当前位置: 首页>>代码示例>>C++>>正文


C++ EntityItemPointer::isDead方法代码示例

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;
        }
    }
}
开发者ID:AaronHillaker,项目名称:hifi,代码行数:34,代码来源:PhysicalEntitySimulation.cpp

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);
    }
}
开发者ID:cozza13,项目名称:hifi,代码行数:10,代码来源:EntitySimulation.cpp

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);
    }
}
开发者ID:AaronHillaker,项目名称:hifi,代码行数:13,代码来源:PhysicalEntitySimulation.cpp

示例4: prepareEntityForDelete

// virtual
void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
    assert(entity);
    assert(entity->isDead());
    entity->clearActions(this);
    removeEntityInternal(entity);
}
开发者ID:AaronHillaker,项目名称:hifi,代码行数:7,代码来源:PhysicalEntitySimulation.cpp


注:本文中的EntityItemPointer::isDead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。