNCH_RANGE, MOD_BERSERK_PUNCH);
		}
		else if (ent->s.frame == 126)
		{
			angles[YAW] -= 20;
			AngleCheck(&angles[YAW]);
			AngleVectors(angles, forward, NULL, NULL);

			p_berserk_melee(ent, forward, NULL, punch_dmg, BERSERK_PUNCH_KNOCKBACK, BERSERK_PUNCH_RANGE, MOD_BERSERK_PUNCH);
		}
	}
	else if (ent->client->weapon_mode == 1)	// slash
	{
		G_RunFrames(ent, BERSERK_FRAMES_SLASH_START, BERSERK_FRAMES_SLASH_END, false);

		if ((ent->s.frame == 79) || (ent->s.frame == 80))
			p_berserk_melee(ent, forward, up, slash_dmg, BERSERK_SLASH_KNOCKBACK, BERSERK_SLASH_RANGE, MOD_BERSERK_SLASH);
	}
	else if (ent->client->weapon_mode == 2)	// crush
	{
		G_RunFrames(ent, BERSERK_FRAMES_SLAM_START, BERSERK_FRAMES_SLAM_END, false);

		if (ent->s.frame == 154)
			p_berserk_crush(ent, crush_dmg, BERSERK_CRUSH_RANGE, MOD_BERSERK_CRUSH);
	}
	else // punch
	{
		G_RunFrames(ent, BERSERK_FRAMES_PUNCH_START, BERSERK_FRAMES_PUNCH_END, false);
		
		// swing left-right
		if (ent->s.frame == 66)
		{
			angles[YAW] += 20;//45;
			AngleCheck(&angles[YAW]);
			AngleVectors(angles, forward, NULL, NULL);

			p_berserk_melee(ent, forward, right, punch_dmg, BERSERK_PUNCH_KNOCKBACK, BERSERK_PUNCH_RANGE, MOD_BERSERK_PUNCH);
		}
		else if (ent->s.frame == 67)
		{
			p_berserk_melee(ent, forward, right, punch_dmg, BERSERK_PUNCH_KNOCKBACK, BERSERK_PUNCH_RANGE, MOD_BERSERK_PUNCH);
		}
		else if (ent->s.frame == 68)
		{
			angles[YAW] -= 20;//45;
			AngleCheck(&angles[YAW]);
			AngleVectors(angles, forward, NULL, NULL);
//.........這裏部分代碼省略.........
開發者ID:zardoru,項目名稱:vrxcl,代碼行數:101,代碼來源:playertoberserk.c

示例7: EjectShell

void EjectShell (edict_t *self, vec3_t start, int toggle )
{
	edict_t *shell;
	vec3_t  forward, right, up;
	float           r;
	float           fix = 1.0;
		int left = 0;

	if (sv_shelloff->value)
		return;
	
	shell = G_Spawn();
	++shells;

	AngleVectors (self->client->v_angle, forward, right, up);

	if (self->client->pers.hand == LEFT_HANDED)
		{
			left = 1;
			fix = -1.0;
		}
	else if ( self->client->pers.hand == CENTER_HANDED)
		fix = 0;


		// zucc spent a fair amount of time hacking these until they look ok,
		// several of them could be improved however.

	if (self->client->curr_weap == MK23_NUM )
	{
				VectorMA (start, left?-7:.4, right, start);
		VectorMA (start, left?5:2, forward, start);
		VectorMA (start, left?-10:-8 , up, start);
	}               
	else if (self->client->curr_weap == M4_NUM)
	{               
				VectorMA (start, left?-10:5, right, start);
		VectorMA (start, left?6:12, forward, start);
		VectorMA (start, left?-9:-11, up, start);
	}
	else if (self->client->curr_weap == MP5_NUM)
	{
				VectorMA (start, left?-10:6, right, start);
		VectorMA (start, left?6:8, forward, start);
		VectorMA (start, left?-9:-10, up, start);
	}
	else if (self->client->curr_weap == SNIPER_NUM)
	{
		VectorMA (start, fix*11, right, start);
		VectorMA (start, 2, forward, start);
		VectorMA (start, -11, up, start);
		
