本文整理汇总了C++中EntityItemPointer::setPhysicsInfo方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityItemPointer::setPhysicsInfo方法的具体用法?C++ EntityItemPointer::setPhysicsInfo怎么用?C++ EntityItemPointer::setPhysicsInfo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::setPhysicsInfo方法的5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: 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;
}
示例2: 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3: 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);
}
示例4:
VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToDelete() {
_tempVector.clear();
for (auto stateItr : _pendingRemoves) {
EntityMotionState* motionState = &(*stateItr);
_pendingChanges.remove(motionState);
_physicalObjects.remove(motionState);
EntityItemPointer entity = motionState->getEntity();
if (entity) {
_pendingAdds.remove(entity);
entity->setPhysicsInfo(nullptr);
motionState->clearObjectBackPointer();
}
_tempVector.push_back(motionState);
}
_pendingRemoves.clear();
return _tempVector;
}
示例5: clearEntitiesInternal
void PhysicalEntitySimulation::clearEntitiesInternal() {
// TODO: we should probably wait to lock the _physicsEngine so we don't mess up data structures
// while it is in the middle of a simulation step. As it is, we're probably in shutdown mode
// anyway, so maybe the simulation was already properly shutdown? Cross our fingers...
// first disconnect each MotionStates from its Entity
for (auto stateItr : _physicalObjects) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(&(*stateItr));
EntityItemPointer entity = motionState->getEntity();
if (entity) {
entity->setPhysicsInfo(nullptr);
}
motionState->clearObjectBackPointer();
}
// then delete the objects (aka MotionStates)
_physicsEngine->deleteObjects(_physicalObjects);
// finally clear all lists (which now have only dangling pointers)
_physicalObjects.clear();
_pendingRemoves.clear();
_pendingAdds.clear();
_pendingChanges.clear();
}