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C++ ISceneManager::createOctreeTriangleSelector方法代码示例

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


在下文中一共展示了ISceneManager::createOctreeTriangleSelector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: LoadScene

void Editor::LoadScene()
{
	IVideoDriver *driver = device->getVideoDriver();
	ISceneManager *smgr = device->getSceneManager();

	// Calculate Projection Matrix
	matrix4 projMat;
	irr::f32 orth_w = (float)(driver->getScreenSize().Width - 256) / (float)driver->getScreenSize().Height;
	orth_w = 3 * orth_w;
	projMat.buildProjectionMatrixOrthoLH(orth_w, 3, 1, 100);

	// Create target
	target = smgr->addEmptySceneNode(0, 200);
	target->setPosition(vector3df(0, 0, 0));

	// Add rotational camera
	pivot = smgr->addEmptySceneNode(target, 199);
	camera[0] = smgr->addCameraSceneNode(NULL, vector3df(0, 0, -2), vector3df(0, 0, 0));
	camera[0]->setParent(pivot);
	pivot->setRotation(vector3df(25, -45, 0));

	// Add Topdown camera
	camera[1] = smgr->addCameraSceneNode(target, vector3df(0, 2, -0.01), vector3df(0, 0, 0));
	camera[1]->setProjectionMatrix(projMat, true);

	// Add front camera
	camera[2] = smgr->addCameraSceneNode(target, vector3df(0, 0, -5), vector3df(0, 0, 0));
	camera[2]->setProjectionMatrix(projMat, true);

	// Add side camera
	camera[3] = smgr->addCameraSceneNode(target, vector3df(5, 0, 0), vector3df(0, 0, 0));
	camera[3]->setProjectionMatrix(projMat, true);

	// Add Light
	ILightSceneNode* light = smgr->addLightSceneNode(target, vector3df(25, 50, 0));
	light->setLightType(ELT_POINT);
	light->setRadius(2000);

	// Add Plane
	IMeshSceneNode* plane = smgr->addCubeSceneNode(1, 0, -1,
			vector3df(0.5, -5.5, 0.5), vector3df(0, 0, 0),
			vector3df(10, 10, 10));
	plane->setMaterialTexture(0, driver->getTexture("media/texture_terrain.png"));
	plane->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
	plane->getMaterial(0).getTextureMatrix(0).setTextureScale(10, 10);

	// Add sky box
	scene::IMeshSceneNode* skybox = smgr->addCubeSceneNode(50);
	skybox->setMaterialTexture(0, driver->getTexture("media/sky.jpg"));
	skybox->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
	skybox->setMaterialFlag(video::EMF_LIGHTING, false);
	smgr->getMeshManipulator()->flipSurfaces(skybox->getMesh());
	state->plane_tri = smgr->createOctreeTriangleSelector(skybox->getMesh(), skybox);
}
开发者ID:stormchaser3000,项目名称:NodeBoxEditor,代码行数:54,代码来源:Editor.cpp

示例2: LoadScene

void Editor::LoadScene()
{
	IVideoDriver *driver = device->getVideoDriver();
	ISceneManager *smgr = device->getSceneManager();

	// Create target
	target = smgr->addEmptySceneNode(0, 200);
	target->setPosition(vector3df(0, 0, 0));

	// Create cameras
	pivot = smgr->addEmptySceneNode(target, 199);
	pivot->setRotation(vector3df(25, -45, 0));
	recreateCameras();

	// Add Light
	ILightSceneNode* light = smgr->addLightSceneNode(target, vector3df(25, 50, 0));
	light->setLightType(ELT_POINT);
	light->setRadius(2000);

	// Add Plane
	plane = smgr->addCubeSceneNode(1, 0, -1,
			vector3df(0.5, -5.5, 0.5), vector3df(0, 0, 0),
			vector3df(10, 10, 10));
	plane->setMaterialTexture(0, driver->getTexture("media/texture_terrain.png"));
	plane->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
	plane->setMaterialFlag(video::EMF_LIGHTING, false);
	plane->setMaterialFlag(video::EMF_BACK_FACE_CULLING, true);
	plane->getMaterial(0).getTextureMatrix(0).setTextureScale(10, 10);

	// Add sky box
	scene::IMeshSceneNode* skybox = smgr->addCubeSceneNode(50);
	skybox->setMaterialTexture(0, driver->getTexture("media/sky.jpg"));
	skybox->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
	skybox->setMaterialFlag(video::EMF_LIGHTING, false);
	smgr->getMeshManipulator()->flipSurfaces(skybox->getMesh());
	state->plane_tri = smgr->createOctreeTriangleSelector(skybox->getMesh(), skybox);
}
开发者ID:asl97,项目名称:NodeBoxEditor,代码行数:37,代码来源:Editor.cpp

示例3: initComponent

// init
// run when init object
void CObjectCollisionComponent::initComponent()
{
#ifdef GSGAMEPLAY

