本文整理汇总了C++中IEntity::GetLocalEntityAABB方法的典型用法代码示例。如果您正苦于以下问题:C++ IEntity::GetLocalEntityAABB方法的具体用法?C++ IEntity::GetLocalEntityAABB怎么用?C++ IEntity::GetLocalEntityAABB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IEntity
的用法示例。
在下文中一共展示了IEntity::GetLocalEntityAABB方法的1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: PostRender
virtual void PostRender() override
{
IRenderer* pRenderer = GLOBAL::Engine()->Renderer();
eTRANSFORM_MODE mode = GLOBAL::SelectionMgr()->GetTransformMode();
int FPS = GLOBAL::Engine()->GlobalTimer()->GetFPS();
RENDER_TEXT_QUAD textFPS;
_itow_s(FPS, textFPS.strMsg, 5, 10);
textFPS.rc.left = 0;
textFPS.rc.top = 0;
textFPS.rc.right = 100;
textFPS.rc.bottom = 100;
textFPS.clr = CColor( 1.0f, 1.0f, 1.0f, 1.0f );
pRenderer->RenderText(&textFPS);
pRenderer->RenderWorldGrid( XMMatrixIdentity(), 5000, 100 );
TYPE_SELECTED_ENTITIES* selcetedEntities = GLOBAL::SelectionMgr()->List();
for( UINT i=0; i< selcetedEntities->size() ; ++i)
{
IEntity* pEntity = (*selcetedEntities)[i];
// Draw transform helper
CQuat rot;
XMMATRIX tm = XMMatrixIdentity();
tm.r[3] = pEntity->GetWorldTM().r[3];
if( mode == TRANSFORM_MOVE)
{
pRenderer->RenderMover( tm );
}
else if( mode == TRANSFORM_ROTATE)
{
pRenderer->RenderRotator( tm);
}
else if( mode == TRANSFORM_SCALE)
{
pRenderer->RenderScaler( tm );
}
pRenderer->RenderAxis( pEntity->GetWorldTM() );
const CAABB* pWorldAABB = pEntity->GetWorldAABB();
// Draw Bounding Box
if( pWorldAABB->IsValid() )
{
pRenderer->RenderBox( XMMatrixIdentity(), pWorldAABB->GetMin(), pWorldAABB->GetMax() ,COLOR_GRAY );
const CAABB* pLocalEntityAABB = pEntity->GetLocalEntityAABB();
if( pLocalEntityAABB->IsValid() )
pRenderer->RenderBox( pEntity->GetWorldTM(), pLocalEntityAABB->GetMin(), pLocalEntityAABB->GetMax() ,COLOR_WHITE );
}
// Draw skeleton if it has a actor
IEntityProxyActor* pActor = (IEntityProxyActor*)pEntity->GetProxy(ENTITY_PROXY_ACTOR);
if( pActor != NULL)
{
JOINT_ENTITY_LIST* pJointEntitesList = pActor->GetJointEntities();
CVertexPC buff[512];
int vertIndex = 0;
for( UINT i=1; i < pJointEntitesList->size(); ++i)
{
buff[vertIndex].vPos = (*pJointEntitesList)[i]->GetWorldPos();
buff[vertIndex].color = COLOR_RED;
vertIndex++;
buff[vertIndex].vPos = (*pJointEntitesList)[i]->GetParent()->GetWorldPos();
buff[vertIndex].color = COLOR_RED;
vertIndex++;
}
pRenderer->RenderLine( buff, vertIndex );
}
}
{
/*
const LIGHT_LIST* pLightList = GLOBAL::Engine()->LightMgr()->GetVisibleLights();
for( UINT i =0; i < pLightList->size(); ++i )
{
CLightDesc* pLightDesc = (*pLightList)[i];
pRenderer->RenderSphere( &pLightDesc->pos, pLightDesc->range );
}*/
}
}