	}
		else if (self->client->curr_weap == M3_NUM)
		{
				VectorMA(start, left?-9:3, right, start);
				VectorMA(start, left?4:4, forward, start);
				VectorMA(start, left?-1:-1, up, start);
		}
	
		else if (self->client->curr_weap == DUAL_NUM)
	{
			   if (self->client->pers.hand == LEFT_HANDED)
					VectorMA (start, ((toggle==1)?8:-8), right, start);
	       else
					VectorMA (start, ((toggle==1)?-4:4), right, start);
			   VectorMA (start, 6, forward, start);
	       VectorMA (start, -9, up, start);
		
	}


	if ( (forward[2] >= -1) && (forward[2] < -0.99) ) {   
		VectorMA (start, 5, forward, start);
		VectorMA (start, -0.5, up, start); }

	else if ( (forward[2] >= -0.99) && (forward[2] < -0.98) ) {   
		VectorMA (start, 5, forward, start);
		VectorMA (start, -.1, up, start); }
	else if ( (forward[2] >= -0.98) && (forward[2] < -0.97) ) {   
		VectorMA (start, 5.1, forward, start);
		VectorMA (start, 0.3, up, start); }
	else if ( (forward[2] >= -0.97) && (forward[2] < -0.96) ) {   
		VectorMA (start, 5.2, forward, start);
		VectorMA (start, 0.7, up, start); }
	else if ( (forward[2] >= -0.96) && (forward[2] < -0.95) ) {   
		VectorMA (start, 5.2, forward, start);
		VectorMA (start, 1.1, up, start); }
	else if ( (forward[2] >= -0.95) && (forward[2] < -0.94) ) {   
		VectorMA (start, 5.3, forward, start);
		VectorMA (start, 1.5, up, start); }
	else if ( (forward[2] >= -0.94) && (forward[2] < -0.93) ) {   
		VectorMA (start, 5.4, forward, start);
		VectorMA (start, 1.9, up, start); }
	else if ( (forward[2] >= -0.93) && (forward[2] < -0.92) ) {   
		VectorMA (start, 5.5, forward, start);
		VectorMA (start, 2.3, up, start); }
	else if ( (forward[2] >= -0.92) && (forward[2] < -0.91) ) {   
		VectorMA (start, 5.6, forward, start);
		VectorMA (start, 2.7, up, start); }
//.........這裏部分代碼省略.........
開發者ID:darkshade9,項目名稱:aq2-jmod,代碼行數:101,代碼來源:a_game.c

示例8: CG_OffsetThirdPersonView

static void CG_OffsetThirdPersonView(void)
{
	vec3_t		forward, right, up;
	vec3_t		view;
	vec3_t		focusAngles;
	trace_t		trace;
	static vec3_t	mins = { -4, -4, -4 };
	static vec3_t	maxs = { 4, 4, 4 };
	vec3_t		focusPoint;
	float		focusDist;
	float		forwardScale, sideScale;

	cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;

	VectorCopy(cg.refdefViewAngles, focusAngles);

	// if dead, look at killer
	if (cg.predictedPlayerState.stats[STAT_HEALTH] <= 0) {
		focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
		cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
	}

	if (focusAngles[PITCH] > 45) {
		focusAngles[PITCH] = 45;		// don't go too far overhead
	}
	AngleVectors(focusAngles, forward, NULL, NULL);

	VectorMA(cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint);

	VectorCopy(cg.refdef.vieworg, view);

	view[2] += 8;

	cg.refdefViewAngles[PITCH] *= 0.5;

	AngleVectors(cg.refdefViewAngles, forward, right, up);

	forwardScale = cos(cg_thirdPersonAngle.value / 180 * M_PI);
	sideScale = sin(cg_thirdPersonAngle.value / 180 * M_PI);
	VectorMA(view, -cg_thirdPersonRange.value * forwardScale, forward, view);
	VectorMA(view, -cg_thirdPersonRange.value * sideScale, right, view);

