本文整理汇总了C++中EntityItemPointer::isDead方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityItemPointer::isDead方法的具体用法?C++ EntityItemPointer::isDead怎么用?C++ EntityItemPointer::isDead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::isDead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: 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;
}
}
}
示例2: prepareEntityForDelete
void EntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
assert(entity);
assert(entity->isDead());
if (entity->isSimulated()) {
QMutexLocker lock(&_mutex);
entity->clearActions(getThisPointer());
removeEntityInternal(entity);
_entitiesToDelete.insert(entity);
}
}
示例3: 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);
}
}
示例4: prepareEntityForDelete
// virtual
void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
assert(entity);
assert(entity->isDead());
entity->clearActions(this);
removeEntityInternal(entity);
}