本文整理汇总了C++中utArray::at方法的典型用法代码示例。如果您正苦于以下问题:C++ utArray::at方法的具体用法?C++ utArray::at怎么用?C++ utArray::at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utArray
的用法示例。
在下文中一共展示了utArray::at方法的5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: finalizeAssemblyLoad
void LSLuaState::finalizeAssemblyLoad(Assembly *assembly, utArray<Type *>& types)
{
for (UTsize j = 0; j < types.size(); j++)
{
Type *type = types.at(j);
if (type->isNative() || type->hasStaticNativeMember())
{
// we're native
NativeInterface::resolveScriptType(type);
}
}
declareLuaTypes(types);
initializeLuaTypes(types);
// we avoid runtime validation on mobile, this works but should be unnecessary
// as issues with be caught on OSX/WINDOWS development platforms
#if LOOM_PLATFORM == LOOM_PLATFORM_OSX || LOOM_PLATFORM == LOOM_PLATFORM_WIN32
for (UTsize j = 0; j < types.size(); j++)
{
Type *type = types.at(j);
TypeValidatorRT tv(this, type);
tv.validate();
}
#endif
assembly->bootstrap();
}
示例2: declareLuaTypes
void LSLuaState::declareLuaTypes(const utArray<Type *>& types)
{
for (UTsize i = 0; i < types.size(); i++)
{
declareClass(types[i]);
}
// validate/initialize native types
for (UTsize i = 0; i < types.size(); i++)
{
Type *type = types.at(i);
if (type->isNative() || type->hasStaticNativeMember())
{
NativeTypeBase *ntb = NativeInterface::getNativeType(type);
if (!ntb)
{
LSError("Unable to get NativeTypeBase for type %s", type->getFullName().c_str());
}
if (type->isNativeManaged() != ntb->isManaged())
{
if (type->isNativeManaged())
{
LSError("Managed mismatch for type %s, script declaration specifies native while native bindings are unmanaged", type->getFullName().c_str());
}
else
{
LSError("Managed mismatch for type %s, script declaration specifies unmanaged while native bindings are managed", type->getFullName().c_str());
}
}
ntb->validate(type);
type->setCTypeName(ntb->getCTypeName());
}
}
}
示例3: processFileEntryDeltas
// Take a difference report from compareFileEntries and issue appropriate
// file modification notes, and check whether they have settled. If so,
// transmit updates to clients.
static void processFileEntryDeltas(utArray<FileEntryDelta> *deltas)
{
int curTime = platform_getMilliseconds();
loom_mutex_lock(gFileScannerLock);
// Update the pending list with all the stuff we've seen.
for (UTsize i = 0; i < deltas->size(); i++)
{
// Get the delta.
const FileEntryDelta& fed = deltas->at(i);
// If it's removal, we don't currently send a notification.
if (fed.action == FileEntryDelta::Removed)
{
continue;
}
// If it's not whitelisted, ignore it.
if (!checkInWhitelist(fed.path))
{
continue;
}
// Note it in the pending modification list.
bool sawInList = false;
for (UTsize i = 0; i < gPendingModifications.size(); i++)
{
FileModificationNote& fmn = gPendingModifications.at(i);
if (strcmp(fmn.path, fed.path.c_str()))
{
continue;
}
// Match - update time.
lmLogDebug(gAssetAgentLogGroup, "FILE CHANGING - '%s'", fed.path.c_str());
fmn.lastSeenTime = curTime;
sawInList = true;
}
if (!sawInList)
{
FileModificationNote fmn;
fmn.path = stringtable_insert(fed.path.c_str());
fmn.lastSeenTime = curTime;
gPendingModifications.push_back(fmn);
lmLogDebug(gAssetAgentLogGroup, "FILE CHANGED - '%s'", fed.path.c_str());
}
}
// Now, walk the pending list and send everyone who hasn't been touched for the settling period.
// See how many files we're sending and note that state.
const int settleTimeMs = 750;
int transferStartTime = platform_getMilliseconds();
int totalPendingTransfers = 0;
for (UTsize i = 0; i < gPendingModifications.size(); i++)
{
// Only consider pending items that have aged out.
FileModificationNote& fmn = gPendingModifications.at(i);
if (curTime - fmn.lastSeenTime < settleTimeMs)
{
continue;
}
totalPendingTransfers++;
}
bool didWeNotifyUserAboutPending = false;
for (UTsize i = 0; i < gPendingModifications.size(); i++)
{
// Only consider pending items that have aged out.
FileModificationNote& fmn = gPendingModifications.at(i);
if (curTime - fmn.lastSeenTime < settleTimeMs)
{
continue;
}
// Make the path canonical.
utString filename = fmn.path;
char canonicalFile[MAXPATHLEN];
makeAssetPathCanonical(filename.c_str(), canonicalFile);
// Note: we don't deal with deleted files properly (by uploading new state) because realpath
// only works right when the file exists. So we just skip doing anything about it.
// Note we are using gActiveHandlers.size() outside of a lock, but this is ok as it's a word.
if ((strstr(canonicalFile, ".loom") || strstr(canonicalFile, ".ls")) && (gActiveHandlers.size() > 0))
{
lmLog(gAssetAgentLogGroup, "Changed '%s'", canonicalFile);
}
if (canonicalFile[0] == 0)
{
lmLog(gAssetAgentLogGroup, " o Ignoring file missing from the asset folder!");
//.........这里部分代码省略.........
