int main(int argc, char** argv) { BEHAVIAC_UNUSED_VAR(argc); BEHAVIAC_UNUSED_VAR(argv); SetExePath(); LOGI("BEHAVIAC_CCDEFINE_NAME=%s\n", BEHAVIAC_CCDEFINE_NAME); InitBehavic(); bool bInit = InitPlayer("demo"); if (bInit) { UpdateLoop(); CleanupPlayer(); } CleanupBehaviac(); printf("Press any key to continue..."); int ret = getchar(); BEHAVIAC_UNUSED_VAR(ret); return 0; }
//cmdline: behaviorTreePath Count ifprint fileformat int main(int argc, char** argv) { BEHAVIAC_UNUSED_VAR(argc); BEHAVIAC_UNUSED_VAR(argv); SetExePath(); const char* szTreeName = "demo_running"; printf("bt: %s\n\n", szTreeName); behaviac::Workspace::EFileFormat ff = behaviac::Workspace::EFF_xml; InitBehavic(ff); InitPlayer(szTreeName); UpdateLoop(); CleanupPlayer(); CleanupBehaviac(); printf("Press any key to continue..."); int ret = getchar(); BEHAVIAC_UNUSED_VAR(ret); return 0; }
int main(int argc, char** argv) { BEHAVIAC_UNUSED_VAR(argc); BEHAVIAC_UNUSED_VAR(argv); SetExePath(); LOGI("BEHAVIAC_CCDEFINE_NAME=%s\n", BEHAVIAC_CCDEFINE_NAME); InitBehavic(); LOGI("\nInput 1 : LoopBT 2 : SequenceBT 3 : SelectBT Other Number : Exit\n\n"); for (int input_key = getchar(); input_key > (int)'0' && input_key < (int)'4';) { bool bInit = false; switch (input_key) { case '1': bInit = InitPlayer("LoopBT"); break; case '2': bInit = InitPlayer("SequenceBT"); break; case '3': bInit = InitPlayer("SelectBT"); break; } if (bInit) { UpdateLoop(); CleanupPlayer(); } LOGI("\nInput 1 : LoopBT 2 : SequenceBT 3 : SelectBT Other Number : Exit\n\n"); input_key = getchar(); // ignore one input_key = getchar(); } CleanupBehaviac(); printf("Press any key to continue..."); int ret = getchar(); BEHAVIAC_UNUSED_VAR(ret); return 0; }
void EditorContext::Update(float dt) { //engineContext->InputDevice().UpdateInputManager(&world.Input()); engineContext->InputDevice().UpdateInputManager(&guiWorld.Input()); UpdateLoop(dt); DoActions(preActions); //world.Update(dt); guiWorld.Update(dt); DoActions(postActions); if (Project().Worlds.ActiveWorld()) { Project().Worlds.ActiveWorld()->Update(engineContext->InputDevice(), dt); } Project().Update(); }
bool DexSkinMesh::Update(int32 delta) { delta = m_fAnimateRatio * delta; DEX_ENSURE_B(DexModelBase::Update(delta)); switch (GetAnimateType()) { case SkinMeshAnimateType_OneTime: { UpdateOneTime(delta); break; } case SkinMeshAnimateType_Loop: { UpdateLoop(delta); break; } case SkinMeshAnimateType_OneTime_Back: { UpdateOneTimeBack(delta); break; } case SkinMeshAnimateType_Loop_Back: { UpdateLoopBack(delta); break; } default: UpdateOneTime(delta); } D3DXMATRIX matWorld, matView, matProj; DexMatrix4x4 worldMatrix; memcpy(&matWorld, &worldMatrix, sizeof(DexMatrix4x4)); DexGameEngine::getEngine()->GetDevice()->GetTransform(D3DTS_VIEW, &matView); DexGameEngine::getEngine()->GetDevice()->GetTransform(D3DTS_PROJECTION, &matProj); matWVP = matWorld * matView * matProj; memset(jointsMatrix, 0, sizeof(D3DXMATRIX)* sGetMaxJointCount()); for (size_t i = 0; i < m_vecJoints.size(); ++i) { jointsMatrix[i] = *(D3DXMATRIX*)&(m_vecJoints[i]->localMeshMatrixInvert) * (*(D3DXMATRIX*)&(m_vecJoints[i]->world_matrix)); } return true; }
BOOL CALLBACK _export LoopDlg ( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { BOOL fRet = FALSE; switch(uMsg) { case WM_INITDIALOG: AUtlSetTitleFont(OTYPE_LOOP, NULL, GetDlgItem(hwnd, ST_TYPENAME)); AUtlCenterDialog(hwnd, 0); SetWindowLong(hwnd, DWL_USER, lParam); InitDialog(hwnd); SetFocus(GetDlgItem(hwnd, ED_START)); SendDlgItemMessage(hwnd, ED_START, EM_SETSEL, TRUE, MAKELONG(0, -1)); fRet = FALSE; break; case WM_COMMAND: switch(wParam) { case IDOK: EndDialog(hwnd, UpdateLoop(hwnd)); fRet = TRUE; break; case IDCANCEL: EndDialog(hwnd, FALSE); fRet = TRUE; break; case IDHELP: break; case ED_START: case ED_LENGTH: switch(HIWORD(lParam)) { case EN_KILLFOCUS: FixLongValue((HWND)LOWORD(lParam)); fRet = TRUE; break; default: break; } break; default: break; } break; default: break; } return fRet; }