本文整理汇总了C++中CThreadFastMutex::Unlock方法的典型用法代码示例。如果您正苦于以下问题:C++ CThreadFastMutex::Unlock方法的具体用法?C++ CThreadFastMutex::Unlock怎么用?C++ CThreadFastMutex::Unlock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CThreadFastMutex
的用法示例。
在下文中一共展示了CThreadFastMutex::Unlock方法的7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: GetLightingAtPoint
//-----------------------------------------------------------------------------
// Inherited from IParticleSystemQuery
//-----------------------------------------------------------------------------
void CParticleSystemQuery::GetLightingAtPoint( const Vector& vecOrigin, Color &cTint )
{
#ifdef GAME_DLL
// FIXME: Go through to the engine from the server to get these values
cTint.SetColor( 255, 255, 255, 255 );
#else
if ( engine->IsInGame() )
{
s_LightMutex.Lock();
// Compute our lighting at our position
Vector totalColor = engine->GetLightForPoint( vecOrigin, true );
s_LightMutex.Unlock();
// Get our lighting information
cTint.SetColor( totalColor.x*255, totalColor.y*255, totalColor.z*255, 0 );
}
else
{
// FIXME: Go through to the engine from the server to get these values
cTint.SetColor( 255, 255, 255, 255 );
}
#endif
}
示例2: SetUpLightingEnvironment
void CParticleSystemQuery::SetUpLightingEnvironment( const Vector& pos )
{
#ifndef GAME_DLL
if ( !engine->IsInGame() )
return;
s_LightMutex.Lock();
modelrender->SetupLighting( pos );
s_LightMutex.Unlock();
#endif
}
示例3: OnPostQuery
//-----------------------------------------------------------------------------
// Makes sure all entries in the KD tree are in the correct position
//-----------------------------------------------------------------------------
void CDirtySpatialPartitionEntityList::OnPostQuery( SpatialPartitionListMask_t listMask )
{
#ifdef CLIENT_DLL
if ( !( listMask & PARTITION_CLIENT_GAME_EDICTS ) )
return;
#else
if ( !( listMask & PARTITION_SERVER_GAME_EDICTS ) )
return;
#endif
m_mutex.Unlock();
}
示例4: IsPointInControllingObjectHitBox
bool CParticleSystemQuery::IsPointInControllingObjectHitBox(
CParticleCollection *pParticles,
int nControlPointNumber, Vector vecPos, bool bBBoxOnly )
{
bool bSuccess = false;
#ifndef GAME_DLL
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
s_BoneMutex.Lock();
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
bool bInBBox = false;
Vector vecBBoxMin;
Vector vecBBoxMax;
Vector vecOrigin;
vecBBoxMin = pMoveParent->CollisionProp()->OBBMins();
vecBBoxMax = pMoveParent->CollisionProp()->OBBMaxs();
matrix3x4_t matOrientation;
matOrientation = pMoveParent->EntityToWorldTransform();
Vector vecLocalPos;
VectorITransform( vecPos, matOrientation, vecLocalPos );
if ( IsPointInBox( vecLocalPos, vecBBoxMin, vecBBoxMax ) )
bInBBox = true;
if ( bInBBox && bBBoxOnly )
bSuccess = true;
else if ( pAnimating && bInBBox )
{
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr )
{
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
if ( set )
{
// do a point in solid test
Ray_t ray;
trace_t tr;
ray.Init( vecPos, vecPos );
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
if ( tr.startsolid )
bSuccess = true;
}
}
}
}
else if ( pMoveParent->IsBrushModel() && bInBBox )
{
// do a point in solid test
Ray_t ray;
trace_t tr;
ray.Init( vecPos, vecPos );
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
if ( tr.startsolid )
bSuccess = true;
}
s_BoneMutex.Unlock();
}
#endif
return bSuccess;
}
示例5: GetControllingObjectHitBoxInfo
int CParticleSystemQuery::GetControllingObjectHitBoxInfo(
CParticleCollection *pParticles,
int nControlPointNumber,
int nBufSize, // # of output slots available
ModelHitBoxInfo_t *pHitBoxOutputBuffer )
{
int nRet = 0;
#ifndef GAME_DLL
s_BoneMutex.Lock();
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
if ( pAnimating )
{
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr )
{
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
if ( set )
{
nRet = min( nBufSize, set->numhitboxes );
for( int i=0 ; i < nRet; i++ )
{
mstudiobbox_t *pBox = set->pHitbox( i );
pHitBoxOutputBuffer[i].m_vecBoxMins.x = pBox->bbmin.x;
pHitBoxOutputBuffer[i].m_vecBoxMins.y = pBox->bbmin.y;
pHitBoxOutputBuffer[i].m_vecBoxMins.z = pBox->bbmin.z;
pHitBoxOutputBuffer[i].m_vecBoxMaxes.x = pBox->bbmax.x;
pHitBoxOutputBuffer[i].m_vecBoxMaxes.y = pBox->bbmax.y;
pHitBoxOutputBuffer[i].m_vecBoxMaxes.z = pBox->bbmax.z;
pHitBoxOutputBuffer[i].m_Transform = *hitboxbones[pBox->bone];
}
}
}
}
}
if ( pMoveParent->IsBrushModel() )
{
Vector vecMin;
Vector vecMax;
matrix3x4_t matOrientation;
pMoveParent->GetRenderBounds( vecMin, vecMax );
matOrientation = pMoveParent->EntityToWorldTransform();
pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin;
pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax;
pHitBoxOutputBuffer[0].m_Transform = matOrientation;
nRet = 1;
}
}
s_BoneMutex.Unlock();
#endif
return nRet;
}
示例6: GetRandomPointsOnControllingObjectHitBox
//.........这里部分代码省略.........
