本文整理汇总了C++中U32函数的典型用法代码示例。如果您正苦于以下问题:C++ U32函数的具体用法?C++ U32怎么用?C++ U32使用的例子?那么, 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U32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: LOG_AI
//
// Remove the token from the system
//
void Placement::RemoveToken(Base::Token &token)
{
Locator *locator = locatorsIdle.Find(U32(&token));
if (locator)
{
locatorsIdle.Dispose(locator);
}
else
{
locator = locatorsActive.Find(U32(&token));
if (locator)
{
// If the iterator is pointing at this locator, advance the iterator
if (locator == *locatorsActiveIterator)
{
++locatorsActiveIterator;
}
locatorsActiveList.Unlink(locator);
locatorsActive.Dispose(locator);
}
else
{
LOG_AI(("No Idle or Active locator for token [%08X]", U32(&token)))
}
}
}
示例2: U32
dpx::U32 dpx::IndustryHeader::TCFromString(const char* str) const
{
// make sure the string is the correct length
if(::strlen(str) != 11)
return U32(~0);
U32 tc = 0;
int i, idx;
U8 ch;
U32 value, mask;
for(i = 0; i < 8; i++)
{
// determine string index skipping :
idx = i + ((i + 1) / 3);
ch = str[idx];
// error check
if(ch < '0' || ch > '9')
return 0xffffffff;
value = U32(ch - '0') << (28 - (i * 4));
mask = 0xf << (28 - (i * 4));
// mask in new value
tc = (tc & ~mask) | (value & mask);
}
return tc;
}
示例3: removeFromTable
void TCPObject::addToTable(NetSocket newTag)
{
removeFromTable();
mTag = newTag;
mNext = table[U32(mTag) & TableMask];
table[U32(mTag) & TableMask] = this;
}
示例4: U32
void GuiGradientCtrl::removeColorRange( GuiGradientSwatchCtrl* swatch )
{
if( mDisplayMode == pHorizColorRange )
{
if( mColorRange.size() <= 1 )
return;
for( S32 i = 0;i < mColorRange.size(); i++ )
{
if( mColorRange[i].swatch == swatch )
{
mColorRange.erase( U32(i) );
swatch->safeDeleteObject();
break;
}
}
}
else if( mDisplayMode == pHorizAlphaRange )
{
if( mAlphaRange.size() <= 1 )
return;
for( S32 i = 0;i < mAlphaRange.size(); i++ )
{
if( mAlphaRange[i].swatch == swatch )
{
mAlphaRange.erase( U32(i) );
swatch->safeDeleteObject();
break;
}
}
}
}
示例5: getTransform
//--------------------------------------------------------------------------
U32 Projectile::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
// Initial update
if (stream->writeFlag(mask & GameBase::InitialUpdateMask))
{
Point3F pos;
getTransform().getColumn(3, &pos);
stream->writeCompressedPoint(pos);
F32 len = mCurrVelocity.len();
if(stream->writeFlag(len > 0.02))
{
Point3F outVel = mCurrVelocity;
outVel *= 1 / len;
stream->writeNormalVector(outVel, 10);
len *= 32.0; // 5 bits for fraction
if(len > 8191)
len = 8191;
stream->writeInt((S32)len, 13);
}
stream->writeRangedU32(mCurrTick, 0, MaxLivingTicks);
if (mSourceObject.isValid())
{
// Potentially have to write this to the client, let's make sure it has a
// ghost on the other side...
