Merge pull request #3816 from AndrewMeadows/bispinor

changes to EntityTree simulation state management
This commit is contained in:
Brad Hefta-Gaub 2014-11-18 10:03:22 -08:00
commit e1085a6cbb
11 changed files with 118 additions and 185 deletions

View file

@ -246,8 +246,7 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
}
bool RenderableModelEntityItem::needsSimulation() const {
SimulationState simulationState = getSimulationState();
return _needsInitialSimulation || simulationState == Moving || simulationState == Changing;
return _needsInitialSimulation || getSimulationState() == EntityItem::Moving;
}
EntityItemProperties RenderableModelEntityItem::getProperties() const {

View file

@ -94,4 +94,4 @@ void BoxEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBitst
bool successPropertyFits = true;
APPEND_ENTITY_PROPERTY(PROP_COLOR, appendColor, getColor());
}
}

View file

@ -92,6 +92,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) {
_created = 0;
_changedOnServer = 0;
initFromEntityItemID(entityItemID);
_simulationState = EntityItem::Static;
}
EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) {
@ -104,6 +105,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemPropert
_changedOnServer = 0;
initFromEntityItemID(entityItemID);
setProperties(properties, true); // force copy
_simulationState = EntityItem::Static;
}
EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& params) const {
@ -404,7 +406,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
qDebug() << " fromSameServerEdit=" << fromSameServerEdit;
}
bool ignoreServerPacket = false; // assume we're use this server packet
bool ignoreServerPacket = false; // assume we'll use this server packet
// If this packet is from the same server edit as the last packet we accepted from the server
// we probably want to use it.
@ -715,13 +717,10 @@ void EntityItem::update(const quint64& updateTime) {
}
}
EntityItem::SimulationState EntityItem::getSimulationState() const {
if (hasVelocity() || (hasGravity() && !isRestingOnSurface())) {
EntityItem::SimulationState EntityItem::computeSimulationState() const {
if (hasVelocity() || (hasGravity() && !isRestingOnSurface()) || hasAngularVelocity()) {
return EntityItem::Moving;
}
if (hasAngularVelocity()) {
return EntityItem::Changing;
}
if (isMortal()) {
return EntityItem::Mortal;
}

View file

@ -28,6 +28,7 @@
#include "EntityItemProperties.h"
#include "EntityTypes.h"
class EntityTree;
class EntityTreeElement;
class EntityTreeElementExtraEncodeData;
@ -59,10 +60,10 @@ public:
// methods for getting/setting all properties of an entity
virtual EntityItemProperties getProperties() const;
/// returns true is something changed
/// returns true if something changed
virtual bool setProperties(const EntityItemProperties& properties, bool forceCopy = false);
/// override this in your derived class if you'd like to be informed when something about the state of the entity
/// Override this in your derived class if you'd like to be informed when something about the state of the entity
/// has changed. This will be called with properties change or when new data is loaded from a stream
virtual void somethingChangedNotification() { }
@ -115,11 +116,13 @@ public:
typedef enum SimulationState_t {
Static,
Mortal,
Changing,
Moving
} SimulationState;
virtual SimulationState getSimulationState() const;
// computes the SimulationState that the entity SHOULD be in.
// Use getSimulationState() to find the state under which it is currently categorized.
virtual SimulationState computeSimulationState() const;
virtual void debugDump() const;
// similar to assignment/copy, but it handles keeping lifetime accurate
@ -262,8 +265,13 @@ public:
void applyHardCollision(const CollisionInfo& collisionInfo);
virtual const Shape& getCollisionShapeInMeters() const { return _collisionShape; }
virtual bool contains(const glm::vec3& point) const { return getAABox().contains(point); }
SimulationState getSimulationState() const { return _simulationState; }
protected:
friend class EntityTree;
void setSimulationState(SimulationState state) { _simulationState = state; }
virtual void initFromEntityItemID(const EntityItemID& entityItemID); // maybe useful to allow subclasses to init
virtual void recalculateCollisionShape();
@ -305,6 +313,7 @@ protected:
void setRadius(float value);
AACubeShape _collisionShape;
SimulationState _simulationState; // only set by EntityTree
};

