Changeset 10919 for code/branches/cpp11_v2/src/modules/objects
- Timestamp:
- Dec 5, 2015, 10:47:51 PM (10 years ago)
- Location:
- code/branches/cpp11_v2/src/modules/objects
- Files:
-
- 8 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/cpp11_v2/src/modules/objects/Attacher.cc
r10916 r10919 101 101 return; 102 102 103 for ( ObjectList<WorldEntity>::iterator it = ObjectList<WorldEntity>::begin(); it != ObjectList<WorldEntity>::end(); ++it)103 for (WorldEntity* worldEntity : ObjectList<WorldEntity>()) 104 104 { 105 if ( it->getName() == this->targetname_)105 if (worldEntity->getName() == this->targetname_) 106 106 { 107 this->target_ = *it;108 this->attachToParent( *it);107 this->target_ = worldEntity; 108 this->attachToParent(worldEntity); 109 109 } 110 110 } -
code/branches/cpp11_v2/src/modules/objects/ForceField.cc
r9945 r10919 118 118 { 119 119 // Iterate over all objects that could possibly be affected by the ForceField. 120 for ( ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)120 for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) 121 121 { 122 122 // The direction of the orientation of the force field. … … 125 125 126 126 // Vector from the center of the force field to the object its acting on. 127 Vector3 distanceVector = it->getWorldPosition() - (this->getWorldPosition() + (this->halfLength_ * direction));127 Vector3 distanceVector = mobileEntity->getWorldPosition() - (this->getWorldPosition() + (this->halfLength_ * direction)); 128 128 129 129 // The object is outside a ball around the center with radius length/2 of the ForceField. … … 132 132 133 133 // The distance of the object form the orientation vector. (Or rather the smallest distance from the orientation vector) 134 float distanceFromDirectionVector = (( it->getWorldPosition() - this->getWorldPosition()).crossProduct(direction)).length();134 float distanceFromDirectionVector = ((mobileEntity->getWorldPosition() - this->getWorldPosition()).crossProduct(direction)).length(); 135 135 136 136 // If the object in a tube of radius 'radius' around the direction of orientation. … … 140 140 // Apply a force to the object in the direction of the orientation. 141 141 // The force is highest when the object is directly on the direction vector, with a linear decrease, finally reaching zero, when distanceFromDirectionVector = radius. 142 it->applyCentralForce((this->radius_ - distanceFromDirectionVector)/this->radius_ * this->velocity_ * direction);142 mobileEntity->applyCentralForce((this->radius_ - distanceFromDirectionVector)/this->radius_ * this->velocity_ * direction); 143 143 } 144 144 } … … 146 146 { 147 147 // Iterate over all objects that could possibly be affected by the ForceField. 148 for ( ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)149 { 150 Vector3 distanceVector = it->getWorldPosition() - this->getWorldPosition();148 for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) 149 { 150 Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition(); 151 151 float distance = distanceVector.length(); 152 152 // If the object is within 'radius' distance. … … 155 155 distanceVector.normalise(); 156 156 // Apply a force proportional to the velocity, with highest force at the origin of the sphere, linear decreasing until reaching a distance of 'radius' from the origin, where the force reaches zero. 157 it->applyCentralForce((this->radius_ - distance)/this->radius_ * this->velocity_ * distanceVector);157 mobileEntity->applyCentralForce((this->radius_ - distance)/this->radius_ * this->velocity_ * distanceVector); 158 158 } 159 159 } … … 162 162 { 163 163 // Iterate over all objects that could possibly be affected by the ForceField. 164 for ( ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)165 { 166 Vector3 distanceVector = this->getWorldPosition() - it->getWorldPosition();164 for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) 165 { 166 Vector3 distanceVector = this->getWorldPosition() - mobileEntity->getWorldPosition(); 167 167 float distance = distanceVector.length(); 168 168 // If the object is within 'radius' distance and no more than 'length' away from the boundary of the sphere. … … 172 172 distanceVector.normalise(); 173 173 // Apply a force proportional to the velocity, with highest force at the boundary of the sphere, linear decreasing until reaching a distance of 'radius-length' from the origin, where the force reaches zero. 174 it->applyCentralForce((distance-range)/range * this->velocity_ * distanceVector);174 mobileEntity->applyCentralForce((distance-range)/range * this->velocity_ * distanceVector); 175 175 } 176 176 } … … 179 179 { 180 180 // Iterate over all objects that could possibly be affected by the ForceField. 