本文整理汇总了C++中ISceneManager::createFlyCircleAnimator方法的典型用法代码示例。如果您正苦于以下问题:C++ ISceneManager::createFlyCircleAnimator方法的具体用法?C++ ISceneManager::createFlyCircleAnimator怎么用?C++ ISceneManager::createFlyCircleAnimator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::createFlyCircleAnimator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: main
int main(int argc, char* argv[])
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
MyEventReceiver receiver;
IrrlichtDevice* device = createDevice(driverType,
core::dimension2du(800, 600), 32, false, false, false,
&receiver);
if(device == 0)
return 1;
IVideoDriver *driver = device->getVideoDriver();
ISceneManager *smgr = device->getSceneManager();
device->setWindowCaption(L"Irrlicht Example for SMesh usage.");
/*
Create the custom mesh and initialize with a heightmap
*/
TMesh mesh;
HeightMap hm = HeightMap(255, 255);
hm.generate(eggbox);
mesh.init(hm, 50.f, grey, driver);
// Add the mesh to the scene graph
IMeshSceneNode* meshnode = smgr -> addMeshSceneNode(mesh.Mesh);
meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
// light is just for nice effects
ILightSceneNode *node = smgr->addLightSceneNode(0, vector3df(0,100,0),
SColorf(1.0f, 0.6f, 0.7f, 1.0f), 500.0f);
if (node)
{
node->getLightData().Attenuation.set(0.f, 1.f/500.f, 0.f);
ISceneNodeAnimator* anim = smgr->createFlyCircleAnimator(vector3df(0,150,0),250.0f);
if (anim)
{
node->addAnimator(anim);
anim->drop();
}
}
ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
if (camera)
{
camera->setPosition(vector3df(-20.f, 150.f, -20.f));
camera->setTarget(vector3df(200.f, -80.f, 150.f));
camera->setFarValue(20000.0f);
}
/*
Just a usual render loop with event handling. The custom mesh is
a usual part of the scene graph which gets rendered by drawAll.
*/
while(device->run())
{
if(!device->isWindowActive())
{
device->sleep(100);
continue;
}
if(receiver.IsKeyDown(irr::KEY_KEY_W))
{
meshnode->setMaterialFlag(video::EMF_WIREFRAME, !meshnode->getMaterial(0).Wireframe);
}
else if(receiver.IsKeyDown(irr::KEY_KEY_1))
{
hm.generate(eggbox);
mesh.init(hm, 50.f, grey, driver);
}
else if(receiver.IsKeyDown(irr::KEY_KEY_2))
{
hm.generate(moresine);
mesh.init(hm, 50.f, yellow, driver);
}
else if(receiver.IsKeyDown(irr::KEY_KEY_3))
{
hm.generate(justexp);
mesh.init(hm, 50.f, yellow, driver);
}
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0xff000000));
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
示例2: sceneNodeAnimator
/** Test functionality of the ISceneNodeAnimator implementations. */
bool sceneNodeAnimator(void)
{
IrrlichtDevice * device = irr::createDevice(video::EDT_NULL, dimension2d<u32>(160, 120));
assert_log(device);
if(!device)
return false;
ISceneManager * smgr = device->getSceneManager();
// Test the hasFinished() method.
ISceneNodeAnimatorCollisionResponse* collisionResponseAnimator
= smgr->createCollisionResponseAnimator(0, 0);
ISceneNodeAnimator* deleteAnimator = smgr->createDeleteAnimator(1);
ISceneNodeAnimator* flyCircleAnimator = smgr->createFlyCircleAnimator();
ISceneNodeAnimator* flyStraightAnimator
= smgr->createFlyStraightAnimator(vector3df(0, 0, 0), vector3df(0, 0, 0), 1, false);
ISceneNodeAnimator* flyStraightAnimatorLooping
= smgr->createFlyStraightAnimator(vector3df(0, 0, 0), vector3df(0, 0, 0), 1, true);
ISceneNodeAnimator* rotationAnimator = smgr->createRotationAnimator(vector3df(0, 0, 0));
array<vector3df> points;
points.push_back(vector3df(0, 0, 0));
points.push_back(vector3df(0, 0, 0));
ISceneNodeAnimator* followSplineAnimator = smgr->createFollowSplineAnimator(0, points, 1000.f);
array<video::ITexture*> textures;
textures.push_back(0);
textures.push_back(0);
ISceneNodeAnimator* textureAnimator = smgr->createTextureAnimator(textures, 1, false);
ISceneNodeAnimator* textureAnimatorLooping = smgr->createTextureAnimator(textures, 1, true);
bool result = true;
ISceneNode * deletedNode = smgr->addEmptySceneNode();
deletedNode->addAnimator(deleteAnimator);
ISceneNode * testNode = smgr->addEmptySceneNode();
testNode->addAnimator(collisionResponseAnimator);
testNode->addAnimator(deleteAnimator);
testNode->addAnimator(flyCircleAnimator);
testNode->addAnimator(flyStraightAnimator);
testNode->addAnimator(flyStraightAnimatorLooping);
testNode->addAnimator(rotationAnimator);
testNode->addAnimator(followSplineAnimator);
testNode->addAnimator(textureAnimator);
testNode->addAnimator(textureAnimatorLooping);
result &= !collisionResponseAnimator->hasFinished();
result &= !deleteAnimator->hasFinished();
result &= !flyCircleAnimator->hasFinished();
result &= !flyStraightAnimator->hasFinished();
result &= !flyStraightAnimatorLooping->hasFinished();
result &= !rotationAnimator->hasFinished();
result &= !followSplineAnimator->hasFinished();
result &= !textureAnimator->hasFinished();
result &= !textureAnimatorLooping->hasFinished();
device->run();
device->sleep(10);
device->run();
smgr->drawAll();
// These animators don't have an endpoint.
