本文整理汇总了C++中Iter::isValid方法的典型用法代码示例。如果您正苦于以下问题:C++ Iter::isValid方法的具体用法?C++ Iter::isValid怎么用?C++ Iter::isValid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Iter
的用法示例。
在下文中一共展示了Iter::isValid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: if
inline SceneZoneCullingState::CullingTestResult SceneCullingState::_test( const T& bounds, Iter zoneIter,
const PlaneF& nearPlane, const PlaneF& farPlane ) const
{
// Defer test of near and far plane until we've hit a zone
// which actually has visible space. This prevents us from
// doing near/far tests on objects that were included in the
// potential render list but aren't actually in any visible
// zone.
bool haveTestedNearAndFar = false;
// Test the culling states of all zones that the object
// is assigned to.
for( ; zoneIter.isValid(); ++ zoneIter )
{
const SceneZoneCullingState& zoneState = getZoneState( *zoneIter );
// Skip zone if there are no positive culling volumes.
if( !zoneState.hasIncluders() )
continue;
// If we haven't tested the near and far plane yet, do so
// now.
if( !haveTestedNearAndFar )
{
// Test near plane.
PlaneF::Side nearSide = nearPlane.whichSide( bounds );
if( nearSide == PlaneF::Back )
return SceneZoneCullingState::CullingTestNegative;
// Test far plane.
PlaneF::Side farSide = farPlane.whichSide( bounds );
if( farSide == PlaneF::Back )
return SceneZoneCullingState::CullingTestNegative;
haveTestedNearAndFar = true;
}
// If the object's world bounds overlaps any of the volumes
// for this zone, it's rendered.
SceneZoneCullingState::CullingTestResult result = zoneState.testVolumes( bounds );
if( result == SceneZoneCullingState::CullingTestPositiveByInclusion )
return result;
else if( result == SceneZoneCullingState::CullingTestPositiveByOcclusion )
return result;
}
return SceneZoneCullingState::CullingTestNegative;
}
示例2: getZoneState
inline SceneZoneCullingState::CullingTestResult SceneCullingState::_testOccludersOnly( const T& bounds, Iter zoneIter ) const
{
// Test the culling states of all zones that the object
// is assigned to.
for( ; zoneIter.isValid(); ++ zoneIter )
{
const SceneZoneCullingState& zoneState = getZoneState( *zoneIter );
// Skip zone if there are no occluders.
if( !zoneState.hasOccluders() )
continue;
// If the object's world bounds overlaps any of the volumes
// for this zone, it's rendered.
if( zoneState.testVolumes( bounds, true ) == SceneZoneCullingState::CullingTestPositiveByOcclusion )
return SceneZoneCullingState::CullingTestPositiveByOcclusion;
}
return SceneZoneCullingState::CullingTestNegative;
}