本文整理汇总了C++中Body::getClassification方法的典型用法代码示例。如果您正苦于以下问题:C++ Body::getClassification方法的具体用法?C++ Body::getClassification怎么用?C++ Body::getClassification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Body
的用法示例。
在下文中一共展示了Body::getClassification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: child
// Add children to item, but group objects of certain classes
// into subtrees to avoid clutter. Stars, planets, and moons
// are shown as direct children of the parent. Small moons,
// asteroids, and spacecraft a grouped together, as there tend to be
// large collections of such objects.
void
SolarSystemTreeModel::addTreeItemChildrenGrouped(TreeItem* item,
PlanetarySystem* sys,
const vector<Star*>* orbitingStars,
Selection parent)
{
vector<Body*> asteroids;
vector<Body*> spacecraft;
vector<Body*> minorMoons;
vector<Body*> surfaceFeatures;
vector<Body*> components;
vector<Body*> other;
vector<Body*> normal;
bool groupAsteroids = true;
bool groupSpacecraft = true;
bool groupComponents = true;
bool groupSurfaceFeatures = true;
if (parent.body())
{
// Don't put asteroid moons in the asteroid group; make them
// immediate children of the parent.
if (parent.body()->getClassification() == Body::Asteroid)
groupAsteroids = false;
if (parent.body()->getClassification() == Body::Spacecraft)
groupSpacecraft = false;
}
for (int i = 0; i < sys->getSystemSize(); i++)
{
Body* body = sys->getBody(i);
switch (body->getClassification())
{
case Body::Planet:
case Body::DwarfPlanet:
case Body::Invisible:
normal.push_back(body);
break;
case Body::Moon:
normal.push_back(body);
break;
case Body::MinorMoon:
minorMoons.push_back(body);
break;
case Body::Asteroid:
case Body::Comet:
if (groupAsteroids)
asteroids.push_back(body);
else
normal.push_back(body);
break;
case Body::Spacecraft:
if (groupSpacecraft)
spacecraft.push_back(body);
else
normal.push_back(body);
break;
case Body::Component:
if (groupComponents)
components.push_back(body);
else
normal.push_back(body);
break;
case Body::SurfaceFeature:
if (groupSurfaceFeatures)
surfaceFeatures.push_back(body);
else
normal.push_back(body);
break;
default:
other.push_back(body);
break;
}
}
// Calculate the total number of children
item->nChildren = 0;
if (orbitingStars != NULL)
item->nChildren += orbitingStars->size();
item->nChildren += normal.size();
if (!asteroids.empty())
item->nChildren++;
if (!spacecraft.empty())
item->nChildren++;
if (!minorMoons.empty())
item->nChildren++;
if (!surfaceFeatures.empty())
item->nChildren++;
if (!components.empty())
item->nChildren++;
if (!other.empty())
item->nChildren++;
//.........这里部分代码省略.........
示例2: CreateBody
// Create a body (planet, moon, spacecraft, etc.) using the values from a
// property list. The usePlanetsUnits flags specifies whether period and
// semi-major axis are in years and AU rather than days and kilometers.
static Body* CreateBody(const string& name,
PlanetarySystem* system,
Universe& universe,
Body* existingBody,
Hash* planetData,
const string& path,
Disposition disposition,
BodyType bodyType)
{
Body* body = NULL;
if (disposition == ModifyObject || disposition == ReplaceObject)
{
body = existingBody;
}
if (body == NULL)
{
body = new Body(system, name);
// If the body doesn't exist, always treat the disposition as 'Add'
disposition = AddObject;
// Set the default classification for new objects based on the body type.
// This may be overridden by the Class property.
if (bodyType == SurfaceObject)
{
body->setClassification(Body::SurfaceFeature);
}
}
if (!CreateTimeline(body, system, universe, planetData, path, disposition, bodyType))
{
// No valid timeline given; give up.
if (body != existingBody)
delete body;
return NULL;
}
// Three values control the shape and size of an ellipsoidal object:
// semiAxes, radius, and oblateness. It is an error if neither the
// radius nor semiaxes are set. If both are set, the radius is
// multipled by each of the specified semiaxis to give the shape of
// the body ellipsoid. Oblateness is ignored if semiaxes are provided;
// otherwise, the ellipsoid has semiaxes: ( radius, radius, 1-radius ).
// These rather complex rules exist to maintain backward compatibility.
//
// If the body also has a mesh, it is always scaled in x, y, and z by
// the maximum semiaxis, never anisotropically.
double radius = (double) body->getRadius();
bool radiusSpecified = false;
if (planetData->getLength("Radius", radius))
{
body->setSemiAxes(Vector3f::Constant((float) radius));
radiusSpecified = true;
}
Vector3d semiAxes = Vector3d::Ones();
if (planetData->getVector("SemiAxes", semiAxes))
{
if (radiusSpecified)
{
// if the radius has been specified, treat SemiAxes as dimensionless
// (i.e. ignore units) and multiply the radius by the SemiAxes
semiAxes *= radius;
}
else
{
double semiAxesScale = 1.0;
planetData->getLengthScale("SemiAxes", semiAxesScale);
semiAxes *= semiAxesScale;
}
// Swap y and z to match internal coordinate system
body->setSemiAxes(Vector3f((float) semiAxes.x(), (float) semiAxes.z(), (float) semiAxes.y()));
}
else
{
double oblateness = 0.0;
if (planetData->getNumber("Oblateness", oblateness))
{
body->setSemiAxes((float) body->getRadius() * Vector3f(1.0f, 1.0f - (float) oblateness, 1.0f));
}
}
int classification = body->getClassification();
string classificationName;
if (planetData->getString("Class", classificationName))
classification = GetClassificationId(classificationName);
if (classification == Body::Unknown)
{
// Try to guess the type
if (system->getPrimaryBody() != NULL)
{
if(radius > 0.1)
classification = Body::Moon;
else
//.........这里部分代码省略.........