	// trace a ray from the origin to the viewpoint to make sure the view isn't
	// in a solid block.  Use an 8 by 8 block to prevent the view from near clipping anything

	if (!cg_cameraMode.integer) {
		CG_Trace(&trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID);

		if (trace.fraction != 1.0) {
			VectorCopy(trace.endpos, view);
			view[2] += (1.0 - trace.fraction) * 32;
			// try another trace to this position, because a tunnel may have the ceiling
			// close enough that this is poking out

			CG_Trace(&trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID);
			VectorCopy(trace.endpos, view);
		}
	}


	VectorCopy(view, cg.refdef.vieworg);

	// select pitch to look at focus point from vieword
	VectorSubtract(focusPoint, cg.refdef.vieworg, focusPoint);
	focusDist = sqrt(focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1]);
	if (focusDist < 1) {
		focusDist = 1;	// should never happen
	}
	cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2(focusPoint[2], focusDist);
	cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
}
開發者ID:baseas,項目名稱:aftershock,代碼行數:71,代碼來源:cg_view.c

示例9: CG_OffsetFirstPersonView

static void CG_OffsetFirstPersonView(void)
{
	float			*origin;
	float			*angles;
	float			delta;
	float			f;
	int				timeDelta;
	
	if (cg.snap->ps.pm_type == PM_INTERMISSION) {
		return;
	}

	origin = cg.refdef.vieworg;
	angles = cg.refdefViewAngles;

	// if dead, fix the angle and don't add any kick
	if (cg.snap->ps.stats[STAT_HEALTH] <= 0) {
		angles[ROLL] = 40;
		angles[PITCH] = -15;
		angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
		origin[2] += cg.predictedPlayerState.viewheight;
		return;
	}

	// add view height
	origin[2] += cg.predictedPlayerState.viewheight;

	// smooth out duck height changes
	timeDelta = cg.time - cg.duckTime;
	if (timeDelta < DUCK_TIME) {
		cg.refdef.vieworg[2] -= cg.duckChange 
			* (DUCK_TIME - timeDelta) / DUCK_TIME;
	}

	// add fall height
	delta = cg.time - cg.landTime;
	if (delta < LAND_DEFLECT_TIME) {
		f = delta / LAND_DEFLECT_TIME;
		cg.refdef.vieworg[2] += cg.landChange * f;
	} else if (delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME) {
		delta -= LAND_DEFLECT_TIME;
		f = 1.0 - (delta / LAND_RETURN_TIME);
		cg.refdef.vieworg[2] += cg.landChange * f;
	}

	// add step offset
	CG_StepOffset();

	// pivot the eye based on a neck length
#if 0
	{
#define	NECK_LENGTH		8
	vec3_t			forward, up;
 
	cg.refdef.vieworg[2] -= NECK_LENGTH;
	AngleVectors(cg.refdefViewAngles, forward, NULL, up);
	VectorMA(cg.refdef.vieworg, 3, forward, cg.refdef.vieworg);
	VectorMA(cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg);
	}
#endif
}
開發者ID:baseas,項目名稱:aftershock,代碼行數:61,代碼來源:cg_view.c

示例10: SV_IsPlayerVisibleFromPoint

/*
 * Tests whether the player entity ent is visible from the point origin.
 */
qboolean SV_IsPlayerVisibleFromPoint( vec3_t origin, clientSnapshot_t *frame, sharedEntity_t *ent, vec3_t diff) {
	int      i,contents_mask,goal_ent,viewer_clnum,ent_clnum,tries;
	trace_t   tr;
	vec3_t   start,end,dir,entangles,angles,temp,forward;
	sharedEntity_t *viewer_ent;
	client_t *viewer_cl, *ent_cl;
	playerState_t *viewer_ps, *ent_ps;
	float pitch;

	viewer_clnum = frame->ps.clientNum; // get the client number of the viewer
	ent_clnum = ent->s.clientNum; // get the client number of the other player

	if (viewer_clnum == ent_clnum) { // in case the viewer is the player entity
		return qtrue; // we don't need to hide us from ourselves
	}

	viewer_ps = &frame->ps;
	ent_ps = SV_GameClientNum(ent_clnum);

	if (viewer_ps->pm_type != PM_NORMAL) { // if the viewer is dead or spectating
		return qtrue; // let every entity be visible
	}

	if (ent_ps->pm_type != PM_NORMAL || (ent->s.weapon == WP_NONE)) { // if the player entity is dead or spectating
		return qtrue;
	}

	viewer_cl = svs.clients+viewer_clnum; // get the client of the viewer
	ent_cl = svs.clients+ent_clnum; // get the client of the other player

