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

本文整理汇总了C++中EntityItemPointer::getPhysicsInfo方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityItemPointer::getPhysicsInfo方法的具体用法?C++ EntityItemPointer::getPhysicsInfo怎么用?C++ EntityItemPointer::getPhysicsInfo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::getPhysicsInfo方法的15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: changeEntityInternal

void EntitySimulation::changeEntityInternal(EntityItemPointer entity) {
    if (entity->isMoving() && !entity->getPhysicsInfo()) {
        _simpleKinematicEntities.insert(entity);
    } else {
        _simpleKinematicEntities.remove(entity);
    }
}
开发者ID:MarcelEdward,项目名称:hifi,代码行数:7,代码来源:EntitySimulation.cpp

示例2: getArguments

// Note: The "type" property is set in EntityItem::getActionArguments().
QVariantMap ObjectDynamic::getArguments() {
    QVariantMap arguments;
    withReadLock([&]{
        if (_expires == 0) {
            arguments["ttl"] = 0.0f;
        } else {
            quint64 now = usecTimestampNow();
            arguments["ttl"] = (float)(_expires - now) / (float)USECS_PER_SECOND;
        }
        arguments["tag"] = _tag;

        EntityItemPointer entity = _ownerEntity.lock();
        if (entity) {
            ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
            if (motionState) {
                arguments["::active"] = motionState->isActive();
                arguments["::motion-type"] = motionTypeToString(motionState->getMotionType());
            } else {
                arguments["::no-motion-state"] = true;
            }
        }
        arguments["isMine"] = isMine();
    });
    return arguments;
}
开发者ID:ZappoMan,项目名称:hifi,代码行数:26,代码来源:ObjectDynamic.cpp

示例3: addEntityInternal

void EntitySimulation::addEntityInternal(EntityItemPointer entity) {
    if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
        QMutexLocker lock(&_mutex);
        _simpleKinematicEntities.insert(entity);
        entity->setLastSimulated(usecTimestampNow());
    }
}
开发者ID:cozza13,项目名称:hifi,代码行数:7,代码来源:EntitySimulation.cpp

示例4: while

VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToAdd() {
    _tempVector.clear();
    SetOfEntities::iterator entityItr = _pendingAdds.begin();
    while (entityItr != _pendingAdds.end()) {
        EntityItemPointer entity = *entityItr;
        assert(!entity->getPhysicsInfo());
        if (!entity->shouldBePhysical()) {
            // this entity should no longer be on the internal _pendingAdds
            entityItr = _pendingAdds.erase(entityItr);
            if (entity->isMoving()) {
                _simpleKinematicEntities.insert(entity);
            }
        } else if (entity->isReadyToComputeShape()) {
            ShapeInfo shapeInfo;
            entity->computeShapeInfo(shapeInfo);
            btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
            if (shape) {
                EntityMotionState* motionState = new EntityMotionState(shape, entity);
                entity->setPhysicsInfo(static_cast<void*>(motionState));
                _physicalObjects.insert(motionState);
                _tempVector.push_back(motionState);
                entityItr = _pendingAdds.erase(entityItr);
            } else {
                //qDebug() << "Warning!  Failed to generate new shape for entity." << entity->getName();
                ++entityItr;
            }
        } else {
            ++entityItr;
        }
    }
    return _tempVector;
}
开发者ID:MarcelEdward,项目名称:hifi,代码行数:32,代码来源:PhysicalEntitySimulation.cpp

示例5: getObjectsToAddToPhysics

void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& result) {
    result.clear();
    QMutexLocker lock(&_mutex);
    SetOfEntities::iterator entityItr = _entitiesToAddToPhysics.begin();
    while (entityItr != _entitiesToAddToPhysics.end()) {
        EntityItemPointer entity = (*entityItr);
        assert(!entity->getPhysicsInfo());
        if (entity->isDead()) {
            prepareEntityForDelete(entity);
        } else if (!entity->shouldBePhysical()) {
            // this entity should no longer be on the internal _entitiesToAddToPhysics
            entityItr = _entitiesToAddToPhysics.erase(entityItr);
            if (entity->isMoving()) {
                _simpleKinematicEntities.insert(entity);
            }
        } else if (entity->isReadyToComputeShape()) {
            ShapeInfo shapeInfo;
            entity->computeShapeInfo(shapeInfo);
            btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
            if (shape) {
                EntityMotionState* motionState = new EntityMotionState(shape, entity);
                entity->setPhysicsInfo(static_cast<void*>(motionState));
                _physicalObjects.insert(motionState);
                result.push_back(motionState);
                entityItr = _entitiesToAddToPhysics.erase(entityItr);
            } else {
                //qDebug() << "Warning!  Failed to generate new shape for entity." << entity->getName();
                ++entityItr;
            }
        } else {
            ++entityItr;
        }
    }
}
开发者ID:AaronHillaker,项目名称:hifi,代码行数:34,代码来源:PhysicalEntitySimulation.cpp

