Example #1
0
void updatePlatforms(player_s* p)
{
	int i;
	for(i=0;i<NUMPLATFORMS;i++)
	{
		if(platform[i].used)updatePlatform(&platform[i], p);
	}
}
//------------------------------------------------------------------------------
// entityStateManager() --  (Output support)
//    -- Update the entity object for this NIB(Player)
//------------------------------------------------------------------------------
bool Nib::entityStateManager(const double curExecTime)
{
   bool ok = true;
   if (getPlayer()->isMode(simulation::Player::ACTIVE) && isPlayerStateUpdateRequired(curExecTime)) {

      // Need to update this entity object ...

      NetIO* netIO = static_cast<NetIO*>(getNetIO());
      RTI::RTIambassador* rtiAmb = netIO->getRTIambassador();

      // ---
      // First, make sure this entity has been registered
      // ---
      if (!isRegistered()) {
         try {
            RTI::ObjectClassHandle theClassHandle = netIO->getObjectClassHandle( getClassIndex() );
            makeObjectName();
            setObjectHandle( rtiAmb->registerObjectInstance( theClassHandle, getObjectName() ) );
            netIO->addNibToObjectTables(this, simulation::NetIO::OUTPUT_NIB);
            std::cout << "rprfom::Nib::updateEntity(): Register entity: " << getObjectName() << " handle = " << getObjectHandle() << std::endl;
         }
         catch (RTI::Exception& e) {
            std::cerr << &e << std::endl;
            ok = false;
         }
      }

      // ---
      // Next, update the entity's attribute values ...
      // ---
      if ( ok && isRegistered()) {
         try {
            // Create the attribute-value pair set
            RTI::AttributeHandleValuePairSet* attrs = nullptr;
            attrs = RTI::AttributeSetFactory::create( NetIO::NUM_OBJECT_ATTRIBUTES );

            // Load the set with updated attribute values
            updateBasicEntity(attrs,curExecTime);
            updatePhysicalEntity(attrs,curExecTime);
            updatePlatform(attrs,curExecTime);

            // Send attributes to the RTI
            //std::cout << "RprFom::Nib::updateEntity(): Update entity: " << getObjectName() << " handle = " << getObjectHandle() << std::endl;
            ok = netIO->updateAttributeValues(getObjectHandle(), attrs);

            delete attrs;
         }

         catch (RTI::Exception& e) {
            std::cerr << &e << std::endl;
            ok = false;
         }
      }
   } // end -- if active player needs an update

   return ok;
}