//	if (viewer_clnum > ent_clnum) { // if viewer_clnum > ent_clnum, we have already tested whether ent_clnum is able to see viewer_clnum.
//		if (ent_cl->tracetimer[viewer_clnum] > sv.time) return qtrue; // and we could assume symmetry of SV_IsPlayerVisibleFromPoint
//	}

	if (viewer_cl->tracetimer[ent_clnum] > sv.time+MEMORY+10) { // if the sv.time has been reset
		viewer_cl->tracetimer[ent_clnum] = sv.time; // reset the tracetimer
	} else if (viewer_cl->tracetimer[ent_clnum] > (sv.time+MEMORY-10)) { // if we have recently seen this entity, we are lazy and assume it is still visible
		// Com_Printf(va("client: %i, seen: %i\n", ent_clnum, viewer_cl->tracetimer[ent_clnum]));
		return qtrue;
	}

	goal_ent = SV_NumForGentity(ent); // this might always be the same as ent_clnum
	viewer_ent = SV_GentityNum(viewer_clnum);
	contents_mask = CONTENTS_SOLID;// |CONTENTS_BODY will work for doors, but also for windows  |CONTENTS_PLAYERCLIP|CONTENTS_SOLID|CONTENTS_MOVER|CONTENTS_PLAYERCLIP

//	if (seen->v.movetype == MOVETYPE_PUSH ) { //don't cull doors and plats :(
//		return false;
//	}

//	if (sv_antiwallhack.value == 1)    //1 only check player models, 2 = check all ents
//	if (strcmp(pr_strings + seen->v.classname, "player"))
//	return qfalse;

	// get camera origin (according to \cg_drawdebug 1)
	start[0] = origin[0];
	start[1] = origin[1];
	start[2] = origin[2]+3.0f;
	VectorCopy(viewer_ps->viewangles, angles);
	AnglesNormalize180(angles);
	pitch = angles[PITCH];
	angles[PITCH] = 0;
	angles[ROLL] = 0;
	AngleVectors(angles, forward, NULL, NULL);
	VectorScale(forward, (pitch/3.5f), temp);
	VectorAdd( start, temp, start);

	// if there is sufficient distance between viewer and player entity, check if player entity is within viewer's field of vision
	VectorSubtract(ent->r.currentOrigin, start, dir);
//	VectorAdd(ent->r.currentOrigin,dir,diff);// fill diff
	VectorCopy(viewer_ent->s.pos.trBase,diff);// fill diff
	vectoangles(dir, entangles);
	dir[2]=0; // pretend, players are on the same level (the height should no be taken into account)
	if (VectorLength(dir) > 1024) {// if it is not within close range (x,y-wise, not z-wise)
		if (!InFieldOfVision(viewer_ps->viewangles, 60.f, entangles, ent_clnum)) {// If the player entity is not in the field of vision of the viewer
//			 Com_Printf( va("behind: %i  vorg: %f,%f,%f  vang: %f,%f,%f  eorg: %f,%f,%f  dir: %f,%f,%f  eang: %f,%f,%f  ent: %i\n", viewer_clnum,origin[0],origin[1],origin[2],viewer_ps->viewangles[0],viewer_ps->viewangles[1],viewer_ps->viewangles[2],ent->r.currentOrigin[0],ent->r.currentOrigin[1],ent->r.currentOrigin[2],dir[0],dir[1],dir[2],entangles[0],entangles[1],entangles[2],ent_clnum));
			return qtrue; // if the player entity is behind the viewer, abstain from any computations (and transmit the entity to hear sounds)
//		} else {
//			 Com_Printf( va("front: %i  vorg: %f,%f,%f  vang: %f,%f,%f  eorg: %f,%f,%f  dir: %f,%f,%f  eang: %f,%f,%f  ent: %i\n", viewer_clnum,origin[0],origin[1],origin[2],viewer_ps->viewangles[0],viewer_ps->viewangles[1],viewer_ps->viewangles[2],ent->r.currentOrigin[0],ent->r.currentOrigin[1],ent->r.currentOrigin[2],dir[0],dir[1],dir[2],entangles[0],entangles[1],entangles[2],ent_clnum));
		}
	}

