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

本文整理汇总了C++中IAnimatedMeshSceneNode::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ IAnimatedMeshSceneNode::setPosition方法的具体用法?C++ IAnimatedMeshSceneNode::setPosition怎么用?C++ IAnimatedMeshSceneNode::setPosition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::setPosition方法的15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: UpdateScene

void CScene::UpdateScene(vector<vector3df> otherClientPosition, ICameraSceneNode* camera)
{
	ISceneManager* smgr=device->getSceneManager();
	IVideoDriver* driver=device->getVideoDriver();

	// 测试用
	IAnimatedMesh* personMeshTest=smgr->getMesh("../../media/sydney.md2");
	IAnimatedMeshSceneNode* personNode = smgr->addAnimatedMeshSceneNode( personMeshTest );
	if (!personMeshTest)
	{
		device->drop();
		return ;
	}
	if (personNode)
	{
		personNode->setScale(vector3df(0.4f,0.4f,0.4f));
		personNode->setPosition(vector3df(0.0f,10.0f,0.0f));
		personNode->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
		personNode->setMaterialFlag(EMF_LIGHTING, false);
		personNode->getMaterial(0).Shininess=28.0f;
		personNode->getMaterial(0).NormalizeNormals=true;
		personNode->setMD2Animation ( scene::EMAT_STAND );

	}
	personMeshTest->setMaterialFlag(EMF_LIGHTING,false);

	// 显示其他客户端
	for (int i=0;i!=otherClientPosition.size();i++)
	{
		IAnimatedMesh* personMesh=smgr->getMesh("../../media/sydney.md2");
		IAnimatedMeshSceneNode* personNode = smgr->addAnimatedMeshSceneNode( personMesh );
		if (!personMesh)
		{
			device->drop();
			return ;
		}
		if (personNode && personNode->getPosition()!=camera->getPosition())
		{
//			personNode->setPosition(vector3df(10,20,0));
//			personNode->setScale(vector3df(0.5,0.5,0.5));
			personNode->setPosition(otherClientPosition[i]);
			personNode->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
			personNode->setMaterialFlag(EMF_LIGHTING, false);
			personNode->getMaterial(0).Shininess=28.0f;
			personNode->getMaterial(0).NormalizeNormals=true;
			personNode->setMD2Animation ( scene::EMAT_STAND );

		}
		personMesh->setMaterialFlag(EMF_LIGHTING,false);
	}
}
开发者ID:dg8fv2010,项目名称:WonderLandNet,代码行数:51,代码来源:scene.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: init

void TestLevel::init() {

	IAnimatedMesh* mesh = smgr->getMesh("img/sydney.md2");

	IAnimatedMeshSceneNode * tmpnode = smgr->addAnimatedMeshSceneNode(mesh);

	if (tmpnode) {
		tmpnode->setMaterialFlag(EMF_LIGHTING, false);
		tmpnode->setMD2Animation(scene::EMAT_STAND);
		tmpnode->setMaterialTexture(0, driver->getTexture("img/sydney.bmp"));
	}

	tmpnode->setPosition(vector3df(-222,0,0));




	vector3df wsp(0,5,-10);

	ship = new TestPlayerShip(TestPlayerShip::createTestPlayerShipNode(context));
	ship->attachNewCamera(new StaticCamera(context,ship));




//	ship.attachCamera(cam);

	this->node = new NonPlayerShip(tmpnode);
	testPlanet = Planet::createTestPlanet(context);

}
开发者ID:ZbiQ,项目名称:ShootSpacer,代码行数:31,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: 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;
}
开发者ID:minorpains,项目名称:Seas-of-Gold,代码行数:14,代码来源:Player.cpp

