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C++ ObjectList::getNext方法代码示例

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


在下文中一共展示了ObjectList::getNext方法的4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:

void ireon::kd_tree::MManager<T>::FreeObjectList( ObjectList<T>* a_List )
{
	ObjectList<T>* list = a_List;
	while (list->getNext()) list = list->getNext();
	list->setNext( m_OList );
	m_OList = a_List;
}
开发者ID:proton,项目名称:ireon,代码行数:7,代码来源:kd_tree.cpp

示例2: if


//.........这里部分代码省略.........
		if (O.val[i] < p1.val[i]) return 0;
	}
	else if (O.val[i] > p2.val[i]) return 0;
	// clip ray segment to box
	for ( int i = 0; i < 3; i++ )
	{
		real pos = O.val[i] + tfar * D.val[i];
		if (D.val[i] < 0)
		{
			// clip end point
			if (pos < p1.val[i]) tfar = tnear + (tfar - tnear) * ((O.val[i] - p1.val[i]) / (O.val[i] - pos));
			// clip start point
			if (O.val[i] > p2.val[i]) tnear += (tfar - tnear) * ((O.val[i] - p2.val[i]) / (tfar * D.val[i]));
		}
		else
		{
			// clip end point
			if (pos > p2.val[i]) tfar = tnear + (tfar - tnear) * ((p2.val[i] - O.val[i]) / (pos - O.val[i]));
			// clip start point
			if (O.val[i] < p1.val[i]) tnear += (tfar - tnear) * ((p1.val[i] - O.val[i]) / (tfar * D.val[i]));
		}
		if (tnear > tfar) return 0;
	}
	// init stack
	int entrypoint = 0, exitpoint = 1;
	// init traversal
	KdTreeNode<T>* farchild, *currnode;
	currnode = getRoot();
	m_Stack[entrypoint].t = tnear;
	if (tnear > 0.0f) m_Stack[entrypoint].pb = O + D * tnear;
	else m_Stack[entrypoint].pb = O;
	m_Stack[exitpoint].t = tfar;
	m_Stack[exitpoint].pb = O + D * tfar;
	m_Stack[exitpoint].node = 0;
	// traverse kd-tree
	while (currnode)
	{
		while (!currnode->isLeaf())
		{
			real splitpos = currnode->getSplitPos();
			int axis = currnode->getAxis();
			if (m_Stack[entrypoint].pb.val[axis] <= splitpos)
			{
				if (m_Stack[exitpoint].pb.val[axis] <= splitpos)
				{
					currnode = currnode->getLeft();
					continue;
				}
				if (m_Stack[exitpoint].pb.val[axis] == splitpos)
				{
					currnode = currnode->getRight();
					continue;
				}
				currnode = currnode->getLeft();
				farchild = currnode + 1; // GetRight();
			}
			else
			{
				if (m_Stack[exitpoint].pb.val[axis] > splitpos)
				{
					currnode = currnode->getRight();
					continue;
				}
				farchild = currnode->getLeft();
				currnode = farchild + 1; // GetRight();
			}
			t = (splitpos - O.val[axis]) / D.val[axis];
			int tmp = exitpoint++;
			if (exitpoint == entrypoint) exitpoint++;
			m_Stack[exitpoint].prev = tmp;
			m_Stack[exitpoint].t = t;
			m_Stack[exitpoint].node = farchild;
			m_Stack[exitpoint].pb.val[axis] = splitpos;
			int nextaxis = m_Mod[axis + 1];
			int prevaxis = m_Mod[axis + 2];
			m_Stack[exitpoint].pb.val[nextaxis] = O.val[nextaxis] + t * D.val[nextaxis];
			m_Stack[exitpoint].pb.val[prevaxis] = O.val[prevaxis] + t * D.val[prevaxis];
		}
		ObjectList<T>* list = currnode->getList();
		real dist = m_Stack[exitpoint].t;
		while (list)
		{
			T* pr = list->getPrimitive();
			int result;
			m_Intersections++;
			if (result = intersect( pr, a_Ray, dist ))
			{
				retval = result;
				a_Dist = dist;
				a_Prim = pr;
			}
			list = list->getNext();
		}
		if (retval) return retval;
		entrypoint = exitpoint;
		currnode = m_Stack[exitpoint].node;
		exitpoint = m_Stack[entrypoint].prev;
	}
	return 0;
}
开发者ID:proton,项目名称:ireon,代码行数:101,代码来源:kd_tree.cpp

示例3: setCurrentAvatar

// -----------------------------------------------------------------
// Name : setCurrentAvatar
// -----------------------------------------------------------------
void LevelUpDlg::setCurrentAvatar(AvatarData * pAvatar)
{
    m_pCurrentAvatar = pAvatar;
    short iSpecialLevels[MAX_LEVELS] = { 0, 1, -1, 2, -1, -1, 3, -1, -1, -1, -1, -1, -1, -1, -1 };
    deleteAllComponents();

