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C++ VectorList::at方法代码示例

本文整理汇总了C++中VectorList::at方法的典型用法代码示例。如果您正苦于以下问题:C++ VectorList::at方法的具体用法?C++ VectorList::at怎么用?C++ VectorList::at使用的例子?那么恭喜您, 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VectorList的用法示例。


在下文中一共展示了VectorList::at方法的3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: setToLastX

void VectorSelector::setToLastX(QString field) {
  if (!_store) {
    return;
  }
  int match = -1;
  VectorList vectors = _store->getObjects<Vector>();
  int size = vectors.size();
  for (int i = 0; i < size; ++i) {
    if (vectors.at(i)->descriptiveName() == field) {
      match = i;
    }
  }

  if (match >-1) {
    setSelectedVector(vectors.at(match));
  } else {
    CurveList objects = _store->getObjects<Curve>();
    if (objects.count()>0) {
      setSelectedVector(objects.at(objects.count()-1)->xVector());
    }
  }
}
开发者ID:mattryoung,项目名称:kst,代码行数:22,代码来源:vectorselector.cpp

示例2: InsideShape

bool Rectangle::InsideShape(sf::Vector2f val, Num scale, bool shapeOnly)
{
    bool allOnRightSide = true;
    VectorList verts;
    GetVertices(&verts);
    for(int i = 0; i < 4; i++)
    {
        Num slope;
        if(verts.at((i + 1) % 4).x == verts.at(i).x)
        {
            if(verts.at((i + 1) % 4).y >= verts.at(i).y)
            {
                slope = 100000000;
            }
            else
                slope = -100000000;
        }
        else
            slope = (verts.at((i + 1) % 4).y - verts.at(i).y) / (verts.at((i + 1) % 4).x - verts.at(i).x);

        Num val1 = val.y - verts.at(i).y - slope * (val.x - verts.at(i).x);
        Num val2 = verts.at((i + 2) % 4).y - verts.at(i).y - slope * (verts.at((i + 2) % 4).x - verts.at(i).x);
        if((val1 < 0 && val2 > 0) || (val1 > 0 && val2 < 0))
            allOnRightSide = false;
    }
    return allOnRightSide;
}
开发者ID:gunarthon,项目名称:WarFog,代码行数:27,代码来源:Rectangle.cpp

示例3: Init

void Rectangle::Init(b2World *world, b2Body *body)
{
    if(isInitted)
        return;
    ShapePart::Init(world);

    //http://www.iforce2d.net/b2dtut/fixtures
    b2PolygonShape *sd = new b2PolygonShape();
    b2FixtureDef *fd = new b2FixtureDef();
    fd->shape = sd;
    fd->friction = 0.4;
    fd->restitution = 0.3;

    fd->density = (density + 5.0) / 10.0;

    if(m_collisionGroup != -1)
        fd->filter.groupIndex = m_collisionGroup;
    if(!collide)
        fd->filter.maskBits = 0;

    VectorList verts;
    GetVertices(&verts);
    sd->Set(&verts.at(0), (int) verts.size());

    if(body)
    {
        for(unsigned i = 0; i < 4; i++)
        {
            sd->m_vertices[i].x -= body->GetPosition().x;
            sd->m_vertices[i].y -= body->GetPosition().y;
        }
        m_body = body;
        if(isStatic)
            m_body->SetType(b2_staticBody);
        //bool bodyStatic = body->GetType() == b2_staticBody;
    }
    else
    {
        for(unsigned i = 0; i < 4; i++)
        {
            sd->m_vertices[i].x -= centerX;
            sd->m_vertices[i].y -= centerY;
        }
        b2BodyDef *bd = new b2BodyDef();
        if(isStatic)
            bd->type = b2_staticBody;
        else
            bd->type = b2_dynamicBody;
        bd->position.Set(centerX, centerY);

        m_body = world->CreateBody(bd);
        if(isEditable)
        {
            bool hasJoints = false;
            for(unsigned j = 0; j < m_joints.size(); j++)
            {
                if(m_joints.at(j)->isEnabled)
                {
                    hasJoints = true;
                    break;
                }
            }
            if(!hasJoints)
                m_body->SetBullet(true);
        }
        if(isBullet)
            m_body->SetBullet(true);
    }
    //TODO:
    /*sd->userData = new Object();
    sd->userData.collide = collide;
    sd->userData.editable = (isEditable || isTank);
    sd->userData.color = color;
    sd->userData.outline = outline;
    sd->userData.terrain = terrain;
    sd->userData.undragable = undragable;
    sd->userData.isPiston = -1;
    sd->userData.isSandbox = isSandbox;*/

    m_fixture = m_body->CreateFixture(fd);

    //TODO check if mass not needed
    /*if(isStatic || bodyStatic)
        m_body->SetMass(new b2MassData());
    else
        m_body->SetMassFromShapes();*/

    for(unsigned i = 0; i < m_joints.size(); i++)
    {
        if(m_joints.at(i)->isEnabled && m_joints.at(i)->type == "FixedJoint")
        {
            ShapePart *connectedPart = m_joints.at(i)->GetOtherPart(this);
            if(connectedPart->isEnabled)
                connectedPart->Init(world, m_body);
        }
    }
}
开发者ID:gunarthon,项目名称:WarFog,代码行数:97,代码来源:Rectangle.cpp


注:本文中的VectorList::at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。