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C++ ChunkList::end方法代码示例

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


在下文中一共展示了ChunkList::end方法的3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: UpdateChunksThread

void ChunkManager::UpdateChunksThread() {
	while (m_updateThreadActive) {

		while (m_stepLockEnabled && m_updateStepLock) {
			std::this_thread::sleep_for(std::chrono::milliseconds(100));
		}

		ChunkList updateList;
		ChunkList rebuildList;
		ChunkCoordKeyList addKeyList;

		// STEP 1: PUT ALL CREATED CHUNKS IN `UPDATE LIST`

		m_chunkMapMutex.lock();
		std::map<ChunkCoordKey, Chunk*>::iterator it;
		for (it = m_chunkMap.begin(); it != m_chunkMap.end(); ++it) {
			Chunk* chunk = it->second;
			if (!chunk->IsUnloading()) {
				updateList.push_back(chunk);
			}
		}
		m_chunkMapMutex.unlock();

		// STEP 2: FIND CHUNKS TO ADD (OR UNLOAD IF THEY'RE TOO FAR)

		int numAddedChunks = 0;
		const int MAX_NUM_CHUNKS_ADD = 10;
		std::sort(updateList.begin(), updateList.end(), Chunk::ClosestToCamera);
		for (unsigned int i = 0; i < updateList.size(); ++i) {

			Chunk* chunk = updateList[i];

			if (chunk) {
				glm::vec3 chunkCenter = chunk->GetCenter();
				glm::vec3 cameraPos = m_renderer->GetCamera().GetPosition();
				float cameraDistance = glm::length(chunkCenter - cameraPos);

				if (cameraDistance > m_loadRadius) {
					chunk->SetUnloading();
				}
				else if (numAddedChunks < MAX_NUM_CHUNKS_ADD) {

					ChunkCoordKeyList missing = chunk->GetMissingNeighbors();

					if (!chunk->IsEmpty()) {

						for (ChunkCoordKey key : missing) {

							if (std::find(addKeyList.begin(), addKeyList.end(), key) == addKeyList.end()) {

								// Here we are calculating the distance of each
								// neighbor chunk to decide if we should add it
								glm::vec3 chunkCenter = Chunk::GetWorldCenter(key.x, key.y, key.z);
								float cameraDistance = glm::length(chunkCenter - cameraPos);

								if (cameraDistance <= m_loadRadius && key.y == 0) {
									addKeyList.push_back(key);
									++numAddedChunks;
								}
							}
						}
					}
				}
			}
		}
		updateList.clear();

		// STEP 3: ADD CHUNKS

		for (unsigned int i = 0; i < addKeyList.size(); ++i) {
			ChunkCoordKey key = addKeyList[i];
			CreateNewChunk(key.x, key.y, key.z);
		}
		addKeyList.clear();

		// STEP 4: CHECK FOR REBUILD CHUNKS

		m_chunkMapMutex.lock();
		for (it = m_chunkMap.begin(); it != m_chunkMap.end(); ++it) {
			Chunk* chunk = it->second;
			if (!chunk->IsUnloading() && chunk->NeedsRebuild()) {
				rebuildList.push_back(chunk);
			}
		}
		m_chunkMapMutex.unlock();

		// STEP 5: REBUILD CHUNKS

		int numRebuildChunks = 0;
		const int MAX_NUM_CHUNKS_REBUILD = 30;
		for (unsigned int i = 0; i < rebuildList.size() && numRebuildChunks < MAX_NUM_CHUNKS_REBUILD; ++i) {
			Chunk* chunk = rebuildList[i];
			chunk->RebuildMesh();
			++numRebuildChunks;
		}
		rebuildList.clear();

		if (m_stepLockEnabled && !m_updateStepLock) {
			m_updateStepLock = true;
		}
//.........这里部分代码省略.........
开发者ID:ggtucker,项目名称:SugoiEngine,代码行数:101,代码来源:ChunkManager.cpp

示例2: UpdatingChunksThread

void ChunkManager::UpdatingChunksThread()
{
	while (m_updateThreadActive)
	{
		while (m_pPlayer == NULL)
		{
#ifdef _WIN32
			Sleep(100);
#else
			usleep(100000);
#endif
		}

		while (m_stepLockEnabled == true && m_updateStepLock == true)
		{
#ifdef _WIN32
			Sleep(100);
#else
			usleep(100000);
#endif
		}

		ChunkList updateChunkList;
		ChunkCoordKeysList addChunkList;
		ChunkList rebuildChunkList;
		ChunkList unloadChunkList;

		m_ChunkMapMutexLock.lock();
		typedef map<ChunkCoordKeys, Chunk*>::iterator it_type;
		for (it_type iterator = m_chunksMap.begin(); iterator != m_chunksMap.end(); iterator++)
		{
			Chunk* pChunk = iterator->second;

			updateChunkList.push_back(pChunk);
		}
		m_ChunkMapMutexLock.unlock();