    // Init position for components
    int iWidth = getWidth();
    int yPxl = 10;

    // Top label
    char sText[LABEL_MAX_CHARS];
    i18n->getText("LEVEL_UP", sText, LABEL_MAX_CHARS);
    guiLabel * pLbl = new guiLabel();
    pLbl->init(sText, H1_FONT, H1_COLOR, "TopLabe", 0, 0, iWidth - 10, 0, m_pLocalClient->getDisplay());
    pLbl->moveTo((iWidth - pLbl->getWidth()) / 2, yPxl);
    addComponent(pLbl);

    // Text
    yPxl += pLbl->getHeight() + 15;
    u16 uLevel = pAvatar->getRealLevel() + 1;
    assert(uLevel > 1);
    char sBuf[256];
    i18n->getText("(s)_LEVELED_UP_AND_IS_(d)", sBuf, 256);
    snprintf(sText, LABEL_MAX_CHARS, sBuf, pAvatar->m_sCustomName, (int)uLevel);
    pLbl = new guiLabel();
    pLbl->init(sText, TEXT_FONT, TEXT_COLOR, "CenterLabe", 0, 0, iWidth - 10, 0, m_pLocalClient->getDisplay());
    pLbl->moveTo(5, yPxl);
    addComponent(pLbl);

    Edition * pEdition = m_pLocalClient->getDataFactory()->findEdition(pAvatar->m_sEdition);
    assert(pEdition != NULL);
    m_iSpecialLevel = iSpecialLevels[uLevel-1];

    if (m_iSpecialLevel >= 0)
    {
        u8 uTreeType = -1;
        char sPhraseKey[128] = "";
        switch (m_iSpecialLevel)
        {
        case 1:
            uTreeType = PROGRESSION_MAGIC;
            wsafecpy(sPhraseKey, 128, "CHOOSE_MAGIC_PATH");
            break;
        case 2:
        case 3:
            uTreeType = PROGRESSION_TRAIT;
            wsafecpy(sPhraseKey, 128, "CHOOSE_CHARACTER_TRAIT");
            break;
        }
        assert(uTreeType >= 0);

        // Text
        i18n->getText(sPhraseKey, sText, LABEL_MAX_CHARS);
        yPxl += pLbl->getHeight() + 2 * SPACING;
        pLbl = new guiLabel();
        pLbl->init(sText, TEXT_FONT, TEXT_COLOR, "", SPACING, yPxl, iWidth - 2 * SPACING, 0, getDisplay());
        addComponent(pLbl);

        // Open tree combo
        yPxl += pLbl->getHeight() + SPACING;
        guiComboBox * pCombo = guiComboBox::createDefaultComboBox("OpenTreeCombo", m_pLocalClient->getInterface(), getDisplay());
        pCombo->moveTo(SPACING, yPxl);
        addComponent(pCombo);

        ObjectList * pTrees = new ObjectList(false);
        pEdition->getAllTreesByType(pTrees, uTreeType);
        ProgressionTree * pTree = (ProgressionTree*) pTrees->getFirst(0);
        while (pTree != NULL)
        {
            pTree->findLocalizedElement(sText, LABEL_MAX_CHARS, i18n->getCurrentLanguageName(), "name");
            guiButton * pBtn = pCombo->addString(sText, "OpenTreeButton");
            pBtn->setAttachment(pTree);
            pTree->getDescription(sText, LABEL_MAX_CHARS, m_pLocalClient);
            pBtn->setTooltipText(sText);
            pTree = (ProgressionTree*) pTrees->getNext(0);
        }
        delete pTrees;
        yPxl += pCombo->getHeight() + SPACING;
    }
    else
    {
        int xTree = SPACING;
        int btnSize = 64;
        int treeWidth = 2 * btnSize + btnSize / 3;
        int treeTop = yPxl + pLbl->getHeight() + 2 * SPACING;

        // Trees
        for (int i = 0; i < NB_PROGRESSION_TREES; i++)
        {
            if (strcmp(pAvatar->m_pProgression[i].sTreeName, "") == 0)
                continue;

            ProgressionTree * pTree = pEdition->findProgressionTree(pAvatar->m_pProgression[i].sTreeName);
            assert(pTree != NULL);

            // Top label
//.........这里部分代码省略.........
开发者ID:jotak,项目名称:shahnarman,代码行数:101,代码来源:LevelUpDlg.cpp

示例4: autoStartGame

// -----------------------------------------------------------------
// Name : autoStartGame
// -----------------------------------------------------------------
void DebugManager::autoStartGame()
{
    // Build client data
    int nbClients = 1;
    ClientData * clients = new ClientData[nbClients];
    int iClient = 0;
    clients[iClient].bLocal = true;