S32 ghostIndex = con->getGhostIndex(mSourceObject);
if (stream->writeFlag(ghostIndex != -1))
{
stream->writeRangedU32(U32(ghostIndex), 0, NetConnection::MaxGhostCount);
stream->writeRangedU32(U32(mSourceObjectSlot),
0, ShapeBase::MaxMountedImages - 1);
}
else // havn't recieved the ghost for the source object yet, try again later
retMask |= GameBase::InitialUpdateMask;
}
else
stream->writeFlag(false);
}
// explosion update
if (stream->writeFlag((mask & ExplosionMask) && mHidden))
{
mathWrite(*stream, mExplosionPosition);
mathWrite(*stream, mExplosionNormal);
stream->write(mCollideHitType);
}
// bounce update
if (stream->writeFlag(mask & BounceMask))
{
// Bounce against dynamic object
mathWrite(*stream, mCurrPosition);
mathWrite(*stream, mCurrVelocity);
}
return retMask;
}
示例6: U32
template <typename T> U32 TVector4<T>::GetBGRAU32( void ) const
{ U32 r = U32(GetX()*T(255.0f));
U32 g = U32(GetY()*T(255.0f));
U32 b = U32(GetZ()*T(255.0f));
U32 a = U32(GetW()*T(255.0f));
return U32( (b<<24)|(g<<16)|(r<<8)|a );
}
示例7: AssertFatal
void GFXGLCubemap::fillCubeTextures(GFXTexHandle* faces)
{
AssertFatal( faces, "");
AssertFatal( faces[0]->mMipLevels > 0, "");
PRESERVE_CUBEMAP_TEXTURE();
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, faces[0]->mMipLevels - 1 );
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
U32 reqWidth = faces[0]->getWidth();
U32 reqHeight = faces[0]->getHeight();
GFXFormat regFaceFormat = faces[0]->getFormat();
const bool isCompressed = isCompressedFormat(regFaceFormat);
mWidth = reqWidth;
mHeight = reqHeight;
mFaceFormat = regFaceFormat;
mMipLevels = getMax( (U32)1, faces[0]->mMipLevels);
AssertFatal(reqWidth == reqHeight, "GFXGLCubemap::fillCubeTextures - Width and height must be equal!");
for(U32 i = 0; i < 6; i++)
{
AssertFatal(faces[i], avar("GFXGLCubemap::fillCubeFaces - texture %i is NULL!", i));
AssertFatal((faces[i]->getWidth() == reqWidth) && (faces[i]->getHeight() == reqHeight), "GFXGLCubemap::fillCubeFaces - All textures must have identical dimensions!");
AssertFatal(faces[i]->getFormat() == regFaceFormat, "GFXGLCubemap::fillCubeFaces - All textures must have identical formats!");
mTextures[i] = faces[i];
GFXFormat faceFormat = faces[i]->getFormat();
GFXGLTextureObject* glTex = static_cast<GFXGLTextureObject*>(faces[i].getPointer());
if( isCompressed )
{
for( U32 mip = 0; mip < mMipLevels; ++mip )
{
const U32 mipWidth = getMax( U32(1), faces[i]->getWidth() >> mip );
const U32 mipHeight = getMax( U32(1), faces[i]->getHeight() >> mip );
const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, mWidth, mHeight, mip );
U8* buf = glTex->getTextureData( mip );
glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, mipDataSize, buf);
delete[] buf;
}
}
else
{
U8* buf = glTex->getTextureData();
glTexImage2D(faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], mWidth, mHeight,
0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], buf);
delete[] buf;
}
}
示例8: U32
//--------------------------------------------------------------------------
U32 Projectile::packUpdate( NetConnection *con, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( con, mask, stream );
const bool isInitalUpdate = mask & GameBase::InitialUpdateMask;
// InitialUpdateMask
if ( stream->writeFlag( isInitalUpdate ) )
{
stream->writeRangedU32( mCurrTick, 0, MaxLivingTicks );
if ( mSourceObject.isValid() )
{
// Potentially have to write this to the client, let's make sure it has a
// ghost on the other side...
S32 ghostIndex = con->getGhostIndex( mSourceObject );
if ( stream->writeFlag( ghostIndex != -1 ) )
{
stream->writeRangedU32( U32(ghostIndex),
0,
NetConnection::MaxGhostCount );
stream->writeRangedU32( U32(mSourceObjectSlot),
0,
ShapeBase::MaxMountedImages - 1 );
}
else
// have not recieved the ghost for the source object yet, try again later
retMask |= GameBase::InitialUpdateMask;
}
else
stream->writeFlag( false );
}
// ExplosionMask
//
// ExplosionMask will be set during the initial update but hidden is
// only true if we have really exploded.