示例6: setupHud

void Game::setupHud(){
  IAnimatedMesh* gunmesh = smgr->getMesh("resources/models/weapons/test.obj");
  IAnimatedMeshSceneNode* gunnode;
  if(gunmesh)
  {
             gunnode = smgr->addAnimatedMeshSceneNode(gunmesh, gunnode);
             gunnode->setParent(camera);
             gunnode->setPosition(vector3df(50, 0, 1000));
             gunnode->setRotation(vector3df(0, 0, 1000));
             gunnode->updateAbsolutePosition();
             std::cout << gunnode->getAbsolutePosition().X << ", " << gunnode->getAbsolutePosition().Y << ", "
            << gunnode->getAbsolutePosition().Z;
             //gunnode->setScale(vector3df(1, 1, 1));
  }
}
开发者ID:lisacvuk,项目名称:Game,代码行数:15,代码来源:main.cpp

示例7: mLoadMesh

IAnimatedMeshSceneNode* MyIrrlichtComposition::mLoadMesh(vector3df pos,vector3df rot,vector3df scale, std::string name1, std::string name2)
{
	IAnimatedMeshSceneNode* obj = smgr->addAnimatedMeshSceneNode(smgr->getMesh(name1.c_str()));
	if(obj)
	{
		obj->setPosition(pos);
		obj->setMD2Animation(scene::EMAT_RUN);
		obj->setRotation(rot); 
		obj->setScale(scale);
		obj->setMaterialTexture(0, driver->getTexture(name2.c_str()));
		obj->addShadowVolumeSceneNode();
		return obj;
	}
	else 
		exit(2);
}
开发者ID:tetricas,项目名称:First_Irrlicht_Turn,代码行数:16,代码来源:MyIrrlichtDevice.cpp

示例8: addCheckPoint

void Game::addCheckPoint(const vector3df& position, const vector3df& rotation)
{
	string<char> str = "checkpoint" + checkpoint->size();
	IAnimatedMesh *cp1 = smgr->addHillPlaneMesh(str.c_str(), dimension2d<f32>(1000,1000), dimension2d<u32>(1,1));
	IAnimatedMeshSceneNode *c = smgr->addAnimatedMeshSceneNode(cp1);
	c->setRotation(rotation);
	c->setPosition(position);
	//c->setDebugDataVisible(EDS_BBOX);
	checkpoint->push_back(c);
	
	if (checkpoint->size() == 1)
	{
		first_checkpoint = c;
	}
	
	c->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
	//c->setMaterialFlag(EMF_BACK_FACE_CULLING, false);
}
开发者ID:NinZine,项目名称:Not-So-Super-Off-Road,代码行数:18,代码来源:Game.cpp

示例9: md2Animation

/** At the moment, this just verifies that the last frame of the animation produces the expected bitmap. */
bool md2Animation(void)
{
	// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
	IrrlichtDevice *device = createDevice( EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32);
	assert(device);
	if (!device)
		return false;

	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager * smgr = device->getSceneManager();

	IAnimatedMesh* mesh = smgr->getMesh("../media/sydney.md2");
	IAnimatedMeshSceneNode* node;
	assert(mesh);

	if(mesh)
	{
		node = smgr->addAnimatedMeshSceneNode(mesh);
		assert(node);

		if(node)
		{
			node->setPosition(vector3df(20, 0, 30));
			node->setMaterialFlag(EMF_LIGHTING, false);
			node->setMaterialTexture(0, driver->getTexture("../media/sydney.bmp"));
			node->setLoopMode(false);

			(void)smgr->addCameraSceneNode();

			// Just jump to the last frame since that's all we're interested in.
			node->setMD2Animation(EMAT_DEATH_FALLBACK);
			node->setCurrentFrame((f32)(node->getEndFrame()));
			device->run();
			driver->beginScene(true, true, SColor(255, 255, 255, 0));
			smgr->drawAll();
			driver->endScene();
		}
	}

	bool result = takeScreenshotAndCompareAgainstReference(driver, "-md2Animation.png");
	device->drop();

