本文整理汇总了C++中Drawable::Update方法的典型用法代码示例。如果您正苦于以下问题:C++ Drawable::Update方法的具体用法?C++ Drawable::Update怎么用?C++ Drawable::Update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::Update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: UpdateDrawablesWork
void UpdateDrawablesWork(const WorkItem* item, unsigned threadIndex)
{
const FrameInfo& frame = *(reinterpret_cast<FrameInfo*>(item->aux_));
Drawable** start = reinterpret_cast<Drawable**>(item->start_);
Drawable** end = reinterpret_cast<Drawable**>(item->end_);
while (start != end)
{
Drawable* drawable = *start;
if (drawable)
drawable->Update(frame);
++start;
}
}
示例2: Update
void Octree::Update(const FrameInfo& frame)
{
if (!Thread::IsMainThread())
{
URHO3D_LOGERROR("Octree::Update() can not be called from worker threads");
return;
}
// Let drawables update themselves before reinsertion. This can be used for animation
if (!drawableUpdates_.Empty())
{
URHO3D_PROFILE(UpdateDrawables);
// Perform updates in worker threads. Notify the scene that a threaded update is going on and components
// (for example physics objects) should not perform non-threadsafe work when marked dirty
Scene* scene = GetScene();
auto* queue = GetSubsystem<WorkQueue>();
scene->BeginThreadedUpdate();
int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
int drawablesPerItem = Max((int)(drawableUpdates_.Size() / numWorkItems), 1);
PODVector<Drawable*>::Iterator start = drawableUpdates_.Begin();
// Create a work item for each thread
for (int i = 0; i < numWorkItems; ++i)
{
SharedPtr<WorkItem> item = queue->GetFreeItem();
item->priority_ = M_MAX_UNSIGNED;
item->workFunction_ = UpdateDrawablesWork;
item->aux_ = const_cast<FrameInfo*>(&frame);
PODVector<Drawable*>::Iterator end = drawableUpdates_.End();
if (i < numWorkItems - 1 && end - start > drawablesPerItem)
end = start + drawablesPerItem;
item->start_ = &(*start);
item->end_ = &(*end);
queue->AddWorkItem(item);
start = end;
}
queue->Complete(M_MAX_UNSIGNED);
scene->EndThreadedUpdate();
}
// If any drawables were inserted during threaded update, update them now from the main thread
if (!threadedDrawableUpdates_.Empty())
{
URHO3D_PROFILE(UpdateDrawablesQueuedDuringUpdate);
for (PODVector<Drawable*>::ConstIterator i = threadedDrawableUpdates_.Begin(); i != threadedDrawableUpdates_.End(); ++i)
{
Drawable* drawable = *i;
if (drawable)
{
drawable->Update(frame);
drawableUpdates_.Push(drawable);
}
}
threadedDrawableUpdates_.Clear();
}
// Notify drawable update being finished. Custom animation (eg. IK) can be done at this point
Scene* scene = GetScene();
if (scene)
{
using namespace SceneDrawableUpdateFinished;
VariantMap& eventData = GetEventDataMap();
eventData[P_SCENE] = scene;
eventData[P_TIMESTEP] = frame.timeStep_;
scene->SendEvent(E_SCENEDRAWABLEUPDATEFINISHED, eventData);
}
// Reinsert drawables that have been moved or resized, or that have been newly added to the octree and do not sit inside
// the proper octant yet
if (!drawableUpdates_.Empty())
{
URHO3D_PROFILE(ReinsertToOctree);
for (PODVector<Drawable*>::Iterator i = drawableUpdates_.Begin(); i != drawableUpdates_.End(); ++i)
{
Drawable* drawable = *i;
drawable->updateQueued_ = false;
Octant* octant = drawable->GetOctant();
const BoundingBox& box = drawable->GetWorldBoundingBox();
// Skip if no octant or does not belong to this octree anymore
if (!octant || octant->GetRoot() != this)
continue;
// Skip if still fits the current octant
if (drawable->IsOccludee() && octant->GetCullingBox().IsInside(box) == INSIDE && octant->CheckDrawableFit(box))
continue;
InsertDrawable(drawable);
#ifdef _DEBUG
// Verify that the drawable will be culled correctly
//.........这里部分代码省略.........