View file

@ -40,8 +40,8 @@ void EntityTree::eraseAllOctreeElements(bool createNewRoot) {
_entityToElementMap.clear();
Octree::eraseAllOctreeElements(createNewRoot);
_movingEntities.clear();
_changingEntities.clear();
_mortalEntities.clear();
_changedEntities.clear();
}
bool EntityTree::handlesEditPacketType(PacketType packetType) const {
@ -80,7 +80,7 @@ void EntityTree::addEntityItem(EntityItem* entityItem) {
EntityItemID entityID = entityItem->getEntityItemID();
EntityTreeElement* containingElement = getContainingElement(entityID);
if (containingElement) {
qDebug() << "UNEXPECTED!!!! don't call addEntityItem() on existing entity items. entityID=" << entityID;
qDebug() << "UNEXPECTED!!!! don't call addEntityItem() on existing EntityItems. entityID=" << entityID;
return;
}
@ -89,7 +89,7 @@ void EntityTree::addEntityItem(EntityItem* entityItem) {
recurseTreeWithOperator(&theOperator);
// check to see if we need to simulate this entity..
changeEntityState(entityItem, EntityItem::Static, entityItem->getSimulationState());
updateEntityState(entityItem);
_isDirty = true;
}
@ -123,15 +123,13 @@ bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp
}
} else {
// check to see if we need to simulate this entity...
EntityItem::SimulationState oldState = existingEntity->getSimulationState();
QString entityScriptBefore = existingEntity->getScript();
UpdateEntityOperator theOperator(this, containingElement, existingEntity, properties);
recurseTreeWithOperator(&theOperator);
_isDirty = true;
EntityItem::SimulationState newState = existingEntity->getSimulationState();
changeEntityState(existingEntity, oldState, newState);
updateEntityState(existingEntity);
QString entityScriptAfter = existingEntity->getScript();
if (entityScriptBefore != entityScriptAfter) {
@ -229,10 +227,6 @@ void EntityTree::removeEntityFromSimulationLists(const EntityItemID& entityID) {
// make sure to remove it from any of our simulation lists
EntityItem::SimulationState theState = theEntity->getSimulationState();
switch (theState) {
case EntityItem::Changing:
_changingEntities.removeAll(theEntity);
break;
case EntityItem::Moving:
_movingEntities.removeAll(theEntity);
break;
@ -244,6 +238,7 @@ void EntityTree::removeEntityFromSimulationLists(const EntityItemID& entityID) {
default:
break;
}
_changedEntities.remove(theEntity);
}
}
@ -518,7 +513,7 @@ int EntityTree::processEditPacketData(PacketType packetType, const unsigned char
// search for the entity by EntityItemID
EntityItem* existingEntity = findEntityByEntityItemID(entityItemID);
// if the entityItem exists, then update it
// if the EntityItem exists, then update it
if (existingEntity) {
updateEntity(entityItemID, properties);
existingEntity->markAsChangedOnServer();
@ -580,15 +575,42 @@ void EntityTree::releaseSceneEncodeData(OctreeElementExtraEncodeData* extraEncod
extraEncodeData->clear();
}
void EntityTree::changeEntityState(EntityItem* const entity,
EntityItem::SimulationState oldState, EntityItem::SimulationState newState) {
void EntityTree::updateEntityState(EntityItem* entity) {
EntityItem::SimulationState oldState = entity->getSimulationState();
EntityItem::SimulationState newState = entity->computeSimulationState();
if (newState != oldState) {
switch (oldState) {
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
case EntityItem::Mortal:
_mortalEntities.removeAll(entity);
break;
default:
break;
}
switch (newState) {
case EntityItem::Moving:
_movingEntities.push_back(entity);
break;
