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C++ EntityItemPointer::getClientOnly方法代码示例

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

void EntityRenderer::makeStatusGetters(const EntityItemPointer& entity, Item::Status::Getters& statusGetters) {
    auto nodeList = DependencyManager::get<NodeList>();
    const QUuid& myNodeID = nodeList->getSessionUUID();

    statusGetters.push_back([entity]() -> render::Item::Status::Value {
        uint64_t delta = usecTimestampNow() - entity->getLastEditedFromRemote();
        const float WAIT_THRESHOLD_INV = 1.0f / (0.2f * USECS_PER_SECOND);
        float normalizedDelta = delta * WAIT_THRESHOLD_INV;
        // Status icon will scale from 1.0f down to 0.0f after WAIT_THRESHOLD
        // Color is red if last update is after WAIT_THRESHOLD, green otherwise (120 deg is green)
        return render::Item::Status::Value(1.0f - normalizedDelta, (normalizedDelta > 1.0f ?
            render::Item::Status::Value::GREEN :
            render::Item::Status::Value::RED),
            (unsigned char)RenderItemStatusIcon::PACKET_RECEIVED);
    });

    statusGetters.push_back([entity] () -> render::Item::Status::Value {
        uint64_t delta = usecTimestampNow() - entity->getLastBroadcast();
        const float WAIT_THRESHOLD_INV = 1.0f / (0.4f * USECS_PER_SECOND);
        float normalizedDelta = delta * WAIT_THRESHOLD_INV;
        // Status icon will scale from 1.0f down to 0.0f after WAIT_THRESHOLD
        // Color is Magenta if last update is after WAIT_THRESHOLD, cyan otherwise (180 deg is green)
        return render::Item::Status::Value(1.0f - normalizedDelta, (normalizedDelta > 1.0f ?
            render::Item::Status::Value::MAGENTA :
            render::Item::Status::Value::CYAN),
            (unsigned char)RenderItemStatusIcon::PACKET_SENT);
    });

    statusGetters.push_back([entity] () -> render::Item::Status::Value {
        ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
        if (motionState && motionState->isActive()) {
            return render::Item::Status::Value(1.0f, render::Item::Status::Value::BLUE,
                (unsigned char)RenderItemStatusIcon::ACTIVE_IN_BULLET);
        }
        return render::Item::Status::Value(0.0f, render::Item::Status::Value::BLUE,
            (unsigned char)RenderItemStatusIcon::ACTIVE_IN_BULLET);
    });

    statusGetters.push_back([entity, myNodeID] () -> render::Item::Status::Value {
        bool weOwnSimulation = entity->getSimulationOwner().matchesValidID(myNodeID);
        bool otherOwnSimulation = !weOwnSimulation && !entity->getSimulationOwner().isNull();

        if (weOwnSimulation) {
            return render::Item::Status::Value(1.0f, render::Item::Status::Value::BLUE,
                (unsigned char)RenderItemStatusIcon::SIMULATION_OWNER);
        } else if (otherOwnSimulation) {
            return render::Item::Status::Value(1.0f, render::Item::Status::Value::RED,
                (unsigned char)RenderItemStatusIcon::OTHER_SIMULATION_OWNER);
        }
        return render::Item::Status::Value(0.0f, render::Item::Status::Value::BLUE,
            (unsigned char)RenderItemStatusIcon::SIMULATION_OWNER);
    });

    statusGetters.push_back([entity] () -> render::Item::Status::Value {
        if (entity->hasActions()) {
            return render::Item::Status::Value(1.0f, render::Item::Status::Value::GREEN,
                (unsigned char)RenderItemStatusIcon::HAS_ACTIONS);
        }
        return render::Item::Status::Value(0.0f, render::Item::Status::Value::GREEN,
            (unsigned char)RenderItemStatusIcon::HAS_ACTIONS);
    });

    statusGetters.push_back([entity, myNodeID] () -> render::Item::Status::Value {
        if (entity->getClientOnly()) {
            if (entity->getOwningAvatarID() == myNodeID) {
                return render::Item::Status::Value(1.0f, render::Item::Status::Value::GREEN,
                    (unsigned char)RenderItemStatusIcon::CLIENT_ONLY);
            } else {
                return render::Item::Status::Value(1.0f, render::Item::Status::Value::RED,
                    (unsigned char)RenderItemStatusIcon::CLIENT_ONLY);
            }
        }
        return render::Item::Status::Value(0.0f, render::Item::Status::Value::GREEN,
            (unsigned char)RenderItemStatusIcon::CLIENT_ONLY);
    });
}
开发者ID:gcalero,项目名称:hifi,代码行数:76,代码来源:RenderableEntityItem.cpp

