本文整理汇总了C++中Drawable::SetZone方法的典型用法代码示例。如果您正苦于以下问题:C++ Drawable::SetZone方法的具体用法?C++ Drawable::SetZone怎么用?C++ Drawable::SetZone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Drawable
的用法示例。
在下文中一共展示了Drawable::SetZone方法的2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: ClearDrawablesZone
void Zone::ClearDrawablesZone()
{
if (octant_ && lastWorldBoundingBox_.defined_)
{
PODVector<Drawable*> result;
BoxOctreeQuery query(result, lastWorldBoundingBox_, DRAWABLE_GEOMETRY | DRAWABLE_ZONE);
octant_->GetRoot()->GetDrawables(query);
for (PODVector<Drawable*>::Iterator i = result.Begin(); i != result.End(); ++i)
{
Drawable* drawable = *i;
unsigned drawableFlags = drawable->GetDrawableFlags();
if (drawableFlags & DRAWABLE_GEOMETRY)
drawable->SetZone(0);
else if (drawableFlags & DRAWABLE_ZONE)
{
Zone* zone = static_cast<Zone*>(drawable);
zone->lastAmbientStartZone_.Reset();
zone->lastAmbientEndZone_.Reset();
}
}
}
lastWorldBoundingBox_ = GetWorldBoundingBox();
lastAmbientStartZone_.Reset();
lastAmbientEndZone_.Reset();
}
示例2: OnMarkedDirty
void Zone::OnMarkedDirty(Node* node)
{
// Due to the octree query and weak pointer manipulation, is not safe from worker threads
Scene* scene = GetScene();
if (scene && scene->IsThreadedUpdate())
{
scene->DelayedMarkedDirty(this);
return;
}
Drawable::OnMarkedDirty(node);
// When marked dirty, clear the cached zone from all drawables inside the zone bounding box,
// and mark gradient dirty in all neighbor zones
if (octant_ && lastWorldBoundingBox_.defined_)
{
PODVector<Drawable*> result;
BoxOctreeQuery query(result, lastWorldBoundingBox_, DRAWABLE_GEOMETRY | DRAWABLE_ZONE);
octant_->GetRoot()->GetDrawables(query);
for (PODVector<Drawable*>::Iterator i = result.Begin(); i != result.End(); ++i)
{
Drawable* drawable = *i;
unsigned drawableFlags = drawable->GetDrawableFlags();
if (drawableFlags & DRAWABLE_GEOMETRY)
{
if (drawable->GetZone() == this)
drawable->SetZone(0);
}
else if (drawableFlags & DRAWABLE_ZONE)
{
Zone* zone = static_cast<Zone*>(drawable);
zone->lastAmbientStartZone_.Reset();
zone->lastAmbientEndZone_.Reset();
}
}
}
lastWorldBoundingBox_ = GetWorldBoundingBox();
lastAmbientStartZone_.Reset();
lastAmbientEndZone_.Reset();
inverseWorldDirty_ = true;
}