本文整理汇总了C++中EntityItemPointer::getElement方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityItemPointer::getElement方法的具体用法?C++ EntityItemPointer::getElement怎么用?C++ EntityItemPointer::getElement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EntityItemPointer
的用法示例。
在下文中一共展示了EntityItemPointer::getElement方法的4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: clearOwnership
void SimpleEntitySimulation::clearOwnership(const QUuid& ownerID) {
QMutexLocker lock(&_mutex);
SetOfEntities::iterator itemItr = _entitiesWithSimulationOwner.begin();
while (itemItr != _entitiesWithSimulationOwner.end()) {
EntityItemPointer entity = *itemItr;
if (entity->getSimulatorID() == ownerID) {
// the simulator has abandonded this object --> remove from owned list
qCDebug(entities) << "auto-removing simulation owner " << entity->getSimulatorID();
itemItr = _entitiesWithSimulationOwner.erase(itemItr);
if (entity->getDynamic() && entity->hasLocalVelocity()) {
// it is still moving dynamically --> add to orphaned list
_entitiesThatNeedSimulationOwner.insert(entity);
quint64 expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
if (expiry < _nextOwnerlessExpiry) {
_nextOwnerlessExpiry = expiry;
}
}
// remove ownership and dirty all the tree elements that contain the it
entity->clearSimulationOwnership();
entity->markAsChangedOnServer();
DirtyOctreeElementOperator op(entity->getElement());
getEntityTree()->recurseTreeWithOperator(&op);
} else {
++itemItr;
}
}
}
示例2: updateEntitiesInternal
void SimpleEntitySimulation::updateEntitiesInternal(const quint64& now) {
if (now > _nextOwnerlessExpiry) {
// search for ownerless objects that have expired
QMutexLocker lock(&_mutex);
_nextOwnerlessExpiry = -1;
SetOfEntities::iterator itemItr = _entitiesThatNeedSimulationOwner.begin();
while (itemItr != _entitiesThatNeedSimulationOwner.end()) {
EntityItemPointer entity = *itemItr;
quint64 expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
if (expiry < now) {
// no simulators have volunteered ownership --> remove from list
itemItr = _entitiesThatNeedSimulationOwner.erase(itemItr);
if (entity->getSimulatorID().isNull() && entity->getDynamic() && entity->hasLocalVelocity()) {
// zero the derivatives
entity->setVelocity(Vectors::ZERO);
entity->setAngularVelocity(Vectors::ZERO);
entity->setAcceleration(Vectors::ZERO);
// dirty all the tree elements that contain it
entity->markAsChangedOnServer();
DirtyOctreeElementOperator op(entity->getElement());
getEntityTree()->recurseTreeWithOperator(&op);
}
} else {
++itemItr;
if (expiry < _nextOwnerlessExpiry) {
_nextOwnerlessExpiry = expiry;
}
}
}
}
}
示例3: addEntityToMoveList
void MovingEntitiesOperator::addEntityToMoveList(EntityItemPointer entity, const AACube& newCube) {
EntityTreeElementPointer oldContainingElement = entity->getElement();
AABox newCubeClamped = newCube.clamp((float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE);
if (_wantDebug) {
qCDebug(entities) << "MovingEntitiesOperator::addEntityToMoveList() -----------------------------";
qCDebug(entities) << " newCube:" << newCube;
qCDebug(entities) << " newCubeClamped:" << newCubeClamped;
if (oldContainingElement) {
qCDebug(entities) << " oldContainingElement:" << oldContainingElement->getAACube();
qCDebug(entities) << " oldContainingElement->bestFitBounds(newCubeClamped):"
<< oldContainingElement->bestFitBounds(newCubeClamped);
} else {
qCDebug(entities) << " WARNING NO OLD CONTAINING ELEMENT for entity" << entity->getEntityItemID();
}
}
if (!oldContainingElement) {
return; // bail without adding.
}
// If the original containing element is the best fit for the requested newCube locations then
// we don't actually need to add the entity for moving and we can short circuit all this work
if (!oldContainingElement->bestFitBounds(newCubeClamped)) {
// check our tree, to determine if this entity is known
EntityToMoveDetails details;
details.oldContainingElement = oldContainingElement;
details.oldContainingElementCube = oldContainingElement->getAACube();
details.entity = entity;
details.oldFound = false;
details.newFound = false;
details.newCube = newCube;
details.newCubeClamped = newCubeClamped;
_entitiesToMove << details;
_lookingCount++;
if (_wantDebug) {
qCDebug(entities) << "MovingEntitiesOperator::addEntityToMoveList() -----------------------------";
qCDebug(entities) << " details.entity:" << details.entity->getEntityItemID();
qCDebug(entities) << " details.oldContainingElementCube:" << details.oldContainingElementCube;
qCDebug(entities) << " details.newCube:" << details.newCube;
qCDebug(entities) << " details.newCubeClamped:" << details.newCubeClamped;
qCDebug(entities) << " _lookingCount:" << _lookingCount;
qCDebug(entities) << "--------------------------------------------------------------------------";
}
} else {
if (_wantDebug) {
qCDebug(entities) << " oldContainingElement->bestFitBounds(newCubeClamped) IS BEST FIT... NOTHING TO DO";
}
}
if (_wantDebug) {
qCDebug(entities) << "--------------------------------------------------------------------------";
}
}
示例4: getEntityByID
EntityItemPointer ObjectDynamic::getEntityByID(EntityItemID entityID) const {
EntityItemPointer ownerEntity;
withReadLock([&]{
ownerEntity = _ownerEntity.lock();
});
EntityTreeElementPointer element = ownerEntity ? ownerEntity->getElement() : nullptr;
EntityTreePointer tree = element ? element->getTree() : nullptr;
if (!tree) {
return nullptr;
}
return tree->findEntityByID(entityID);
}