本文整理汇总了C++中FUNCTION_PROFILER函数的典型用法代码示例。如果您正苦于以下问题:C++ FUNCTION_PROFILER函数的具体用法?C++ FUNCTION_PROFILER怎么用?C++ FUNCTION_PROFILER使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了FUNCTION_PROFILER函数的15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: FUNCTION_PROFILER
void CPlayerStateSwim_WaterTestProxy::RayTestBottomLevel( const CPlayer& player, const Vec3& referencePosition, float maxRelevantDepth )
{
FUNCTION_PROFILER(gEnv->pSystem, PROFILE_GAME);
const float terrainWorldZ = gEnv->p3DEngine->GetTerrainElevation(referencePosition.x, referencePosition.y);
int rayFlags = geom_colltype_player<<rwi_colltype_bit | rwi_stop_at_pierceable;
int entityFlags = ent_terrain|ent_static|ent_sleeping_rigid|ent_rigid;
const float padding = 0.2f;
// NOTE: Terrain is above m_referencePos, so m_referencePos is probably inside a voxel or something.
const float fPosWorldDiff = referencePosition.z - terrainWorldZ;
float rayLength = (float)__fsel(fPosWorldDiff, min(maxRelevantDepth, fPosWorldDiff), maxRelevantDepth) + (padding * 2.0f);
//We should not have entered this function if still waiting for the last result
CRY_ASSERT(m_bottomLevelRayID == 0);
m_bottomLevelRayID = g_pGame->GetRayCaster().Queue(
player.IsClient() ? RayCastRequest::HighPriority : RayCastRequest::MediumPriority,
RayCastRequest(referencePosition + Vec3(0,0,padding), Vec3(0,0,-rayLength),
entityFlags,
rayFlags,
0,
0),
functor(*this, &CPlayerStateSwim_WaterTestProxy::OnRayCastBottomLevelDataReceived));
}
示例2: FUNCTION_PROFILER
/*static*/ void CHUDEventDispatcher::CallEvent( const SHUDEvent& event )
{
#if !defined(DEDICATED_SERVER)
FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);
CRY_ASSERT_MESSAGE(s_safe, "HUD: Can't send HUDEvent whilst initialising the HUD! i.e. from CHUDObject() or CHUDObject::Init()!" );
if( s_safe )
{
s_stlSafe = false;
THUDEventListeners& listeners = s_eventVec[event.eventType];
THUDEventListeners::const_iterator it = listeners.begin();
THUDEventListeners::const_iterator end = listeners.end();
for(; it!=end; ++it)
{
IHUDEventListener* listener = *it;
SOFTCODE_RETRY(listener, listener->OnHUDEvent(event));
}
s_stlSafe = true;
}
else
{
// HUD Event Sending is now unsafe and should not be done!
// If you want to send HUD Events on initialization then use OnHUDLoadDone.
return;
}
#endif
}
示例3: FUNCTION_PROFILER
//------------------------------------------------------------------------
void CGameRules::ClientHit(const HitInfo &hitInfo)
{
FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);
IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId);
if(pActor == pClientActor)
if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f));
CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
CallScript(m_clientStateScript, "OnHit", m_scriptHitInfo);
bool backface = hitInfo.dir.Dot(hitInfo.normal)>0;
if (!hitInfo.remote && hitInfo.targetId && !backface)
{
if (!gEnv->bServer)
{
GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer);
}
else
{
ServerHit(hitInfo);
}
if(gEnv->IsClient())
ProcessLocalHit(hitInfo);
}
}
示例4: FUNCTION_PROFILER
//------------------------------------------------------------------------
void CVehicleDamagesGroup::Update(float frameTime)
{
FUNCTION_PROFILER( gEnv->pSystem, PROFILE_ACTION );
TDelayedDamagesSubGroupList::iterator ite = m_delayedSubGroups.begin();
TDelayedDamagesSubGroupList::iterator next;
for (; ite != m_delayedSubGroups.end(); ite = next)
{
