本文整理汇总了C++中IEntityPhysicalProxy::ProcessEvent方法的典型用法代码示例。如果您正苦于以下问题:C++ IEntityPhysicalProxy::ProcessEvent方法的具体用法?C++ IEntityPhysicalProxy::ProcessEvent怎么用?C++ IEntityPhysicalProxy::ProcessEvent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IEntityPhysicalProxy
的用法示例。
在下文中一共展示了IEntityPhysicalProxy::ProcessEvent方法的1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: Update
void CAICorpseManager::Update( const float frameTime )
{
const uint32 maxCorpsesToUpdateThisFrame = 4;
const float cullPhysicsDistanceSqr = g_pGameCVars->g_aiCorpses_CullPhysicsDistance * g_pGameCVars->g_aiCorpses_CullPhysicsDistance;
const float forceDeleteDistanceSqr = g_pGameCVars->g_aiCorpses_ForceDeleteDistance * g_pGameCVars->g_aiCorpses_ForceDeleteDistance;
if (m_lastUpdatedCorpseIdx >= (uint32)m_corpsesArray.size())
m_lastUpdatedCorpseIdx = 0;
const CCamera& viewCamera = gEnv->pSystem->GetViewCamera();
CryFixedArray<EntityId, maxCorpsesToUpdateThisFrame> corpsesToDelete;
const uint32 corpsesEndIdx = min(m_lastUpdatedCorpseIdx + maxCorpsesToUpdateThisFrame, (uint32)m_corpsesArray.size());
for(uint32 i = m_lastUpdatedCorpseIdx; i < corpsesEndIdx; ++i)
{
CorpseInfo& corpseInfo = m_corpsesArray[i];
IEntity* pCorpseEntity = corpseInfo.GetCorpseEntity();
if(pCorpseEntity != NULL)
{
AABB corpseBbox;
pCorpseEntity->GetWorldBounds(corpseBbox);
corpseBbox.Expand(Vec3(0.1f, 0.1f, 0.1f));
const Vec3 corpsePosition = corpseBbox.GetCenter();
const float distanceSqr = (corpsePosition - viewCamera.GetPosition()).len2();
const bool attemptDeleteFarAway = (distanceSqr > forceDeleteDistanceSqr);
const bool cullPhysics = (distanceSqr > cullPhysicsDistanceSqr);
const bool isVisible = viewCamera.IsAABBVisible_F(corpseBbox);
corpseInfo.flags.SetFlags( CorpseInfo::eFlag_FarAway, attemptDeleteFarAway );
if(attemptDeleteFarAway && !isVisible)
{
corpsesToDelete.push_back(corpseInfo.corpseId);
}
else if(cullPhysics != corpseInfo.flags.AreAllFlagsActive( CorpseInfo::eFlag_PhysicsDisabled ))
{
IEntityPhysicalProxy* pCorpsePhysicsProxy = static_cast<IEntityPhysicalProxy*>(pCorpseEntity->GetProxy( ENTITY_PROXY_PHYSICS ));
if (pCorpsePhysicsProxy != NULL)
{
//Simulate entity event to enable/disable physics
SEntityEvent visibilityEvent;
visibilityEvent.event = cullPhysics ? ENTITY_EVENT_HIDE : ENTITY_EVENT_UNHIDE;
pCorpsePhysicsProxy->ProcessEvent( visibilityEvent );
if(cullPhysics == false)
{
IPhysicalEntity* pCorpsePhysics = pCorpseEntity->GetPhysics();
if(pCorpsePhysics != NULL)
{
pe_action_awake awakeAction;
awakeAction.bAwake = 0;
pCorpsePhysics->Action( &awakeAction );
}
}
}
corpseInfo.flags.SetFlags( CorpseInfo::eFlag_PhysicsDisabled, cullPhysics );
}
}
else
{
//This should not happen, but in case remove the entity from the list
GameWarning("AICorpseManager - Detected corpse with no entity, removing from list");
corpsesToDelete.push_back(corpseInfo.corpseId);
}
}
m_lastUpdatedCorpseIdx = corpsesEndIdx;
for(uint32 i = 0; i < (uint32)corpsesToDelete.size(); ++i)
{
RemoveCorpse(corpsesToDelete[i]);
}
DebugDraw();
}