Example #1
0
 std::vector<config> __convert_to_configs_vector(game_value input_) {
     std::vector<config> output;
     for (uint32_t i = 0; i < input_.length(); ++i) {
         output.push_back(config(input_[i].rv_data));
     }
     return output;
 }
Example #2
0
 std::vector<display> __convert_to_displays_vector(game_value input_) {
     std::vector<display> output;
     for (uint32_t i = 0; i < input_.length(); ++i) {
         output.push_back(display(input_[i].rv_data));
     }
     return output;
 }
Example #3
0
 std::vector<marker> __convert_to_markers_vector(game_value input_) {
     std::vector<marker> output;
     for (uint32_t i = 0; i < input_.length(); ++i) {
         output.push_back(input_[i]);
     }
     return output;
 }
Example #4
0
 std::vector<team_member> __convert_to_team_members_vector(game_value input__) {
     std::vector<team_member> output;
     for (uint32_t i = 0; i < input__.length(); ++i) {
         output.push_back(team_member(input__[i].rv_data));
     }
     return output;
 }
Example #5
0
 std::vector<group> __convert_to_groups_vector(game_value input_) {
     std::vector<group> output;
     for (uint32_t i = 0; i < input_.length(); ++i) {
         output.push_back(group(input_[i].rv_data));
     }
     return output;
 }
Example #6
0
 std::vector<object> __convert_to_objects_vector(game_value input_) {
     std::vector<object> output;
     for (uint32_t i = 0; i < input_.length(); ++i) {
         output.push_back(object(input_[i].rv_data));
     }
     return output;
 }
 std::vector<location> __convert_to_locations_vector(game_value input_) {
     std::vector<location> output;
     for (uint32_t i = 0; i < input_.length(); ++i) {
         output.push_back(location(input_[i].rv_data));
     }
     return output;
 }
Example #8
0
            std::vector<float> __convert_to_numbers_vector(game_value input__) {
                std::vector<float> output;
                for (uint32_t i = 0; i < input__.length(); ++i) {
                    output.push_back(input__[i]);
                }

                return output;
            }
            std::vector<bool> __convert_to_booleans_vector(game_value input__) {
                std::vector<bool> output;
                for (uint32_t i = 0; i < input__.length(); ++i) {
                    output.push_back(input__[i]);
                }

                return output;
            }
Example #10
0
            intersect_surfaces_list __line_intersects_surfaces(const game_value& intersects_value_) {
                intersect_surfaces_list output;
                for (uint32_t i = 0; i < intersects_value_.length(); ++i) {
                    game_value element = intersects_value_[i];
                    intersect_surfaces surfaces; // Our intersecting surfaces
                    surfaces.intersect_pos_asl = element[0]; // the actual position where line intersects 1st surface

                    surfaces.surface_normal = element[1]; // a normal to the intersected surface

                    // translating objects
                    surfaces.intersect_object = element[2]; // the object the surface belongs to (could be proxy object)
                    surfaces.parent_object = element[3]; // the object proxy object belongs to (not always the same as intersect object)

                    output.push_back(surfaces); // Store the surfaces for our return
                }
                return output;
            }