本文整理汇总了C++中LoadModel函数的典型用法代码示例。如果您正苦于以下问题:C++ LoadModel函数的具体用法?C++ LoadModel怎么用?C++ LoadModel使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了LoadModel函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Initialize
bool Model::Initialize(
const ModelType& modelDesc,
ComPtr<ID3D11Device> const device,
const void* shaderBCode,
const size_t bcodeLength,
const std::shared_ptr<MaterialFactory> materialFactory)
{
dimensions = {};
initDimensions = {};
if (!LoadModel(modelDesc.modelFilename, device, shaderBCode, bcodeLength))
{
return false;
}
material = materialFactory->getMaterial(device, modelDesc.materialFilename);
if (!material) return false;
return true;
}
示例2: LoadModel
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const idClipModel *model ) {
enabled = model->enabled;
entity = model->entity;
id = model->id;
owner = model->owner;
origin = model->origin;
axis = model->axis;
bounds = model->bounds;
absBounds = model->absBounds;
material = model->material;
contents = model->contents;
collisionModelHandle = model->collisionModelHandle;
traceModelIndex = -1;
if ( model->traceModelIndex != -1 ) {
LoadModel( *GetCachedTraceModel( model->traceModelIndex ) );
}
renderModelHandle = model->renderModelHandle;
clipLinks = NULL;
touchCount = -1;
}
示例3: SpawnPlayer
void SpawnPlayer(float x,float y,float z)
{
entity *testmap;
testmap = newentity();
testmap->model = LoadModel("models/ship.obj", 0,0.4f);
if(testmap->model != NULL)
testmap->shown = 1;
else testmap->shown = 0;
testmap->texture = LoadModelTexture("models/ship.png",256,256);
testmap->self = testmap;
testmap->shown = 1;
testmap->alpha = 255;
testmap->sprite_model = 2;
testmap->scale.x = 1.0f;
testmap->scale.y = 1.0f;
testmap->scale.z = 1.0f;
testmap->s.x = x;
testmap->s.y = y;
testmap->s.z = z;
testmap->v.x = 1;
testmap->box.x = testmap->model->center[0];
testmap->box.y = testmap->model->center[1];
testmap->box.z = testmap->model->center[2];
testmap->box.w = testmap->model->dimensions[0];
testmap->box.h = testmap->model->dimensions[1];
testmap->box.d = testmap->model->dimensions[2];
testmap->state=0;
testmap->think = tileThink;
testmap->touch = PlayerTouch;
testmap->frame=0;
testmap->health=1;
testmap->solid=1;
testmap->totalframes=10;
testmap->keyframe=0;
testmap->nextkeyframe=1;
playdead=0;
}
示例4: LoadModel
bool ModelClass::Initialize(ID3D10Device* device, char* modelFilename)
{
bool result;
// Load in the model data.
result = LoadModel(modelFilename);
if(!result)
{
return false;
}
// Initialize the vertex and index buffer that hold the geometry for the model.
result = InitializeBuffers(device);
if(!result)
{
return false;
}
return true;
}
示例5: LoadModel
void CRichModel::Preprocess()
{
if (fBePreprocessed)
return;
if (!m_fBeLoaded)
{
LoadModel();
}
if (!fLocked)
{
fLocked = true;
CreateEdgesFromVertsAndFaces();
CollectAndArrangeNeighs();
ComputeNumOfHoles();
ComputeAnglesAroundVerts();
ComputePlanarCoordsOfIncidentVertForEdges();
fBePreprocessed = true;
fLocked = false;
}
}
示例6: LoadModelPlus
Model* LoadModelPlus(const char* name/*,
GLuint program,
char* vertexVariableName,
char* normalVariableName,
char* texCoordVariableName*/)
{
Model *m;
m = LoadModel(name);
glGenVertexArrays(1, &m->vao);
glGenBuffers(1, &m->vb);
glGenBuffers(1, &m->ib);
glGenBuffers(1, &m->nb);
if (m->texCoordArray != NULL)
glGenBuffers(1, &m->tb);
ReloadModelData(m);
return m;
}
示例7: LoadModel
void CoreDelegateImpl::OnCreate()
{
Core::GetGlobalObject<InputSystem>()->AddSubscriber(&m_input_subs);
Core::GetGlobalObject<InputSystem>()->AddSubscriber(&g_camera_controller);
auto p_load_manager = Core::GetGlobalObject<Resources::ResourceManager>();
p_load_manager->LoadResourceSet("..\\..\\..\\Samples\\Resources\\ResourceSets\\render_testing.res");