case EntityItem::Mortal:
_mortalEntities.push_back(entity);
break;
default:
break;
}
entity->setSimulationState(newState);
}
}
// TODO: can we short circuit this if the state isn't changing?
void EntityTree::clearEntityState(EntityItem* entity) {
EntityItem::SimulationState oldState = entity->getSimulationState();
switch (oldState) {
case EntityItem::Changing:
_changingEntities.removeAll(entity);
break;
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
@ -600,24 +622,11 @@ void EntityTree::changeEntityState(EntityItem* const entity,
default:
break;
}
entity->setSimulationState(EntityItem::Static);
}
switch (newState) {
case EntityItem::Changing:
_changingEntities.push_back(entity);
break;
case EntityItem::Moving:
_movingEntities.push_back(entity);
break;
case EntityItem::Mortal:
_mortalEntities.push_back(entity);
break;
default:
break;
}
void EntityTree::entityChanged(EntityItem* entity) {
_changedEntities.insert(entity);
}
void EntityTree::update() {
@ -633,7 +642,7 @@ void EntityTree::update() {
lockForWrite();
quint64 now = usecTimestampNow();
QSet<EntityItemID> entitiesToDelete;
updateChangingEntities(now, entitiesToDelete);
updateChangedEntities(now, entitiesToDelete);
updateMovingEntities(now, entitiesToDelete);
updateMortalEntities(now, entitiesToDelete);
@ -643,55 +652,25 @@ void EntityTree::update() {
unlock();
}
void EntityTree::updateChangingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
QSet<EntityItem*> entitiesBecomingStatic;
QSet<EntityItem*> entitiesBecomingMortal;
QSet<EntityItem*> entitiesBecomingMoving;
void EntityTree::updateChangedEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
// TODO: switch these to iterators so we can remove items that get deleted
for (int i = 0; i < _changingEntities.size(); i++) {
EntityItem* thisEntity = _changingEntities[i];
thisEntity->update(now);
// always check to see if the lifetime has expired, for immortal entities this is always false
foreach (EntityItem* thisEntity, _changedEntities) {
// check to see if the lifetime has expired, for immortal entities this is always false
if (thisEntity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
qDebug() << "Lifetime has expired for thisEntity:" << thisEntity->getEntityItemID();
entitiesToDelete << thisEntity->getEntityItemID();
entitiesBecomingStatic << thisEntity;
clearEntityState(thisEntity);
} else {
// check to see if this entity is no longer moving
EntityItem::SimulationState newState = thisEntity->getSimulationState();
if (newState == EntityItem::Static) {
entitiesBecomingStatic << thisEntity;
} else if (newState == EntityItem::Mortal) {
entitiesBecomingMortal << thisEntity;
} else if (newState == EntityItem::Moving) {
entitiesBecomingMoving << thisEntity;
}
updateEntityState(thisEntity);
}
}
// change state for any entities that were changing but are now either static, mortal, or moving
foreach(EntityItem* entity, entitiesBecomingStatic) {
changeEntityState(entity, EntityItem::Changing, EntityItem::Static);
}
foreach(EntityItem* entity, entitiesBecomingMortal) {
changeEntityState(entity, EntityItem::Changing, EntityItem::Mortal);
}
foreach(EntityItem* entity, entitiesBecomingMoving) {
changeEntityState(entity, EntityItem::Changing, EntityItem::Moving);
}
_changedEntities.clear();
}
void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
PerformanceTimer perfTimer("updateMovingEntities");
if (_movingEntities.size() > 0) {
MovingEntitiesOperator moveOperator(this);
QSet<EntityItem*> entitiesBecomingStatic;
