本文整理汇总了C++中Assembly::get_name方法的典型用法代码示例。如果您正苦于以下问题:C++ Assembly::get_name方法的具体用法?C++ Assembly::get_name怎么用?C++ Assembly::get_name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Assembly
的用法示例。
在下文中一共展示了Assembly::get_name方法的2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: ObjectCollectionItem
AssemblyItem::AssemblyItem(
Assembly& assembly,
BaseGroup& parent,
BaseGroupItem* parent_item,
ProjectBuilder& project_builder,
ParamArray& settings)
: BaseGroupItem(g_class_uid, assembly, project_builder, settings)
, m_assembly(assembly)
, m_parent(parent)
, m_parent_item(parent_item)
, m_project_builder(project_builder)
{
set_title(QString::fromAscii(assembly.get_name()));
set_allow_edition(false);
insertChild(
3,
m_bsdf_collection_item = add_multi_model_collection_item<BSDF>(assembly.bsdfs()));
insertChild(
4,
m_edf_collection_item = add_multi_model_collection_item<EDF>(assembly.edfs()));
insertChild(
5,
m_surface_shader_collection_item = add_multi_model_collection_item<SurfaceShader>(assembly.surface_shaders()));
insertChild(
6,
m_material_collection_item = add_multi_model_collection_item<Material>(assembly.materials()));
insertChild(
7,
m_light_collection_item = add_multi_model_collection_item<Light>(assembly.lights()));
insertChild(
8,
m_object_collection_item =
new ObjectCollectionItem(
assembly.objects(),
assembly,
this,
project_builder,
settings));
insertChild(
9,
m_object_instance_collection_item =
new ObjectInstanceCollectionItem(
new_guid(),
EntityTraits<ObjectInstance>::get_human_readable_collection_type_name(),
assembly,
project_builder));
m_object_instance_collection_item->add_items(assembly.object_instances());
}
示例2: ObjectCollectionItem
AssemblyItem::AssemblyItem(
EntityEditorContext& editor_context,
Assembly& assembly,
BaseGroup& parent,
BaseGroupItem* parent_item)
: BaseGroupItem(editor_context, g_class_uid, assembly)
, m_assembly(assembly)
, m_assembly_uid(assembly.get_uid())
, m_parent(parent)
, m_parent_item(parent_item)
{
set_title(QString::fromAscii(assembly.get_name()));
set_allow_edition(false);
insertChild(
3,
m_bsdf_collection_item = add_multi_model_collection_item<BSDF>(assembly.bsdfs()));
insertChild(
4,
m_bssrdf_collection_item = add_multi_model_collection_item<BSSRDF>(assembly.bssrdfs()));
insertChild(
5,
m_edf_collection_item = add_multi_model_collection_item<EDF>(assembly.edfs()));
insertChild(
6,
m_surface_shader_collection_item = add_multi_model_collection_item<SurfaceShader>(assembly.surface_shaders()));
insertChild(
7,
m_material_collection_item = new MaterialCollectionItem(
m_editor_context,
assembly.materials(),
assembly,
this));
insertChild(
8,
m_light_collection_item = add_multi_model_collection_item<Light>(assembly.lights()));
insertChild(
9,
m_object_collection_item =
new ObjectCollectionItem(
m_editor_context,
assembly.objects(),
assembly,
this));
insertChild(
10,
m_object_instance_collection_item =
new ObjectInstanceCollectionItem(
m_editor_context,
new_guid(),
EntityTraits<ObjectInstance>::get_human_readable_collection_type_name(),
assembly));
m_object_instance_collection_item->add_items(assembly.object_instances());
insertChild(
11,
m_volume_collection_item = add_multi_model_collection_item<Volume>(assembly.volumes()));
m_editor_context.m_item_registry.insert(m_assembly, this);
}