if ( stream->writeFlag( ( mask & ExplosionMask ) && mHasExploded ) )
{
mathWrite(*stream, mExplosionPosition);
mathWrite(*stream, mExplosionNormal);
stream->write(mCollideHitType);
}
// BounceMask
if ( stream->writeFlag( mask & BounceMask ) )
{
// Bounce against dynamic object
mathWrite(*stream, mCurrPosition);
mathWrite(*stream, mCurrVelocity);
}
return retMask;
}
示例9: F32
// public static
void LLWorldMap::processMapLayerReply(LLMessageSystem* msg, void**)
{
llinfos << "LLWorldMap::processMapLayerReply from message system" << llendl;
U32 agent_flags;
msg->getU32Fast(_PREHASH_AgentData, _PREHASH_Flags, agent_flags);
if (agent_flags != (U32)LLWorldMap::getInstance()->mCurrentMap)
{
llwarns << "Invalid or out of date map image type returned!" << llendl;
return;
}
LLUUID image_id;
//U32 left, right, top, bottom;
S32 num_blocks = msg->getNumberOfBlocksFast(_PREHASH_LayerData);
LLWorldMap::getInstance()->mMapLayers[agent_flags].clear();
BOOL adjust = FALSE;
for (S32 block=0; block<num_blocks; ++block)
{
LLWorldMapLayer new_layer;
new_layer.LayerDefined = TRUE;
msg->getUUIDFast(_PREHASH_LayerData, _PREHASH_ImageID, new_layer.LayerImageID, block);
new_layer.LayerImage = gImageList.getImage(new_layer.LayerImageID, MIPMAP_TRUE, FALSE);
gGL.getTexUnit(0)->bind(new_layer.LayerImage.get());
new_layer.LayerImage->setAddressMode(LLTexUnit::TAM_CLAMP);
U32 left, right, top, bottom;
msg->getU32Fast(_PREHASH_LayerData, _PREHASH_Left, left, block);
msg->getU32Fast(_PREHASH_LayerData, _PREHASH_Right, right, block);
msg->getU32Fast(_PREHASH_LayerData, _PREHASH_Top, top, block);
msg->getU32Fast(_PREHASH_LayerData, _PREHASH_Bottom, bottom, block);
new_layer.LayerExtents.mLeft = left;
new_layer.LayerExtents.mRight = right;
new_layer.LayerExtents.mBottom = bottom;
new_layer.LayerExtents.mTop = top;
F32 x_meters = F32(left*REGION_WIDTH_UNITS);
F32 y_meters = F32(bottom*REGION_WIDTH_UNITS);
adjust = LLWorldMap::getInstance()->extendAABB(U32(x_meters), U32(y_meters),
U32(x_meters+REGION_WIDTH_UNITS*new_layer.LayerExtents.getWidth()),
U32(y_meters+REGION_WIDTH_UNITS*new_layer.LayerExtents.getHeight())) || adjust;
LLWorldMap::getInstance()->mMapLayers[agent_flags].push_back(new_layer);
}
LLWorldMap::getInstance()->mMapLoaded[agent_flags] = TRUE;
if(adjust) gFloaterWorldMap->adjustZoomSliderBounds();
}
示例10: U32
inline void LLImageTGA::decodeTruecolorPixel15( U8* dst, const U8* src )
{
// We expand 5 bit data to 8 bit sample width.
// The format of the 16-bit (LSB first) input word is
// xRRRRRGGGGGBBBBB
U32 t = U32(src[0]) + (U32(src[1]) << 8);
dst[2] = s5to8bits[t & 0x1F]; // blue
t >>= 5;
dst[1] = s5to8bits[t & 0x1F]; // green
t >>= 5;
dst[0] = s5to8bits[t & 0x1F]; // red
}
示例11: updateProgress
/// Convert all Collada materials into a single TSMaterialList
void TSShapeLoader::generateMaterialList()
{
// Install the materials into the material list
shape->materialList = new TSMaterialList;
for (int iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
{
updateProgress(Load_GenerateMaterials, "Generating materials...", AppMesh::appMaterials.size(), iMat);
AppMaterial* appMat = AppMesh::appMaterials[iMat];
shape->materialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
}
}
示例12: checkArgList
/**
* @luafunc Team LuaGameInfo::getTeam(int teamIndex)
*
* @brief Get a Team by index.
*
* @note Remember that Lua uses 1-based indices, so the index of the first team will be 1.
*
* @return The Team with the specified index.