QSet<EntityItem*> entitiesBecomingMortal;
QSet<EntityItem*> entitiesBecomingChanging;
{
PerformanceTimer perfTimer("_movingEntities");
@ -703,7 +682,7 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
if (thisEntity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
entitiesToDelete << thisEntity->getEntityItemID();
entitiesBecomingStatic << thisEntity;
clearEntityState(thisEntity);
} else {
AACube oldCube = thisEntity->getMaximumAACube();
thisEntity->update(now);
@ -714,19 +693,10 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
if (!domainBounds.touches(newCube)) {
qDebug() << "Entity " << thisEntity->getEntityItemID() << " moved out of domain bounds.";
entitiesToDelete << thisEntity->getEntityItemID();
entitiesBecomingStatic << thisEntity;
clearEntityState(thisEntity);
} else {
moveOperator.addEntityToMoveList(thisEntity, oldCube, newCube);
// check to see if this entity is no longer moving
EntityItem::SimulationState newState = thisEntity->getSimulationState();
if (newState == EntityItem::Changing) {
entitiesBecomingChanging << thisEntity;
} else if (newState == EntityItem::Mortal) {
entitiesBecomingMortal << thisEntity;
} else if (newState == EntityItem::Static) {
entitiesBecomingStatic << thisEntity;
}
updateEntityState(thisEntity);
}
}
}
@ -735,25 +705,10 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
PerformanceTimer perfTimer("recurseTreeWithOperator");
recurseTreeWithOperator(&moveOperator);
}
// change state for any entities that were moving but are now either static, mortal, or changing
foreach(EntityItem* entity, entitiesBecomingStatic) {
changeEntityState(entity, EntityItem::Moving, EntityItem::Static);
}
foreach(EntityItem* entity, entitiesBecomingMortal) {
changeEntityState(entity, EntityItem::Moving, EntityItem::Mortal);
}
foreach(EntityItem* entity, entitiesBecomingChanging) {
changeEntityState(entity, EntityItem::Moving, EntityItem::Changing);
}
}
}
void EntityTree::updateMortalEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
QSet<EntityItem*> entitiesBecomingStatic;
QSet<EntityItem*> entitiesBecomingChanging;
QSet<EntityItem*> entitiesBecomingMoving;
// TODO: switch these to iterators so we can remove items that get deleted
for (int i = 0; i < _mortalEntities.size(); i++) {
EntityItem* thisEntity = _mortalEntities[i];
@ -762,31 +717,12 @@ void EntityTree::updateMortalEntities(quint64 now, QSet<EntityItemID>& entitiesT
if (thisEntity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
entitiesToDelete << thisEntity->getEntityItemID();
entitiesBecomingStatic << thisEntity;
clearEntityState(thisEntity);
} else {
// check to see if this entity is no longer moving
EntityItem::SimulationState newState = thisEntity->getSimulationState();
if (newState == EntityItem::Static) {
entitiesBecomingStatic << thisEntity;
} else if (newState == EntityItem::Changing) {
entitiesBecomingChanging << thisEntity;
} else if (newState == EntityItem::Moving) {
entitiesBecomingMoving << thisEntity;
}
updateEntityState(thisEntity);
}
}
// change state for any entities that were mortal but are now either static, changing, or moving
foreach(EntityItem* entity, entitiesBecomingStatic) {
changeEntityState(entity, EntityItem::Mortal, EntityItem::Static);
}
foreach(EntityItem* entity, entitiesBecomingChanging) {
changeEntityState(entity, EntityItem::Mortal, EntityItem::Changing);
}
foreach(EntityItem* entity, entitiesBecomingMoving) {
changeEntityState(entity, EntityItem::Mortal, EntityItem::Moving);
}
}

