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WorldSnapshot.cpp 文件参考
#include "physics/World.h"
#include "physics/Body.h"
#include "physics/Body3D.h"
#include "physics/Fixture.h"
#include "physics/Joint3D.h"
#include "physics/Shape3D.h"
#include "physics/backend/SimulationBackend.h"
#include "physics/World3D.h"
#include <Box2D/Box2D.h>
#include <box3d/box3d.h>
#include <algorithm>
#include <charconv>
#include <cmath>
#include <cstdint>
#include <exception>
#include <initializer_list>
#include <limits>
#include <set>
#include <string>
#include <string_view>
#include <utility>
#include <vector>

浏览源代码.

类

struct  eve::physics::WorldSnapshotAccess
 

命名空间

namespace  eve
 Build metadata (engine git commit, build time, third-party version).
 
namespace  eve::physics
 Optional physics backend for vehicle mobility and body attach.
 

宏定义

#define EV_READ_BODY3D_FLOAT(name)
 
#define EV_READ_BODY3D_BOOL(name)
 

宏定义说明

◆ EV_READ_BODY3D_BOOL

#define EV_READ_BODY3D_BOOL (   name)
值:
do { \
auto value = readBool(*object, #name); \
if (!value) return eve::Result<Body3DState>::failure(value.status()); \
state.name = value.value(); \
} while (false)
std::string name
SimulationObservation value
static Result failure(Status status)
Construct a failed result from a structured status.
Definition Result.h:175

◆ EV_READ_BODY3D_FLOAT

#define EV_READ_BODY3D_FLOAT (   name)
值:
do { \
auto value = readFloat(*object, #name); \
if (!value) return eve::Result<Body3DState>::failure(value.status()); \
state.name = value.value(); \
} while (false)

变量说明

◆ active

bool active = false

在文件 WorldSnapshot.cpp 第 241 行定义.

◆ angle

float angle = 0.f

在文件 WorldSnapshot.cpp 第 239 行定义.

被这些函数引用 eve::fluids::VolumeFluidJetEmitter::advanceMoving(), eve::animation::SpineAnim::apply(), eve::animation::OrientationWarping::apply(), eve::lighting_editing::Light3DRuntimeApplier::apply(), eve::procgen::SplinePath::applyShapePresetResult(), eve::crowd::Crowd::applySpawnBatch(), eve::procgen::ObjectBuildLayer::build(), eve::fluids::buildVolumeFluidDiskDistribution(), eve::fluids::buildVolumeFluidEdgeDistribution(), eve::fluids::buildVolumeFluidSphereDistribution(), eve::graphics::PrimitiveCanvas2D::drawArc(), eve::graphics::PrimitiveSceneCanvas3D::drawArc(), eve::graphics::PrimitiveCanvas2D::drawRoundedRect(), eve::rts::RTS::escortUnits(), eve::animation::AnimSmrSensorCloud::fromSkeletonDense(), eve::procgen::generateBushMesh(), eve::procgen::generateHexTerrainMesh(), eve::procgen::generateTerrainCurvatureMask(), eve::procgen::generateTerrainHeightmapAspect(), eve::procgen::generateTreeMesh(), eve::daynight::DayNight::getSkyB(), eve::daynight::DayNight::getSkyG(), eve::daynight::DayNight::getSkyR(), eve::procgen::road::RoadNetwork::makeRoundabout(), eve::rts::FormationPlanner::plan(), eve::asset_import::prepareUnityVegetationMaterial(), eve::card::renderCardBack(), eve::crowd::Crowd::Impl::resolveOverlapsPass(), eve::procgen::SplinePath::sampleFramesResult(), eve::crowd::Crowd::Impl::selectAvoidanceVelocity(), eve::ik::Skeleton2D::setRotation(), eve::physics::Joint3D::setSphericalConeLimit(), eve::card::Hand::slotTransform() , 以及 eve::fluids::VolumeFluid::stepWithThermalContacts().

◆ angularVelocity

float angularVelocity = 0.f

在文件 WorldSnapshot.cpp 第 240 行定义.

被这些函数引用 eve::fluids::VolumeFluid::stepWithThermalContacts().

◆ awake

bool awake = false

在文件 WorldSnapshot.cpp 第 241 行定义.

被这些函数引用 eve::physics::Body::setAwake() , 以及 eve::physics::Body3D::setAwake().

◆ bullet

bool bullet = false

在文件 WorldSnapshot.cpp 第 241 行定义.

被这些函数引用 eve::physics::Body::setBullet() , 以及 eve::physics::Body3D::setBullet().

◆ fixedRotation

bool fixedRotation = false

在文件 WorldSnapshot.cpp 第 241 行定义.

◆ fixtures

◆ id

int id = 0

在文件 WorldSnapshot.cpp 第 237 行定义.

◆ qw

◆ qx

◆ qy

◆ qz

◆ type

std::string type

在文件 WorldSnapshot.cpp 第 238 行定义.

◆ value

SimulationObservation value

在文件 WorldSnapshot.cpp 第 203 行定义.

◆ vx

◆ vy

◆ vz

◆ wx

float wx = 0.f

在文件 WorldSnapshot.cpp 第 251 行定义.

被这些函数引用 eve::hd2d::TileMap3D::buildMesh(), eve::building::PlacementWorld::cellToWorld3DX(), eve::building::PlacementWorld::cellToWorld3DY(), eve::building::PlacementWorld::cellToWorld3DZ(), eve::crowd::Crowd::costAtWorld(), eve::crowd::CrowdField::costAtWorld(), eve::procgen::CloudField::coverageAt(), eve::buildingfx::BuildingFx::drawGrid3D(), eve::crowd::Crowd::flowAtWorld(), eve::crowd::CrowdField::flowAtWorld(), eve::window::sdl::Window::fromPixelsXY(), eve::animation::Mat4::fromTRS(), eve::voxel::VoxelWorld::getCubeTypeName(), eve::voxel::VoxelWorld::getCubeTypeTex(), eve::window::sdl::Window::getPosition(), eve::voxel::VoxelWorld::getVoxel(), eve::animation::quatToRot6d(), eve::procgen::TerrainPolygonMask::rasterize(), eve::pixelworld::PixelWorld::rasterizeFragment(), eve::crowd::CrowdField::resolvePenetration(), eve::animation::AnimTrail::sampleBoneOffset(), eve::particles::sampleSkinSpawn(), eve::physics::Body3D::setAngularVelocity(), eve::physics::Joint3D::setMotorAngularVelocity(), eve::voxel::VoxelWorld::setVoxel(), eve::voxel::VoxelWorld::setVoxelByName(), eve::rts::RTSProjectileSystem::step(), eve::voxel::VoxelWorld::terrainHeightAt(), eve::map::tileToWorld(), eve::map::TileLayer::tileToWorld(), eve::map::TileLayer::tileToWorldX(), eve::map::TileLayer::tileToWorldY(), eve::window::sdl::Window::toPixelsXY(), eve::procgen::NoiseField::warp(), eve::math::Math::warpNoise2(), eve::grid::worldToCell(), eve::map::worldToTile(), eve::map::TileLayer::worldToTile(), eve::map::TileLayer::worldToTileX() , 以及 eve::map::TileLayer::worldToTileY().

◆ wy

◆ wz

◆ x

float x = 0.f

在文件 WorldSnapshot.cpp 第 239 行定义.

◆ y

float y = 0.f

在文件 WorldSnapshot.cpp 第 239 行定义.

◆ z

float z = 0.f

在文件 WorldSnapshot.cpp 第 248 行定义.