181 for ( ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)182 { 183 Vector3 distanceVector = it->getWorldPosition() - this->getWorldPosition();181 for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) 182 { 183 Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition(); 184 184 float distance = distanceVector.length(); 185 185 // If the object is within 'radius' distance and especially further away than massRadius_ … … 197 197 198 198 // Note: this so called force is actually an acceleration! 199 it->applyCentralForce((-1) * (ForceField::attenFactor_ * ForceField::gravConstant_ * this->getMass()) / (distance * distance) * distanceVector);199 mobileEntity->applyCentralForce((-1) * (ForceField::attenFactor_ * ForceField::gravConstant_ * this->getMass()) / (distance * distance) * distanceVector); 200 200 } 201 201 } … … 204 204 { 205 205 // Iterate over all objects that could possibly be affected by the ForceField. 206 for ( ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)207 { 208 Vector3 distanceVector = it->getWorldPosition() - this->getWorldPosition();206 for (MobileEntity* mobileEntity : ObjectList<MobileEntity>()) 207 { 208 Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition(); 209 209 float distance = distanceVector.length(); 210 210 if (distance < this->radius_ && distance > this->massRadius_) … … 212 212 // Add a Acceleration in forceDirection_. 213 213 // Vector3(0,0,0) is the direction, where the force should work. 214 it->addAcceleration(forceDirection_ , Vector3(0,0,0));214 mobileEntity->addAcceleration(forceDirection_ , Vector3(0,0,0)); 215 215 } 216 216 } -
code/branches/cpp11_v2/src/modules/objects/SpaceBoundaries.cc
r10916 r10919 73 73 { 74 74 pawnsIn_.clear(); 75 for(ObjectList<Pawn>::iterator current = ObjectList<Pawn>::begin(); current != ObjectList<Pawn>::end(); ++current) 76 { 77 Pawn* currentPawn = *current; 75 for(Pawn* currentPawn : ObjectList<Pawn>()) 76 { 78 77 if( this->reaction_ == 0 ) 79 78 { -
code/branches/cpp11_v2/src/modules/objects/controllers/TurretController.cc
r10818 r10919 103 103 Pawn* minScorePawn = nullptr; 104 104 105 for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it != ObjectList<Pawn>::end(); ++it) 106 { 107 Pawn* entity = orxonox_cast<Pawn*>(*it); 108 if (!entity || FormationController::sameTeam(turret, entity, this->getGametype())) 105 for (Pawn* pawn : ObjectList<Pawn>()) 106 { 107 if (!pawn || FormationController::sameTeam(turret, pawn, this->getGametype())) 109 108 continue; 110 tempScore = turret->isInRange( entity);109 tempScore = turret->isInRange(pawn); 111 110 if(tempScore != -1.f) 112 111 { … … 114 113 { 115 114 minScore = tempScore; 116 minScorePawn = entity;115 minScorePawn = pawn; 117 116 } 118 117 } -
code/branches/cpp11_v2/src/modules/objects/eventsystem/EventFilter.cc
r10916 r10919 70 70 { 71 71 bool success = false; 72 for ( std::list<EventName*>::const_iterator it = this->names_.begin(); it != this->names_.end(); ++it)72 for (EventName* name : this->names_) 73 73 { 74 if ( (*it)->getName() == event.name_)74 if (name->getName() == event.name_) 75 75 { 76 76 success = true; -
code/branches/cpp11_v2/src/modules/objects/eventsystem/EventListener.cc
r9667 r10919 78 78 return; 79 79 80 for ( ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)81 if ( it->getName() == this->eventName_)82 this->addEventSource( *it, "");80 for (BaseObject* object : ObjectList<BaseObject>()) 81 if (object->getName() == this->eventName_) 82 this->addEventSource(object, ""); 83 83 } 84 84 -
code/branches/cpp11_v2/src/modules/objects/eventsystem/EventTarget.cc
r9667 r10919 73 73 this->target_ = name; 74 74 75 for ( ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)76 if ( it->getName() == this->target_)77 this->addEventTarget( *it);75 for (BaseObject* object : ObjectList<BaseObject>()) 76 if (object->getName() == this->target_) 77 this->addEventTarget(object); 78 78 } 79 79 -
code/branches/cpp11_v2/src/modules/objects/triggers/Trigger.cc
r10916 r10919 346 346 { 347 347 // Iterate over all Triggers. 348 for ( ObjectList<Trigger>::iterator it = ObjectList<Trigger>::begin(); it != ObjectList<Trigger>::end(); ++it)349 it->setVisible(bVisible);348 for (Trigger* trigger : ObjectList<Trigger>()) 349 trigger->setVisible(bVisible); 350 350 } 351 351
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