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C++ IAnimatedMeshSceneNode::setAnimationSpeed方法代码示例

本文整理汇总了C++中IAnimatedMeshSceneNode::setAnimationSpeed方法的典型用法代码示例。如果您正苦于以下问题:C++ IAnimatedMeshSceneNode::setAnimationSpeed方法的具体用法?C++ IAnimatedMeshSceneNode::setAnimationSpeed怎么用?C++ IAnimatedMeshSceneNode::setAnimationSpeed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IAnimatedMeshSceneNode的用法示例。


在下文中一共展示了IAnimatedMeshSceneNode::setAnimationSpeed方法的5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: init

pAnimatedSceneObject AnimatedSceneObject::init(pObject const& parent)
{
    setupSceneAndManager(parent);

    std::ostringstream oss;
    oss << Conf::i().expand("rc/model/") << name_ << ".x";
    IAnimatedMesh* mesh = smgr_->getMesh( oss.str().c_str() );
    IAnimatedMeshSceneNode* temp = smgr_->addAnimatedMeshSceneNode( mesh, parent->body() );
    temp->setAnimationSpeed(0);
    body_ = temp;
    body_->grab(); //added so its d'tor order is consistent with view::Object.
    body_->getMaterial(0).Shininess = 0;
    for( size_t i = 0; i < body_->getMaterialCount(); ++i ) {
        body_->getMaterial(i).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
        body_->getMaterial(i).MaterialTypeParam = 0.01f;
        body_->getMaterial(i).DiffuseColor.set(255, 255, 255, 255);
    }

    //test
    body_->grab();

    pAnimatedSceneObject self = static_pointer_cast<AnimatedSceneObject>( shared_from_this() );
    scene()->addPickMapping( body_, self );
    return self;
}
开发者ID:Bloodknight,项目名称:cubeat,代码行数:25,代码来源:AnimatedSceneObject.cpp

示例2: createNode

ISceneNode* Render::createNode(bool isMD2, IAnimatedMesh* mesh, ITexture* texture, bool light,core::vector3df scale, core::vector3df pos, core::vector3df rotation)
{
	IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh, NULL, IDFlag_IsPickable);
	
	if(node)
	{
		pos.Y += -node->getBoundingBox().MinEdge.Y * scale.Y;
		node->setPosition(pos);
		node->setRotation(rotation);
		node->setScale(scale);
		node->setAnimationSpeed(20.f);
		scene::ITriangleSelector* selector = 0;
		selector = smgr->createTriangleSelector(node);
		node->setTriangleSelector(selector);
		selector->drop();
		
		//Autoscale
		//f32 scale = 0.25f;
		node->setScale(scale);
		
		if (texture)
		{
			//node->setMaterialFlag(EMF_LIGHTING, false);
			node->setMaterialTexture(0, texture);
		}

		node->setMD2Animation(EMAT_STAND);
	}

	return node;
}
开发者ID:insolite,项目名称:RPG,代码行数:31,代码来源:Render.cpp

示例3: createNode

IAnimatedMeshSceneNode* Level::createNode(
    const LevelConfig::Model& model, u32 position)
{
    IAnimatedMeshSceneNode* node = _game->getDevice()->getSceneManager(
                                   )->addAnimatedMeshSceneNode(model.Mesh, _rootNode,
                                           -1, _board->getPosition(position));
    node->setAnimationSpeed(model.AnimationSpeed);
    return node;
}
开发者ID:titarenko,项目名称:Pathman,代码行数:9,代码来源:Level.cpp

示例4: addNinja

static ISceneNode* addNinja(ISceneManager* smgr, core::vector3df pos)
{
	IAnimatedMeshSceneNode* ninja = smgr->addAnimatedMeshSceneNode(
		smgr->getMesh("Assets/model/ninja/ninja.b3d"));
	ninja->setFrameLoop(182, 204);
	ninja->setMaterialFlag(video::EMF_LIGHTING, false);
	ninja->setAnimationSpeed(12);
	ninja->setPosition(pos);

	return ninja;
}
开发者ID:NextRPG,项目名称:Xihad,代码行数:11,代码来源:ParticleEditor.cpp

示例5: dns_cache_prune

void dns_cache_prune(DnsCache *c) {
        usec_t t = 0;

        assert(c);

        /* Remove all entries that are past their TTL */

        for (;;) {
                _cleanup_(dns_resource_key_unrefp) DnsResourceKey *key = NULL;
                DnsCacheItem *i;

                i = prioq_peek(c->by_expiry);
                if (!i)
                        break;

                if (t <= 0)
                        t = now(CLOCK_BOOTTIME);

                if (i->until > t)
                        break;

                /* Take an extra reference to the key so that it
                 * doesn't go away in the middle of the remove call */
                key = dns_resource_key_ref(i->key);
                dns_cache_remove(c, key);
        }
}

static int dns_cache_item_prioq_compare_func(const void *a, const void *b) {
        const DnsCacheItem *x = a, *y = b;

        if (x->until < y->until)
                return -1;
        if (x->until > y->until)
                return 1;
        return 0;
}

static int dns_cache_init(DnsCache *c) {
        int r;

        assert(c);

        r = prioq_ensure_allocated(&c->by_expiry, dns_cache_item_prioq_compare_func);
        if (r < 0)
                return r;

        r = hashmap_ensure_allocated(&c->by_key, &dns_resource_key_hash_ops);
        if (r < 0)
                return r;

        return r;
}

static int dns_cache_link_item(DnsCache *c, DnsCacheItem *i) {
        DnsCacheItem *first;
        int r;

        assert(c);
        assert(i);

        r = prioq_put(c->by_expiry, i, &i->prioq_idx);
        if (r < 0)
                return r;

        first = hashmap_get(c->by_key, i->key);
        if (first) {
                LIST_PREPEND(by_key, first, i);
                assert_se(hashmap_replace(c->by_key, first->key, first) >= 0);
        } else {
                r = hashmap_put(c->by_key, i->key, i);
                if (r < 0) {
                        prioq_remove(c->by_expiry, i, &i->prioq_idx);
                        return r;
                }
        }

        return 0;
}

static DnsCacheItem* dns_cache_get(DnsCache *c, DnsResourceRecord *rr) {
        DnsCacheItem *i;

        assert(c);
        assert(rr);

        LIST_FOREACH(by_key, i, hashmap_get(c->by_key, rr->key))
                if (i->rr && dns_resource_record_equal(i->rr, rr) > 0)
                        return i;

        return NULL;
}

static void dns_cache_item_update_positive(DnsCache *c, DnsCacheItem *i, DnsResourceRecord *rr, usec_t timestamp) {
        assert(c);
        assert(i);
        assert(rr);

        i->type = DNS_CACHE_POSITIVE;

//.........这里部分代码省略.........
开发者ID:275288698,项目名称:systemd-ubuntu-with-dbus,代码行数:101,代码来源:resolved-dns-cache.c


注:本文中的IAnimatedMeshSceneNode::setAnimationSpeed方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。