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C++ CCopyEntity::PrevPosition方法代码示例

本文整理汇总了C++中CCopyEntity::PrevPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ CCopyEntity::PrevPosition方法的具体用法?C++ CCopyEntity::PrevPosition怎么用?C++ CCopyEntity::PrevPosition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CCopyEntity的用法示例。


在下文中一共展示了CCopyEntity::PrevPosition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: UpdateAllEntities

/**
 Update all the entities cerrently existing in the stage.
 This function must be called once per frame.
 - Basic steps
   - 1. Call BaseEntity::UpdateBaseEntity( dt ) for each base entity
   - 2. Save positions of copy entities
   - 3. Run physics simulator
   - 4. Remove terminated entities from the active list
   - 5. Call CCopyEntity::Act() for each copy entity except for child entities
   - 6. Update link to the entity tree node if an entity has changed its position in Act()
   TODO: Do 5 & 6 in a single loop to update link for each entity right after is Act().
         Current code does this in separate loops.
 */
void EntityManager::UpdateAllEntities( float dt )
{
	CCopyEntity *pEntity = NULL;
	CCopyEntity *pPrevEntity = NULL;
	CCopyEntity *pTouchedEnt = NULL;

	ONCE( LOG_PRINT( " - updating base entities" ) );

	size_t i, num_base_entities = m_vecpBaseEntity.size();
	for( i=0; i<num_base_entities; i++ )
	{
		m_vecpBaseEntity[i]->UpdateBaseEntity( dt );
	}

	// save the current entity positions
	for( pEntity = m_pEntityInUse.get();
	     pEntity != NULL;
	     pEntity = pEntity->m_pNextRawPtr )
	{
		pEntity->PrevPosition() = pEntity->GetWorldPosition();
	}

	// run physics simulator
	// entity position may be modified in this call
	UpdatePhysics( dt );

	ONCE( LOG_PRINT( " - updated physics" ) );

	// remove terminated entities from the active entity list
	ReleaseTerminatedEntities();

	ONCE( LOG_PRINT( " - removed terminated entities from the active entity list" ) );

	// update active entities
	for( pEntity = this->m_pEntityInUse.get(), pPrevEntity = NULL;
		 pEntity != NULL;
		 pPrevEntity = pEntity, pEntity = pEntity->m_pNextRawPtr )
	{
		// before updating pEntity, check if it has been terminated.
		if( !pEntity->inuse )
			continue;

		// set the results of physics simulation to
		// pose, velocity and angular velocity of the entity
//		if( pEntity->pPhysicsActor && pEntity->GetEntityFlags() & BETYPE_USE_PHYSSIM_RESULTS )
		if( 0 < pEntity->m_vecpPhysicsActor.size() && pEntity->GetEntityFlags() & BETYPE_USE_PHYSSIM_RESULTS )
			pEntity->UpdatePhysics();

		if( pEntity->sState & CESTATE_ATREST )
			continue;

		if( !pEntity->m_pParent || !pEntity->m_pParent->inuse )
		{
			// 'pEntity' has no parent or its parent is already terminated
			pEntity->pBaseEntity->Act( pEntity );
		}

		if( !pEntity->inuse )
			continue; // terminated in its own update routine

		UpdateEntityAfterMoving( pEntity );

		// deal with entities touched during this frame
		for(int i=0; i<pEntity->vecpTouchedEntity.size(); i++)
		{
			pTouchedEnt = pEntity->vecpTouchedEntity[i];
			pEntity->pBaseEntity->Touch( pEntity, pTouchedEnt );

			if( pTouchedEnt )
				pTouchedEnt->pBaseEntity->Touch( pTouchedEnt, pEntity );
		}

		// clear touched entities for the next frame
		pEntity->vecpTouchedEntity.clear();
	}

	ONCE( LOG_PRINT( " - updated active entities" ) );

	// unlink and link the entity in the entity tree if it changed its position
/*
	for( pEntity = m_pEntityInUse.get();
		 pEntity != NULL;
		 pPrevEntity = pEntity, pEntity = pEntity->m_pNextRawPtr )
	{
		if( !pEntity->inuse )
			continue;

//.........这里部分代码省略.........
开发者ID:HermanHGF,项目名称:amorphous,代码行数:101,代码来源:EntitySet.cpp


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