*/
S32 LuaGameInfo::lua_getTeam(lua_State *L)
{
checkArgList(L, functionArgs, "GameInfo", "getTeam");
S32 index = getTeamIndex(L, 1);
if(U32(index) >= U32(mServerGame->getTeamCount())) // Out of range index?
return returnNil(L);
TNLAssert(dynamic_cast<Team*>(mServerGame->getTeam(index)), "Bad team pointer or bad type");
return returnTeam(L, static_cast<Team*>(mServerGame->getTeam(index)));
}
示例13: U
//==============================================================================
Error TransientMemoryManager::init(const ConfigSet& cfg)
{
Array<const char*, U(TransientBufferType::COUNT)> configVars = {
{"gr.uniformPerFrameMemorySize",
"gr.storagePerFrameMemorySize",
"gr.vertexPerFrameMemorySize",
"gr.transferPerFrameMemorySize"}};
const VkPhysicalDeviceLimits& limits =
m_manager->getImplementation().getPhysicalDeviceProperties().limits;
Array<U32, U(TransientBufferType::COUNT)> alignments = {
{U32(limits.minUniformBufferOffsetAlignment),
U32(limits.minStorageBufferOffsetAlignment),
sizeof(F32) * 4,
sizeof(F32) * 4}};
Array<BufferUsageBit, U(TransientBufferType::COUNT)> usages = {
{BufferUsageBit::UNIFORM_ANY_SHADER,
BufferUsageBit::STORAGE_ANY,
BufferUsageBit::VERTEX,
BufferUsageBit::TRANSFER_SOURCE}};
auto alloc = m_manager->getAllocator();
for(TransientBufferType i = TransientBufferType::UNIFORM;
i < TransientBufferType::COUNT;
++i)
{
PerFrameBuffer& frame = m_perFrameBuffers[i];
frame.m_size = cfg.getNumber(configVars[i]);
ANKI_ASSERT(frame.m_size);
// Create buffer
frame.m_buff = alloc.newInstance<BufferImpl>(m_manager);
ANKI_CHECK(frame.m_buff->init(
frame.m_size, usages[i], BufferMapAccessBit::WRITE));
frame.m_bufferHandle = frame.m_buff->getHandle();
// Map once
frame.m_mappedMem = static_cast<U8*>(
frame.m_buff->map(0, frame.m_size, BufferMapAccessBit::WRITE));
ANKI_ASSERT(frame.m_mappedMem);
// Init the allocator
frame.m_alloc.init(frame.m_size, alignments[i]);
}
return ErrorCode::NONE;
}
示例14: ManchesterMode
bool ManchesterAnalyzerSettings::SetSettingsFromInterfaces()
{
mInputChannel = mInputChannelInterface->GetChannel();
mMode = ManchesterMode( U32( mModeInterface->GetNumber() ) );
mBitRate = mBitRateInterface->GetInteger();
mInverted = bool( U32( mInvertedInterface->GetNumber() ) );
mBitsPerTransfer = U32( mBitsPerTransferInterface->GetNumber() );
mShiftOrder = AnalyzerEnums::ShiftOrder( U32( mShiftOrderInterface->GetNumber() ) );
mBitsToIgnore = mNumBitsIgnoreInterface->GetInteger();
mTolerance = ManchesterTolerance( U32( mToleranceInterface->GetNumber() ) );
ClearChannels();
AddChannel( mInputChannel, "Manchester", true );
return true;
}
示例15: AssertFatal
void SFXFMODEventSource::stop( F32 fadeOutTime )
{
if( getStatus() == SFXStatusStopped )
return;
AssertFatal( mHandle, "SFXFMODEvent::stop() - event not acquired" );
bool immediate = ( fadeOutTime == 0.f );
FMOD_RESULT result = SFXFMODDevice::smFunc->FMOD_Event_Stop( mHandle, immediate );
if( result != FMOD_OK )
Con::errorf( "SFXFMODEventSource::stop() - failed to stop event: %s", FMODResultToString( result ).c_str() );
mPlayTimer.stop();
_setStatus( SFXStatusStopped );
// Reset fade-in to default in case it got overwritten
// in play().
U32 fade = U32( mFadeInTime * 1000.f );
SFXFMODDevice::smFunc->FMOD_Event_SetPropertyByIndex(
mHandle, FMOD_EVENTPROPERTY_FADEIN,
&fade, true
);
_stop();
}