next = ite; ++next;
SDelayedDamagesSubGroupInfo& delayedInfo = *ite;
delayedInfo.delay -= frameTime;
if (delayedInfo.delay <= 0.0f)
{
TDamagesSubGroupId id = delayedInfo.subGroupId;
SDamagesSubGroup* pSubGroup = &m_damageSubGroups[id];
delayedInfo.behaviorParams.randomness = pSubGroup->m_randomness;
TVehicleDamageBehaviorVector& damageBehaviors = pSubGroup->m_damageBehaviors;
for (TVehicleDamageBehaviorVector::iterator behaviorIte = damageBehaviors.begin(); behaviorIte != damageBehaviors.end(); ++behaviorIte)
{
IVehicleDamageBehavior* pBehavior = *behaviorIte;
pBehavior->OnDamageEvent(eVDBE_ComponentDestroyed, delayedInfo.behaviorParams);
}
m_delayedSubGroups.erase(ite);
}
}
if (!m_delayedSubGroups.empty())
m_pVehicle->NeedsUpdate();
}
示例5: FUNCTION_PROFILER
void CGameQueryListener::GetCurrentServers(char*** pastrServers, int &o_amount)
{
FUNCTION_PROFILER(GetISystem(), PROFILE_NETWORK);
if(m_servers.size() == 0)
{
o_amount = 0;
return;
}
o_amount = m_servers.size();
if(o_amount > m_iServers)// || o_amount < 0.1f*m_iServers)
{
for(int iServer=0; iServer<m_iServers; iServer++)
{
delete [] m_astrServers[iServer];
}
m_iServers = std::max(o_amount, int(120));
for(int iServer=0; iServer<m_iServers; iServer++)
{
m_astrServers[iServer] = new char[256];
}
}
//servers = new char*[m_servers.size()];
*pastrServers = m_astrServers;
std::vector<SGameServer>::iterator it = m_servers.begin();
for(int s = 0; it != m_servers.end(); ++it, ++s) //copy server address to return-vector
{
strcpy(m_astrServers[s],(*it).m_target.c_str());
}
}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:32,代码来源:GameQueryListener.cpp
示例6: FUNCTION_PROFILER
//------------------------------------------------------------------------
void CProjectile::Update(SEntityUpdateContext &ctx, int updateSlot)
{
FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);
if (updateSlot!=0)
return;
float color[4] = {1,1,1,1};
bool bDebug = g_pGameCVars->i_debug_projectiles > 0;
if(bDebug)
gEnv->pRenderer->Draw2dLabel(50,15,2.0f,color,false,"Projectile: %s",GetEntity()->GetClass()->GetName());
Vec3 pos = GetEntity()->GetWorldPos();
ScaledEffect(m_pAmmoParams->pScaledEffect);
// update whiz
if(m_pAmmoParams->pWhiz)
{
if (m_whizSoundId == INVALID_SOUNDID)
{
IActor *pActor = g_pGame->GetIGameFramework()->GetClientActor();
if (pActor && (m_ownerId != pActor->GetEntityId()))
{
float probability = 0.85f;
if (Random()<=probability)
{
Lineseg line(m_last, pos);
Vec3 player = pActor->GetEntity()->GetWorldPos();
float t;
float distanceSq=Distance::Point_LinesegSq(player, line, t);
if (distanceSq < 4.7f*4.7f && (t>=0.0f && t<=1.0f))
{
if (distanceSq >= 0.65*0.65)
{
Sphere s;
s.center = player;
s.radius = 4.7f;
Vec3 entry,exit;
int intersect=Intersect::Lineseg_Sphere(line, s, entry,exit);
if (intersect==0x1 || intersect==0x3) // one entry or one entry and one exit
WhizSound(true, entry, (pos-m_last).GetNormalized());
}
}
}
}
}
}
if (m_trailSoundId==INVALID_SOUNDID)
TrailSound(true);
m_totalLifetime += ctx.fFrameTime;
m_last = pos;
}
示例7: FUNCTION_PROFILER
void CG15LCD::Update(float frameTime)
{
FUNCTION_PROFILER(GetISystem(),PROFILE_GAME);
if (g_pGameCVars->cl_g15lcdEnable == 0)
return;
m_tick -= frameTime;
if (m_tick < 0)
{
if (g_pGameCVars->cl_g15lcdTick > 0)
m_tick = g_pGameCVars->cl_g15lcdTick/1000.0f;
else
m_tick = 0;
if (IsConnected() && m_currentPage != -1)
{
if(m_currentPage > 1 && !g_pGame->GetIGameFramework()->IsGameStarted())
