本文整理汇总了C++中DrawNode::Add方法的典型用法代码示例。如果您正苦于以下问题:C++ DrawNode::Add方法的具体用法?C++ DrawNode::Add怎么用?C++ DrawNode::Add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DrawNode
的用法示例。
在下文中一共展示了DrawNode::Add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: InitializeGL
void StockShapeRenderer::InitializeGL() {
Scene::Ptr scene = GetScene();
ResourceManager::Ptr resources = GetResources();
GroupNode* base_node = GetBaseNode();
// Create a material to share among several shapes
StockResources stock(resources);
material_ = stock.NewMaterial(StockResources::kUniformColorLighting);
material_->SetParam(sv::kDiffuse, 1.0, 0.5, 0.5, 1.0);
material_->SetParam(sv::kSpecular, 1.0, 0.5, 0.5, 1.0);
material_->SetParam(sv::kShininess, 10.0f);
// Create a material to use for the selected shape
select_material_ = stock.NewMaterial(StockResources::kUniformColorLighting);
select_material_->SetParam(sv::kDiffuse, 1.0, 0.0, 1.0, 1.0);
select_material_->SetParam(sv::kSpecular, 1.0, 0.0, 0.1, 1.0);
select_material_->SetParam(sv::kShininess, 16.0f);
// Create a bunch of shapes
shapes_.push_back(scene->MakeDrawNode(base_node, stock.Cone(), material_));
shapes_.push_back(scene->MakeDrawNode(base_node, stock.Cube(), material_));
shapes_.push_back(scene->MakeDrawNode(base_node, stock.Cylinder(), material_));
shapes_.push_back(scene->MakeDrawNode(base_node, stock.Sphere(), material_));
DrawNode* axes = scene->MakeDrawNode(base_node);
axes->Add(stock.UnitAxes());
shapes_.push_back(axes);
// Move the shapes so they're not all on top of each other.
//
// Also set the selection mask for each node so that they can be selected by
// StockShapeSelector
const double spacing = 2.0;
const double x_start = - spacing * shapes_.size() / 2;
for (size_t i = 0; i < shapes_.size(); ++i) {
shapes_[i]->SetTranslation(x_start + i * spacing, 0, 0);
shapes_[i]->SetSelectionMask(1);
}
}
示例2: CopyAsChildren
void GroupNode::CopyAsChildren(Scene* scene, GroupNode* root) {
const std::vector<SceneNode*>& tocopy_children = root->Children();
std::deque<SceneNode*>
to_process(tocopy_children.begin(), tocopy_children.end());
SetTranslation(root->Translation());
SetRotation(root->Rotation());
SetScale(root->Scale());
SetVisible(root->Visible());
while (!to_process.empty()) {
SceneNode* to_copy = to_process.front();
to_process.pop_front();
SceneNode* node_copy = nullptr;
switch (to_copy->NodeType()) {
case SceneNodeType::kGroupNode:
{
GroupNode* child = scene->MakeGroup(this, Scene::kAutoName);
GroupNode* group_to_copy =
dynamic_cast<GroupNode*>(to_copy);
child->CopyAsChildren(scene, group_to_copy);
node_copy = child;
}
break;
case SceneNodeType::kCameraNode:
{
CameraNode* child = scene->MakeCamera(this, Scene::kAutoName);
const CameraNode* camera_to_copy =
dynamic_cast<const CameraNode*>(to_copy);
child->CopyFrom(*camera_to_copy);
node_copy = child;
}
break;
case SceneNodeType::kLightNode:
{
LightNode* child = scene->MakeLight(this, Scene::kAutoName);
const LightNode* light_to_copy =
dynamic_cast<const LightNode*>(to_copy);
// *child = *light_to_copy;
(void)light_to_copy;
node_copy = child;
}
break;
case SceneNodeType::kDrawNode:
{
DrawNode* node_to_copy =
dynamic_cast<DrawNode*>(to_copy);
DrawNode* child = scene->MakeDrawNode(this, Scene::kAutoName);
for (const Drawable::Ptr& item : node_to_copy->Drawables()) {
child->Add(item);
}
node_copy = child;
}
break;
}
node_copy->SetTranslation(to_copy->Translation());
node_copy->SetRotation(to_copy->Rotation());
node_copy->SetScale(to_copy->Scale());
node_copy->SetVisible(to_copy->Visible());
}
}