	return result;
}
开发者ID:jivibounty,项目名称:irrlicht,代码行数:45,代码来源:md2Animation.cpp

示例10: addModel

void Unit::addModel() {
	IAnimatedMeshSceneNode* modelNode = Game::getInstance().sceneManager->addAnimatedMeshSceneNode( model, node );
	if (modelNode)
    {
		modelNode->setMaterialTexture( 0, texture );
		modelNode->getMaterial(0).Shininess = 0;
		modelNode->setScale(vector3df(0.15f, 0.15f, 0.15f) );
		modelNode->addShadowVolumeSceneNode(0, 0, false);
		modelNode->setID(0);

		currentAnimation = IDLE_ANIMATION;
		
		float randX = rand() % 8 - 4;
		float randZ =rand() % 8 - 4;
		modelNode->setPosition(vector3df(randX, 0.0f, randZ));
    }

	modelNodes.push_back(modelNode);
}
开发者ID:MegaR,项目名称:ARiseofWar,代码行数:19,代码来源:Unit.cpp

示例11: produce

void AnnyFactory::produce(int x,int y,int z){
	std::string sydneyMesh = "monkey.obj";
	std::string sydneyMaterial = "unwrappedPainted.png";//"monkey.bmp";
	IAnimatedMesh* mesh = sceneManager->getMesh((RESOURCES+sydneyMesh).c_str());
	if (!mesh)
	{
		exit(1);
	}
	IAnimatedMeshSceneNode* node = sceneManager->addAnimatedMeshSceneNode( mesh );

	const wchar_t* name = L"Monkey head";
	objectList->addObject(name);

	if (node)
	{
		node->setMaterialFlag(EMF_LIGHTING, false);
		node->setMD2Animation(scene::EMAT_RUN);
		node->setMaterialTexture( 0, driver->getTexture((RESOURCES+sydneyMaterial).c_str()) );
		node->setName(name);
		node->setPosition(core::vector3df(x,y,z));
		node->setScale(core::vector3df(10,10,10));
		node->setRotation(core::vector3df(0,200,0));
	}
}
开发者ID:beothorn,项目名称:HiddenObjects,代码行数:24,代码来源:AnnyFactory.cpp

示例12: drawVector

void PhysicsSim::drawVector(Vector3D init, Vector3D end, Color c)
{
	Vector3D vec = end-init;
	float length = vec.getLength();

	stringw meshname("ArrowMesh");
	meshname += (int)arrows.size();
	IAnimatedMesh* arrow = smgr->addArrowMesh (meshname, c, c, 4, 8, length, (length - 0.4 < 0.0) ? length*0.4 : (length-0.4));
	IAnimatedMeshSceneNode *arrownode =	smgr->addAnimatedMeshSceneNode(arrow);

	arrownode->setPosition(init);

	//arrownode->setScale(vector3df(1.0, length, 1.0));

	vec.normalize();
	quaternion q;
	q.rotationFromTo(vector3df(0,1,0), vec);
	vector3df rot;
	q.toEuler(rot);

	arrownode->setRotation(vector3df(rot.X*180.0/M_PI, rot.Y*180.0/M_PI, rot.Z*180.0/M_PI));

	arrows.push_back(arrownode);
}
开发者ID:mikeiasNS,项目名称:SnowHero-irrlich-Game-,代码行数:24,代码来源:PhysicsSim.cpp

示例13: addTile

void Tile::addTile(float x, float y, float z) {
	IAnimatedMeshSceneNode* tempnode = smgr->addAnimatedMeshSceneNode(tile[0]);
	tempnode->setPosition(core::vector3df(x,y,z));
	entity.insert(tempnode);
}
开发者ID:DunGen,项目名称:dungeon,代码行数:5,代码来源:tile.cpp

示例14: main

int main()
{



	IrrlichtDevice *device = createDevice( video::EDT_OPENGL, dimension2d<u32>(1024, 768), 32, false, false, true, 0);
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();

	smgr->addCameraSceneNodeFPS();

    const s32 randLength = 1024;
    srand(device->getTimer()->getRealTime());


