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类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());
}
}
}
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;
}
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);
}
}
}