当前位置: 首页>>代码示例>>C++>>正文


C++ EntityItemProperties::setClientOnly方法代码示例

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


在下文中一共展示了EntityItemProperties::setClientOnly方法的2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: addAvatarEntities

void addAvatarEntities(const QVariantList& avatarEntities) {
    auto nodeList = DependencyManager::get<NodeList>();
    const QUuid myNodeID = nodeList->getSessionUUID();
    EntityTreePointer entityTree = DependencyManager::get<EntityTreeRenderer>()->getTree();
    if (!entityTree) {
        return;
    }
    EntitySimulationPointer entitySimulation = entityTree->getSimulation();
    PhysicalEntitySimulationPointer physicalEntitySimulation = std::static_pointer_cast<PhysicalEntitySimulation>(entitySimulation);
    EntityEditPacketSender* entityPacketSender = physicalEntitySimulation->getPacketSender();
    QScriptEngine scriptEngine;
    for (int index = 0; index < avatarEntities.count(); index++) {
        const QVariantMap& avatarEntityProperties = avatarEntities.at(index).toMap();
        QVariant variantProperties = avatarEntityProperties["properties"];
        QVariantMap asMap = variantProperties.toMap();
        QScriptValue scriptProperties = variantMapToScriptValue(asMap, scriptEngine);
        EntityItemProperties entityProperties;
        EntityItemPropertiesFromScriptValueHonorReadOnly(scriptProperties, entityProperties);

        entityProperties.setParentID(myNodeID);
        entityProperties.setClientOnly(true);
        entityProperties.setOwningAvatarID(myNodeID);
        entityProperties.setSimulationOwner(myNodeID, AVATAR_ENTITY_SIMULATION_PRIORITY);
        entityProperties.markAllChanged();

        EntityItemID id = EntityItemID(QUuid::createUuid());
        bool success = true;
        entityTree->withWriteLock([&] {
            EntityItemPointer entity = entityTree->addEntity(id, entityProperties);
            if (entity) {
                if (entityProperties.queryAACubeRelatedPropertyChanged()) {
                    // due to parenting, the server may not know where something is in world-space, so include the bounding cube.
                    bool success;
                    AACube queryAACube = entity->getQueryAACube(success);
                    if (success) {
                        entityProperties.setQueryAACube(queryAACube);
                    }
                }

                entity->setLastBroadcast(usecTimestampNow());
                // since we're creating this object we will immediately volunteer to own its simulation
                entity->flagForOwnershipBid(VOLUNTEER_SIMULATION_PRIORITY);
                entityProperties.setLastEdited(entity->getLastEdited());
            } else {
                qCDebug(entities) << "AvatarEntitiesBookmark failed to add new Entity to local Octree";
                success = false;
            }
        });

        if (success) {
            entityPacketSender->queueEditEntityMessage(PacketType::EntityAdd, entityTree, id, entityProperties);
        }
    }
}
开发者ID:ZappoMan,项目名称:hifi,代码行数:54,代码来源:AvatarBookmarks.cpp

示例2: sendUpdate


//.........这里部分代码省略.........
    _serverPosition = localTransform.getTranslation();
    _serverRotation = localTransform.getRotation();
    _serverAcceleration = _entity->getAcceleration();
    _serverActionData = _entity->getActionData();

    EntityItemProperties properties;

    // explicitly set the properties that changed so that they will be packed
    properties.setPosition(_entity->getLocalPosition());
    properties.setRotation(_entity->getLocalOrientation());

    properties.setVelocity(_serverVelocity);
    properties.setAcceleration(_serverAcceleration);
    properties.setAngularVelocity(_serverAngularVelocity);
    if (_entity->actionDataNeedsTransmit()) {
        _entity->setActionDataNeedsTransmit(false);
        properties.setActionData(_serverActionData);
    }

    if (properties.parentRelatedPropertyChanged() && _entity->computePuffedQueryAACube()) {
        // due to parenting, the server may not know where something is in world-space, so include the bounding cube.
        properties.setQueryAACube(_entity->getQueryAACube());
    }

    // set the LastEdited of the properties but NOT the entity itself
    quint64 now = usecTimestampNow();
    properties.setLastEdited(now);

    #ifdef WANT_DEBUG
        quint64 lastSimulated = _entity->getLastSimulated();
        qCDebug(physics) << "EntityMotionState::sendUpdate()";
        qCDebug(physics) << "        EntityItemId:" << _entity->getEntityItemID()
                         << "---------------------------------------------";
        qCDebug(physics) << "       lastSimulated:" << debugTime(lastSimulated, now);
    #endif //def WANT_DEBUG

    if (_numInactiveUpdates > 0) {
        // we own the simulation but the entity has stopped so we tell the server we're clearing simulatorID
        // but we remember we do still own it...  and rely on the server to tell us we don't
        properties.clearSimulationOwner();
        _outgoingPriority = 0;
        _entity->setPendingOwnershipPriority(_outgoingPriority, now);
    } else if (Physics::getSessionUUID() != _entity->getSimulatorID()) {
        // we don't own the simulation for this entity yet, but we're sending a bid for it
        quint8 bidPriority = glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY);
        properties.setSimulationOwner(Physics::getSessionUUID(), bidPriority);
        _nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
        // copy _outgoingPriority into pendingPriority...
        _entity->setPendingOwnershipPriority(_outgoingPriority, now);
        // ...then reset _outgoingPriority in preparation for the next frame
        _outgoingPriority = 0;
    } else if (_outgoingPriority != _entity->getSimulationPriority()) {
        // we own the simulation but our desired priority has changed
        if (_outgoingPriority == 0) {
            // we should release ownership
            properties.clearSimulationOwner();
        } else {
            // we just need to change the priority
            properties.setSimulationOwner(Physics::getSessionUUID(), _outgoingPriority);
        }
        _entity->setPendingOwnershipPriority(_outgoingPriority, now);
    }

    EntityItemID id(_entity->getID());
    EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
    #ifdef WANT_DEBUG
        qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
    #endif

    EntityTreeElementPointer element = _entity->getElement();
    EntityTreePointer tree = element ? element->getTree() : nullptr;

    properties.setClientOnly(_entity->getClientOnly());
    properties.setOwningAvatarID(_entity->getOwningAvatarID());

    entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, tree, id, properties);
    _entity->setLastBroadcast(now);

    // if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
    // if they've changed.
    _entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
        if (descendant->getNestableType() == NestableType::Entity) {
            EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
            if (descendant->computePuffedQueryAACube()) {
                EntityItemProperties newQueryCubeProperties;
                newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
                newQueryCubeProperties.setLastEdited(properties.getLastEdited());

                newQueryCubeProperties.setClientOnly(entityDescendant->getClientOnly());
                newQueryCubeProperties.setOwningAvatarID(entityDescendant->getOwningAvatarID());

                entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, tree,
                                                           descendant->getID(), newQueryCubeProperties);
                entityDescendant->setLastBroadcast(now);
            }
        }
    });

    _lastStep = step;
}
开发者ID:imgntn,项目名称:hifi,代码行数:101,代码来源:EntityMotionState.cpp


注:本文中的EntityItemProperties::setClientOnly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。