	// aim straight at the head of the entity from our eyes
	end[0] = ent->r.currentOrigin[0];
	end[1] = ent->r.currentOrigin[1];
	end[2] = ent->r.currentOrigin[2]+ent->r.maxs[2];// "+3.0f" doesn't do it. "+ent->r.maxs[2]" is at the top of the BBox
	VectorCopy(ent_ps->viewangles, angles);
	AnglesNormalize180(angles);
	pitch = angles[PITCH];
	angles[PITCH] = 0;
	angles[ROLL] = 0;
	AngleVectors(angles, forward, NULL, NULL);
	VectorScale(forward, (pitch/3.5f), temp);
	VectorAdd( end, temp, end);



	memset (&tr, 0, sizeof(tr));
//.........這裏部分代碼省略.........
開發者ID:OADoctor,項目名稱:SmokinGuns,代碼行數:101,代碼來源:sv_bot.c

示例11: CM_HintedTransformedBoxTrace

/**
 * @param[in] tile Tile to check (normally 0 - except in assembled maps)
 * @param[in] traceLine The start and stop vectors of the trace
 * @param[in] traceBox The box we shove through the world
 * @param[in] headnode if < 0 we are in a leaf node
 * @param[in] contentmask content flags the trace should stop at (see MASK_*)
 * @param[in] brushrejects brushes the trace should ignore (see MASK_*)
 * @param[in] origin center for rotating objects
 * @param[in] angles current rotation status (in degrees) for rotating objects
 * @param[in] rmaShift how much the object was shifted by the RMA process (needed for doors)
 * @param[in] fraction The furthest distance needed to trace before we stop.
 * @brief Handles offseting and rotation of the end points for moving and rotating entities
 * @sa CM_BoxTrace
 */
trace_t CM_HintedTransformedBoxTrace (MapTile& tile, const Line& traceLine, const AABB& traceBox, const int headnode, const int contentmask, const int brushrejects, const vec3_t origin, const vec3_t angles, const vec3_t rmaShift, const float fraction)
{
	vec3_t start_l, end_l;
	vec3_t forward, right, up;
	vec3_t temp;
	bool rotated;

	/* subtract origin offset */
	VectorSubtract(traceLine.start, origin, start_l);
	VectorSubtract(traceLine.stop, origin, end_l);

	/* rotate start and end into the models frame of reference */
	if (headnode != tile.box_headnode && VectorNotEmpty(angles)) {
		rotated = true;
	} else {
		rotated = false;
	}

	if (rotated) {
		AngleVectors(angles, forward, right, up);

		VectorCopy(start_l, temp);
		start_l[0] = DotProduct(temp, forward);
		start_l[1] = -DotProduct(temp, right);
		start_l[2] = DotProduct(temp, up);

		VectorCopy(end_l, temp);
		end_l[0] = DotProduct(temp, forward);
		end_l[1] = -DotProduct(temp, right);
		end_l[2] = DotProduct(temp, up);
	}

	/* When tracing through a model, we want to use the nodes, planes etc. as calculated by ufo2map.
	 * But nodes and planes have been shifted in case of an RMA. At least for doors we need to undo the shift. */
	if (VectorNotEmpty(origin)) {					/* only doors seem to have their origin set */
		VectorAdd(start_l, rmaShift, start_l);		/* undo the shift */
		VectorAdd(end_l, rmaShift, end_l);
	}

	/* sweep the box through the model */
	boxtrace_t traceData;
	traceData.init(&tile, contentmask, brushrejects, fraction);
	traceData.setLineAndBox(Line(start_l, end_l), traceBox);
	trace_t trace = TR_BoxTrace(traceData, Line(start_l, end_l), traceBox, headnode, fraction);
	trace.mapTile = tile.idx;

	if (rotated && trace.fraction != 1.0) {
		vec3_t a;
		/** @todo figure out how to do this with existing angles */
		VectorNegate(angles, a);
		AngleVectors(a, forward, right, up);

