本文整理汇总了C++中IAnimatedMeshSceneNode::getMaterialCount方法的典型用法代码示例。如果您正苦于以下问题:C++ IAnimatedMeshSceneNode::getMaterialCount方法的具体用法?C++ IAnimatedMeshSceneNode::getMaterialCount怎么用?C++ IAnimatedMeshSceneNode::getMaterialCount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IAnimatedMeshSceneNode
的用法示例。
在下文中一共展示了IAnimatedMeshSceneNode::getMaterialCount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: loadPlayerNode
//loads the player and sets initial position
IAnimatedMeshSceneNode* Player::loadPlayerNode(IrrlichtDevice* device, ISceneManager* smgr)
{
IAnimatedMesh* player = smgr->getMesh("Assets/player.x");
if (!player) { device->drop(); return NULL; }
IAnimatedMeshSceneNode *plyrNode = smgr->addAnimatedMeshSceneNode(player);
for (int i = 0; i < plyrNode->getMaterialCount(); i++)
{
plyrNode->getMaterial(i).NormalizeNormals = true;
}
plyrNode->setPosition(vector3df(5.0f, 0.1f, 5.0f));
return plyrNode;
}
示例2: Mesh3DInitScene
void Mesh3DInitScene()
{
IAnimatedMesh* mesh;
IAnimatedMeshSceneNode* node;
scene::ISceneNodeAnimator* anim;
scene::ISceneManager* smgr = IrrlichtManager::GetIrrlichtManager()->GetScene();
IrrlichtDevice* device = IrrlichtManager::GetIrrlichtManager()->GetDevice();
video::IVideoDriver* driver = IrrlichtManager::GetIrrlichtManager()->GetDriver();
std::string load_zip;
std::string load_data;
std::string reload_path;
FileSystemZip* pfilesystem = NULL;
io::IReadFile* memfile = NULL;
byte* apk_buffer = NULL;
byte* buff_extract = NULL;
int size = 0;
int apk_size = 0;
if (!IrrlichtManager::GetIrrlichtManager()->GetDevice())
{
LogError("Error initializing Irrlicht");
return;
}
IrrlichtManager::GetIrrlichtManager()->GetDevice()->getTimer()->setTime(0);
smgr->addLightSceneNode(0, core::vector3df(-100,10,0), video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 200.0f);
smgr->addLightSceneNode(0, core::vector3df(+100,10,0), video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 200.0f);
//////////////////////////////mesh/////////////////////////////////////////////////
load_zip = (GetBaseAppPath() + "game/ninja.zip").c_str();
load_data = "ninja.b3d";
reload_path = (GetBaseAppPath() + "game/ninja.b3d").c_str();
#ifdef ANDROID_NDK
apk_buffer = FileManager::GetFileManager()->Get(load_zip.c_str(), &apk_size, false, false);
if( apk_buffer )
{
pfilesystem = new FileSystemZip();
pfilesystem->Init_unzMemory(apk_buffer, apk_size);
buff_extract = pfilesystem->Get_unz(load_data, &size);
delete apk_buffer;
apk_buffer = NULL;
}
#else
pfilesystem = new FileSystemZip();
pfilesystem->Init_unz(load_zip.c_str());
buff_extract = pfilesystem->Get_unz(load_data.c_str(), &size);
#endif
memfile = device->getFileSystem()->createMemoryReadFile(buff_extract, size, reload_path.c_str(), true);
//new buffer copy on file->read(Buffer, size) of CXMeshFileLoader::readFileIntoMemory
mesh = smgr->getMesh( memfile );
node = smgr->addAnimatedMeshSceneNode( mesh );
//delete buff_extract in drop() then goto ~CMemoryReadFile
memfile->drop();
if( pfilesystem )
{
delete pfilesystem;
pfilesystem = NULL;
}
//////////////////////////////texture/////////////////////////////////////////////////
node->setMaterialTexture( 0, driver->getTexture((GetBaseAppPath()+"game/nskinbl.jpg").c_str()) );
node->setMaterialFlag(EMF_LIGHTING, true);
node->setMaterialFlag(EMF_NORMALIZE_NORMALS, true);
anim = smgr->createRotationAnimator(core::vector3df(0,0.3f,0));
node->addAnimator(anim);
anim->drop();
u32 alpha_val = 90;
u32 MaterialCount = node->getMaterialCount();
for(u32 i=0; i<MaterialCount; i++)
{
video::SMaterial& tex_mat = node->getMaterial(i);
tex_mat.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
//tex_mat.MaterialTypeParam = 0.1;
//tex_mat.MaterialTypeParam2= 0.1;
tex_mat.AmbientColor.setAlpha(alpha_val);
tex_mat.DiffuseColor.setAlpha(alpha_val);
tex_mat.SpecularColor.setAlpha(alpha_val);
tex_mat.EmissiveColor.setAlpha(alpha_val);
}
#if defined(_IRR_COMPILE_WITH_OGLES2_)
for(u32 i=0; i<mesh->getMeshBufferCount(); i++)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
video::S3DVertex* vertex = (video::S3DVertex*)buffer->getVertices();
for(u32 j=0; j<buffer->getVertexCount(); j++)
{
vertex[j].Color.setAlpha(alpha_val);
//.........这里部分代码省略.........