当前位置: 首页>>代码示例>>C++>>正文


C++ EntityItemPointer::die方法代码示例

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


在下文中一共展示了EntityItemPointer::die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: expireMortalEntities

// protected
void EntitySimulation::expireMortalEntities(const quint64& now) {
    if (now > _nextExpiry) {
        // only search for expired entities if we expect to find one
        _nextExpiry = quint64(-1);
        QMutexLocker lock(&_mutex);
        SetOfEntities::iterator itemItr = _mortalEntities.begin();
        while (itemItr != _mortalEntities.end()) {
            EntityItemPointer entity = *itemItr;
            quint64 expiry = entity->getExpiry();
            if (expiry < now) {
                itemItr = _mortalEntities.erase(itemItr);
                entity->die();
                prepareEntityForDelete(entity);
            } else {
                if (expiry < _nextExpiry) {
                    // remember the smallest _nextExpiry so we know when to start the next search
                    _nextExpiry = expiry;
                }
                ++itemItr;
            }
        }
        if (_mortalEntities.size() < 1) {
            _nextExpiry = -1;
        }
    }
}
开发者ID:cozza13,项目名称:hifi,代码行数:27,代码来源:EntitySimulation.cpp

示例2: sortEntitiesThatMoved

// protected
void EntitySimulation::sortEntitiesThatMoved() {
    // NOTE: this is only for entities that have been moved by THIS EntitySimulation.
    // External changes to entity position/shape are expected to be sorted outside of the EntitySimulation.
    MovingEntitiesOperator moveOperator(_entityTree);
    AACube domainBounds(glm::vec3((float)-HALF_TREE_SCALE), (float)TREE_SCALE);
    SetOfEntities::iterator itemItr = _entitiesToSort.begin();
    while (itemItr != _entitiesToSort.end()) {
        EntityItemPointer entity = *itemItr;
        // check to see if this movement has sent the entity outside of the domain.
        bool success;
        AACube newCube = entity->getQueryAACube(success);
        if (success && !domainBounds.touches(newCube)) {
            qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
            itemItr = _entitiesToSort.erase(itemItr);
            entity->die();
            prepareEntityForDelete(entity);
        } else {
            moveOperator.addEntityToMoveList(entity, newCube);
            ++itemItr;
        }
    }
    if (moveOperator.hasMovingEntities()) {
        PerformanceTimer perfTimer("recurseTreeWithOperator");
        _entityTree->recurseTreeWithOperator(&moveOperator);
    }

    _entitiesToSort.clear();
}
开发者ID:cozza13,项目名称:hifi,代码行数:29,代码来源:EntitySimulation.cpp

示例3: changeEntity

void EntitySimulation::changeEntity(EntityItemPointer entity) {
    QMutexLocker lock(&_mutex);
    assert(entity);
    if (!entity->isSimulated()) {
        // This entity was either never added to the simulation or has been removed
        // (probably for pending delete), so we don't want to keep a pointer to it
        // on any internal lists.
        return;
    }

    // Although it is not the responsibility of the EntitySimulation to sort the tree for EXTERNAL changes
    // it IS responsibile for triggering deletes for entities that leave the bounds of the domain, hence
    // we must check for that case here, however we rely on the change event to have set DIRTY_POSITION flag.
    bool wasRemoved = false;
    uint32_t dirtyFlags = entity->getDirtyFlags();
    if (dirtyFlags & Simulation::DIRTY_POSITION) {
        AACube domainBounds(glm::vec3((float)-HALF_TREE_SCALE), (float)TREE_SCALE);
        bool success;
        AACube newCube = entity->getQueryAACube(success);
        if (success && !domainBounds.touches(newCube)) {
            qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
            entity->die();
            prepareEntityForDelete(entity);
            wasRemoved = true;
        }
    }
    if (!wasRemoved) {
        if (dirtyFlags & Simulation::DIRTY_LIFETIME) {
            if (entity->isMortal()) {
                _mortalEntities.insert(entity);
                quint64 expiry = entity->getExpiry();
                if (expiry < _nextExpiry) {
                    _nextExpiry = expiry;
                }
            } else {
                _mortalEntities.remove(entity);
            }
            entity->clearDirtyFlags(Simulation::DIRTY_LIFETIME);
        }
        if (entity->needsToCallUpdate()) {
            _entitiesToUpdate.insert(entity);
        } else {
            _entitiesToUpdate.remove(entity);
        }
        changeEntityInternal(entity);
    }
}
开发者ID:cozza13,项目名称:hifi,代码行数:47,代码来源:EntitySimulation.cpp


注:本文中的EntityItemPointer::die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。