		VectorCopy(trace.plane.normal, temp);
		trace.plane.normal[0] = DotProduct(temp, forward);
		trace.plane.normal[1] = -DotProduct(temp, right);
		trace.plane.normal[2] = DotProduct(temp, up);
	}

	VectorInterpolation(traceLine.start, traceLine.stop, trace.fraction, trace.endpos);

	return trace;
}
開發者ID:nicogiraldi,項目名稱:ufoai,代碼行數:76,代碼來源:cmodel.cpp

示例12: ShutDownLightHandle

void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate )
{
	if ( m_bState == false )
	{
		if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
		{
			ShutDownLightHandle();
		}

		return;
	}

	Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
	FlashlightState_t state;

	if ( m_hTargetEntity != NULL )
	{
		if ( m_bCameraSpace )
		{
			const QAngle &angles = GetLocalAngles();

			C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
			if( pPlayer )
			{
				const QAngle playerAngles = pPlayer->GetAbsAngles();
				
				Vector vPlayerForward, vPlayerRight, vPlayerUp;
				AngleVectors( playerAngles, &vPlayerForward, &vPlayerRight, &vPlayerUp );

            	matrix3x4_t	mRotMatrix;
				AngleMatrix( angles, mRotMatrix );

				VectorITransform( vPlayerForward, mRotMatrix, vForward );
				VectorITransform( vPlayerRight, mRotMatrix, vRight );
				VectorITransform( vPlayerUp, mRotMatrix, vUp );

				float dist = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()).Length();
				vPos = m_hTargetEntity->GetAbsOrigin() - vForward*dist;

				VectorNormalize( vForward );
				VectorNormalize( vRight );
				VectorNormalize( vUp );
			}
		}
		else
		{
			vForward = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
			VectorNormalize( vForward );

			// JasonM - unimplemented
			Assert (0);

			//Quaternion q = DirectionToOrientation( dir );


			//
			// JasonM - set up vRight, vUp
			//

//			VectorNormalize( vRight );
//			VectorNormalize( vUp );
		}
	}
	else
	{
		AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
	}

	state.m_fHorizontalFOVDegrees = m_flLightFOV;
	state.m_fVerticalFOVDegrees = m_flLightFOV;

	state.m_vecLightOrigin = vPos;
	BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );

	state.m_fQuadraticAtten = 0.0;
	state.m_fLinearAtten = 100;
	state.m_fConstantAtten = 0.0f;
	state.m_Color[0] = m_LinearFloatLightColor.x;
	state.m_Color[1] = m_LinearFloatLightColor.y;
	state.m_Color[2] = m_LinearFloatLightColor.z;
	state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
	state.m_NearZ = m_flNearZ;
	state.m_FarZ = m_flFarZ;
	state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
	state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
	state.m_bEnableShadows = m_bEnableShadows;
	state.m_pSpotlightTexture = materials->FindTexture( m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false );
	state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;

	state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality

	if( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE )
	{
		m_LightHandle = g_pClientShadowMgr->CreateFlashlight( state );
	}
	else
	{
		if ( m_hTargetEntity != NULL || bForceUpdate == true )
		{
			g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state );
//.........這裏部分代碼省略.........
開發者ID:1n73rf4c3,項目名稱:source-sdk-2013,代碼行數:101,代碼來源:c_env_projectedtexture.cpp

示例13: Assert

//-----------------------------------------------------------------------------
//
// Look for vgui screens, returns true if it found one ...
//
//-----------------------------------------------------------------------------
C_BaseEntity *FindNearbyVguiScreen( const Vector &viewPosition, const QAngle &viewAngle, int nTeam )
{
	if ( IsX360() )
	{
		// X360TBD: Turn this on if feature actually used
		return NULL;
	}

	C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();

	Assert( pLocalPlayer );

	if ( !pLocalPlayer )
		return NULL;

	// Get the view direction...
	Vector lookDir;
	AngleVectors( viewAngle, &lookDir );

	// Create a ray used for raytracing 
	Vector lookEnd;
	VectorMA( viewPosition, 2.0f * VGUI_SCREEN_MODE_RADIUS, lookDir, lookEnd );