View file

@ -12,6 +12,8 @@
#ifndef hifi_EntityTree_h
#define hifi_EntityTree_h
#include <QSet>
#include <Octree.h>
#include "EntityTreeElement.h"
@ -135,8 +137,10 @@ public:
void sendEntities(EntityEditPacketSender* packetSender, EntityTree* localTree, float x, float y, float z);
void changeEntityState(EntityItem* const entity,
EntityItem::SimulationState oldState, EntityItem::SimulationState newState);
void updateEntityState(EntityItem* entity);
void clearEntityState(EntityItem* entity);
void entityChanged(EntityItem* entity);
void trackDeletedEntity(const EntityItemID& entityID);
@ -153,7 +157,7 @@ signals:
private:
void updateChangingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete);
void updateChangedEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete);
void updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete);
void updateMortalEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete);
@ -173,9 +177,10 @@ private:
QHash<EntityItemID, EntityTreeElement*> _entityToElementMap;
QList<EntityItem*> _movingEntities; // entities that are moving as part of update
QList<EntityItem*> _changingEntities; // entities that are changing (like animating), but not moving
QList<EntityItem*> _mortalEntities; // entities that are mortal (have lifetime), but not moving or changing
QList<EntityItem*> _movingEntities; // entities that need to be updated
QList<EntityItem*> _mortalEntities; // entities that need to be checked for expiry
QSet<EntityItem*> _changedEntities; // entities that have changed in the last frame
};
#endif // hifi_EntityTree_h

View file

@ -737,14 +737,10 @@ int EntityTreeElement::readElementDataFromBuffer(const unsigned char* data, int
QString entityScriptBefore = entityItem->getScript();
bool bestFitBefore = bestFitEntityBounds(entityItem);
EntityTreeElement* currentContainingElement = _myTree->getContainingElement(entityItemID);
EntityItem::SimulationState oldState = entityItem->getSimulationState();
bytesForThisEntity = entityItem->readEntityDataFromBuffer(dataAt, bytesLeftToRead, args);
EntityItem::SimulationState newState = entityItem->getSimulationState();
if (oldState != newState) {
_myTree->changeEntityState(entityItem, oldState, newState);
}
// TODO: Andrew to only set changed if something has actually changed
_myTree->entityChanged(entityItem);
bool bestFitAfter = bestFitEntityBounds(entityItem);
if (bestFitBefore != bestFitAfter) {
@ -771,9 +767,8 @@ int EntityTreeElement::readElementDataFromBuffer(const unsigned char* data, int
addEntityItem(entityItem); // add this new entity to this elements entities
entityItemID = entityItem->getEntityItemID();
_myTree->setContainingElement(entityItemID, this);
_myTree->updateEntityState(entityItem);
_myTree->emitAddingEntity(entityItemID); // we just added an entity
EntityItem::SimulationState newState = entityItem->getSimulationState();
_myTree->changeEntityState(entityItem, EntityItem::Static, newState);
}
}
// Move the buffer forward to read more entities

View file

@ -371,15 +371,15 @@ bool ModelEntityItem::isAnimatingSomething() const {
!getAnimationURL().isEmpty();
}
EntityItem::SimulationState ModelEntityItem::getSimulationState() const {
EntityItem::SimulationState baseClassState = EntityItem::getSimulationState();
EntityItem::SimulationState ModelEntityItem::computeSimulationState() const {
EntityItem::SimulationState baseClassState = EntityItem::computeSimulationState();
// if the base class is static, then consider our animation state, and upgrade to changing if
// we are animating. If the base class has a higher simulation state than static, then
// use the base class state.
if (baseClassState == EntityItem::Static) {
if (isAnimatingSomething()) {
return EntityItem::Changing;
return EntityItem::Moving;
}
}
return baseClassState;

View file

@ -46,7 +46,7 @@ public:
EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
virtual void update(const quint64& now);
virtual SimulationState getSimulationState() const;
virtual SimulationState computeSimulationState() const;
virtual void debugDump() const;