LoadModel();
CreateMesh();
Core::GetGlobalObject<Render::FontManager>()->LoadFont("Arial", Render::FontSettings(), "..\\..\\..\\Samples\\Resources\\Fonts\\arial.ttf");
auto& world = Core::GetApplication()->GetWorld();
auto& camera = world.GetCamera();
static SDK::Vector3 shift{ 5.f, -5.f, -50.f };
static SDK::Vector3 look_at{ -500,-500, 1500 };
camera.LookAt(shift, look_at);
world.GetFrustum().SetFOV(80 * Math::DEG2RAD);
world.GetFrustum().SetFarClipDistance(1000.f);
world.GetFrustum().SetNearClipDistance(0.5f);
Core::GetRenderer()->SetClearColor(Color(128, 112, 112, 255));
}
示例8: SpawnMine
void SpawnMine(float x,float y,float z, float vx, float vy, float vz, float side)
{
entity *testmap;
testmap = newentity();
testmap->model = LoadModel("models/mine.obj", 0,1.0f);
if(testmap->model != NULL)
testmap->shown = 1;
else testmap->shown = 0;
testmap->texture = LoadModelTexture("models/mine.png",256,256);
testmap->self = testmap;
testmap->shown = 1;
testmap->alpha = 255;
testmap->sprite_model = 4;
testmap->scale.x = 1.0f;
testmap->scale.y = 1.0f;
testmap->scale.z = 1.0f;
testmap->s.x = x;
testmap->s.y = y;
testmap->s.z = z;
testmap->v.x = vx;
testmap->v.y = vy;
testmap->v.z = vz;
testmap->state=side;
testmap->box.x = testmap->model->center[0];
testmap->box.y = testmap->model->center[1];
testmap->box.z = testmap->model->center[2];
testmap->box.w = testmap->model->dimensions[0];
testmap->box.h = testmap->model->dimensions[1];
testmap->box.d = testmap->model->dimensions[2];
testmap->think = mineThink;
testmap->frame=0;
testmap->solid=1;
testmap->totalframes=10;
testmap->keyframe=0;
testmap->nextkeyframe=1;
}
示例9: Lib3dsModel
BulletModel::BulletModel(glm::vec3 dir) : Lib3dsModel(), mAge(0)
{
SetPhysicsType(Model::Dynamic);
SetScaling(glm::vec3(0.5, 0.5, 0.5));
mDirection = glm::normalize(dir);
float verticalAngle = -glm::asin(mDirection.y); // approximately good
float horizontalAngle = -((-3.14159 / 2.0) + glm::atan(mDirection.z / mDirection.x));
// ATAN2
if (mDirection.x < 0){
if (mDirection.z >= 0){
horizontalAngle -= 3.14159;
}
else{
horizontalAngle += 3.14159;
}
}
//std::cout << "Bullet model vAngle: " << verticalAngle << " hAngle " << horizontalAngle << " x: " << direction.x << " z: " << direction.z << std::endl;
q3Quaternion rot_vert( q3Vec3(1,0,0), verticalAngle);
q3Quaternion rot_horiz(q3Vec3(0,1,0), horizontalAngle);
mRotation = rot_horiz * rot_vert;
mScaling = glm::vec3(0.01, 0.01, 0.01);
mMeshes.insert(13);
mFileName = "../Assets/Objects/bombs.3ds";
LoadModel();
//mMaxAge = 90; // 90 second exipr date
}
示例10: strncpy
void Game::processMapFileLine(string line) {
char* token;
char str[512];
strncpy(str, line.c_str(), 512);
token = strtok(str, WHITESPACE);
if( token == NULL )
return;
if( !strcmp(token, "map") ) {
token = strtok(NULL, WHITESPACE);
LoadMap(token);
Con_print("MAP: Loading OBJ Map: %s", token);
}
else if( !strcmp(token, "md2") ) {
token = strtok(NULL, WHITESPACE);
LoadModel(token);
Con_print("MAP: Loading MD2 Model: %s", token);
}
}
示例11: LoadAssets
bool LoadAssets()
{
// 텍스처 로딩
gpStoneDM = LoadTexture("Fieldstone_DM.tga");
if (!gpStoneDM)
{
return false;
}
gpStoneSM = LoadTexture("Fieldstone_SM.tga");
if (!gpStoneSM)
{
return false;
}
gpStoneNM = LoadTexture("Fieldstone_NM.tga");
if (!gpStoneNM)
{
return false;
}
// 쉐이더 로딩
gpNormalMappingShader = LoadShader("NormalMapping.fx");
if (!gpNormalMappingShader)
{
return false;
}
// 모델 로딩
gpSphere = LoadModel("spherewithtangent.x");
if (!gpSphere)
{
return false;
}
return true;
}
示例12: playergraphic
void playergraphic(float x,float y,float z)
{
entity *player;
player = newentity();
player->model = LoadModel(playerModel, 3,playerModelScale);
if(player->model != NULL)
player->shown = 1;
else player->shown = 0;
