Commit ac33f511 authored by Philipp Schäfer's avatar Philipp Schäfer
Browse files

OutdoorAcoustics

- added protected function SetSimulator to worker for testing
- added missing export typedef
parent 2a48e3dc
......@@ -28,7 +28,7 @@ namespace ITA
struct ITA_SIMULATION_SCHEDULER_API COutdoorSimulationResult : public CSimulationResult
{
struct CPathProperty : public IVistaSerializable
struct ITA_SIMULATION_SCHEDULER_API CPathProperty : public IVistaSerializable
{
inline CPathProperty()
{
......
......@@ -111,11 +111,11 @@ namespace ITA
* \note This function is primarily for testing.
* However, it could also be useful in the long run.
*/
//void SetSimulator ( std::unique_ptr<ISimulatorInterface> pSimulator );
void SetSimulator ( std::unique_ptr<ISimulatorInterface> pSimulator );
private:
//! \brief Pointer to simulator interface for outdoor scenarios
std::unique_ptr<ISimulatorInterface> m_oSimulator;
std::unique_ptr<ISimulatorInterface> m_pSimulator;
//! \brief If busy, this holds a pointer to the scene update to be simulated
std::unique_ptr<CUpdateScene> m_pUpdate = nullptr;
......
......@@ -118,7 +118,7 @@ namespace ITA
while (IsBusy()) VistaTimeUtils::Sleep(100);
// Reset the simulator
m_oSimulator->Reset();
m_pSimulator->Reset();
// Reset the flags
m_bResetIndicated = false;
......@@ -141,10 +141,10 @@ namespace ITA
return std::make_unique<CWorkerThread>(dynamic_cast<const WorkerThreadConfig&>(*pConfig), pParent);
}
//void CWorkerThread::SetSimulator ( std::unique_ptr<ISimulatorInterface> pSimulator )
//{
// m_pSimulator = std::move ( pSimulator );
//}
void CWorkerThread::SetSimulator ( std::unique_ptr<ISimulatorInterface> pSimulator )
{
m_pSimulator = std::move ( pSimulator );
}
bool CWorkerThread::LoopBody()
{
......@@ -175,7 +175,7 @@ namespace ITA
{
// Simulate (blocking)
DEBUG_PRINTF("[ART Thread Worker]\t Simulation Started\n");
pResult = m_oSimulator->Compute(std::move(m_pUpdate));
pResult = m_pSimulator->Compute(std::move(m_pUpdate));
m_pUpdate = nullptr;
DEBUG_PRINTF("[ART Thread Worker]\t Simulation Finished\n");
}
......
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