    // Re-init map data
    MapReader * pMapReader = new MapReader(m_pLocalClient);
    pMapReader->init("standard.lua");
    ObjectList * pMapParameters = new ObjectList(true);
    pMapReader->getMapParameters(pMapParameters, LABEL_MAX_CHARS);

    int * pCustomParams = NULL;
    if (pMapParameters->size > 0)
        pCustomParams = new int[pMapParameters->size];

    // Map custom parameters
    int i = 0;
    MapReader::MapParameters * pParam = (MapReader::MapParameters*) pMapParameters->getFirst(0);
    while (pParam != NULL)
    {
        pCustomParams[i++] = pParam->defaultValueIndex;
        pParam = (MapReader::MapParameters*) pMapParameters->getNext(0);
    }

    // Init map generator (we will not delete it here, as the pointer now belong to Server object)
    pMapReader->setMapParameters(pCustomParams, pMapParameters->size, 2);
    delete[] pCustomParams;
    MapReader::deleteMapParameters(pMapParameters);
    delete pMapParameters;

    // Init server
    Server * pServer = m_pLocalClient->initServer("", 1, clients, pMapReader, -1, -1);
    delete[] clients;
    if (pServer == NULL)
    {
        notifyErrorMessage("Error: server could not be initialized.");
        return;
    }

    // Build players data
    ObjectList * pServerPlayers = pServer->getSolver()->getPlayersList();
    // Create neutral player
    char sName[NAME_MAX_CHARS];
    i18n->getText("NEUTRA", sName, NAME_MAX_CHARS);
    Player * pPlayer = new Player(0, 0, pServer->getSolver()->getGlobalSpellsPtr());
    wsafecpy(pPlayer->m_sProfileName, NAME_MAX_CHARS, sName);
    pPlayer->m_Color = rgb(0.5, 0.5, 0.5);
    wsafecpy(pPlayer->m_sBanner, 64, "blason1");
    pServer->getSolver()->setNeutralPlayer(pPlayer);
    // Human players
    int playerId = 1;
    for (int fdfdf = 0; fdfdf < 2; fdfdf++)
    {
        // Create player object
        pPlayer = new Player(playerId, 0, pServer->getSolver()->getGlobalSpellsPtr());
        snprintf(pPlayer->m_sProfileName, NAME_MAX_CHARS, "test%d", playerId);
        Profile * pProfile = m_pLocalClient->getDataFactory()->findProfile(pPlayer->m_sProfileName);
        AvatarData * pAvatar = (AvatarData*) pProfile->getAvatarsList()->getFirst(0);
        pPlayer->m_Color = rgb(1, 1, 1);
        pAvatar->getBanner(pPlayer->m_sBanner, 64);
        pServerPlayers->addLast(pPlayer);
        // Set Avatar
        CoordsMap pos = pMapReader->getPlayerPosition(playerId-1);
        pServer->getSolver()->setInitialAvatar(pAvatar->clone(m_pLocalClient), pPlayer, pos);
        // Add spells that are equipped
        Profile::SpellData * pSpellDesc = (Profile::SpellData*) pProfile->getSpellsList()->getFirst(0);
        while (pSpellDesc != NULL)
        {
            AvatarData * pOwner = pSpellDesc->m_pOwner;
            if (pOwner != NULL && strcmp(pAvatar->m_sEdition, pOwner->m_sEdition) == 0
                    && strcmp(pAvatar->m_sObjectId, pOwner->m_sObjectId) == 0)
                pServer->getSolver()->addInitialPlayerSpell(pPlayer, pSpellDesc->m_sEdition, pSpellDesc->m_sName);
            pSpellDesc = (Profile::SpellData*) pProfile->getSpellsList()->getNext(0);
        }
        // Add equipped artifacts
        Artifact * pArtifact = (Artifact*) pProfile->getArtifactsList()->getFirst(0);
        while (pArtifact != NULL)
        {
            AvatarData * pOwner = pArtifact->m_pOwner;
            if (pOwner != NULL && strcmp(pAvatar->m_sEdition, pOwner->m_sEdition) == 0
                    && strcmp(pAvatar->m_sObjectId, pOwner->m_sObjectId) == 0)
            {
                Unit * pAvatarInGame = pPlayer->getAvatar();
                assert(pAvatarInGame != NULL);
                ArtifactEffect * pEffect = (ArtifactEffect*) pArtifact->getArtifactEffects()->getFirst(0);
                while (pEffect != NULL)
                {
                    switch (pEffect->getType())
                    {
                    case ARTIFACT_EFFECT_CHARAC:
                    {
                        bool bFound = true;
                        long val = pAvatarInGame->getValue(((ArtifactEffect_Charac*)pEffect)->m_sKey, false, &bFound);
                        if (bFound)
//.........这里部分代码省略.........
开发者ID:jotak,项目名称:shahnarman,代码行数:101,代码来源:DebugManager.cpp


注:本文中的ObjectList::getNext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。