    //Creating the grid for unit measure, etc
    u32 tileNumber = 128;
	IAnimatedMesh* groundMesh = smgr->addHillPlaneMesh("", dimension2d<float>(8,8),dimension2d<u32>(tileNumber,tileNumber),0,0.0f,dimension2df(0,0),dimension2df(tileNumber,tileNumber));
    IAnimatedMeshSceneNode * groundNode = smgr->addAnimatedMeshSceneNode(groundMesh);
    groundNode->setMaterialTexture(0,driver->getTexture("../media/grid2.png"));
    groundNode->setMaterialFlag(EMF_LIGHTING,false);
    groundNode->setPosition(vector3df(0,-2,0));


    //obstacles for stuff
    EntityGroup obstacles;

    for(int i = 0; i < 20; i++)
    {
        ISceneNode* s = smgr->addSphereSceneNode(20);
        IrrlichtBaseEntity * e = new IrrlichtBaseEntity(s);
        s->setPosition(vector3df(rand()%randLength - (randLength/2),0,rand()%randLength - (randLength/2)));
        obstacles.push_back(e);
    }

    //Nodes for vehicles
    ISceneNode * cube = smgr->addCubeSceneNode(4);
    ISceneNode * cube2 = smgr->addCubeSceneNode(4);
    cube->setMaterialFlag(EMF_LIGHTING,false);
    cube->setMaterialTexture(0,driver->getTexture("../media/v1-solid.png"));
    cube2->setMaterialFlag(EMF_LIGHTING,false);
    cube2->setMaterialTexture(0,driver->getTexture("../media/v2-solid.png"));

    //Creating the actual vehicles
    IrrlichtMobileEntity * Entity1 = new IrrlichtMobileEntity(cube ,vector3df(0,0,0), 1, 90, 40);
    IrrlichtMobileEntity * Entity2 = new IrrlichtMobileEntity(cube2,vector3df(0,0,300), 1, 100, 50);

    //Creating the steering conrollers, constructor also sets steering on entity
    SimpleSteeringController* Entity1Steering = new SimpleSteeringController(Entity1);
    SimpleSteeringController * Entity2Steering = new SimpleSteeringController(Entity2);

    //Setting up other params for behaviors
    Entity1Steering->SetObstacles(obstacles);
    Entity1Steering->SetHideTarget(Entity2);
    Entity1Steering->SetBehaviorFlag(EBF_HIDE,true);
    Entity1Steering->SetBehaviorFlag(EBF_AVOID,true);

    Entity2Steering->SetObstacles(obstacles);
    Entity2Steering->SetPursuitTarget(Entity1);
    Entity2Steering->SetBehaviorFlag(EBF_PURSUIT,true);
    Entity2Steering->SetBehaviorFlag(EBF_AVOID,true);

    //vars for tracking time between frames. This allows framerate independent motion state updates.
    u32 then = device->getTimer()->getTime();
    float timeUpdate = 0;

    while(device->run())
	{
	    const u32 now = device->getTimer()->getTime();
        const float frameDeltaTime = (float)(now - then) / 1000.f; // Time in seconds
        then = now;
        timeUpdate += frameDeltaTime;

        if(timeUpdate > 1)
        {
            core::stringw str = L"desteer v0.0.1  FPS: ";
            str += (s32)driver->getFPS();
			device->setWindowCaption(str.c_str());
			timeUpdate = 0;
		}

        //Do behavior updates before the rendering.
        Entity1->Update(frameDeltaTime);
        Entity2->Update(frameDeltaTime);

        driver->beginScene(true, true, SColor(255,100,101,140));
            smgr->drawAll();
		driver->endScene();
	}
    //Clean up irrlicht.
	device->drop();

	return 0;
}
开发者ID:dennisferron,项目名称:desteer,代码行数:94,代码来源:main.cpp

示例15: removeTile

void Tile::removeTile(float x, float y, float z) {
	IAnimatedMeshSceneNode* tempnode = smgr->addAnimatedMeshSceneNode(tile[0]);
	tempnode->setPosition(core::vector3df(x,y,z));
	
	//entity.erase(entity.find(tempnode)); // <-- kaatuu
}
开发者ID:DunGen,项目名称:dungeon,代码行数:6,代码来源:tile.cpp


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