本文整理汇总了C++中ISceneManager::addModelMeshNode方法的典型用法代码示例。如果您正苦于以下问题:C++ ISceneManager::addModelMeshNode方法的具体用法?C++ ISceneManager::addModelMeshNode怎么用?C++ ISceneManager::addModelMeshNode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ISceneManager
的用法示例。
在下文中一共展示了ISceneManager::addModelMeshNode方法的3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: setupScene
ISceneManager* setupScene(IDevice* device) {
// create scene manager
ISceneManager* smgr = device->createSceneManager();
// get mesh manager
IMeshManager* meshManager = IMeshManager::getInstance();
// set up ground.
ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", 100.0f, 100.0f, 10, 10, 50, 50);
IMeshNode* groundNode = smgr->addMeshNode(groundMesh, "ground_material", nullptr, true);
// create a sphere
ISimpleMesh* sphereMesh = meshManager->createSphereMesh("sphere", 1.0f, 100, 100);
IMeshNode* sphereNode = smgr->addMeshNode(sphereMesh, "sphere_material", nullptr, true, XMFLOAT3(-1.2f, 1.0f, 0));
// create a box
ISimpleMesh* boxMesh = meshManager->createCubeMesh("box", 1.2f, 3.0f, 1.2f);
IMeshNode* boxNode = smgr->addMeshNode(boxMesh, "box_material", nullptr, true, XMFLOAT3(1.0f, 1.5f, 1.0f));
// create a teapot
IModelMesh* teapotMesh = meshManager->getModelMesh("teapot.mesh");
IMeshNode* teapot = smgr->addModelMeshNode(teapotMesh, nullptr, true, XMFLOAT3(1.2f, 0, -1.0f));
teapot->setMaterialName("teapot_material");
// add 100 point light
for (u32 i = 0; i < 100; i++) {
XMFLOAT3 pos(math::RandomFloat(-20.0, 20.0f), math::RandomFloat(3.0, 10.0f), math::RandomFloat(-20.0, 20.0f));
XMFLOAT4 diffuse(math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), 1.0f);
XMFLOAT4 specular(math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), 32.0f);
ILightNode* light = smgr->addPointLight(i, nullptr, false, pos, 20.0f);
light->setSpecular(specular);
light->setDiffuse(diffuse);
light->setAttenuation(1.0f, 0.05f, 0);
}
sphereNode->addShadow(1);
boxNode->addShadow(1);
teapot->addShadow(1);
// create a fps camera node
IFpsCameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -6.0f),
XMFLOAT3(0, 1.0f, 0.0f), XMFLOAT3(0, 1.0f, 0));
camera->setNearZ(1.0f);
camera->setFarZ(1000.0f);
// set ambient in the environment.
smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
return smgr;
}
示例2: main
int main()
{
SDeviceContextSettings settings;
settings.MultiSamplingCount = 4;
settings.MultiSamplingQuality = 32;
IApplication* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->createSceneManager();
IMeshManager* meshManager = driver->getMeshManager();
IMaterialManager* materialManager = driver->getMaterialManager();
ITextureManager* textureManager = driver->getTextureManager();
IPipelineManager* pipelineManager = driver->getPipelineManager();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
const f32 groundSize = 1000.0f;
ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", groundSize, groundSize, 100, 100, 100.0f, 100.0f);
IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false);
groundNode->setMaterialName("ground_material");
// add point lights
const u32 lightColNum = 10;
const u32 lightRowNum = 10;
f32 xLightSpace = groundSize / (lightColNum - 1);
f32 zLightSpace = groundSize / (lightRowNum - 1);
for (u32 i = 0; i < lightRowNum; i++)
{
for (u32 j = 0; j < lightColNum; j++)
{
u32 id = i * lightColNum + j;
f32 x = -groundSize * 0.5f + xLightSpace * j;
f32 z = groundSize * 0.5f - zLightSpace * i;
ILightNode* light = smgr->addPointLight(id, nullptr, true, XMFLOAT3(x, 50.0f, z), 200.0f);
light->setSpecular(XMFLOAT4(12.0f, 12.0f, 12.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
light->setAttenuation(1.0f, 0.1f, 0);
}
}
/*
IModelMesh* carMesh = meshManager->getModelMesh("myfirst.mesh");
IMeshNode* carNode = smgr->addModelMeshNode(carMesh, NULL, false);
carNode->translate(0, 0.1f, 0);
carNode->setNeedCulling(false);
carNode->scale(0.05f, 0.05f, 0.05f);
carNode->pitch(XM_PIDIV2);
*/
IModelMesh* carMesh = meshManager->getModelMesh("car B red.mesh");
IMeshNode* carNode = smgr->addModelMeshNode(carMesh, NULL, false);
carNode->translate(0, 1.0f, 0);
//carNode->setNeedCulling(false);
//carNode->scale(0.05f, 0.05f, 0.05f);
//carNode->pitch(XM_PIDIV2);
IModelMesh* wheelleftFrontMesh = meshManager->getModelMesh("wheel front left.mesh");
IMeshNode* wheelleftFront = smgr->addModelMeshNode(wheelleftFrontMesh, carNode, false);
//carNode->setNeedCulling(false);
ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f));
camera->setFarZ(3000.0f);
smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
char caption[200];
ITimer* timer = device->getTimer();
timer->reset();
const f32 color2[] = { 1.0f, 0.0f, 0.0f, 1.0f };
while (device->run())
{
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
driver->beginScene(true, true, clearColor);
u32 ms = timer->tick();
float dt = ms * 0.001f;
updateCamera(camera, dt);
//updateCarPosition(dt, carNode, camera);
smgr->update(ms);
smgr->drawAll();
driver->endScene();
f32 fps = getFps(dt);
sprintf_s(caption, "FPS:%f, delta:%f", fps, 1000.0f/fps);
device->setWindowCaption(caption);
}
//.........这里部分代码省略.........
