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C++ xr_vector::pop_back方法代码示例

本文整理汇总了C++中xr_vector::pop_back方法的典型用法代码示例。如果您正苦于以下问题:C++ xr_vector::pop_back方法的具体用法?C++ xr_vector::pop_back怎么用?C++ xr_vector::pop_back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xr_vector的用法示例。


在下文中一共展示了xr_vector::pop_back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: float

	virtual void	Execute()
	{
		CDeflector* D	= 0;

		for (;;) 
		{
			// Get task
			task_CS.Enter		();
			thProgress			= 1.f - float(task_pool.size())/float(g_deflectors.size());
			if (task_pool.empty())	
			{
				task_CS.Leave		();
				return;
			}

			D					= g_deflectors[task_pool.back()];
			task_pool.pop_back	();
			task_CS.Leave		();

			// Perform operation
			try {
				D->Light	(&DB,&LightsSelected,H);
			} catch (...)
			{
				clMsg("* ERROR: CLMThread::Execute - light");
			}
		}
	}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:28,代码来源:xrLight.cpp

示例2: CreateNode

BOOL ESceneAIMapTool::CreateNode(Fvector& vAt, SAINode& N, bool bIC)
{
	// *** Query and cache polygons for ray-casting
	Fvector	PointUp;		PointUp.set(vAt);	PointUp.y	+= RCAST_Depth;		SnapXZ	(PointUp,m_Params.fPatchSize);
	Fvector	PointDown;		PointDown.set(vAt);	PointDown.y	-= RCAST_Depth;		SnapXZ	(PointDown,m_Params.fPatchSize);

	Fbox	BB;				BB.set	(PointUp,PointUp);		BB.grow(m_Params.fPatchSize/2);	// box 1
	Fbox	B2;				B2.set	(PointDown,PointDown);	B2.grow(m_Params.fPatchSize/2);	// box 2
	BB.merge				(B2);

    if (m_CFModel)
    {
    	/*
        for(u32 i=0; i<m_CFModel->get_tris_count(); ++i)
        {
            CDB::TRI* tri = (m_CFModel->get_tris()+i);
            if(tri->material!=0)
            	Msg("non-default material");
        }
        */
    	Scene->BoxQuery(PQ,BB,CDB::OPT_FULL_TEST,m_CFModel);
    }else
    	Scene->BoxQuery(PQ,BB,CDB::OPT_FULL_TEST,GetSnapList());

	DWORD	dwCount 		= PQ.r_count();
	if (dwCount==0){
//		Log("chasm1");
		return FALSE;			// chasm?
	}

	// *** Transfer triangles and compute sector
//	R_ASSERT(dwCount<RCAST_MaxTris);
	static xr_vector<tri> tris;	tris.reserve(RCAST_MaxTris);	tris.clear();
	for (DWORD i=0; i<dwCount; i++)
	{
    	SPickQuery::SResult* R = PQ.r_begin()+i;

        if (R->e_obj&&R->e_mesh)
        {
            CSurface* surf		= R->e_mesh->GetSurfaceByFaceID(R->tag);
//.			SGameMtl* mtl 		= GMLib.GetMaterialByID(surf->_GameMtl());
//.			if (mtl->Flags.is(SGameMtl::flPassable))continue;


            Shader_xrLC* c_sh	= Device.ShaderXRLC.Get(surf->_ShaderXRLCName());
            if (!c_sh->flags.bCollision) 			continue;
        }
  /*
		if(m_CFModel)
        {
            u16 mtl_id 	= R->material;

            if(std::find(m_ignored_materials.begin(), m_ignored_materials.end(), mtl_id) != m_ignored_materials.end() )
            {
//.                Msg("--ignore");
                continue;
            }
        }
*/
    	tris.push_back	(tri());
		tri&		D = tris.back();
		Fvector*	V = R->verts;   

		D.v[0]		= &V[0];
		D.v[1]		= &V[1];
		D.v[2]		= &V[2];
		D.N.mknormal(*D.v[0],*D.v[1],*D.v[2]);
		if (D.N.y<=0)	tris.pop_back	();
	}
	if (tris.size()==0){
//		Log("chasm2");
		return FALSE;			// chasm?
	}

	static xr_vector<Fvector>	points;		points.reserve(RCAST_Total); points.clear();
	static xr_vector<Fvector>	normals;	normals.reserve(RCAST_Total);normals.clear();
	Fvector P,D; D.set(0,-1,0);

	float coeff 	= 0.5f*m_Params.fPatchSize/float(RCAST_Count);

	for (int x=-RCAST_Count; x<=RCAST_Count; x++) 
	{
		P.x = vAt.x + coeff*float(x); 
		for (int z=-RCAST_Count; z<=RCAST_Count; z++) {
			P.z = vAt.z + coeff*float(z);
			P.y = vAt.y + 10.f;

			float	tri_min_range	= flt_max;
			int		tri_selected	= -1;
			float	range,u,v;
			for (i=0; i<DWORD(tris.size()); i++){
				if (ETOOLS::TestRayTriA(P,D,tris[i].v,u,v,range,false)){
					if (range<tri_min_range){
						tri_min_range	= range;
						tri_selected	= i;
					}
				}
			}
			if (tri_selected>=0) {
				P.y -= tri_min_range;
//.........这里部分代码省略.........
开发者ID:2asoft,项目名称:xray,代码行数:101,代码来源:ESceneAIMapTools_Generate.cpp

