本文整理汇总了C++中FnObject::SetName方法的典型用法代码示例。如果您正苦于以下问题:C++ FnObject::SetName方法的具体用法?C++ FnObject::SetName怎么用?C++ FnObject::SetName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FnObject
的用法示例。
在下文中一共展示了FnObject::SetName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: TActor
EditData& TFlyObjectEdit::createActor( char const* name , unsigned modelID )
{
EditData data;
data.flag |= EF_SAVE_XFORM | EF_CREATE;
TCamera& cam = m_game->getCamControl();
Vec3D pos = cam.getCameraPos() + 500 * cam.getViewDir();
XForm trans;
trans.setIdentity();
TActor* entity = new TActor( modelID ,trans );
data.type = EOT_TNPC;
m_curLevel->addEntity( entity );
data.flag |= EF_LOAD_MODEL;
FnObject obj;
obj.Object( entity->getFlyActor().GetBaseObject() );
obj.SetPosition( pos );
obj.SetDirection( Vec3D(1,0,0) , Vec3D(0,0,1) );
obj.SetName( (char*) name );
entity->getFlyActor().SetName((char*) name);
data.id = obj.Object();
data.entity = entity;
g_editDataVec.push_back( data );
return g_editDataVec.back();
}
示例2: load
void load(EditData& data , TLevel* level )
{
FnScene& scene = level->getFlyScene();
data.type = type;
data.flag = flag;
switch( data.type )
{
case EOT_TOBJECT:
if ( data.flag & EF_LOAD_MODEL )
{
TObject* tObj = new TObject( modelID );
level->addEntity( tObj );
data.id = tObj->getFlyObj().Object();
data.entity = tObj;
}
break;
case EOT_TNPC:
{
XForm trans; trans.setIdentity();
TActor* actor = new TActor( modelID , trans );
level->addEntity( actor );
data.id = actor->getFlyActor().GetBaseObject();
data.entity = actor;
}
break;
case EOT_TERRAIN:
case EOT_FLY_OBJ:
case EOT_OTHER:
data.id = scene.GetObjectByName( (char*) name.c_str() );
break;
}
FnObject obj; obj.Object( data.id );
obj.SetName( (char*) name.c_str() );
if ( data.flag & EF_SAVE_XFORM )
{
obj.SetWorldPosition( pos );
obj.SetWorldDirection( front , up );
}
}