player->shaderTexture = loadShader("Shader.txt");
player->self = player;
player->sprite_model = 7;
player->scale.x = 8.0f;
player->scale.y = 8.0f;
player->scale.z = 8.0f;
player->modelColor[0] = playerColor.x;
player->modelColor[1] = playerColor.y;
player->modelColor[2] = playerColor.z;
player->modelColor[3] = 1.0f;
player->s.x = x;
player->s.y = y;
player->s.z = z;
player->think=graplayerupdate;
player->frame=0;
player->totalframes=10;
player->keyframe=0;
player->nextkeyframe=0;
player->rotation.x=0.0f;
player->rotation.y=0.0f;
player->rotation.z=0.0f;
}
示例13: LoadModel
bool StaticMeshComponent::Initialise(ID3D11Device* device, char* modelFilename, WCHAR* textureFilename)
{
bool result;
result = LoadModel(modelFilename);
if (!result)
{
return false;
}
result = InitialiseBuffers(device);
if (!result)
{
return false;
}
result = LoadTexture(device, textureFilename);
if (!result)
{
return false;
}
return true;
}
示例14: LoadModel
void Pong::LoadAssets(void)
{
std::cout << "\nLoading Assets..." << std::endl;
LoadModel("Assets/Meshes/Cube.obj");
LoadModel("Assets/Meshes/Paddle.obj");
LoadModel("Assets/Meshes/WorldBounds.obj");
LoadModel("Assets/Meshes/Skybox.obj");
LoadModel("Assets/Meshes/Horse.obj");
LoadModel("Assets/Meshes/Elephant.obj");
gameObjectRegister.push_back(new Ball(modelRegister[0], "Assets/Textures/WhiteTexture.bmp"));
gameObjectRegister.push_back(new Paddle(glm::vec3(-25.0f, 0.0f, 0.0f), modelRegister[1], "Assets/Textures/WhiteTexture.bmp"));
gameObjectRegister.push_back(new Paddle(glm::vec3(25.0f, 0.0f, 0.0f), modelRegister[1], "Assets/Textures/WhiteTexture.bmp"));
gameObjectRegister.push_back(new WorldBounds(modelRegister[2], "Assets/Textures/WhiteTexture.bmp"));
gameObjectRegister.push_back(new GUI(glm::vec3(0.0f, 25.0f, 0.0f), modelRegister[0], "Assets/Textures/WhiteTexture.bmp"));
gameObjectRegister.push_back(new Skybox(modelRegister[0], "Assets/Textures/BlackTexture.bmp"));
std::cout << "Assets Loaded OK!" << std::endl;
std::cout << "\nInitialising Vertex Arrays and Buffers..." << std::endl;
for (int i = 0; i < gameObjectRegister.size(); i++)
{
gameObjectRegister[i]->Init_ShaderObjects(shaderLocations);
}
}
示例15: AfxEnableControlContainer
BOOL Crecord_playerApp::InitInstance() {
AfxEnableControlContainer();
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
g_main_dlg = new Crecord_playerDlg;
m_pMainWnd = g_main_dlg;
g_main_dlg->Create(IDD_record_player_DIALOG,NULL);
// create a new world
world = new cWorld();
// set background color
world->setBackgroundColor(0.0f,0.0f,0.0f);
// Create a camera
camera = new cCamera(world);
world->addChild(camera);
// Create a light source and attach it to camera
light = new cLight(world);
light->setEnabled(true);
light->setPos(cVector3d(2,1,1));
// define camera position
flagCameraInMotion = false;
camera->set(cVector3d(2,0,1), cVector3d(0,0,0), cVector3d(0,0,1));
// create a display for graphic rendering
viewport = new cViewport(g_main_dlg->m_gl_area_hwnd, camera, true);
viewport->setStereoOn(false);
// init var
m_rotPos = 0;
m_rotVel = 0;
m_inertia = 0.04;
m_clock.initialize();
m_lastGoodPosition = 0.0;
m_reduction = 5.4*10;
m_cpt = 120*4;
m_desiredPos = 0.0;
m_P = 0.4;
m_I = 0.0014;
m_integratorVal = 0.0;
m_D = 0.02;
m_lastAngle = 0.0;
m_velocity = 0;
m_velocityOld = 0;
m_RFDInitialAngle = 0.0;
m_inContact = false;
LoadModel(TURNTABLE_MODEL);
object->translate(0,0,-0.3);
// set stiffness
double stiffness = (double)35;
object->setStiffness(stiffness, true);
// Initialize sound device and create audio stream
if (!BASS_Init(1,44100,0,0,NULL))
_cprintf("Init error %d\n", BASS_ErrorGetCode());
// Load a record onto the record player
load_record(0);
object->computeGlobalPositions(false);
world->computeGlobalPositions(false);
return TRUE;
}