m_currentPage = 0;
else if(m_currentPage == 0 && g_pGame->GetIGameFramework()->IsGameStarted())
m_currentPage = 2;
if (m_pages[m_currentPage]->PreUpdate())
{
m_pages[m_currentPage]->Update(frameTime);
m_pImpl->ShowPage(m_currentPage);
}
}
m_pImpl->Update();
}
}
示例8: FUNCTION_PROFILER
//------------------------------------------------------------------------
void CItem::InitGeometry()
{
FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);
//skip loading the first person geometry for now, it may never be used
m_sharedparams->LoadGeometryForItem(this, eIGS_FirstPerson);
}
示例9: FUNCTION_PROFILER
void CTagBullet::HandleEvent(const SGameObjectEvent &event)
{
FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);
CProjectile::HandleEvent(event);
if (event.event == eGFE_OnCollision)
{
if (m_destroying)
return;
EventPhysCollision *pCollision = reinterpret_cast<EventPhysCollision *>(event.ptr);
if (!pCollision)
return;
IEntity *pTarget = pCollision->iForeignData[1]==PHYS_FOREIGN_ID_ENTITY ? (IEntity*)pCollision->pForeignData[1]:0;
if (pTarget)
{
EntityId targetId = pTarget->GetId();
CHUD *pHUD = g_pGame->GetHUD();
pHUD->AddToRadar(targetId);
SimpleHitInfo info(m_ownerId, targetId, m_weaponId, 0); // 0=tag,1=tac
info.remote=IsRemote();
g_pGame->GetGameRules()->ClientSimpleHit(info);
}
Destroy();
}
}
示例10: FUNCTION_PROFILER
bool CVisibleObjectsHelper::CheckObjectViewDist(const Agent& agent, const SVisibleObject &visibleObject) const
{
FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);
assert(agent.IsValid());
bool bInViewDist = true;
IEntitySystem *pEntitySystem = gEnv->pEntitySystem;
assert(pEntitySystem);
IEntity *pAIEntity = pEntitySystem->GetEntity(agent.GetEntityID());
IEntity *pObjectEntity = pEntitySystem->GetEntity(visibleObject.entityId);
IComponentRender *pObjectRenderProxy = (pAIEntity != NULL && pObjectEntity ? static_cast<IComponentRender *>(pObjectEntity->GetComponent<IComponentRender>().get()) : NULL);
if (pObjectRenderProxy != NULL)
{
IRenderNode *pObjectRenderNode = pObjectRenderProxy->GetRenderNode();
if (pObjectRenderNode != NULL)
{
const float fDistanceSq = pAIEntity->GetWorldPos().GetSquaredDistance(pObjectEntity->GetWorldPos());
const float fMaxViewDistSq = sqr(pObjectRenderNode->GetMaxViewDist());
bInViewDist = (fDistanceSq <= fMaxViewDistSq);
}
}
return bInViewDist;
}
示例11: FUNCTION_PROFILER
void CMFXForceFeedbackEffect::Execute(SMFXRunTimeEffectParams& params)
{
FUNCTION_PROFILER(gEnv->pSystem, PROFILE_ACTION);
if (params.playflags & MFX_PLAY_FORCEFEEDBACK)
{
float distanceToPlayerSqr = FLT_MAX;
IActor *pClientActor = gEnv->pGame->GetIGameFramework()->GetClientActor();
if (pClientActor)
{
distanceToPlayerSqr = (pClientActor->GetEntity()->GetWorldPos() - params.pos).GetLengthSquared();
}
const float testDistanceSqr = clamp_tpl(distanceToPlayerSqr, m_forceFeedbackParams.intensityFallOffMinDistanceSqr, m_forceFeedbackParams.intensityFallOffMaxDistanceSqr);
const float minMaxDiffSqr = m_forceFeedbackParams.intensityFallOffMaxDistanceSqr - m_forceFeedbackParams.intensityFallOffMinDistanceSqr;
float effectIntensity = (float)__fsel(-minMaxDiffSqr, 0.0f, 1.0f - (testDistanceSqr - m_forceFeedbackParams.intensityFallOffMinDistanceSqr) / (minMaxDiffSqr + FLT_EPSILON));
effectIntensity *= effectIntensity;
if (effectIntensity > 0.01f)
{
IForceFeedbackSystem* pForceFeedback = CCryAction::GetCryAction()->GetIForceFeedbackSystem();