		// Updating chunks
		int numAddedChunks = 0;
		int MAX_NUM_CHUNKS_ADD = 10;
		sort(updateChunkList.begin(), updateChunkList.end(), Chunk::ClosestToCamera);
		for (unsigned int i = 0; i < (int)updateChunkList.size(); i++)
		{
			Chunk* pChunk = updateChunkList[i];

			if (pChunk != NULL)
			{
				pChunk->Update(0.01f);

				int gridX = pChunk->GetGridX();
				int gridY = pChunk->GetGridY();
				int gridZ = pChunk->GetGridZ();

				float xPos = gridX * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
				float yPos = gridY * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
				float zPos = gridZ * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;

				vec3 chunkCenter = vec3(xPos, yPos, zPos) + vec3(Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE);
				vec3 distanceVec = chunkCenter - m_pPlayer->GetCenter();
				float lengthValue = length(distanceVec);

				if (lengthValue > m_loaderRadius)
				{
					unloadChunkList.push_back(pChunk);
				}
				else
				{
					if (numAddedChunks < MAX_NUM_CHUNKS_ADD)
					{
						// Check neighbours
						if (pChunk->GetNumNeighbours() < 6 && (pChunk->IsEmpty() == false) || (gridY == 0))
						{
							if (pChunk->GetxMinus() == NULL)
							{
								ChunkCoordKeys coordKey;
								coordKey.x = gridX - 1;
								coordKey.y = gridY;
								coordKey.z = gridZ;
								float xPos = coordKey.x * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
								float yPos = coordKey.y * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
								float zPos = coordKey.z * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;

								vec3 chunkCenter = vec3(xPos, yPos, zPos) + vec3(Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE);
								vec3 distanceVec = chunkCenter - m_pPlayer->GetCenter();
								float lengthValue = length(distanceVec);

								if (lengthValue <= m_loaderRadius)
								{
									addChunkList.push_back(coordKey);
									numAddedChunks++;
								}
							}
							if (pChunk->GetxPlus() == NULL)
							{
								ChunkCoordKeys coordKey;
								coordKey.x = gridX + 1;
								coordKey.y = gridY;
								coordKey.z = gridZ;
								float xPos = coordKey.x * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
								float yPos = coordKey.y * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
//.........这里部分代码省略.........
开发者ID:CodeMason,项目名称:Vox,代码行数:101,代码来源:ChunkManager.cpp

示例3: convert

void convert(const std::string& pInFileName, const std::string& pOutFileName) {
	ChunkList* root = ChunkReader::loadFile(pInFileName);
	
	for(ChunksResult res = root->get("scene"); res != root->end(); ++res) {
		if( res->first != "scene" ) break;
		const ChildList& scene = res->second->getChildList();
		const std::string title = asStringChild(scene.childAt(0))->value();
		cout << "Converting " << title << ": " << endl;

		TiXmlDocument doc;
		doc.LinkEndChild( new TiXmlDeclaration( "1.0", "", "" ) );
		TiXmlElement* level = new TiXmlElement("level");

		for(unsigned long childIndex=0; childIndex < scene.count(); ++childIndex) {
			const Child* baseChild = scene.childAt(childIndex);
			if( baseChild->getType() == CCT_CHILD ) {
				const Chunk* chunk = asChunkChild( baseChild )->getChild();
				// is chunk an "entity"
				if( chunk->getName().getName() == "objectelement" ) {
					const ChildList& entity = chunk->getChildList();
					// name
					const std::string name = asStringChild(entity.childAt(0))->value();
					// type
					const std::string type = asStringChild(entity.childAt(1))->value();
					
					TiXmlElement* object = new TiXmlElement("entity");
					object->SetAttribute("name", name);
					object->SetAttribute("type", type);

					TiXmlElement* position = new TiXmlElement("position");
					TiXmlElement* rotation = new TiXmlElement("rotation");

					{
						float x=0, y=0, z=0;
						if( entity.has("loc") ) {
							const CompoundChild* location = asCompoundChild(entity.at("loc")->getChildList().childAt(0));
							x = getRealValue(location->at(0));
							y = getRealValue(location->at(1));
							z = getRealValue(location->at(2));
						}
						position->SetAttribute("x", asString(x));
						position->SetAttribute("y", asString(y));
						position->SetAttribute("z", asString(z));
					}

					{
						float x=0, y=0, z=0, w=1;
						if( entity.has("orientation") ) {
							const CompoundChild* location = asCompoundChild(entity.at("orientation")->getChildList().childAt(0));
							x = getRealValue(location->at(0));
							y = getRealValue(location->at(1));
							z = getRealValue(location->at(2));
							w = getRealValue(location->at(3));
						}
						rotation->SetAttribute("x", asString(x));
						rotation->SetAttribute("y", asString(y));
						rotation->SetAttribute("z", asString(z));
						rotation->SetAttribute("w", asString(w));
					}

					object->LinkEndChild(position);
					object->LinkEndChild(rotation);
					level->LinkEndChild(object);
				}
			}
		}
		doc.LinkEndChild( level );
		const string saveFile = pOutFileName + title + ".lvl";
		cout << "Saving to " << saveFile << endl;
		doc.SaveFile( saveFile );
	}
}
开发者ID:madeso,项目名称:lolball,代码行数:72,代码来源:main.cpp


注:本文中的ChunkList::end方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。