本文整理汇总了C++中Geometry::SetName方法的典型用法代码示例。如果您正苦于以下问题:C++ Geometry::SetName方法的具体用法?C++ Geometry::SetName怎么用?C++ Geometry::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Geometry
的用法示例。
在下文中一共展示了Geometry::SetName方法的9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: OnEditGeometry
void GeometryListView::OnEditGeometry()
// Called when user clicks "Edit" in the geometry list.
{
// Figure out which geometry item to edit.
int index = GetSelectedItemIndex();
if (index < 0) {
// No item selected, so we don't know what to delete...
return;
}
if (index == 0) {
// Can't edit null geometry.
return;
}
// Get the geometry object to edit.
Geometry* g = GetDocument()->GetGeometry(index);
if (g == NULL) return;
// Call edit dialog box.
GeometryPropertiesDialog d;
d.SetName(g->GetName());
d.SetFilename(g->GetFilename());
d.SetComment(g->GetComment());
if (d.DoModal() != IDCANCEL) {
// Apply the changes.
g->SetName(d.GetName());
g->SetFilename(d.GetFilename());
g->SetComment(d.GetComment());
GetDocument()->SetModifiedFlag();
GetDocument()->UpdateAllViews(NULL);
}
}
示例4: OnAddNewGeometry
void GeometryListView::OnAddNewGeometry()
// Called when user clicks "New Geometry" button.
{
// Call the properties dialog box with some default initial values.
GeometryPropertiesDialog d;
d.SetName("Untitled");
d.SetFilename("Unknown");
d.SetComment("");
if (d.DoModal() != IDCANCEL) {
// Create a new geometry item with the new values, and add it to our list.
Geometry* g = new Geometry;
g->SetName(d.GetName());
g->SetFilename(d.GetFilename());
g->SetComment(d.GetComment());
GetDocument()->AddGeometry(g);
GetDocument()->SetModifiedFlag();
GetDocument()->UpdateAllViews(NULL);
}
}
示例5: InitLevels
void Meteorites::InitLevels(int count){
Rocks = new DynamicArray();
Rocks_sub = new DynamicArray();
Rocks_sub_sub = new DynamicArray();
AI_Rocks = new DynamicArray();
Rocks_sub_item = 0;
Rocks_sub_sub_item = 0;
RockCount = 0;
printf("Creating rocks...\n");
int rCount = 10*count;
ConsoleProgressBar *bar = new ConsoleProgressBar(40,rCount+rCount*3+rCount*3*3);
for(int n=0; n<rCount; n++){
Geometry *Rock = new Geometry();
Rock->SetName("Rock");
/*
Rock->Add(Vector(-40000,-40000,0));
Rock->Add(Vector( 40000,-40000,0));
Rock->Add(Vector( 40000, 40000,0));
Rock->Add(Vector(-40000, 40000,0));
Rock->Add(Vertex(0,0,0));
Rock->Add(Vertex(1,1,0));
Rock->Add(Vertex(2,1,1));
Rock->Add(Vertex(3,0,1));
IndexedPolygon *pol = Rock->NewIndexedPolygon();
pol->Add(0);
pol->Add(1);
pol->Add(2);
pol->Add(3);
*/
Rocks->Add(Rock);
RockAI *AI_Rock = new RockAI(this,Rock,40000.0f);
Rock->Node::Apply(AI_Rock);
// AI_Rocks->Add(AI_Rock);
bar->Tick();
}
/*
for(n=0; n<rCount*3; n++){
Geometry *Rock = new Geometry();
Rock->SetName("Rock_sub");
Rock->Add(Vector(-20000,-20000,0));
Rock->Add(Vector( 20000,-20000,0));
Rock->Add(Vector( 20000, 20000,0));
Rock->Add(Vector(-20000, 20000,0));
Rock->Add(Vertex(0,0,0));
Rock->Add(Vertex(1,1,0));
Rock->Add(Vertex(2,1,1));
Rock->Add(Vertex(3,0,1));
IndexedPolygon *pol = Rock->NewIndexedPolygon();
pol->Add(0);
pol->Add(1);
pol->Add(2);
pol->Add(3);
Rocks_sub->Add(Rock);
bar->Tick();
}
for(n=0; n<rCount*3*3; n++){
Geometry *Rock = new Geometry();
Rock->SetName("Rock_sub_sub");
Rock->Add(Vector(-10000,-10000,0));
Rock->Add(Vector( 10000,-10000,0));
Rock->Add(Vector( 10000, 10000,0));
Rock->Add(Vector(-10000, 10000,0));
Rock->Add(Vertex(0,0,0));
Rock->Add(Vertex(1,1,0));
Rock->Add(Vertex(2,1,1));
Rock->Add(Vertex(3,0,1));
IndexedPolygon *pol = Rock->NewIndexedPolygon();
pol->Add(0);
pol->Add(1);
pol->Add(2);
pol->Add(3);
Rocks_sub_sub->Add(Rock);
bar->Tick();
}
*/ delete bar;
/*
printf("Shaping rocks..\n");
