本文整理汇总了C++中VisBaseEntity_cl::UpdateEntityChangedStatus方法的典型用法代码示例。如果您正苦于以下问题:C++ VisBaseEntity_cl::UpdateEntityChangedStatus方法的具体用法?C++ VisBaseEntity_cl::UpdateEntityChangedStatus怎么用?C++ VisBaseEntity_cl::UpdateEntityChangedStatus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VisBaseEntity_cl
的用法示例。
在下文中一共展示了VisBaseEntity_cl::UpdateEntityChangedStatus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: RunUpdateLoop
// Helper for OnRunGameLoop
// The update loop is responsible for deleting "dead" entities and updating the core engine's variables
void VisionApp_cl::RunUpdateLoop()
{
VISION_PROFILE_FUNCTION( VIS_PROFILE_GAMELOOP_UPDATELOOP );
// Delete "dead" entities from previous frame
Vision::Game.FreeRemovedEntities();
const VisEntityCollection_cl &updatedEntities = Vision::Game.GetUpdatedEntities();
const int iNumEntities = updatedEntities.GetNumEntries();
int &i = updatedEntities.m_iIterator; // use this iterator to keep counter in-sync if collection changes during loop
for (i=0; i<iNumEntities; i++)
{
VisBaseEntity_cl *pEntity = updatedEntities.GetEntry(i);
if (!pEntity)
continue;
VISION_PROFILE_FUNCTION(VIS_PROFILE_GAMELOOP_MODULESYSHANDLE);
// send notifications to module system (e.g. all children like bound entities, lights, particles, ...)
pEntity->Handle();
// update visibility bounding box
pEntity->UpdateVisBoundingBox();
// update core engine variables
if ( pEntity->IsCoreUpdateRequired() )
pEntity->UpdateEntityChangedStatus();
// reset the status flags
pEntity->ResetStatusFlags();
}
}