示例6: changeEntityInternal

void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
    // queue incoming changes: from external sources (script, EntityServer, etc) to physics engine
    assert(entity);
    EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
    if (motionState) {
        if (!entity->shouldBePhysical()) {
            // the entity should be removed from the physical simulation
            _pendingChanges.remove(motionState);
            _physicalObjects.remove(motionState);
            _pendingRemoves.insert(motionState);
            _outgoingChanges.remove(motionState);
            if (entity->isMoving()) {
                _simpleKinematicEntities.insert(entity);
            }
        } else {
            _pendingChanges.insert(motionState);
        }
    } else if (entity->shouldBePhysical()) {
        // The intent is for this object to be in the PhysicsEngine, but it has no MotionState yet.
        // Perhaps it's shape has changed and it can now be added?
        _pendingAdds.insert(entity);
        _simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic
    } else if (entity->isMoving()) {
        _simpleKinematicEntities.insert(entity);
    } else {
        _simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic
    }
}
开发者ID:MarcelEdward,项目名称:hifi,代码行数:28,代码来源:PhysicalEntitySimulation.cpp

示例7: changeEntityInternal

void EntitySimulation::changeEntityInternal(EntityItemPointer entity) {
    QMutexLocker lock(&_mutex);
    if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
        _simpleKinematicEntities.insert(entity);
    } else {
        _simpleKinematicEntities.remove(entity);
    }
}
开发者ID:JamesLinus,项目名称:hifi,代码行数:8,代码来源:EntitySimulation.cpp

示例8: removeEntityInternal

void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
    EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
    if (motionState) {
        motionState->clearObjectBackPointer();
        entity->setPhysicsInfo(nullptr);
        _pendingRemoves.insert(motionState);
        _outgoingChanges.remove(motionState);
    }
    _pendingAdds.remove(entity);
}
开发者ID:MarcelEdward,项目名称:hifi,代码行数:10,代码来源:PhysicalEntitySimulation.cpp

示例9: addEntityInternal

void PhysicalEntitySimulation::addEntityInternal(EntityItemPointer entity) {
    assert(entity);
    if (entity->shouldBePhysical()) { 
        EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
        if (!motionState) {
            _pendingAdds.insert(entity);
        }
    } else if (entity->isMoving()) {
        _simpleKinematicEntities.insert(entity);
    }
}
开发者ID:MarcelEdward,项目名称:hifi,代码行数:11,代码来源:PhysicalEntitySimulation.cpp

示例10: changeEntityInternal

void EntitySimulation::changeEntityInternal(EntityItemPointer entity) {
    QMutexLocker lock(&_mutex);
    if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
        int numKinematicEntities = _simpleKinematicEntities.size();
        _simpleKinematicEntities.insert(entity);
        if (numKinematicEntities != _simpleKinematicEntities.size()) {
            entity->setLastSimulated(usecTimestampNow());
        }
    } else {
        _simpleKinematicEntities.remove(entity);
    }
}
开发者ID:cozza13,项目名称:hifi,代码行数:12,代码来源:EntitySimulation.cpp

示例11: removeEntityInternal

void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
    EntitySimulation::removeEntityInternal(entity);
    QMutexLocker lock(&_mutex);
    _entitiesToAddToPhysics.remove(entity);

    EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
    if (motionState) {
        _outgoingChanges.remove(motionState);
        _entitiesToRemoveFromPhysics.insert(entity);
    } else {
        _entitiesToDelete.insert(entity);
    }
}
开发者ID:AaronHillaker,项目名称:hifi,代码行数:13,代码来源:PhysicalEntitySimulation.cpp

示例12: addEntityInternal

void PhysicalEntitySimulation::addEntityInternal(EntityItemPointer entity) {
    QMutexLocker lock(&_mutex);
    assert(entity);
    assert(!entity->isDead());
    if (entity->shouldBePhysical()) {
        EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
        if (!motionState) {
            _entitiesToAddToPhysics.insert(entity);
        }
    } else if (entity->isMoving()) {
        _simpleKinematicEntities.insert(entity);
    }
}
开发者ID:AaronHillaker,项目名称:hifi,代码行数:13,代码来源:PhysicalEntitySimulation.cpp

示例13: moveSimpleKinematics

void EntitySimulation::moveSimpleKinematics(const quint64& now) {
    SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
    while (itemItr != _simpleKinematicEntities.end()) {
        EntityItemPointer entity = *itemItr;
        if (entity->isMoving() && !entity->getPhysicsInfo()) {
            entity->simulate(now);
            _entitiesToSort.insert(entity);
            ++itemItr;
        } else {
            // the entity is no longer non-physical-kinematic
            itemItr = _simpleKinematicEntities.erase(itemItr);
        }
    }
}
开发者ID:MarcelEdward,项目名称:hifi,代码行数:14,代码来源:EntitySimulation.cpp

示例14: getOtherRigidBody

btRigidBody* ObjectDynamic::getOtherRigidBody(EntityItemID otherEntityID) {
    EntityItemPointer otherEntity = getEntityByID(otherEntityID);
    if (!otherEntity) {
        return nullptr;
    }

    void* otherPhysicsInfo = otherEntity->getPhysicsInfo();
    if (!otherPhysicsInfo) {
        return nullptr;
    }

    ObjectMotionState* otherMotionState = static_cast<ObjectMotionState*>(otherPhysicsInfo);
    if (!otherMotionState) {
        return nullptr;
    }

    return otherMotionState->getRigidBody();
}
开发者ID:ZappoMan,项目名称:hifi,代码行数:18,代码来源:ObjectDynamic.cpp

示例15: 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);
        }
    }
}
开发者ID:cozza13,项目名称:hifi,代码行数:21,代码来源:EntitySimulation.cpp


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