}
} while ( nTryCnt-- );
*( pPntsOut++ ) = vecWorldPosition;
if ( pHitBoxRelativeCoordOut )
( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
if ( pHitBoxIndexOut )
*( pHitBoxIndexOut++ ) = nHitbox;
}
}
}
}
}
if ( pMoveParent->IsBrushModel() )
{
Vector vecMin;
Vector vecMax;
matrix3x4_t matOrientation;
Vector VecOrigin;
pMoveParent->GetRenderBounds( vecMin, vecMax );
VecOrigin = pMoveParent->GetRenderOrigin();
matOrientation = pMoveParent->EntityToWorldTransform();
Vector vecWorldPosition;
float u = 0, v = 0, w = 0;
int nHitbox = 0;
int nNumIters = nNumTrysToGetAPointInsideTheModel;
if (! vecDirectionalBias.IsZero( 0.0001 ) )
nNumIters = max( nNumIters, 5 );
for( int i=0 ; i < nNumPtsOut; i++)
{
int nTryCnt = nNumIters;
float flBestPointGoodness = -1.0e20;
do
{
float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );
Vector vecLocalPosition;
vecLocalPosition.x = GetSurfaceCoord( flTryU, vecMin.x, vecMax.x );
vecLocalPosition.y = GetSurfaceCoord( flTryV, vecMin.y, vecMax.y );
vecLocalPosition.z = GetSurfaceCoord( flTryW, vecMin.z, vecMax.z );
Vector vecTryWorldPosition;
VectorTransform( vecLocalPosition, matOrientation, vecTryWorldPosition );
float flPointGoodness = pParticles->RandomFloat( 0, 72 )
+ DotProduct( vecTryWorldPosition - vecBasePos,
vecDirectionalBias );
if ( nNumTrysToGetAPointInsideTheModel )
{
// do a point in solid test
Ray_t ray;
trace_t tr;
ray.Init( vecTryWorldPosition, vecTryWorldPosition );
enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
if ( tr.startsolid )
flPointGoodness += 1000.; // got a point inside!
}
if ( flPointGoodness > flBestPointGoodness )
{
u = flTryU;
v = flTryV;
w = flTryW;
vecWorldPosition = vecTryWorldPosition;
nHitbox = 0;
flBestPointGoodness = flPointGoodness;
}
} while ( nTryCnt-- );
*( pPntsOut++ ) = vecWorldPosition;
if ( pHitBoxRelativeCoordOut )
( pHitBoxRelativeCoordOut++ )->Init( u, v, w );
if ( pHitBoxIndexOut )
*( pHitBoxIndexOut++ ) = nHitbox;
}
}
s_BoneMutex.Unlock();
}
#endif
if (! bSucesss )
{
// don't have a model or am in editor or something - fill return with control point
for( int i=0 ; i < nNumPtsOut; i++)
{
pPntsOut[i] = pParticles->m_ControlPoints[nControlPointNumber].m_Position; // fallback if anything goes wrong
if ( pHitBoxIndexOut )
pHitBoxIndexOut[i] = 0;
if ( pHitBoxRelativeCoordOut )
pHitBoxRelativeCoordOut[i].Init();
}
}
}
示例7: GetControllingObjectHitBoxInfo
int CParticleSystemQuery::GetControllingObjectHitBoxInfo(
CParticleCollection *pParticles,
int nControlPointNumber,
int nBufSize, // # of output slots available
ModelHitBoxInfo_t *pHitBoxOutputBuffer )
{
int nRet = 0;
#ifndef GAME_DLL
s_BoneMutex.Lock();
EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject );
CBaseEntity *pMoveParent = NULL;
if ( phMoveParent )
{
pMoveParent = *( phMoveParent );
}
if ( pMoveParent )
{
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
if ( pAnimating )
{
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if ( pStudioHdr )
{
// Try to get the "effects" set first, otherwise use their current set
int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" );
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() );
if ( set )
{
for( int i=0 ; i < set->numhitboxes; i++ )
{
mstudiobbox_t *pBox = set->pHitbox( i );
// E3 HACK - check for hitboxes at the origin and ignore those
if ( fabs( (*hitboxbones[pBox->bone])[0][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[1][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[2][3] ) < POINT_AT_ORIGIN_EPSILON )
{
continue;
}
pHitBoxOutputBuffer[nRet].m_vecBoxMins.x = pBox->bbmin.x;
pHitBoxOutputBuffer[nRet].m_vecBoxMins.y = pBox->bbmin.y;
pHitBoxOutputBuffer[nRet].m_vecBoxMins.z = pBox->bbmin.z;
pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.x = pBox->bbmax.x;
pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.y = pBox->bbmax.y;
pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.z = pBox->bbmax.z;
pHitBoxOutputBuffer[nRet].m_Transform = *hitboxbones[pBox->bone];
nRet++;
if ( nRet >= nBufSize )
{
break;
}
}
}
}
}
}
if ( pMoveParent->IsBrushModel() )
{
Vector vecMin;
Vector vecMax;
matrix3x4_t matOrientation;
pMoveParent->GetRenderBounds( vecMin, vecMax );
matOrientation = pMoveParent->EntityToWorldTransform();
pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin;
pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax;
pHitBoxOutputBuffer[0].m_Transform = matOrientation;
nRet = 1;
}
}
s_BoneMutex.Unlock();
#endif
return nRet;
}