本文整理汇总了C++中CObj::GetComponent方法的典型用法代码示例。如果您正苦于以下问题:C++ CObj::GetComponent方法的具体用法?C++ CObj::GetComponent怎么用?C++ CObj::GetComponent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CObj
的用法示例。
在下文中一共展示了CObj::GetComponent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: OnObjLoad
void CObjectTool::OnObjLoad()
{
// TODO: 여기에 컨트롤 알림 처리기 코드를 추가합니다.
if (m_StaticList.GetCount() == 0)
{
AfxMessageBox(L"Load Static Mesh First!");
return;
}
/*if (m_DynamicList.GetCount() == 0)
{
AfxMessageBox(L"Load Dynamic Mesh First!");
return;
}*/
CFileDialog Dlg(TRUE, L"dat", NULL,//화일명 없음
OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT,
NULL, NULL);
//옵션 선택 부분.
if (Dlg.DoModal() == IDOK)
{
CString strPathName = Dlg.GetPathName();//path를 돌려줌
wstring wstrPath = strPathName;
}
HANDLE hFile = CreateFile(Dlg.GetPathName(), GENERIC_READ,
0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
DWORD dwByte;
int iObjSize = 0;
ReadFile(hFile, &iObjSize, sizeof(int), &dwByte, NULL);
for (int i = 0; i < iObjSize; ++i)
{
//TCHAR* tcFilePath = new TCHAR[128];
TCHAR* pObjectKey = new TCHAR[50];
//ZeroMemory(pObjectKey, sizeof(TCHAR) * 50);
ReadFile(hFile, pObjectKey, sizeof(TCHAR) * 50, &dwByte, NULL);
//const_cast<Engine::CLayer*>(pLayer)->DeleteByKey(pObjectKey);
int iNum;
ReadFile(hFile, &iNum, sizeof(int), &dwByte, NULL);
if (0 == iNum)
continue;
CObj* pGameObject = NULL;
for (int j = 0; j < iNum; ++j)
{
pGameObject = CStaticObject::Create(pObjectKey,D3DXVECTOR3(0.f,0.f,0.f));
CObjMgr::GetInstance()->AddObject(pObjectKey,pGameObject);
CRenderMgr::GetInstance()->AddRenderGroup(TYPE_NONEALPHA, pGameObject);
const CComponent* pComponent = pGameObject->GetComponent(L"Transform");
ReadFile(hFile, ((CInfo*)pComponent)->m_fAngle, sizeof(float) * ANGLE_END, &dwByte, NULL);
ReadFile(hFile, ((CInfo*)pComponent)->m_vScale, sizeof(D3DXVECTOR3), &dwByte, NULL);
ReadFile(hFile, ((CInfo*)pComponent)->m_vPos, sizeof(D3DXVECTOR3), &dwByte, NULL);
ReadFile(hFile, ((CInfo*)pComponent)->m_vDir, sizeof(D3DXVECTOR3), &dwByte, NULL);
ReadFile(hFile, ((CInfo*)pComponent)->m_matWorld, sizeof(D3DXMATRIX), &dwByte, NULL);
((CBack*)CSceneMgr::GetInstance()->GetScene())->m_ToolObjList.push_back(pGameObject);
}
}
//int iDynamicSize = 0;
//ReadFile(hFile, &iDynamicSize, sizeof(int), &dwByte, NULL);
//for (int i = 0; i < iDynamicSize; ++i)
//{
// TCHAR* pObjectKey = new TCHAR[50];
// ReadFile(hFile, pObjectKey, sizeof(TCHAR) * 50, &dwByte, NULL);
// //const_cast<Engine::CLayer*>(pLayer)->DeleteByKey(pObjectKey);
// int iNum;
// ReadFile(hFile, &iNum, sizeof(int), &dwByte, NULL);
// if (0 == iNum)
// continue;
// Engine::CGameObject* pGameObject = NULL;
// for (int i = 0; i < iNum; ++i)
// {
// pGameObject = CDynamicObject::Create(Engine::Get_GraphicDev(), pObjectKey, D3DXVECTOR3(0.f, 0.f, 0.f));
// const_cast<Engine::CLayer*>(pLayer)->AddObject(pObjectKey, pGameObject);
// const Engine::CComponent* pComponent = pGameObject->GetComponent(L"Transform");
// ReadFile(hFile, ((Engine::CTransform*)pComponent)->m_fAngle, sizeof(float) * Engine::ANGLE_END, &dwByte, NULL);
// ReadFile(hFile, ((Engine::CTransform*)pComponent)->m_vScale, sizeof(D3DXVECTOR3), &dwByte, NULL);
// ReadFile(hFile, ((Engine::CTransform*)pComponent)->m_vPos, sizeof(D3DXVECTOR3), &dwByte, NULL);
// ReadFile(hFile, ((Engine::CTransform*)pComponent)->m_vDir, sizeof(D3DXVECTOR3), &dwByte, NULL);
// ReadFile(hFile, ((Engine::CTransform*)pComponent)->m_matWorld, sizeof(D3DXMATRIX), &dwByte, NULL);
//.........这里部分代码省略.........