View file

@ -289,36 +289,26 @@ int Octree::readElementData(OctreeElement* destinationElement, const unsigned ch
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
// check the colors mask to see if we have a child to color in
if (oneAtBit(colorInPacketMask, i)) {
// create the child if it doesn't exist
if (!destinationElement->getChildAtIndex(i)) {
destinationElement->addChildAtIndex(i);
if (destinationElement->isDirty()) {
_isDirty = true;
}
}
// addChildAtIndex() should actually be called getOrAddChildAtIndex().
// When it adds the child it automatically sets the detinationElement dirty.
OctreeElement* childElementAt = destinationElement->addChildAtIndex(i);
OctreeElement* childElementAt = destinationElement->getChildAtIndex(i);
bool nodeIsDirty = false;
if (childElementAt) {
int childElementDataRead = childElementAt->readElementDataFromBuffer(nodeData + bytesRead, bytesLeftToRead, args);
childElementAt->setSourceUUID(args.sourceUUID);
bytesRead += childElementDataRead;
bytesLeftToRead -= childElementDataRead;
int childElementDataRead = childElementAt->readElementDataFromBuffer(nodeData + bytesRead, bytesLeftToRead, args);
childElementAt->setSourceUUID(args.sourceUUID);
bytesRead += childElementDataRead;
bytesLeftToRead -= childElementDataRead;
// if we had a local version of the element already, it's possible that we have it already but
// with the same color data, so this won't count as a change. To address this we check the following
if (!childElementAt->isDirty() && childElementAt->getShouldRender() && !childElementAt->isRendered()) {
childElementAt->setDirtyBit(); // force dirty!
}
nodeIsDirty = childElementAt->isDirty();
}
if (nodeIsDirty) {
// It's possible that we already had this version of element data, in which case the unpacking of the data
// wouldn't flag childElementAt as dirty, so we manually flag it here... if the element is to be rendered.
if (childElementAt->getShouldRender() && !childElementAt->isRendered()) {
childElementAt->setDirtyBit(); // force dirty!
_isDirty = true;
}
}
if (destinationElement->isDirty()) {
_isDirty = true;
}
}
unsigned char childrenInTreeMask = ALL_CHILDREN_ASSUMED_TO_EXIST;

View file

@ -92,7 +92,7 @@ public:
PropertyFlags operator<<(Enum flag) const;
// NOTE: due to the nature of the compact storage of these property flags, and the fact that the upper bound of the
// enum is not know, these operators will only perform their bitwise operations on the set of properties that have
// enum is not known, these operators will only perform their bitwise operations on the set of properties that have
// been previously set
PropertyFlags& operator^=(const PropertyFlags& other);
PropertyFlags& operator^=(Enum flag);
@ -106,7 +106,7 @@ public:
private:
void shinkIfNeeded();
void shrinkIfNeeded();
QBitArray _flags;
int _maxFlag;
@ -142,7 +142,7 @@ template<typename Enum> inline void PropertyFlags<Enum>::setHasProperty(Enum fla
_flags.setBit(flag, value);
if (flag == _maxFlag && !value) {
shinkIfNeeded();
shrinkIfNeeded();
}
}
@ -274,27 +274,27 @@ template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operato
template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operator&=(const PropertyFlags& other) {
_flags &= other._flags;
shinkIfNeeded();
shrinkIfNeeded();
return *this;
}
template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operator&=(Enum flag) {
PropertyFlags other(flag);
_flags &= other._flags;
shinkIfNeeded();
shrinkIfNeeded();
return *this;
}
template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operator^=(const PropertyFlags& other) {
_flags ^= other._flags;
shinkIfNeeded();
shrinkIfNeeded();
return *this;
}
template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operator^=(Enum flag) {
PropertyFlags other(flag);
_flags ^= other._flags;
shinkIfNeeded();
shrinkIfNeeded();
return *this;
}
@ -422,7 +422,7 @@ template<typename Enum> inline PropertyFlags<Enum> PropertyFlags<Enum>::operator
return result;
}
template<typename Enum> inline void PropertyFlags<Enum>::shinkIfNeeded() {
template<typename Enum> inline void PropertyFlags<Enum>::shrinkIfNeeded() {
int maxFlagWas = _maxFlag;
while (_maxFlag >= 0) {
if (_flags.testBit(_maxFlag)) {