	Ray_t lookRay;
	lookRay.Init( viewPosition, lookEnd );

	// Look for vgui screens that are close to the player
	CVGuiScreenEnumerator localScreens;
	partition->EnumerateElementsInSphere( PARTITION_CLIENT_NON_STATIC_EDICTS, viewPosition, VGUI_SCREEN_MODE_RADIUS, false, &localScreens );

	Vector vecOut, vecViewDelta;

	float flBestDist = 2.0f;
	C_VGuiScreen *pBestScreen = NULL;
	for (int i = localScreens.GetScreenCount(); --i >= 0; )
	{
		C_VGuiScreen *pScreen = localScreens.GetVGuiScreen(i);

		if ( pScreen->IsAttachedToViewModel() )
			continue;

		// Don't bother with screens I'm behind...
		// Hax - don't cancel backfacing with viewmodel attached screens.
		// we can get prediction bugs that make us backfacing for one frame and
		// it resets the mouse position if we lose focus.
		if ( pScreen->IsBackfacing(viewPosition) )
			continue;

		// Don't bother with screens that are turned off
		if (!pScreen->IsActive())
			continue;

		// FIXME: Should this maybe go into a derived class of some sort?
		// Don't bother with screens on the wrong team
		if (!pScreen->IsVisibleToTeam(nTeam))
			continue;

		if ( !pScreen->AcceptsInput() )
			continue;

		if ( pScreen->IsInputOnlyToOwner() && pScreen->GetPlayerOwner() != pLocalPlayer )
			continue;

		// Test perpendicular distance from the screen...
		pScreen->GetVectors( NULL, NULL, &vecOut );
		VectorSubtract( viewPosition, pScreen->GetAbsOrigin(), vecViewDelta );
		float flPerpDist = DotProduct(vecViewDelta, vecOut);
		if ( (flPerpDist < 0) || (flPerpDist > VGUI_SCREEN_MODE_RADIUS) )
			continue;

		// Perform a raycast to see where in barycentric coordinates the ray hits
		// the viewscreen; if it doesn't hit it, you're not in the mode
		float u, v, t;
		if (!pScreen->IntersectWithRay( lookRay, &u, &v, &t ))
			continue;

		// Barycentric test
		if ((u < 0) || (v < 0) || (u > 1) || (v > 1))
			continue;

		if ( t < flBestDist )
		{
			flBestDist = t;
			pBestScreen = pScreen;
		}
	}
	
	return pBestScreen;
}
開發者ID:NEITMod,項目名稱:HL2BM2,代碼行數:94,代碼來源:c_vguiscreen.cpp

示例14: SP_trigger_fog

void SP_trigger_fog (edict_t *self)
{
	fog_t *fog;

	if( !allow_fog->value )
	{
		G_FreeEdict(self);
		return;
	}
	if(deathmatch->value || coop->value)
	{
		G_FreeEdict(self);
		return;
	}

	self->class_id = ENTITY_TRIGGER_FOG;

	if(!level.fogs) level.fogs = 1;   // 1st fog reserved for console commands

	if(level.fogs >= MAX_FOGS)
	{
		gi.dprintf("Maximum number of fogs exceeded!\n");
		G_FreeEdict(self);
		return;
	}

	self->fog_index = level.fogs+1;
	fog = &gfogs[level.fogs];
	fog->Trigger = true;
	fog->Model   = self->fog_model;
	if(fog->Model < 0 || fog->Model > 2) fog->Model = 0;
	fog->GL_Model = GLModels[fog->Model];
	VectorCopy(self->fog_color,fog->Color);
	if(self->spawnflags & FOG_TURNOFF)
	{
		fog->Near    = 4999;
		fog->Far     = 5000;
		fog->Density = 0;
		fog->Density1 = 0;
		fog->Density2 = 0;
	}
	else
	{
		fog->Near    = self->fog_near;
		fog->Far     = self->fog_far;
		fog->Density = self->fog_density;
		fog->Density1 = self->fog_density;
		if(self->density == 0.)
			self->density = self->fog_density;
		else if(self->density < 0.)
			self->density = 0.;
		fog->Density2= self->density;
	}
	if(!(self->spawnflags & FOG_STARTOFF))
		self->spawnflags |= FOG_ON;

