本文整理汇总了C++中GameObject::GetParentNode方法的典型用法代码示例。如果您正苦于以下问题:C++ GameObject::GetParentNode方法的具体用法?C++ GameObject::GetParentNode怎么用?C++ GameObject::GetParentNode使用的例子?那么恭喜您, 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GameObject
的用法示例。
在下文中一共展示了GameObject::GetParentNode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: Convert
rapidjson::Document SceneConvertor::Convert( const Scene* scene )
{
Document json;
json.SetObject();
Document::AllocatorType& al = json.GetAllocator();
json.AddMember( "FILE_TYPE", "SCENE", al );
Value stringNode;
Value nullNode;
nullNode.SetNull();
Material* skyboxMat = scene->GetSkyboxMaterial();
if (skyboxMat != NULL)
{
stringNode.SetString( skyboxMat->GetName().ToChar(), al );
json.AddMember( "skyboxMaterial", stringNode, al );
}
else
{
json.AddMember( "skyboxMaterial", nullNode, al );
}
json.AddMember( "skyboxSize", scene->GetSkyboxSize(), al );
Value vec3Node = _Vec3_to_JSON( scene->GetAmbientLight(), al );
json.AddMember( "ambientLight", vec3Node, al );
if ( scene->GetMainCamera() != NULL )
{
stringNode.SetString( scene->GetMainCamera()->GetName().ToChar(), al );
json.AddMember( "mainCamera", stringNode, al );
}
else
{
json.AddMember( "mainCamera", nullNode, al );
}
Value arrayNode;
arrayNode.SetArray();
for (uint i = 0; i < scene->GetGameObjectCount(); ++i)
{
GameObject* gameObject = scene->GetGameObjectAt(i);
if ( gameObject->GetParentNode() == NULL && (_useAll || gameObject->IsSavable()) )
{
arrayNode.PushBack( _GameObject_to_JSON(gameObject, al), al );
}
}
json.AddMember( "gameObjects", arrayNode, al );
return json;
}
示例2: Initialize
void HierarchyWindow::Initialize()
{
// delete all items
while ( _qtTree->topLevelItemCount() > 0 )
{
_qtTree->takeTopLevelItem(0);
}
Scene* scene = Systems::Scene()->GetCurrentScene();
QTreeWidgetItem* rootItem = _qtTree->invisibleRootItem();
for (uint i = 0; i < scene->GetGameObjectCount(); ++i)
{
GameObject* gameObject = scene->GetGameObjectAt(i);
if ( gameObject->GetParentNode() == NULL )
{
_DisplayHierarchy( gameObject, rootItem );
}
}
}