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C++ Obstacle::IsEnabledEffective方法代码示例

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


在下文中一共展示了Obstacle::IsEnabledEffective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: DrawDebugGeometry

void DynamicNavigationMesh::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
{
    if (!debug || !navMesh_ || !node_)
        return;

    const Matrix3x4& worldTransform = node_->GetWorldTransform();

    const dtNavMesh* navMesh = navMesh_;

    for (int z = 0; z < numTilesZ_; ++z)
    {
        for (int x = 0; x < numTilesX_; ++x)
        {
            // Get the layers from the tile-cache
            const dtMeshTile* tiles[TILECACHE_MAXLAYERS];
            int tileCount = navMesh->getTilesAt(x, z, tiles, TILECACHE_MAXLAYERS);
            for (int i = 0; i < tileCount; ++i)
            {
                const dtMeshTile* tile = tiles[i];
                if (!tile)
                    continue;

                for (int i = 0; i < tile->header->polyCount; ++i)
                {
                    dtPoly* poly = tile->polys + i;
                    for (unsigned j = 0; j < poly->vertCount; ++j)
                    {
                        debug->AddLine(
                            worldTransform * *reinterpret_cast<const Vector3*>(&tile->verts[poly->verts[j] * 3]),
                            worldTransform * *reinterpret_cast<const Vector3*>(&tile->verts[poly->verts[(j + 1) % poly->vertCount] * 3]),
                            Color::YELLOW,
                            depthTest
                            );
                    }
                }
            }
        }
    }

    Scene* scene = GetScene();
    if (scene)
    {
        // Draw Obstacle components
        if (drawObstacles_)
        {
            PODVector<Node*> obstacles;
            scene->GetChildrenWithComponent<Obstacle>(obstacles, true);
            for (unsigned i = 0; i < obstacles.Size(); ++i)
            {
                Obstacle* obstacle = obstacles[i]->GetComponent<Obstacle>();
                if (obstacle && obstacle->IsEnabledEffective())
                    obstacle->DrawDebugGeometry(debug, depthTest);
            }
        }

        // Draw OffMeshConnection components
        if (drawOffMeshConnections_)
        {
            PODVector<Node*> connections;
            scene->GetChildrenWithComponent<OffMeshConnection>(connections, true);
            for (unsigned i = 0; i < connections.Size(); ++i)
            {
                OffMeshConnection* connection = connections[i]->GetComponent<OffMeshConnection>();
                if (connection && connection->IsEnabledEffective())
                    connection->DrawDebugGeometry(debug, depthTest);
            }
        }

        // Draw NavArea components
        if (drawNavAreas_)
        {
            PODVector<Node*> areas;
            scene->GetChildrenWithComponent<NavArea>(areas, true);
            for (unsigned i = 0; i < areas.Size(); ++i)
            {
                NavArea* area = areas[i]->GetComponent<NavArea>();
                if (area && area->IsEnabledEffective())
                    area->DrawDebugGeometry(debug, depthTest);
            }
        }
    }
}
开发者ID:WorldofOpenDev,项目名称:AtomicGameEngine,代码行数:82,代码来源:DynamicNavigationMesh.cpp

示例2: Build


//.........这里部分代码省略.........
        params.maxTiles = maxTiles;
        params.maxPolys = maxPolys;

        navMesh_ = dtAllocNavMesh();
        if (!navMesh_)
        {
            LOGERROR("Could not allocate navigation mesh");
            return false;
        }

        if (dtStatusFailed(navMesh_->init(&params)))
        {
            LOGERROR("Could not initialize navigation mesh");
            ReleaseNavigationMesh();
            return false;
        }

        dtTileCacheParams tileCacheParams;
        memset(&tileCacheParams, 0, sizeof(tileCacheParams));
        rcVcopy(tileCacheParams.orig, &boundingBox_.min_.x_);
        tileCacheParams.ch = cellHeight_;
        tileCacheParams.cs = cellSize_;
        tileCacheParams.width = tileSize_;
        tileCacheParams.height = tileSize_;
        tileCacheParams.maxSimplificationError = edgeMaxError_;
        tileCacheParams.maxTiles = numTilesX_ * numTilesZ_ * TILECACHE_MAXLAYERS;
        tileCacheParams.maxObstacles = maxObstacles_;
        // Settings from NavigationMesh
        tileCacheParams.walkableClimb = agentMaxClimb_;
        tileCacheParams.walkableHeight = agentHeight_;
        tileCacheParams.walkableRadius = agentRadius_;

        tileCache_ = dtAllocTileCache();
        if (!tileCache_)
        {
            LOGERROR("Could not allocate tile cache");
            ReleaseNavigationMesh();
            return false;
        }

        if (dtStatusFailed(tileCache_->init(&tileCacheParams, allocator_, compressor_, meshProcessor_)))
        {
            LOGERROR("Could not initialize tile cache");
            ReleaseNavigationMesh();
            return false;
        }

        // Build each tile
        unsigned numTiles = 0;

        for (int z = 0; z < numTilesZ_; ++z)
        {
            for (int x = 0; x < numTilesX_; ++x)
            {
                TileCacheData tiles[TILECACHE_MAXLAYERS];
                int layerCt = BuildTile(geometryList, x, z, tiles);
                for (int i = 0; i < layerCt; ++i)
                {
                    dtCompressedTileRef tileRef;
                    int status = tileCache_->addTile(tiles[i].data, tiles[i].dataSize, DT_COMPRESSEDTILE_FREE_DATA, &tileRef);
                    if (dtStatusFailed(status))
                    {
                        dtFree(tiles[i].data);
                        tiles[i].data = 0x0;
                    }
                }
                ++numTiles;
            }
            for (int x = 0; x < numTilesX_; ++x)
                tileCache_->buildNavMeshTilesAt(x, z, navMesh_);
        }

        // For a full build it's necessary to update the nav mesh
        // not doing so will cause dependent components to crash, like DetourCrowdManager
        tileCache_->update(0, navMesh_);

        LOGDEBUG("Built navigation mesh with " + String(numTiles) + " tiles");

        // Send a notification event to concerned parties that we've been fully rebuilt
        {
            using namespace NavigationMeshRebuilt;
            VariantMap& buildEventParams = GetContext()->GetEventDataMap();
            buildEventParams[P_NODE] = node_;
            buildEventParams[P_MESH] = this;
            SendEvent(E_NAVIGATION_MESH_REBUILT, buildEventParams);
        }

        // Scan for obstacles to insert into us
        PODVector<Node*> obstacles;
        GetScene()->GetChildrenWithComponent<Obstacle>(obstacles, true);
        for (unsigned i = 0; i < obstacles.Size(); ++i)
        {
            Obstacle* obs = obstacles[i]->GetComponent<Obstacle>();
            if (obs && obs->IsEnabledEffective())
                AddObstacle(obs);
        }

        return true;
    }
}
开发者ID:WorldofOpenDev,项目名称:AtomicGameEngine,代码行数:101,代码来源:DynamicNavigationMesh.cpp


注:本文中的Obstacle::IsEnabledEffective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。