assert(pForceFeedback);
ForceFeedbackFxId fxId = pForceFeedback->GetEffectIdByName(m_forceFeedbackParams.forceFeedbackEventName.c_str());
pForceFeedback->PlayForceFeedbackEffect(fxId, SForceFeedbackRuntimeParams(effectIntensity, 0.0f));
}
}
}
示例12: FUNCTION_PROFILER
bool CEntityPoolSignature::CalculateFromEntity(CEntity *pEntity)
{
FUNCTION_PROFILER(GetISystem(), PROFILE_ENTITY);
LOADING_TIME_PROFILE_SECTION(GetISystem());
assert(pEntity);
if (!m_bGenerated && pEntity)
{
m_bGenerated = true;
ISerialize *pWriter = m_pSignatureSerializer->GetWriter(m_Signature);
TSerialize signatureWriter(pWriter);
m_bGenerated &= pEntity->GetSignature(signatureWriter);
if (!m_bGenerated)
{
m_Signature->removeAllChilds();
m_Signature->removeAllAttributes();
}
}
return m_bGenerated;
}
示例13: FUNCTION_PROFILER
bool CMPTutorial::CheckVehicles(const CPlayer* pPlayer)
{
FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);
bool showPrompt = false;
if(!pPlayer)
return showPrompt;
IVehicle* pVehicle = pPlayer->GetLinkedVehicle();
if(m_wasInVehicle && !pVehicle)
{
// got out of vehicle. Move HUD box back to normal place.
SAFE_HUD_FUNC(SetTutorialTextPosition(2));
m_wasInVehicle = false;
return showPrompt;
}
if(pVehicle && !m_wasInVehicle)
{
// just got in. Move HUD box up so it doesn't overlap vehicle hud.
SAFE_HUD_FUNC(SetTutorialTextPosition(1));
m_wasInVehicle = true;
// generic 'boarding a vehicle' message
TriggerEvent(eTE_BoardVehicle);
}
return showPrompt;
}
示例14: FUNCTION_PROFILER
//------------------------------------------------------------------------
void CRapid::UpdateFiring(CActor* pOwnerActor, bool ownerIsClient, bool ownerIsPlayer, float frameTime)
{
FUNCTION_PROFILER(GetISystem(), PROFILE_AI);
if (m_speed >= 0.00001f)
{
const uint32 decelAndRapid = eRapidFlag_decelerating|eRapidFlag_rapidFiring;
if ((m_speed >= m_fireParams->rapidparams.min_speed) && !(m_rapidFlags & decelAndRapid))
{
m_rapidFlags |= eRapidFlag_rapidFiring;
uint32 flags = CItem::eIPAF_Default;
float speedOverride = -1.0f;
PlayRapidFire(speedOverride, (flags & CItem::eIPAF_ConcentratedFire) != 0);
}
else if ((m_speed < m_fireParams->rapidparams.min_speed) && ((m_rapidFlags & decelAndRapid) == decelAndRapid))
{
m_rapidFlags &= ~eRapidFlag_rapidFiring;
}
}
if(ownerIsClient && gEnv->bMultiplayer)
{
CRY_ASSERT(pOwnerActor);
const CTimeValue currentTime = gEnv->pTimer->GetFrameStartTime();
const float startFiringSeconds = m_startFiringTime.GetSeconds();
const float secondsFiring = gEnv->pTimer->GetAsyncTime().GetSeconds() - startFiringSeconds;
if(startFiringSeconds != 0.0f && secondsFiring > 3.0f)
{
NET_BATTLECHATTER(BC_Battlecry, static_cast<CPlayer*>(pOwnerActor));
}
}
}
示例15: FUNCTION_PROFILER
//------------------------------------------------------------------------
void CGameRules::ClientHit(const HitInfo &hitInfo)
{
FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);
IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId);
if(pActor == pClientActor)
if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f));
//m_pScript->CallMethod( "OnHit", gEnv->pMonoScriptSystem->GetConverter()->ToManagedType(eCMT_HitInfo, &const_cast<HitInfo &>(hitInfo)));
bool backface = hitInfo.dir.Dot(hitInfo.normal)>0;
if (!hitInfo.remote && hitInfo.targetId && !backface)
{
if (!gEnv->bServer)
{
GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer);
}
else
{
ServerHit(hitInfo);
}
if(gEnv->IsClient())
ProcessLocalHit(hitInfo);
}
}