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C++ ObjectMotionState::getSimulationPriority方法代码示例

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);
        }
    }
}
开发者ID:MarcelEdward,项目名称:hifi,代码行数:28,代码来源:PhysicsEngine.cpp


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