	AngleVectors(self->s.angles,fog->Dir,0,0);
	VectorClear(self->s.angles);
	fog->ent     = self;
	level.fogs++;
	level.trigger_fogs++;
	self->movetype = MOVETYPE_NONE;
	self->svflags |= SVF_NOCLIENT;
	self->solid = SOLID_NOT;
	gi.setmodel (self, self->model);
	gi.linkentity(self);
}
開發者ID:AimHere,項目名稱:thirty-flights-of-linux,代碼行數:67,代碼來源:g_fog.c

示例15: CollisionProp

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropAPC::Event_Killed( const CTakeDamageInfo &info )
{
	m_OnDeath.FireOutput( info.GetAttacker(), this );

	Vector vecAbsMins, vecAbsMaxs;
	CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );

	Vector vecNormalizedMins, vecNormalizedMaxs;
	CollisionProp()->WorldToNormalizedSpace( vecAbsMins, &vecNormalizedMins );
	CollisionProp()->WorldToNormalizedSpace( vecAbsMaxs, &vecNormalizedMaxs );

	Vector vecAbsPoint;
	CPASFilter filter( GetAbsOrigin() );
	for (int i = 0; i < 5; i++)
	{
		CollisionProp()->RandomPointInBounds( vecNormalizedMins, vecNormalizedMaxs, &vecAbsPoint );
		te->Explosion( filter, random->RandomFloat( 0.0, 1.0 ),	&vecAbsPoint, 
			g_sModelIndexFireball, random->RandomInt( 4, 10 ), 
			random->RandomInt( 8, 15 ), 
			( i < 2 ) ? TE_EXPLFLAG_NODLIGHTS : TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NOFIREBALLSMOKE | TE_EXPLFLAG_NODLIGHTS,
			100, 0 );
	}

	// TODO: make the gibs spawn in sync with the delayed explosions
	int nGibs = random->RandomInt( 1, 4 );
	for ( int i = 0; i < nGibs; i++)
	{
		// Throw a flaming, smoking chunk.
		CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
		pChunk->Spawn( "models/gibs/hgibs.mdl" );
		pChunk->SetBloodColor( DONT_BLEED );

		QAngle vecSpawnAngles;
		vecSpawnAngles.Random( -90, 90 );
		pChunk->SetAbsOrigin( vecAbsPoint );
		pChunk->SetAbsAngles( vecSpawnAngles );

		int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
		pChunk->Spawn( s_pChunkModelName[nGib] );
		pChunk->SetOwnerEntity( this );
		pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
		pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
		IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
		
		// Set the velocity
		if ( pPhysicsObject )
		{
			pPhysicsObject->EnableMotion( true );
			Vector vecVelocity;

			QAngle angles;
			angles.x = random->RandomFloat( -20, 20 );
			angles.y = random->RandomFloat( 0, 360 );
			angles.z = 0.0f;
			AngleVectors( angles, &vecVelocity );
			
			vecVelocity *= random->RandomFloat( 300, 900 );
			vecVelocity += GetAbsVelocity();

			AngularImpulse angImpulse;
			angImpulse = RandomAngularImpulse( -180, 180 );

			pChunk->SetAbsVelocity( vecVelocity );
			pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
		}

		CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
		if ( pFlame != NULL )
		{
			pFlame->SetLifetime( pChunk->m_lifeTime );
		}
	}

	UTIL_ScreenShake( vecAbsPoint, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );

	if( hl2_episodic.GetBool() )
	{
		// EP1 perf hit
		Ignite( 6, false );
	}
	else
	{
		Ignite( 60, false );
	}

	m_lifeState = LIFE_DYING;

	// Spawn a lesser amount if the player is close
	m_iRocketSalvoLeft = DEATH_VOLLEY_ROCKET_COUNT;
	m_flRocketTime = gpGlobals->curtime;
}
開發者ID:Au-heppa,項目名稱:source-sdk-2013,代碼行數:94,代碼來源:vehicle_apc.cpp


注:本文中的AngleVectors函數示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。