本文整理汇总了C++中EntityItemPointer::isMovingRelativeToParent方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityItemPointer::isMovingRelativeToParent方法的具体用法?C++ EntityItemPointer::isMovingRelativeToParent怎么用?C++ EntityItemPointer::isMovingRelativeToParent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::isMovingRelativeToParent方法的10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 PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
// queue incoming changes: from external sources (script, EntityServer, etc) to physics engine
QMutexLocker lock(&_mutex);
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);
_outgoingChanges.remove(motionState);
_entitiesToRemoveFromPhysics.insert(entity);
if (entity->isMovingRelativeToParent()) {
_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?
_entitiesToAddToPhysics.insert(entity);
_simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic
} else if (entity->isMovingRelativeToParent()) {
_simpleKinematicEntities.insert(entity);
} else {
_simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic
}
}
示例2: doRenderUpdateSynchronous
void EntityRenderer::doRenderUpdateSynchronous(const ScenePointer& scene, Transaction& transaction, const EntityItemPointer& entity) {
DETAILED_PROFILE_RANGE(simulation_physics, __FUNCTION__);
withWriteLock([&] {
auto transparent = isTransparent();
if (_prevIsTransparent && !transparent) {
_isFading = false;
}
_prevIsTransparent = transparent;
bool success = false;
auto bound = entity->getAABox(success);
if (success) {
_bound = bound;
}
auto newModelTransform = entity->getTransformToCenter(success);
if (success) {
_modelTransform = newModelTransform;
}
_moving = entity->isMovingRelativeToParent();
_visible = entity->getVisible();
_canCastShadow = entity->getCanCastShadow();
_cauterized = entity->getCauterized();
_needsRenderUpdate = false;
});
}
示例3: addEntityInternal
void EntitySimulation::addEntityInternal(EntityItemPointer entity) {
if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
QMutexLocker lock(&_mutex);
_simpleKinematicEntities.insert(entity);
entity->setLastSimulated(usecTimestampNow());
}
}
示例4: 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->isMovingRelativeToParent()) {
_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5: changeEntityInternal
void EntitySimulation::changeEntityInternal(EntityItemPointer entity) {
QMutexLocker lock(&_mutex);
if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
_simpleKinematicEntities.insert(entity);
} else {
_simpleKinematicEntities.remove(entity);
}
}
示例6: 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);
}
}
示例7: 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->isMovingRelativeToParent()) {
_simpleKinematicEntities.insert(entity);
}
}
示例8: moveSimpleKinematics
void EntitySimulation::moveSimpleKinematics(const quint64& now) {
SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
while (itemItr != _simpleKinematicEntities.end()) {
EntityItemPointer entity = *itemItr;
if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
entity->simulate(now);
_entitiesToSort.insert(entity);
++itemItr;
} else {
// the entity is no longer non-physical-kinematic
itemItr = _simpleKinematicEntities.erase(itemItr);
}
}
}
示例9: needsRenderUpdateFromEntity
// Returns true if the item in question needs to have updateInScene called because of changes in the entity
bool EntityRenderer::needsRenderUpdateFromEntity(const EntityItemPointer& entity) const {
bool success = false;
auto bound = _entity->getAABox(success);
if (success && _bound != bound) {
return true;
}
auto newModelTransform = _entity->getTransformToCenter(success);
// FIXME can we use a stale model transform here?
if (success && newModelTransform != _modelTransform) {
return true;
}
if (_moving != entity->isMovingRelativeToParent()) {
return true;
}
return false;
}
示例10: 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);
}
}
}