本文整理汇总了C++中EntityItemPointer::getMaximumAACube方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityItemPointer::getMaximumAACube方法的具体用法?C++ EntityItemPointer::getMaximumAACube怎么用?C++ EntityItemPointer::getMaximumAACube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::getMaximumAACube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: 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.
PerformanceTimer perfTimer("sortingEntities");
MovingEntitiesOperator moveOperator(_entityTree);
AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), (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.
AACube newCube = entity->getMaximumAACube();
if (!domainBounds.touches(newCube)) {
qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
_entitiesToDelete.insert(entity);
_mortalEntities.remove(entity);
_entitiesToUpdate.remove(entity);
_simpleKinematicEntities.remove(entity);
removeEntityInternal(entity);
_allEntities.remove(entity);
entity->_simulated = false;
itemItr = _entitiesToSort.erase(itemItr);
} else {
moveOperator.addEntityToMoveList(entity, newCube);
++itemItr;
}
}
if (moveOperator.hasMovingEntities()) {
PerformanceTimer perfTimer("recurseTreeWithOperator");
_entityTree->recurseTreeWithOperator(&moveOperator);
}
_entitiesToSort.clear();
}
示例2: changeEntity
void EntitySimulation::changeEntity(EntityItemPointer entity) {
assert(entity);
if (!entity->_simulated) {
// 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 & EntityItem::DIRTY_POSITION) {
AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), (float)TREE_SCALE);
AACube newCube = entity->getMaximumAACube();
if (!domainBounds.touches(newCube)) {
qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
_entitiesToDelete.insert(entity);
_mortalEntities.remove(entity);
_entitiesToUpdate.remove(entity);
_entitiesToSort.remove(entity);
_simpleKinematicEntities.remove(entity);
removeEntityInternal(entity);
entity->_simulated = false;
wasRemoved = true;
}
}
if (!wasRemoved) {
if (dirtyFlags & EntityItem::DIRTY_LIFETIME) {
if (entity->isMortal()) {
_mortalEntities.insert(entity);
quint64 expiry = entity->getExpiry();
if (expiry < _nextExpiry) {
_nextExpiry = expiry;
}
} else {
_mortalEntities.remove(entity);
}
entity->clearDirtyFlags(EntityItem::DIRTY_LIFETIME);
}
if (entity->needsToCallUpdate()) {
_entitiesToUpdate.insert(entity);
} else {
_entitiesToUpdate.remove(entity);
}
changeEntityInternal(entity);
}
}
示例3: moveSimpleKinematics
void EntitySimulation::moveSimpleKinematics(const quint64& now) {
SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
while (itemItr != _simpleKinematicEntities.end()) {
EntityItemPointer entity = *itemItr;
// The entity-server doesn't know where avatars are, so don't attempt to do simple extrapolation for
// children of avatars. See related code in EntityMotionState::remoteSimulationOutOfSync.
bool ancestryIsKnown;
entity->getMaximumAACube(ancestryIsKnown);
bool hasAvatarAncestor = entity->hasAncestorOfType(NestableType::Avatar);
if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo() && ancestryIsKnown && !hasAvatarAncestor) {
entity->simulate(now);
_entitiesToSort.insert(entity);
++itemItr;
} else {
// the entity is no longer non-physical-kinematic
itemItr = _simpleKinematicEntities.erase(itemItr);
}
}
}