本文整理汇总了C++中WorldPtr::GetRootSlice方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldPtr::GetRootSlice方法的具体用法?C++ WorldPtr::GetRootSlice怎么用?C++ WorldPtr::GetRootSlice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WorldPtr
的用法示例。
在下文中一共展示了WorldPtr::GetRootSlice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: CreateWorld
/// Create a new World instance.
///
/// @param[in] pSceneDefinition The SceneDefinition from which to create the new World.
///
/// @return Newly created world instance.
Helium::World* WorldManager::CreateWorld( SceneDefinition* pSceneDefinition )
{
// Any scene that creates a world must define a world definition so that the world knows what components to init on itself
HELIUM_ASSERT(pSceneDefinition);
const WorldDefinition *pWorldDefinition = pSceneDefinition->GetWorldDefinition();
WorldPtr spWorld;
if (pWorldDefinition)
{
// Let the world definition provide the world
spWorld = pWorldDefinition->CreateWorld();
}
else
{
// Make a blank, default world.
// TODO: Consider having the concept of a "default" world definition. Generally, not loading a world from a definition
// is bad because pretty much any useful world should be initialized with world components
HELIUM_ASSERT( 0 );
spWorld = new World();
spWorld->Initialize();
}
HELIUM_ASSERT(spWorld.Get());
m_worlds.Push( spWorld );
if ( pSceneDefinition && spWorld )
{
Slice *pRootSlice = spWorld->GetRootSlice();
size_t entityDefinitionCount = pSceneDefinition->GetEntityDefinitionCount();
for ( size_t i = 0; i < entityDefinitionCount; ++i )
{
EntityDefinition *pEntityDefinition = pSceneDefinition->GetEntityDefinition( i );
HELIUM_ASSERT( pEntityDefinition );
Entity *pEntity = pRootSlice->CreateEntity(pEntityDefinition);
}
}
return spWorld;
}