	IMesh *pMesh = NULL;
	ISceneNode		*node	= m_gameObject->getSceneNode();
	ISceneManager	*smgr	= getIView()->getSceneMgr();

	if ( node == NULL )
		return;	

	std::vector<SObjectCollisionParam>	listMesh;
	SObjectCollisionParam temp;

	if ( m_gameObject->getComponent( IObjectComponent::StaticMesh ) != NULL )
	{
		pMesh = ((IMeshSceneNode*) node)->getMesh();
		
		temp.mesh = pMesh;
		temp.node = node;
		listMesh.push_back( temp );
	}
	else if ( m_gameObject->getComponent( IObjectComponent::AnimMesh ) != NULL )
	{
		pMesh = ((IAnimatedMeshSceneNode*) node)->getMesh();
		
		temp.mesh = pMesh;
		temp.node = node;
		listMesh.push_back( temp );
	}
	else if ( m_gameObject->getComponent( IObjectComponent::ColladaMesh ) != NULL )
	{
		CColladaMeshComponent *comp = (CColladaMeshComponent*)m_gameObject->getComponent( IObjectComponent::ColladaMesh );		
		ISceneNode* colladaNode = comp->getColladaNode();

		std::queue<ISceneNode*>	listSceneNode;
		const core::list<ISceneNode*>* listChild = &colladaNode->getChildren();
		core::list<ISceneNode*>::ConstIterator it = listChild->begin(), end = listChild->end();
		while ( it != end )
		{
			listSceneNode.push( (*it) );
			it++;
		}

		while ( listSceneNode.size() )
		{
			CGameColladaSceneNode* sceneNode = (CGameColladaSceneNode*)listSceneNode.front();
			listSceneNode.pop();

			if ( sceneNode->getMesh() )
			{
				temp.mesh = sceneNode->getMesh();				
				temp.node = sceneNode;

				listMesh.push_back( temp );
			}

			const core::list<ISceneNode*>* listChild = &sceneNode->getChildren();
			it = listChild->begin();
			end = listChild->end();
			while ( it != end )
			{
				listSceneNode.push( (*it) );
				it++;
			}
		}		
	}

	for ( int i = 0; i < (int)listMesh.size(); i++ )
	{
		node = listMesh[i].node;
		pMesh = listMesh[i].mesh;

		switch ( m_collisionType )
		{
		case CObjectCollisionComponent::BoudingBox:
			{
				ITriangleSelector *selector = smgr->createTriangleSelectorFromBoundingBox(node);
				node->setTriangleSelector( selector );
				selector->drop();
			}
			break;
		case CObjectCollisionComponent::Triangle:
			{
				ITriangleSelector* selector = smgr->createTriangleSelector( pMesh, node );
				node->setTriangleSelector(selector);
				selector->drop();
			}
			break;
		case CObjectCollisionComponent::OctreeTriange:
			{
				ITriangleSelector* selector = smgr->createOctreeTriangleSelector( pMesh, node );
				node->setTriangleSelector(selector);
				selector->drop();
			}
			break;
		}
	}
//.........这里部分代码省略.........
开发者ID:codeman001,项目名称:gsleveleditor,代码行数:101,代码来源:CObjectCollisionComponent.cpp

示例4: main

int main()
{
	Input input;
	IrrlichtDevice *device = createDevice(video::EDT_DIRECT3D9, dimension2d<u32>(800, 600), 16, false, true, false, &input);
	device->setWindowCaption(L"Seas of Gold");
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();
	IGUIEnvironment* guienv = device->getGUIEnvironment();
	E_DRIVER_TYPE driverType = driverChoiceConsole();
	EffectHandler *effect = new EffectHandler(device, driver->getScreenSize(), false, true);
	E_FILTER_TYPE filterType = (E_FILTER_TYPE)core::clamp<u32>((u32)3 - '1', 0, 4);
	MapID currentMap;
	int skyR = 30, skyG = 30, skyB = 70;
	int timer = 0;
	SColor sky = SColor(255, skyR, skyG, skyB);
	float plPos_x = 0.0f, plPos_y = 0.0f, plPos_z = 0.0f;
	bool updateCam = true;
	bool menu1 = false;
	int state = Main;
	int frameCount = 0;
	LoadMap loadMap;
	Player player;
	Interface playerInterface(driver);
	ITriangleSelector* selector = 0;
	ISceneNodeAnimator* anim = 0;
	Vendor southVendor;
	Vendor eastVendor;
	Vendor northVendor;
	//InitializeVendors(northVendor, southVendor, eastVendor, itemD);

	//ItemDatabase* itemD = new ItemDatabase;
	ItemDatabase itemD;
	itemD.Initialize();