result &= !collisionResponseAnimator->hasFinished();
result &= !flyCircleAnimator->hasFinished();
result &= !rotationAnimator->hasFinished();
result &= !followSplineAnimator->hasFinished();
// These animators are looping and so can't finish.
result &= !flyStraightAnimatorLooping->hasFinished();
result &= !textureAnimatorLooping->hasFinished();
// These have an endpoint and have reached it.
result &= deleteAnimator->hasFinished();
result &= flyStraightAnimator->hasFinished();
result &= textureAnimator->hasFinished();
collisionResponseAnimator->drop();
deleteAnimator->drop();
flyCircleAnimator->drop();
flyStraightAnimator->drop();
flyStraightAnimatorLooping->drop();
rotationAnimator->drop();
followSplineAnimator->drop();
textureAnimator->drop();
textureAnimatorLooping->drop();
device->closeDevice();
device->run();
device->drop();
if(!result)
{
//.........这里部分代码省略.........
示例3: main
int main()
{
/* shadowDimen = dimension2du(1024,1024);
shadowDimen = dimension2du(2048,2048);
shadowDimen = dimension2du(4096,4096);
shadowDimen = dimension2du(2048,2048);
filterType = EFT_NONE;
filterType = EFT_4PCF;
filterType = EFT_8PCF;
filterType = EFT_4PCF;
*/
dimension2du shadowDimen = dimension2du(1024,1024);
E_FILTER_TYPE filterType = EFT_4PCF;
filterType = EFT_NONE;
////
IrrlichtDevice* device = createDevice(EDT_OPENGL,dimension2du(800,600),32);
ISceneManager* smgr = device->getSceneManager();
IVideoDriver* driver = device->getVideoDriver();
ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0,100,.5);
cam->setPosition(vector3df(0,10,0));
// Create the effect handler, passing the device and RTT size (as a dimension2d) .
effectHandler* effect = new effectHandler(device,shadowDimen);
ITerrainSceneNode* terrain = smgr->addTerrainSceneNode("media/terrain.bmp",0,-1,vector3df(0,0,0),vector3df(0,0,0),vector3df(1,1,1),SColor(255,255,255,255),1,ETPS_33);
terrain->setMaterialTexture(0,driver->getTexture("media/terrain.jpg"));
terrain->setMaterialTexture(1, driver->getTexture("media/detailmap.jpg"));
terrain->scaleTexture(1,10);
terrain->setScale(core::vector3df(4, 0.01f, 4));
terrain->setPosition(vector3df(-120,-1.5f,-120));
terrain->setMaterialType(EMT_DETAIL_MAP);
// Make the terrain recieve a shadow with the specified filter type.
// (NOTE: 12PCF is only available in Direct3D9, all others work with OpenGL)
effect->addShadowToNode(terrain,filterType);
IAnimatedMeshSceneNode* sydney;
IAnimatedMesh* sydneymesh = smgr->getMesh("media/dwarf.x");
for(int g = 0;g < 1;g++)
{
for(int v = 0;v < 3;v++)
{
sydney = smgr->addAnimatedMeshSceneNode(sydneymesh);
sydney->setScale(vector3df(0.05f,0.05f,0.05f));
sydney->setPosition(vector3df(g * 4,0.5f,v * 4));
sydney->setMaterialFlag(EMF_NORMALIZE_NORMALS,true);
sydney->setAutomaticCulling(EAC_FRUSTUM_BOX);
sydney->setMaterialType(EMT_SOLID);
// Add the nodes to the depth pass so that they cast a shadow.
effect->addNodeToDepthPass(sydney);
}
}
effect->getLightCamera()->addAnimator(smgr->createFlyCircleAnimator(sydney->getPosition() + vector3df(0,15,0),25,0.0002f));
effect->getLightCamera()->setNearValue(5);
effect->setMaxShadowDistanceFromLight(120);
smgr->addLightSceneNode(effect->getLightCamera());
MyEventReceiver receiver(cam);
device->setEventReceiver(&receiver);
// Parent a sphere to the light camera so we can see its position.
smgr->addSphereSceneNode(1,8,effect->getLightCamera())->setMaterialFlag(EMF_LIGHTING,false);
while(device->run())
{
wchar_t tmp[255];
swprintf(tmp,255,L"Shadow Map Demo (FPS: %d)",driver->getFPS());
device->setWindowCaption(tmp);
driver->beginScene(true,true,SColor(0,0,0,0));
// Point the light camera at one of the nodes as it rotates around them.
effect->setLightTarget(sydney->getPosition());
// Update the effect handler, remember to always do this BEFORE smgr->drawAll and AFTER beginscene!
effect->update();
smgr->drawAll();
// If user wishes we can display the shadow map to the screen. (May not work in OpenGL)
//.........这里部分代码省略.........