本文整理汇总了C++中Arm::addSword方法的典型用法代码示例。如果您正苦于以下问题:C++ Arm::addSword方法的具体用法?C++ Arm::addSword怎么用?C++ Arm::addSword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Arm
的用法示例。
在下文中一共展示了Arm::addSword方法的1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: loadObjects
void StockObjectLoader::loadObjects(GameObjectManager *gameObjectManager)
{
OGLObject *object;
VBOObject* vboObject;
//object = new OGL3DObject("Axes");
object = new Axis("Axes", 3.0f);
gameObjectManager->addObject("Axes", object);
/*
object->setIndexedArrayType();
ElementArray arr = ObjectGenerator::generateRightHandedAxesIndexedArray(5);
object->setVertexData(arr.vertexData);
object->setIndexData(arr.indexData);
vboObject = OGLObject::createVBOObject(
"Axes", arr.vertexData, arr.indexData, GL_LINES);
object->addVBOObject(vboObject);
*/
object = new OGL3DObject("Ground");
object->setIndexedArrayType();
ElementArray arr = ObjectGenerator::generateFlatSurface(10, 10, 20, 20, { 0.0f, 0.4f, 0.0f, 1.0f });
object->setVertexData(arr.vertexData);
object->setIndexData(arr.indexData);
vboObject = OGLObject::createVBOObject(
"triangles", arr.vertexData, arr.indexData, GL_TRIANGLES);
object->addVBOObject(vboObject);
gameObjectManager->addObject("Ground", object);
object = new OGL3DObject("Left Wall");
object->setIndexedArrayType();
arr = ObjectGenerator::generateFlatSurface(10, 10, 10, 20, { 1.0f, 0.0f, 0.0f, 1.0f });
object->setVertexData(arr.vertexData);
object->setIndexData(arr.indexData);
vboObject = OGLObject::createVBOObject(
"triangles", arr.vertexData, arr.indexData, GL_TRIANGLES);
object->addVBOObject(vboObject);
object->referenceFrame.move(glm::vec3(-1, 0, 0), 10);
object->referenceFrame.move(glm::vec3(0, 1, 0), 5);
object->referenceFrame.rotateZ(-90);
gameObjectManager->addObject("Left Wall", object);
object = new OGL3DObject("Back Wall");
object->setIndexedArrayType();
arr = ObjectGenerator::generateFlatSurface(10, 10, 20, 10, { 1.0f, 0.0f, 0.0f, 1.0f });
object->setVertexData(arr.vertexData);
object->setIndexData(arr.indexData);
vboObject = OGLObject::createVBOObject(
"triangles", arr.vertexData, arr.indexData, GL_TRIANGLES);
object->addVBOObject(vboObject);
object->referenceFrame.move(glm::vec3(0, 0, -1), 10);
object->referenceFrame.move(glm::vec3(0, 1, 0), 5);
object->referenceFrame.rotateX(90);
gameObjectManager->addObject("Back Wall", object);
object = new OGL3DObject("Right Wall");
object->setIndexedArrayType();
arr = ObjectGenerator::generateFlatSurface(10, 10, 10, 20, { 1.0f, 0.0f, 0.0f, 1.0f });
object->setVertexData(arr.vertexData);
object->setIndexData(arr.indexData);
vboObject = OGLObject::createVBOObject(
"triangles", arr.vertexData, arr.indexData, GL_TRIANGLES);
object->addVBOObject(vboObject);
object->referenceFrame.move(glm::vec3(1, 0, 0), 10);
object->referenceFrame.move(glm::vec3(0, 1, 0), 5);
object->referenceFrame.rotateZ(90);
gameObjectManager->addObject("Right Wall", object);
object = new OGL3DObject("Roof");
object->material.shininess = 100;
object->material.specular = { 1, 1, 1, 1 };
object->setIndexedArrayType();
arr = ObjectGenerator::generateFlatSurface(10, 10, 20, 20, { 1.0f, 1.0f, 0.0f, 1.0f });
object->setVertexData(arr.vertexData);
object->setIndexData(arr.indexData);
vboObject = OGLObject::createVBOObject(
"triangles", arr.vertexData, arr.indexData, GL_TRIANGLES);
object->addVBOObject(vboObject);
object->referenceFrame.move(glm::vec3(0, 1, 0), 10);
object->referenceFrame.rotateX(180);
gameObjectManager->addObject("Roof", object);
/*object = new Cuboid("Cuboid");
object->referenceFrame.translate(0, 3, -8);
gameObjectManager->addObject("Cuboid", object);
object = new Turret("Turret");
gameObjectManager->addObject("Turret", object);*/
Sword *katana = new Sword("Katana");
gameObjectManager->addObject("Katana", katana);
Arm *arm = new Arm("Left Arm");
arm->addSword(katana);
gameObjectManager->addObject("Left Arm", arm);
}