本文整理汇总了C++中ObjectMotionState::getSimulationPriority方法的典型用法代码示例。如果您正苦于以下问题:C++ ObjectMotionState::getSimulationPriority方法的具体用法?C++ ObjectMotionState::getSimulationPriority怎么用?C++ ObjectMotionState::getSimulationPriority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ObjectMotionState
的用法示例。
在下文中一共展示了ObjectMotionState::getSimulationPriority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: doOwnershipInfection
void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) {
BT_PROFILE("ownershipInfection");
const btCollisionObject* characterObject = _characterController ? _characterController->getCollisionObject() : nullptr;
ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer());
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());
if (motionStateB &&
((motionStateA && motionStateA->getSimulatorID() == _sessionID && !objectA->isStaticObject()) ||
(objectA == characterObject))) {
// NOTE: we might own the simulation of a kinematic object (A)
// but we don't claim ownership of kinematic objects (B) based on collisions here.
if (!objectB->isStaticOrKinematicObject() && motionStateB->getSimulatorID() != _sessionID) {
quint8 priority = motionStateA ? motionStateA->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
motionStateB->bump(priority);
}
} else if (motionStateA &&
((motionStateB && motionStateB->getSimulatorID() == _sessionID && !objectB->isStaticObject()) ||
(objectB == characterObject))) {
// SIMILARLY: we might own the simulation of a kinematic object (B)
// but we don't claim ownership of kinematic objects (A) based on collisions here.
if (!objectA->isStaticOrKinematicObject() && motionStateA->getSimulatorID() != _sessionID) {
quint8 priority = motionStateB ? motionStateB->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
motionStateA->bump(priority);
}
}
}