// int rCount = 10*count;
// ConsoleProgressBar
bar = new ConsoleProgressBar(40,rCount+rCount*3+rCount*3*3);
for(n=0; n<rCount; n++){
Geometry *Rock = (Geometry*)Rocks->GetItem(n); //new Geometry();
RockAI *AI_Rock = new RockAI(this,Rock,40000.0f);
Rock->Node::Apply(AI_Rock);
AI_Rocks->Add(AI_Rock);
bar->Tick();
}
for(n=0; n<rCount*3; n++){
Geometry *Rock = (Geometry*)Rocks_sub->GetItem(n); //new Geometry();
RockAI *AI_Rock = new RockAI(this,Rock);
Rock->Node::Apply(AI_Rock);
AI_Rocks->Add(AI_Rock);
bar->Tick();
}
for(n=0; n<rCount*3*3; n++){
Geometry *Rock = (Geometry*)Rocks_sub_sub->GetItem(n); //new Geometry();
RockAI *AI_Rock = new RockAI(this,Rock);
Rock->Node::Apply(AI_Rock);
//.........这里部分代码省略.........
示例6: Planet
Meteorites::Meteorites() : Client(), Message(){
SetName("MeteoritesGame");
printf("------------------------------------------------------------------------\n");
printf("Initializing TV-Meteorites, Copyright (C) RealityMakers Entertainment as\n");
printf("------------------------------------------------------------------------\n");
// char *str = new char[strlen(GetCurrentProcess()->GetName())+];
// SetName();
extern Host *host;
// AttatchHook = host->CreateHook("Attatch");
// DetatchHook = host->CreateHook("Detatch");
// ShutDownHook = host->CreateHook("ShutDown");
View1 = new View(Rect(0,0,1,1));
View1->SetClearState(false);
/*
ScoreView = new View(Rect(.8f,0,1,.5f));
ScoreView->SetClearState(false);
ScoreView->ConsoleStream::Clear();
ScoreView->Print(" 1: 1261\n 2: 8726\n");
ScoreView->Print(" 3: 8145\n 4: 6923\n");
ScoreView->Print(" 5: 1261\n 6: 8726\n");
ScoreView->Print(" 7: 8145\n 8: 6923\n");
ScoreView->Print(" 9: 1261\n10: 8726\n");
ScoreView->Print("11: 8145\n12: 6923\n");
ScoreView->Print("13: 1261\n14: 8726\n");
ScoreView->Print("15: 8145\n16: 6923\n");
font = new Font("Fonts/Swiss");
ScoreView->ConsoleStream::Apply(font);
View1->Apply(ScoreView);
*/
// View2 = new View(Rect(.8f,0,1,.5f));
View4 = new View(Rect(.75f,0,1,.8f));
// View2->SetClearState(false);
// View4->SetClearState(false);
// MeteoritesBitmap = new Bitmap("Textures/interface/divider"/*Textures/Title/title"*/,BITMAP_RGB); //Titletv4");
// View *LoadView = new View(Rect(.2f,.2f,1-.2f,1-.2f));
// View4->Apply(MeteoritesBitmap);
//View1->Apply(View4);
// Initialize scene
// Bitmap *DividerBitmap = new Bitmap("Textures/interface/divider"/*Textures/Title/title"*/,BITMAP_RGB); //Titletv4");
Bitmap *ShadowBM = new Bitmap("Textures/Interface/Shipshadow",BITMAP_ARGB);
View *Shadow = new View(Rect(.7f,0,1,1));
// View1->Apply(Shadow);
ScoreViews = new DynamicArray();
font = new Font("Fonts/Swiss");
for(int n=0; n<4; n++){ // 12.5 x 23.3, 54.2 x 23.3
#define xofs .01f
#define yofs .1f
#define width (.233f*.8f)
#define height (((.125f+.542f)/16.0f)*.8f)
#define spacing ((0.1666667f/100.0f)*5.0f)
// View *DividerView = new View(Rect(1-width,float(n)*height,1,float(n)*height+height-spacing));
// DividerView->Apply(DividerBitmap);
// DividerView->SetClearState(false);
// View1->Apply(DividerView);
char str[1024];
sprintf(str,"Textures/interface/playernum/no%d",n+1);
Bitmap *PlayerNBitmap = new Bitmap(str,BITMAP_RGB); //Titletv4");
View *PlayerNView = new View(Rect(1-width-height+xofs,float(n)*height+yofs,1-width-spacing+xofs,float(n)*height+height-spacing+yofs));
PlayerNView->Apply(PlayerNBitmap);
PlayerNView->SetClearState(false);
View1->Apply(PlayerNView);
float scl = 1-width-height*2.0f+xofs;
float sct = float(n)*height+yofs;
float scr = 1-width-height+xofs;
float scb = float(n)*height+height+yofs;
float xs = (scr-scl)*.2f;
float ys = (scb-sct)*.2f;
scl+=xs;
scr-=xs;
sct+=ys;
scb-=ys;
switch(n){