示例2: sendUpdate


//.........这里部分代码省略.........
    _serverPosition = localTransform.getTranslation();
    _serverRotation = localTransform.getRotation();
    _serverAcceleration = _entity->getAcceleration();
    _serverActionData = _entity->getActionData();

    EntityItemProperties properties;

    // explicitly set the properties that changed so that they will be packed
    properties.setPosition(_entity->getLocalPosition());
    properties.setRotation(_entity->getLocalOrientation());

    properties.setVelocity(_serverVelocity);
    properties.setAcceleration(_serverAcceleration);
    properties.setAngularVelocity(_serverAngularVelocity);
    if (_entity->actionDataNeedsTransmit()) {
        _entity->setActionDataNeedsTransmit(false);
        properties.setActionData(_serverActionData);
    }

    if (properties.parentRelatedPropertyChanged() && _entity->computePuffedQueryAACube()) {
        // due to parenting, the server may not know where something is in world-space, so include the bounding cube.
        properties.setQueryAACube(_entity->getQueryAACube());
    }

    // set the LastEdited of the properties but NOT the entity itself
    quint64 now = usecTimestampNow();
    properties.setLastEdited(now);

    #ifdef WANT_DEBUG
        quint64 lastSimulated = _entity->getLastSimulated();
        qCDebug(physics) << "EntityMotionState::sendUpdate()";
        qCDebug(physics) << "        EntityItemId:" << _entity->getEntityItemID()
                         << "---------------------------------------------";
        qCDebug(physics) << "       lastSimulated:" << debugTime(lastSimulated, now);
    #endif //def WANT_DEBUG

    if (_numInactiveUpdates > 0) {
        // we own the simulation but the entity has stopped so we tell the server we're clearing simulatorID
        // but we remember we do still own it...  and rely on the server to tell us we don't
        properties.clearSimulationOwner();
        _outgoingPriority = 0;
        _entity->setPendingOwnershipPriority(_outgoingPriority, now);
    } else if (Physics::getSessionUUID() != _entity->getSimulatorID()) {
        // we don't own the simulation for this entity yet, but we're sending a bid for it
        quint8 bidPriority = glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY);
        properties.setSimulationOwner(Physics::getSessionUUID(), bidPriority);
        _nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
        // copy _outgoingPriority into pendingPriority...
        _entity->setPendingOwnershipPriority(_outgoingPriority, now);
        // ...then reset _outgoingPriority in preparation for the next frame
        _outgoingPriority = 0;
    } else if (_outgoingPriority != _entity->getSimulationPriority()) {
        // we own the simulation but our desired priority has changed
        if (_outgoingPriority == 0) {
            // we should release ownership
            properties.clearSimulationOwner();
        } else {
            // we just need to change the priority
            properties.setSimulationOwner(Physics::getSessionUUID(), _outgoingPriority);
        }
        _entity->setPendingOwnershipPriority(_outgoingPriority, now);
    }

    EntityItemID id(_entity->getID());
    EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
    #ifdef WANT_DEBUG
        qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
    #endif

    EntityTreeElementPointer element = _entity->getElement();
    EntityTreePointer tree = element ? element->getTree() : nullptr;

    properties.setClientOnly(_entity->getClientOnly());
    properties.setOwningAvatarID(_entity->getOwningAvatarID());

    entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, tree, id, properties);
    _entity->setLastBroadcast(now);

    // if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
    // if they've changed.
    _entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
        if (descendant->getNestableType() == NestableType::Entity) {
            EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
            if (descendant->computePuffedQueryAACube()) {
                EntityItemProperties newQueryCubeProperties;
                newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
                newQueryCubeProperties.setLastEdited(properties.getLastEdited());

                newQueryCubeProperties.setClientOnly(entityDescendant->getClientOnly());
                newQueryCubeProperties.setOwningAvatarID(entityDescendant->getOwningAvatarID());

                entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, tree,
                                                           descendant->getID(), newQueryCubeProperties);
                entityDescendant->setLastBroadcast(now);
            }
        }
    });

    _lastStep = step;
}
开发者ID:imgntn,项目名称:hifi,代码行数:101,代码来源:EntityMotionState.cpp


注:本文中的EntityItemPointer::getClientOnly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。