	//initialize player's inventory
	player.AddGold(1000);
	player.getInventory()->addItem(itemD.getItem(bronzeOre), 50);
	player.getInventory()->addItem(itemD.getItem(ironOre), 50);
	player.getInventory()->addItem(itemD.getItem(goldOre), 50);

	//initialize south vendor's inventory
	southVendor.getInventory()->addItem(itemD.getItem(bronzeOre), 100);
	southVendor.getInventory()->addItem(itemD.getItem(coalOre), 100);
	southVendor.getInventory()->addItem(itemD.getItem(supplies), 1000);

	//initialize north vendor's inventory
	northVendor.getInventory()->addItem(itemD.getItem(obsidianOre), 50);
	northVendor.getInventory()->addItem(itemD.getItem(supplies), 1000);

	//initialize south vendor's inventory
	eastVendor.getInventory()->addItem(itemD.getItem(goldOre), 100);
	eastVendor.getInventory()->addItem(itemD.getItem(ironOre), 100);
	eastVendor.getInventory()->addItem(itemD.getItem(supplies), 1000);

	//Item item(0, "bronzeOre", "Sprites/ore_Bronze.png");
	//Item item2 = item;
	//Item* item2 = itemD.getItem(3);
	//inventory.addItem(&item, 2);
	//inventory.addItem(&item, 2);
	//inventory.addItem(item2, 2);

	//int test = 0;

	// Load the map scene
	//loadMap.Load(smgr, device, Map_Africa);
	//loadMap.Load(smgr, device, Map_India);
	//loadMap.Load(smgr, device, selector, plyrNode, anim, Map_England);

	IAnimatedMeshSceneNode* plyrNode = player.loadPlayerNode(device, smgr);
	//plyrNode->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(plyrNode->isDebugDataVisible() ^ scene::EDS_BBOX));

	ICameraSceneNode* camera = smgr->addCameraSceneNode(0, plyrNode->getPosition() + vector3df(0, 2, 2), vector3df(0, 0, 100));

	loadMap.Load(smgr, device, selector, plyrNode, anim, driver, Map_Africa);
	currentMap = Map_Africa;
	//loadMap.setCollisions(smgr, selector, plyrNode, anim);

	if (loadMap.CollNode)
	{
		selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);
		for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
		{
			loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
		}
		loadMap.CollNode->setTriangleSelector(selector);
	}

	if (selector)
	{
		anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
			core::vector3df(0.0f, -0.725f, 0.0f));

		plyrNode->addAnimator(anim);
	}

	ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();

	////////////// The Sun ////////////
	ILightSceneNode *sun_node;
	SLight sun_data;
//.........这里部分代码省略.........
开发者ID:OmniPlatGames,项目名称:Seas-of-Gold,代码行数:101,代码来源:main.cpp

示例5: main


//.........这里部分代码省略.........

//-- collision ------------------------------------------------------------//

    /* Put everything we want to do collision checking with inside the meta selector. */
    IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
    array<ISceneNode *> nodes;
    smgr->getSceneNodesFromType(ESNT_ANY, nodes); // Find all nodes

    for (u32 i=0; i < nodes.size(); ++i)
    {
        ISceneNode * node = nodes[i];
        ITriangleSelector * selector = 0;

        switch(node->getType())
        {
            case ESNT_CUBE:
            case ESNT_ANIMATED_MESH:
            // Because the selector won't animate with the mesh,
            // and is only being used for camera collision, we'll just use an approximate
            // bounding box instead of ((IAnimatedMeshSceneNode*)node)->getMesh(0)
            selector = smgr->createTriangleSelectorFromBoundingBox(node);
            break;

            case ESNT_MESH:
            case ESNT_SPHERE: // Derived from IMeshSceneNode
            selector = smgr->createTriangleSelector(((IMeshSceneNode*)node)->getMesh(), node);
            break;

            case ESNT_TERRAIN:
            selector = smgr->createTerrainTriangleSelector((ITerrainSceneNode*)node);
            break;

            case ESNT_OCTREE:
            selector = smgr->createOctreeTriangleSelector(((IMeshSceneNode*)node)->getMesh(), node);
            break;

            default:
            // Don't create a selector for this node type
            break;
        }

        if(selector)
        {
            // Add it to the meta selector, which will take a reference to it
            meta->addTriangleSelector(selector);
            // And drop my reference to it, so that the meta selector owns it.
            selector->drop();
        }
    }

//-- robots ------------------------------------------------------------//

    //create robots
    Fly2D::Brain* brains[nRobots];


    //all to a default type
    //for ( int i=0; i<nRobots; i++ )
    //{
        //brains[i] = new Fly2D::BrainForward;
        ////brains[i] = new Fly2D::BrainCircle();
    //}

    brains[0] = new Fly2D::BrainForward;
    brains[1] = new Fly2D::BrainForward;
开发者ID:cirosantilli,项目名称:computer_vision2d,代码行数:66,代码来源:main.cpp


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