本文整理汇总了C++中ActorPtr::SetName方法的典型用法代码示例。如果您正苦于以下问题:C++ ActorPtr::SetName方法的具体用法?C++ ActorPtr::SetName怎么用?C++ ActorPtr::SetName使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ActorPtr
的用法示例。
在下文中一共展示了ActorPtr::SetName方法的3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: CreateSphere
//----------------------------------------------------------------------------
void EditMap::CreateSphere (PX2::APoint pos)
{
PX2::Texture2D *tex = DynamicCast<PX2::Texture2D>(
ResourceManager::GetSingleton().BlockLoad("ToolRes/images/default.png"));
if (!tex)
return;
StandardMesh stdMesh(mVertexFormat);
TriMesh *mesh = stdMesh.Sphere(16, 16, 1);
mesh->SetName("NoName");
Texture2DMaterialPtr material = new0 Texture2DMaterial;
mesh->SetMaterialInstance(material->CreateInstance(tex));
ActorPtr actor = new0 Actor();
actor->SetName("NoName");
actor->SetMovable(mesh);
actor->SetPosition(pos);
actor->ComeInToEventWorld();
AddActor(actor);
Event *event = 0;
event = EditorEventSpace::CreateEventX
(EditorEventSpace::AddActor);
event->SetData<Actor*>(actor);
EventWorld::GetSingleton().BroadcastingLocalEvent(event);
ActorAddDeleteCommand *command = new0 ActorAddDeleteCommand(actor);
EditSystem::GetSingleton().GetCM()->PushUnDo(command);
}
示例2: CreateSphere
//----------------------------------------------------------------------------
void EditMap::CreateSphere (PX2::APoint pos)
{
PX2::Texture2D *tex = DynamicCast<PX2::Texture2D>(
ResourceManager::GetSingleton().BlockLoad("ToolRes/images/default.png"));
if (!tex)
return;
StandardMesh stdMesh(mVertexFormat);
TriMesh *mesh = stdMesh.Sphere(16, 16, 1);
mesh->SetName("NoName");
//Texture2DMaterialPtr material = new0 Texture2DMaterial;
//mesh->SetMaterialInstance(material->CreateInstance(tex));
StandardESMaterial_DefaultPtr mtl = new0 StandardESMaterial_Default();
mesh->SetMaterialInstance(mtl->CreateInstance(tex, 0 ,0));
ActorPtr actor = new0 Actor();
actor->SetName("NoName");
actor->SetMovable(mesh);
actor->SetPosition(pos);
actor->ComeInToEventWorld();
AddActor(actor);
ActorAddDeleteCommand *command = new0 ActorAddDeleteCommand(actor);
EditSystem::GetSingleton().GetCM()->PushUnDo(command);
}
示例3: RecurseNew
ActorPtr ModelActorFactory::RecurseNew(ModelDataPtr modelData, Dali::Entity entity)
{
ActorPtr actorPtr;
if(entity.HasMeshes())
{
actorPtr = Internal::MeshActor::New(modelData, entity);
}
else
{
// Root with no mesh, or bone/joint actor (with no mesh)
actorPtr = Internal::Actor::New();
actorPtr->SetName(entity.GetName());
Matrix transform(entity.GetTransformMatrix());
Vector3 position;
Quaternion rotation;
Vector3 scale;
transform.GetTransformComponents(position, rotation, scale);
actorPtr->SetPosition(position);
actorPtr->SetRotation(rotation);
actorPtr->SetScale(scale);
}
actorPtr->SetParentOrigin(ParentOrigin::CENTER);
actorPtr->SetAnchorPoint(AnchorPoint::CENTER);
if (entity.HasChildren())
{
for (EntityConstIter iter = entity.GetChildren().begin(); iter != entity.GetChildren().end(); ++iter)
{
Dali::Entity childEntity = (*iter);
ActorPtr child = RecurseNew(modelData, childEntity);
actorPtr->Add(*child.Get());
}
}
return actorPtr;
}