Bitmap *PlaceBitmap;
View *PlaceView;
case 0:
PlaceBitmap = new Bitmap("Textures/interface/first",BITMAP_RGB); //Titletv4");
PlaceView = new View(Rect(scl,sct,scr,scb));
PlaceView->Apply(PlaceBitmap);
PlaceView->SetClearState(false);
View1->Apply(PlaceView);
break;
case 1:
PlaceBitmap = new Bitmap("Textures/interface/second",BITMAP_RGB); //Titletv4");
PlaceView = new View(Rect(scl,sct,scr,scb));
PlaceView->Apply(PlaceBitmap);
PlaceView->SetClearState(false);
View1->Apply(PlaceView);
//.........这里部分代码省略.........
示例7: Client
Meteorites::Meteorites() : Client(), Message(){
SetName("MeteoritesGame");
printf("------------------------------------------------------------------------\n");
printf("Initializing TV-Meteorites, Copyright (C) RealityMakers Entertainment as\n");
printf("------------------------------------------------------------------------\n");
// char *str = new char[strlen(GetCurrentProcess()->GetName())+];
// SetName();
extern Host *host;
AttatchHook = host->CreateHook("Attatch");
DetatchHook = host->CreateHook("Detatch");
ShutDownHook = host->CreateHook("ShutDown");
View1 = new View(Rect(0,0,1,1));
View1->SetClearState(false);
ScoreViews = new DynamicArray();
font = new Font("Fonts/Swiss");
for(int n=0; n<16; n++){
View *v = new View(Rect(.8f,float(n)*.6f/16.0f,1,float(n+1)*.6f/16.0f));
v->ConsoleStream::Apply(font);
v->SetClearState(false);
v->Print("0");
switch(n){
case 0: v->SetColor(ARGB(1,0,0)); break;
case 1: v->SetColor(ARGB(0,0,1)); break;
case 2: v->SetColor(ARGB(1,1,0)); break;
case 3: v->SetColor(ARGB(0,1,0)); break;
case 4: v->SetColor(ARGB(1,.5f,.5f)); break;
case 5: v->SetColor(ARGB(0,1,1)); break;
case 6: v->SetColor(ARGB(.5f,.5f,.5f)); break;
case 7: v->SetColor(ARGB(1,0,0)); break;
case 8: v->SetColor(ARGB(1,0,0)); break;
case 9: v->SetColor(ARGB(1,0,0)); break;
case 10: v->SetColor(ARGB(1,0,0)); break;
case 11: v->SetColor(ARGB(1,0,0)); break;
case 12: v->SetColor(ARGB(1,0,0)); break;
case 13: v->SetColor(ARGB(1,0,0)); break;
case 14: v->SetColor(ARGB(1,0,0)); break;
case 15: v->SetColor(ARGB(1,0,0)); break;
}
View1->Apply(v);
ScoreViews->Add(v);
}
/*
ScoreView = new View(Rect(.8f,0,1,.5f));
ScoreView->SetClearState(false);
ScoreView->ConsoleStream::Clear();
ScoreView->Print(" 1: 1261\n 2: 8726\n");
ScoreView->Print(" 3: 8145\n 4: 6923\n");
ScoreView->Print(" 5: 1261\n 6: 8726\n");
ScoreView->Print(" 7: 8145\n 8: 6923\n");
ScoreView->Print(" 9: 1261\n10: 8726\n");
ScoreView->Print("11: 8145\n12: 6923\n");
ScoreView->Print("13: 1261\n14: 8726\n");
ScoreView->Print("15: 8145\n16: 6923\n");
font = new Font("Fonts/Swiss");
ScoreView->ConsoleStream::Apply(font);
View1->Apply(ScoreView);
*/
// View2 = new View(Rect(.8f,0,1,.5f));
View4 = new View(Rect(.75f,0,1,.8f));
// View2->SetClearState(false);
// View4->SetClearState(false);
MeteoritesBitmap = new Bitmap("Textures/test"/*Textures/Title/title"*/,BITMAP_RGB); //Titletv4");
View *LoadView = new View(Rect(.2f,.2f,1-.2f,1-.2f));
View4->Apply(MeteoritesBitmap);
View1->Apply(View4);
// Initialize scene
null = new Geometry();
null->SetPosition(Vector(0,0,1000000));
Back = new Geometry();
Back->Node::Apply(new Background(Back));
Back->SetPosition(Vector(0,0,1000000));
Back->Post();
null->Node::Apply(Back);
cam = new Camera();
cam->SetName("Camera");
null->Node::Apply(cam);
camAI = new CameraAI(cam);
cam->Apply(camAI);
View1->Attatch(cam);
PlayerGeometries = new DynamicArray();
for(n=0; n<5; n++){
Geometry *Ship = new Geometry();
char name[1024];
sprintf(name,"Player%d",n);
Ship->SetName(name);
//Ship->SetPosition(Vector(0,0,-800000));
Ship->Post();
PlayerGeometries->Add(Ship);
//.........这里部分代码省略.........
