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C++ ActorPtr::SetName方法代码示例

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);
}
开发者ID:ascetic85,项目名称:Phoenix3d,代码行数:32,代码来源:PX2EditMap.cpp

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);
}
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:29,代码来源:PX2EditMap.cpp

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;
}
开发者ID:Tarnyko,项目名称:dali-core,代码行数:37,代码来源:model-actor-factory-impl.cpp


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