本文整理汇总了C++中Geometry::Apply方法的典型用法代码示例。如果您正苦于以下问题:C++ Geometry::Apply方法的具体用法?C++ Geometry::Apply怎么用?C++ Geometry::Apply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Geometry
的用法示例。
在下文中一共展示了Geometry::Apply方法的3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: Material
Shock::Shock(class PlayerAI *player, Vector &direction){
mat = new Material("Textures/Shield/Shield",Texture::cARGB);
mat->SetMode(MATERIAL_DEST_ADD_SOURCE);
Geometry *g = new Geometry();
g->SetName(0,"Shock");
g->Apply(mat);
g->Add(Vector(-25000, 25000,0));
g->Add(Vector( 25000, 25000,0));
g->Add(Vector( 25000,-25000,0));
g->Add(Vector(-25000,-25000,0));
g->Add(Vertex(0,0,0));
g->Add(Vertex(1,1,0));
g->Add(Vertex(2,1,1));
g->Add(Vertex(3,0,1));
IndexedPolygon *pol;
pol = g->NewIndexedPolygon(); //new IndexedPolygon(g);
pol->Add(0);
pol->Add(1);
pol->Add(2);
pol->Add(3);
Intelligence::Apply(g);
g->Node::Apply(0,this);
player->GetCreatorGeometry()->Node::Apply(0,g);
SetPosition(Vector(0,0,0));
Quaternion dir = Quaternion(direction.X,-direction.Y,0,0);
SetOrientation(Quaternion(dir));
Spawn = -1.0f;
}
示例2: Material
Planet::Planet(Camera *cam, class Geometry *parent){
camera = cam;
mat = new Material("Textures/Backdrops/Planet5",Texture::cARGB);
mat->SetMode(MATERIAL_SOURCE_DIFFUSE|MATERIAL_DEST_MULTIPLY_ONE_MINUS_ALPHA);
Geometry *g = new Geometry();
g->SetName(0,"Planet");
g->Apply(mat);
g->Add(Vector(-6000, 6000,0));
g->Add(Vector( 6000, 6000,0));
g->Add(Vector( 6000,-6000,0));
g->Add(Vector(-6000,-6000,0));
g->Add(Vertex(0,0,0));
g->Add(Vertex(1,1,0));
g->Add(Vertex(2,1,1));
g->Add(Vertex(3,0,1));
IndexedPolygon *pol;
pol = /*g->NewIndexedPolygon();*/ new IndexedPolygon(g);
pol->Add(0);
pol->Add(1);
pol->Add(2);
pol->Add(3);
Intelligence::Apply(g);
g->Node::Apply(0,this);
parent->Node::Apply(0,g);
SetPosition(Vector(0,0,0));
g->SetSquareRadius(0);
}
示例3: Material
Sun::Sun(Camera *cam, class Geometry *parent){
camera = cam;
mat1 = new Material("Textures/Lens/Halo",Texture::cRGB);
mat1->SetMode(MATERIAL_SOURCE_DIFFUSE|MATERIAL_DEST_ADD_SOURCE); //MATERIAL_DEST_MULTIPLY_ONE_MINUS_ALPHA);
mat2 = new Material("Textures/Lens/Sun",Texture::cRGB);
mat2->SetMode(MATERIAL_SOURCE_DIFFUSE|MATERIAL_DEST_ADD_SOURCE); //MULTIPLY_ONE_MINUS_ALPHA);
//mat1->SetTransparency(.6f);
//mat2->SetTransparency(.8f);
mat1->SetTransparency(.95f);
mat2->SetTransparency(.8f);
Geometry *g = new Geometry();
g->SetName(0,"Sun");
g->Apply(mat1);
/*
g->Add(Vector(-6000/2/3, 6000/2/3,0));
g->Add(Vector( 6000/2/3, 6000/2/3,0));
g->Add(Vector( 6000/2/3,-6000/2/3,0));
g->Add(Vector(-6000/2/3,-6000/2/3,0));
g->Add(Vector(-6000*5/2, 6000*5/2,-10000));
g->Add(Vector( 6000*5/2, 6000*5/2,-10000));
g->Add(Vector( 6000*5/2,-6000*5/2,-10000));
g->Add(Vector(-6000*5/2,-6000*5/2,-10000));
*/
g->Add(Vector(-6000*5/2, 6000*5/2,0));
g->Add(Vector( 6000*5/2, 6000*5/2,0));
g->Add(Vector( 6000*5/2,-6000*5/2,0));
g->Add(Vector(-6000*5/2,-6000*5/2,0));
g->Add(Vector(-6000*5/2, 6000*5/2,-10000));
g->Add(Vector( 6000*5/2, 6000*5/2,-10000));
g->Add(Vector( 6000*5/2,-6000*5/2,-10000));
g->Add(Vector(-6000*5/2,-6000*5/2,-10000));
g->Add(Vertex(0,0,0));
g->Add(Vertex(1,1,0));
g->Add(Vertex(2,1,1));
g->Add(Vertex(3,0,1));
g->Add(Vertex(4,0,0));
g->Add(Vertex(5,1,0));
g->Add(Vertex(6,1,1));
g->Add(Vertex(7,0,1));
IndexedPolygon *pol;
pol = new IndexedPolygon(g); //new IndexedPolygon(g);
pol->Add(0);
pol->Add(1);
pol->Add(2);
pol->Add(3);
//pol->Apply(mat1);
/* pol = new IndexedPolygon(g); //new IndexedPolygon(g);
pol->Apply(mat2);
pol->Add(4);
pol->Add(5);
pol->Add(6);
pol->Add(7);*/
Intelligence::Apply(g);
g->Node::Apply(0,this);
parent->Node::Apply(0,g);
SetPosition(Vector(0,0,50000));
g->SetSquareRadius(0);
}