示例3: sizeof

void print_free_functions				(lua_State *L, const luabind::object &object, LPCSTR header, const xr_string &indent)
{
	u32							count = 0;
	luabind::object::iterator	I = object.begin();
	luabind::object::iterator	E = object.end();
	for ( ; I != E; ++I) {
		if ((*I).type() != LUA_TFUNCTION)
			continue;
		(*I).pushvalue();
		luabind::detail::free_functions::function_rep* rep = 0;
		if (lua_iscfunction(L, -1))
		{
			if (lua_getupvalue(L, -1, 2) != 0)
			{
				// check the magic number that identifies luabind's functions
				if (lua_touserdata(L, -1) == (void*)0x1337)
				{
					if (lua_getupvalue(L, -2, 1) != 0)
					{
						if (!count)
							FastMsg("\n%snamespace %s {",indent.c_str(),header);
						++count;
						rep = static_cast<luabind::detail::free_functions::function_rep*>(lua_touserdata(L, -1));
						std::vector<luabind::detail::free_functions::overload_rep>::const_iterator	i = rep->overloads().begin();
						std::vector<luabind::detail::free_functions::overload_rep>::const_iterator	e = rep->overloads().end();
						for ( ; i != e; ++i) {
							xr_string	S;
							(*i).get_signature(L,S);
							FastMsg("    %sfunction %s%s;",indent.c_str(),rep->name(), process_signature(S).c_str());
						}
						lua_pop(L, 1);
					}
				}
				lua_pop(L, 1);
			}
		}
		lua_pop(L, 1);
	}
	{
		static xr_vector<xr_string> nesting_path;

		xr_string				_indent = indent;
		xr_string				last_key = "?";
		_indent.append			("    ");
		
		object.pushvalue();
		int n_table = lua_gettop(L);
		// Msg("# n_table = %d ", n_table);
		lua_pushnil		(L);		
		int save_top = lua_gettop(L);

// #pragma todo("alpet : при загруженной сохраненке здесь иногда происходит сбой invalid key to 'next', а потом креш в недрах Direct3D ")
		while (lua_next(L, n_table) != 0) {  
			last_key = "~"; 
			int key_type = lua_type(L, -2);			
			if (lua_type(L, -1) == LUA_TTABLE && key_type == LUA_TSTRING && lua_objlen(L, -2) > 0) {				
				last_key = lua_tostring(L, -2);
				LPCSTR	S = last_key.c_str();
				MsgCB("~#CONTEXT: last_key = %s", S);
				string_path script_name;
				sprintf_s(script_name, sizeof(script_name) - 1, "%s.script", S);
				if (nesting_path.size() == 0 && // скан глобального пространства имен
					(last_key == "" || last_key == "config" || last_key == "package" || last_key == "jit" || last_key == "loaded" || last_key == "md_list" ||
   					 FS.exist("$game_scripts$", script_name) )) // с дампом экспортируемых luabind вещей, возникают сбои!
				{
					Msg("! skipping namespace %s ", last_key.c_str());
					lua_pop(L, 1);
					continue;
				}
				
				if (xr_strcmp("_G", S)) {					
					luabind::object		object(L);
					object.set();
					// if (!xr_strcmp("security", S)) { S = S; } /// wtf?
					xr_string path_dump = "";
					for (u32 ns = 0; ns < nesting_path.size(); ns++)
						path_dump = path_dump + nesting_path.at(ns) + ".";

					path_dump = path_dump + S;
					Msg("#dumping namespace %s ", path_dump.c_str());
					nesting_path.push_back(S);

					u32 nest_level = nesting_path.size();
					// если слишком много вложений или начали повторяться строки
					if (nest_level < 2 &&
						!(nest_level > 1 && nesting_path.at(0) == S)
						)
					{
						print_free_functions(L, object, S, _indent);
					}
					else
					{
						// problem detected
						Msg("! WARN: to many nested levels for export = %d, or self-reference detected ", nest_level);
						FlushLog();
						dumper->flush();
					}
					nesting_path.pop_back();

				}
//.........这里部分代码省略.........
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:101,代码来源:script_engine_help.cpp


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