示例8: Nebula
Meteorites::Meteorites() : Client(), Message(){
ViewBunch = new DynamicArray();
BitmapBunch = new DynamicArray();
SetName("MeteoritesGame");
printf("------------------------------------------------------------------------\n");
printf("Initializing TV-Meteorites, Copyright (C) RealityMakers Entertainment as\n");
printf("------------------------------------------------------------------------\n");
View1 = new View(Rect(0,0,1,1));
View1->SetClearState(false);
/*
Scores = new ScoreViews(View1);
*/
// 191,189
// 101
// 85
#ifdef TV2
tv2bm = new Bitmap("Textures/tv2/tv2",BITMAP_RGB);
tv2v = new View(Rect(
1-.075f*.8f-.01f,
.01f,
1-.01f,
.1f*.8f+.01f));
tv2bm->SetTranslusency(.5f);
tv2v->Apply(tv2bm);
tv2v->SetClearState(false);
View1->Apply(tv2v);
#endif
#ifdef SCHIBSTED
tv2bm = new Bitmap("Textures/tv2/slogo",BITMAP_RGB);
tv2v = new View(Rect(
1-.09f*.8f*1.5f-.01f,
.01f,
1-.01f,
.1f*.8f+.01f));
tv2bm->SetTranslusency(.5f);
tv2v->Apply(tv2bm);
tv2v->SetClearState(false);
View1->Apply(tv2v);
#endif
#ifdef JANCO
Bitmap *tv2bm = new Bitmap("Textures/tv2/janco",BITMAP_RGB);
View *tv2v = new View(Rect(
.9f,
0,
1,
.1f));
tv2bm->SetTranslusency(.5f);
tv2v->Apply(tv2bm);
tv2v->SetClearState(false);
View1->Apply(tv2v);
#endif
Info1 = new Bitmap("Textures/Interface/Instructions/Inntasting",BITMAP_RGB);
Info2 = new Bitmap("Textures/Interface/Instructions/Kontroll",BITMAP_RGB);
Info3 = new Bitmap("Textures/Interface/Instructions/Pickups",BITMAP_RGB);
//printf("%d,%d\n",Info1->GetWidth(),Info1->GetHeight());
//printf("%d,%d\n",Info2->GetWidth(),Info2->GetHeight());
//printf("%d,%d\n",Info3->GetWidth(),Info3->GetHeight());
View *InfoView = new View(Rect(.75f,.7f,.95f,.9f));
InfoView->SetClearState(false);
View *v1 = new View(Rect(0,0,1,1.3f));
View *v2 = new View(Rect(0,0,1,101.0f/189.0f*1.3f));
View *v3 = new View(Rect(0,0,1,85.0f/189.0f*1.3f));
InfoViews = new DynamicArray();
InfoViews->Add(InfoView);
InfoViews->Add(v1);
InfoViews->Add(v2);
InfoViews->Add(v3);
v1->Apply(Info1);
v2->Apply(Info2);
v3->Apply(Info3);
v1->SetClearState(false);
v2->SetClearState(false);
v3->SetClearState(false);
InfoView->Apply(v1);
InfoView->Apply(v2);
InfoView->Apply(v3);
View1->Apply(InfoView);
// Info3->SetTranslusency(.8f);
#if 1
scene = new Scene(View1);
#else
Scores = new ScoreViews(View1);
null = new Geometry();
null->SetPosition(Vector(0,0,10000));
Back = new Geometry();
Back->Node::Apply(new Background(Back));
Back->SetPosition(Vector(0,0,8000*3));
Back->Post();
null->Node::Apply(Back);
//.........这里部分代码省略.........
示例9: 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);
}