本文整理汇总了C++中Billboard::setDimensions方法的典型用法代码示例。如果您正苦于以下问题:C++ Billboard::setDimensions方法的具体用法?C++ Billboard::setDimensions怎么用?C++ Billboard::setDimensions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Billboard
的用法示例。
在下文中一共展示了Billboard::setDimensions方法的4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: harmCheck
void Monster::harmCheck(float timeSinceLastFrame)
{
/// 先检查地形,更新怪物信息
checkCellType();
checkMonsterIsChange();
mCheckMethod->bulletHarmCheck(mMonsterState->getBulletState(), mBulletHarmValue, mBulletHarmTime, mBlood, mSpeedPre, mSpeedCurrent, mSpeedTemp, timeSinceLastFrame);
mCheckMethod->terrainHarmCheck(mMonsterState->getTerrainState(), mTerrainHarmvalue, mBlood, mSpeedPre, mSpeedCurrent, mSpeedTemp, timeSinceLastFrame);
/// 状态恢复
stateRecover();
/// 判断是否死亡
//mIsDead = mCheckMethod->checkIsDead(mBlood);
if (!mIsDead && mCheckMethod->checkIsDead(mBlood))
{
mIsDead = true;
Stage::playSound("../Media/Sound/dead.wav", false);
}
/// 根据地形改地图
changeMazeByTerrain(mMonsterState->getTerrainState());
/// 改变头顶血量显示
Billboard* health = mHealthHUD->getBillboard(0);
float healthPer = mBlood / mMaxBlood;
float healthLength = healthPer * mHealthHUD->getDefaultWidth();
health->setDimensions(healthLength, mHealthHUD->getDefaultHeight());
ColourValue maxHealthCol = ColourValue(0, 0.8f, 0);
ColourValue minHealthCol = ColourValue(1, 0, 0);
ColourValue currHealthCol = maxHealthCol * healthPer + minHealthCol * (1 - healthPer);
health->setColour(currHealthCol);
// 设置是否显示着火和冰冻
if (!mFrozenPs)
mFrozenPs = (ParticleSystem*)mNode->getAttachedObject(mNode->getName() + "frozen");
if (!mBurnPs)
mBurnPs = (ParticleSystem*)mNode->getAttachedObject(mNode->getName() + "burn");
if (mMonsterState->getBulletState() == "ice")
{
mBurnPs->setVisible(false);
mFrozenPs->setVisible(true);
}
else if (mMonsterState->getBulletState() == "fire")
{
mBurnPs->setVisible(true);
mFrozenPs->setVisible(false);
}
else
{
mBurnPs->setVisible(false);
mFrozenPs->setVisible(false);
}
}
示例2: createBillboard
void BillboardSetComponent::createBillboard(const PonykartParsers::BillboardBlock* const block)
{
Billboard* bb = billboardSet->createBillboard(block->getVectorProperty("Position")); // make our billboard
// set its color if it has one, and a rotation
auto quatIt=block->getQuatTokens().find("colour");
if (quatIt != block->getQuatTokens().end())
bb->setColour(toColourValue(quatIt->second));
bb->setRotation(Degree(block->getFloatProperty("Rotation", 0)));
auto rectQIt = block->getQuatTokens().find("texturecoords");
if (rectQIt != block->getQuatTokens().end())
bb->setTexcoordRect(rectQIt->second.x, rectQIt->second.y, rectQIt->second.z, rectQIt->second.w);
// It's best to not do this unless we really need to since it makes it less efficient
auto fTokens = block->getFloatTokens();
auto heightIt=fTokens.find("height"), widthIt=fTokens.find("width");
if (heightIt!=fTokens.end() && widthIt!=fTokens.end())
bb->setDimensions(widthIt->second, heightIt->second);
}
示例3: Create
void EntityEx::Create( const String& entityName, const String& meshName, const String& mtlName )
{
mpSceneMgr = GetEditor()->GetSceneManager();
// create main model
msEntityName = entityName;
mpSceneNode = mpSceneMgr->getRootSceneNode()->createChildSceneNode();
mpEntity = mpSceneMgr->createEntity( msEntityName, meshName );
mpEntity->setUserAny( Ogre::Any(this) );
mbVisible = false;
mpTipNode = static_cast<SceneNode*>(mpSceneNode->createChild());
msBillboardName = entityName + "bbinfo";
mpTipBoard = mpSceneMgr->createBillboardSet(msBillboardName);
Billboard* pTip = mpTipBoard->createBillboard(Vector3(0, 50, 0));
pTip->setDimensions( 20.0f, 20.0f );
if ( mtlName != "NULL" )
{
mpEntity->setMaterialName(mtlName);
mpTipBoard->setMaterialName(mtlName);
}
}
示例4: onTimeStep
void Projectile::onTimeStep() {
Object::onTimeStep();
Billboard* billboard = billboards_->getBillboard(0);
billboard->setRotation(billboard->getRotation() + Radian(0.2f));
time_ += 0.1f;
float width = billboard->getOwnWidth();
float height = billboard->getOwnWidth();
if (hit_) {
if (target_) node_->setPosition(target_->getPosition());
width = min(2.0f, width + 0.2f); // Grow the projectile
height = min(2.0f, height + 0.2f);
} else {
width = 0.2f * sinf(time_) + 1.0f; // Make the projectile oscillate in size
height = 0.2f * sinf(time_) + 1.0f;
}
billboard->setDimensions(width, height);
}