示例3: main
int main()
{
//int avg = 2 * 90 + 3 * 88 + 4 * 87 + 3 * 84 + 4 * 92 + 2 * 93 + 2 * 83 + 2 * 80 + 2 * 95;
//std::cout << "Avg : " << avg << std::endl;
SDeviceContextSettings settings;
settings.MultiSamplingCount = 4;
settings.MultiSamplingQuality = 32;
IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600, EWS_NONE, true, settings);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IMeshManager* meshManager = driver->getMeshManager();
IMaterialManager* materialManager = driver->getMaterialManager();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
resourceGroupManager->loadResourceGroup("General");
ISimpleMesh* cubeMesh = meshManager->createCubeMesh("cube1");
IMeshNode* cubeMeshNode = smgr->addMeshNode(cubeMesh, nullptr, nullptr, XMFLOAT3(0, 3.0f, 0));
cubeMeshNode->setMaterialName("test/material01");
//cubeMeshNode->remove();
ISimpleMesh* planeMesh = meshManager->createPlaneMesh("plane1", 10.0, 10.0f, 50, 50, 10.0f, 10.0f);
IMeshNode* planeMeshNode = smgr->addMeshNode(planeMesh, nullptr);
planeMeshNode->setMaterialName("test/ground_material");
IAnimatedMesh* animMesh = meshManager->getAnimatedMesh("lxq.mesh");
IAnimatedMeshNode* animNode = smgr->addAnimatedMeshNode(animMesh);
animNode->scale(0.02f, 0.02f, 0.02f);
IModelMesh* heroMesh = meshManager->getModelMesh("hero.mesh");
IMeshNode* heroNode = smgr->addModelMeshNode(heroMesh);
heroNode->scale(0.01f, 0.01f, 0.01f);
heroNode->translate(2.0f, 0.5f, 0);
// create sampler state
SSamplerDesc samplerDesc;
samplerDesc.Filter = ESF_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = EAM_WRAP;
samplerDesc.AddressV = EAM_WRAP;
samplerDesc.AddressW = EAM_WRAP;
ISampler* sampler = driver->getSamplerManager()->create(std::string("sampler1"), samplerDesc);
IPipeline* pipeline = driver->getPipelineManager()->get("test/pipeline01");
//pipeline->setSampler(std::string("sampleType"), sampler);
ILightNode* light = smgr->addLightNode(1);
light->setType(ELT_POINT);
light->setAmbient(XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f));
light->setPosition(2.0f, 5.0f, -3.0f);
light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
light->setAttenuation(1.0f, 0.0f, 0.0f);
light->setRange(100.0f);
materialManager->destroy(std::string("test/material02"));
//ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f));
ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f));
f32 rotx = 0;
f32 roty = 0;
f32 rotz = 0;
char caption[200];
//FILE* fp = fopen("log.txt", "w");
ITimer* timer = device->createTimer();
timer->reset();
while (device->run())
{
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
driver->beginScene(true, true, clearColor);
float dt = timer->tick();
rotx += dt * 2.0f;
roty += dt * 1.0f;
rotz += dt * 0.5f;
if (rotx > XM_2PI) rotx -= XM_2PI;
if (roty > XM_2PI) roty -= XM_2PI;
if (rotz > XM_2PI) rotz -= XM_2PI;
XMMATRIX Mx = XMMatrixRotationX(rotx);
XMMATRIX My = XMMatrixRotationY(roty);
XMMATRIX Mz = XMMatrixRotationZ(rotz);
XMMATRIX rotM = Mx * My * Mz;
cubeMeshNode->setOrientation(rotM);
// heroNode->yaw(dt);
animNode->addTime(dt * 3000.0f);
updateCamera(camera, dt);
// std::cout << dt << std::endl;
smgr->drawAll();
//.........这里部分代码省略.........