本文整理汇总了C++中CCopyEntity::ClearEntityFlags方法的典型用法代码示例。如果您正苦于以下问题:C++ CCopyEntity::ClearEntityFlags方法的具体用法?C++ CCopyEntity::ClearEntityFlags怎么用?C++ CCopyEntity::ClearEntityFlags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CCopyEntity
的用法示例。
在下文中一共展示了CCopyEntity::ClearEntityFlags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: InitEntity
void EntityManager::InitEntity( boost::shared_ptr<CCopyEntity> pNewCopyEntPtr,
CCopyEntity *pParent,
BaseEntity *pBaseEntity,
CActorDesc* pPhysActorDesc )
{
CCopyEntity* pNewCopyEnt = pNewCopyEntPtr.get();
// Mark the entity as in use
pNewCopyEnt->inuse = true;
pNewCopyEnt->m_pSelf = pNewCopyEntPtr;
pNewCopyEnt->pBaseEntity = pBaseEntity;
BaseEntity& rBaseEntity = (*pBaseEntity);
pNewCopyEnt->m_pStage = m_pStage;
// set id and increment the counter
pNewCopyEnt->m_ID = m_EntityIDConter++;
// z-sort is disabled by default initialization
// Entities that have translucent polygons have to turn on their copy entities'
// 'BETYPE_USE_ZSORT' in InitCopyEntity()
if( pNewCopyEnt->m_TypeID == CCopyEntityTypeID::ALPHA_ENTITY )
{
// For alpha entity, always use the z-sorting
pNewCopyEnt->RaiseEntityFlags( BETYPE_USE_ZSORT );
}
else
{
// Otherwise, disable z-sorting by default
pNewCopyEnt->ClearEntityFlags( BETYPE_USE_ZSORT );
}
// set the glare type
if( rBaseEntity.m_EntityFlag & BETYPE_GLARESOURCE )
{
pNewCopyEnt->RaiseEntityFlags( BETYPE_GLARESOURCE );
}
else if( rBaseEntity.m_EntityFlag & BETYPE_GLAREHINDER )
{
pNewCopyEnt->RaiseEntityFlags( BETYPE_GLAREHINDER );
}
// update world aabb
pNewCopyEnt->world_aabb.TransformCoord( pNewCopyEnt->local_aabb, pNewCopyEnt->GetWorldPosition() );
// link the new copy-entity to the top of 'm_pEntityInUse'
if( m_pEntityInUse )
pNewCopyEnt->SetNext( m_pEntityInUse );
else
pNewCopyEnt->SetNextToNull(); // first entity in the link list
m_pEntityInUse = pNewCopyEntPtr;
// set the created time of the entity
pNewCopyEnt->m_CreatedTime = m_pStage->GetElapsedTime();
// set parent entity
pNewCopyEnt->m_pParent = pParent;
if( pNewCopyEnt->m_pParent )
{
// 'pNewCopyEnt' is being created as a child of another copy entity
pNewCopyEnt->m_pParent->AddChild( pNewCopyEnt->m_pSelf ); // establish link from the parent to this entity
}
// LOG_PRINT( "linking a copy entity of " + rBaseEntity.GetNameString() + " to the tree" );
// link the new copy-entity to the entity-tree
Link( pNewCopyEnt );
// update light information
if( pNewCopyEnt->Lighting() )
{
pNewCopyEnt->ClearLights();
// UpdateLightInfo( pNewCopyEnt );
pNewCopyEnt->sState |= CESTATE_LIGHT_INFORMATION_INVALID;
}
// create object for physics simulation
if( pNewCopyEnt->GetEntityFlags() & BETYPE_RIGIDBODY )
{
CActor *pPhysActor = NULL;
if( pPhysActorDesc )
{
pPhysActorDesc->WorldPose = pNewCopyEnt->GetWorldPose();// * pNewCopyEnt->GetActorLocalPose();
pPhysActorDesc->BodyDesc.LinearVelocity = pNewCopyEnt->Velocity();
// each entity has its own actor desc
pPhysActor = m_pStage->GetPhysicsScene()->CreateActor( *pPhysActorDesc );
}
else if( pBaseEntity->GetPhysicsActorDesc().IsValid() )
{
// actor desc is defined by entity attributes
CActorDesc actor_desc = pBaseEntity->GetPhysicsActorDesc();
actor_desc.WorldPose = pNewCopyEnt->GetWorldPose();
actor_desc.BodyDesc.LinearVelocity = pNewCopyEnt->Velocity();
//.........这里部分代码省略.........