示例4: cacheAssemblyTypes
void LSLuaState::cacheAssemblyTypes(Assembly *assembly, utArray<Type *>& types)
{
// setup assembly type lookup field
lua_rawgeti(L, LUA_GLOBALSINDEX, LSASSEMBLYLOOKUP);
lua_pushlightuserdata(L, assembly);
lua_setfield(L, -2, assembly->getName().c_str());
lua_pop(L, 1);
assembly->ordinalTypes = new Type *[types.size() + 1];
for (UTsize j = 0; j < types.size(); j++)
{
Type *type = types.at(j);
assembly->types.insert(type->getName(), type);
lmAssert(type->getTypeID() > 0 && type->getTypeID() <= (LSTYPEID)types.size(), "LSLuaState::cacheAssemblyTypes TypeID out of range");
assembly->ordinalTypes[type->getTypeID()] = type;
const char *typeName = type->getFullName().c_str();
// fast access cache
if (!strcmp(typeName, "system.Object"))
{
objectType = type;
}
else if (!strcmp(typeName, "system.Null"))
{
nullType = type;
}
else if (!strcmp(typeName, "system.Boolean"))
{
booleanType = type;
}
else if (!strcmp(typeName, "system.Number"))
{
numberType = type;
}
else if (!strcmp(typeName, "system.String"))
{
stringType = type;
}
else if (!strcmp(typeName, "system.Function"))
{
functionType = type;
}
else if (!strcmp(typeName, "system.Vector"))
{
vectorType = type;
}
lua_rawgeti(L, LUA_GLOBALSINDEX, LSINDEXMEMBERINFONAME);
lua_pushlightuserdata(L, type);
lua_gettable(L, -2);
// cache all members for fast lookup of memberinfo -> pre-interned
// lua string (interning strings is the devil's work)
if (lua_isnil(L, -1))
{
lua_pop(L, 1);
utArray<MemberInfo *> members;
MemberTypes types;
types.method = true;
types.field = true;
types.property = true;
type->findMembers(types, members, false);
// cache the type to member info table
lua_pushlightuserdata(L, type);
lua_pushstring(L, type->getName());
lua_settable(L, -3);
for (UTsize i = 0; i < members.size(); i++)
{
MemberInfo *mi = members.at(i);
lua_pushlightuserdata(L, mi);
lua_pushstring(L, mi->getName());
lua_settable(L, -3);
}
}
else
{
lua_pop(L, 1);
}
lua_pop(L, 1);
// if we weren't cached during assembly load, cache now
if (!typeCache.get(type->getFullName()))
{
typeCache.insert(type->getFullName(), type);
}
}
lmAssert(nullType, "LSLuaState::cacheAssemblyTypes - system.Null not found");
lmAssert(booleanType, "LSLuaState::cacheAssemblyTypes - system.Boolean not found");
lmAssert(numberType, "LSLuaState::cacheAssemblyTypes - system.Number not found");
//.........这里部分代码省略.........
示例5: addVertex
void addVertex(unsigned int fi, unsigned int bindex, const akMeshLoader::TempVert& ref)
{
utArray<float> uvs;
for(int j=0; j<AK_UV_MAX; j++)
{
uvs.push_back(ref.uv[j][0]);
uvs.push_back(ref.uv[j][1]);
}
UTuint32 id = item->addVertex(ref.co, ref.no, ref.vcol, uvs);
idxmap.push_back(bindex);
// vgroups
if(m_bmesh->dvert)
{
Blender::MDeformVert& dv = m_bmesh->dvert[bindex];
for(int j=0; j<dv.totweight; j++)
{
UTuint32 vgi = dv.dw[j].def_nr;
if( vgi < item->getNumVertexGroups() )
{
akVertexGroup* vg = item->getVertexGroup(vgi);
vg->add(id, dv.dw[j].weight);
}
}
}
// morphtargets
if(m_bmesh->key)
{
Blender::KeyBlock* bkb = (Blender::KeyBlock*)m_bmesh->key->block.first;
// skip first shape key (basis)
int mti=0;
if(bkb) bkb = bkb->next;
while(bkb)
{
if(bkb->type == KEY_RELATIVE)
{
Blender::KeyBlock* basis = (Blender::KeyBlock*)m_bmesh->key->block.first;
for(int i=0; basis && i<bkb->relative; i++)
basis = basis->next;
if(basis)
{
//akMorphTarget* mt = item->getMorphTarget(bkb->name);
akMorphTarget* mt = item->getMorphTarget(mti);
float* kpos = (float*)bkb->data;
float* bpos = (float*)basis->data;
akVector3 k(kpos[3*bindex+0], kpos[3*bindex+1], kpos[3*bindex+2]);
akVector3 b(bpos[3*bindex+0], bpos[3*bindex+1], bpos[3*bindex+2]);
k = k-b;
btAlignedObjectArray<akVector3>& norms = shapekeysnormals->at(mti);
akVector3 normal(0,0,0);
const Blender::MFace& bface = m_bmesh->mface[fi];
if(bface.flag & ME_SMOOTH)
{
utArray<UTuint32>& smoothfaces = smoothfacesarray->at(bindex);
for (int j = 0; j< smoothfaces.size(); j++)
{
UTuint32 bface2id = smoothfaces[j];
normal += norms.at(bface2id);
}
normal = normalize(normal);
}
else
{
normal = norms.at(fi);
}
normal = normal - ref.no;
if(!akFuzzyT(lengthSqr(k), 1e-10f) || !akFuzzyT(lengthSqr(normal), 1e-10f))
mt->add(id, k, normal);
mti++;
}
}
bkb = bkb->next;
}
}
}