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C++ ISceneNode::getMaterial方法代码示例

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


在下文中一共展示了ISceneNode::getMaterial方法的4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: btSphereShape

// Constructor
_Player::_Player(const SpawnStruct &Object)
:	_Object(),
	Sound(NULL),
	Camera(NULL),
	Light(NULL),
	JumpTimer(0.0f),
	TorqueFactor(4.0f) {

	// Graphics
	Node = irrScene->addSphereSceneNode(Object.Template->Radius, 24);
	Node->setMaterialTexture(0, irrDriver->getTexture("textures/player_outer0.png"));
	Node->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
	Node->setMaterialFlag(EMF_LIGHTING, false);
	Node->setMaterialType(EMT_ONETEXTURE_BLEND);
	Node->getMaterial(0).MaterialTypeParam = pack_textureBlendFunc(EBF_ONE, EBF_ONE);

	// Emit Light
	if(Object.Template->EmitLight) {
		Light = irrScene->addLightSceneNode(0, vector3df(Object.Position[0], Object.Position[1], Object.Position[2]), video::SColorf(1.0f, 1.0f, 1.0f), 15.0f);
		Light->getLightData().Attenuation.set(0.5f, 0.05f, 0.05f);
		Light->getLightData().DiffuseColor.set(1.0f, 0.75f, 0.75f, 1.0f);
	}

	// Add glow
	ISceneNode *InnerNode;
	InnerNode = irrScene->addBillboardSceneNode(Node, dimension2df(1.5f, 1.5f));
	InnerNode->setMaterialFlag(EMF_LIGHTING, false);
	InnerNode->setMaterialFlag(EMF_ZBUFFER, false);
	InnerNode->setMaterialTexture(0, irrDriver->getTexture("textures/player_glow0.png"));
	InnerNode->setMaterialType(EMT_ONETEXTURE_BLEND);
	InnerNode->getMaterial(0).MaterialTypeParam = pack_textureBlendFunc(EBF_ONE, EBF_ONE);

	if(Physics.IsEnabled()) {

		// Create shape
		btSphereShape *Shape = new btSphereShape(Object.Template->Radius);

		// Set up physics
		CreateRigidBody(Object, Shape);
		RigidBody->setSleepingThresholds(0.1f, 0.1f);

		// Audio
		Sound = new _AudioSource(Audio.GetBuffer("player.ogg"), true, 0.0, 0.50f);
		Sound->SetPosition(Object.Position[0], Object.Position[1], Object.Position[2]);
		Sound->Play();
	}

	SetProperties(Object);
	Hookable = false;
	if(CollisionCallback == "")
		CollisionCallback = "OnHitPlayer";
}
开发者ID:zimagic,项目名称:irrlamb,代码行数:53,代码来源:player.cpp

示例2: load_map

void load_map() {
	IAnimatedMesh* mesh = smgr->getMesh("resources/nodes/maps/room.3ds");

	smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.008f);
	ISceneNode* node = 0;

	node = smgr->addAnimatedMeshSceneNode(mesh);
	node->setMaterialTexture(0,	driver->getTexture("resources/textures/maps/wall.jpg"));
	node->getMaterial(0).SpecularColor.set(0,0,0,0);

	mesh = smgr->addHillPlaneMesh("myHill",
			dimension2d<f32>(20,20),
			dimension2d<u32>(40,40),
			0,
			0,
			dimension2d<f32>(0,0),
			dimension2d<f32>(10,10)
		);

	node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
	node->setPosition(vector3df(0,7,0));

	node->setMaterialTexture(0,	driver->getTexture("resources/textures/maps/stones.jpg"));
	node->setMaterialTexture(1,	driver->getTexture("resources/textures/maps/water.jpg"));

	node->setMaterialType(video::EMT_REFLECTION_2_LAYER);

	// create light
	node = smgr->addLightSceneNode(0, vector3df(0,0,0), SColorf(1.0f, 0.6f, 0.7f, 1.0f), 600.0f);
	ISceneNodeAnimator* anim = 0;
	anim = smgr->createFlyCircleAnimator (vector3df(0,150,0),250.0f);
	node->addAnimator(anim);
	anim->drop();

	// attach billboard to light
	node = smgr->addBillboardSceneNode(node, dimension2d<f32>(50, 50));
	node->setMaterialFlag(EMF_LIGHTING, false);
	node->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
	node->setMaterialTexture(0,	driver->getTexture("resources/textures/particles/particlewhite.bmp"));
}
开发者ID:asxetos,项目名称:TheGame,代码行数:40,代码来源:TheGame.cpp

示例3: exportElements

// ----------------------------------------------------------------------------
void Track::exportElements(std::ofstream& stream, bool obj)
{
    ISceneManager* sm = Editor::getEditor()->getSceneManager();
    ISceneNode* node;
    stringc name;
    int i = 1;
    while ((node = sm->getSceneNodeFromId(MAGIC_NUMBER + i)))
    {
        name = node->getName();
        vector3df pos, rot, sca;
        if (node->isVisible() && name != "banana" && name != "item"
            && name != "small-nitro" && name != "big-nitro"
            && (name.equalsn("obj/", 4) == obj))
        {
            pos = node->getPosition();
            rot = node->getRotation();
            sca = node->getScale();
            if (name.equalsn("obj/", 4))
            {
                stream << "    <static-object model=\"" << Editor::toRelative(name).c_str();
                copyObj(name);

                ITexture* tex;
                for (int j = 0; (tex = node->getMaterial(0).getTexture(j)); j++)
                    copyObj(stringc("obj/") + Editor::toRelative(tex->getName()));
            } // export as static-object
            else
            {
                stream << "  <library name=\"" << Editor::getLib(node->getName()).c_str();
            } // export as library
            stream << "\" xyz=\"";
            stream << pos.X << " " << pos.Y << " " << pos.Z << "\" hpr=\"";
            stream << rot.X << " " << rot.Y << " " << rot.Z << "\" scale=\"";
            stream << sca.X << " " << sca.Y << " " << sca.Z << "\"/>\n";
        }
        i++;
    }
} // exportElements
开发者ID:mcsab,项目名称:stk-editor,代码行数:39,代码来源:track.cpp

示例4: main

int main()
{
    const int nRobots = 2;
    //given robot numbers will be controlled by humans
    vector<int> humanBrainIds; 
    //humanBrainIds.push_back(1);
    //humanBrainIds.push_back(0);

//-- device ------------------------------------------------------------//

    IrrlichtDevice* device;

    device = createDevice(
        EDT_OPENGL, //driverType
        windowSize,
        16,  //bits
        false,
        false, //stencilbuffer
        false, //vsync
        NULL //receiver
    );
    //advanced device params
        //SIrrlichtCreationParameters params;
        //params.DeviceType = EIDT_CONSOLE;
        //params.DriverType = EDT_OPENGL;
        //params.WindowSize = windowSize;
        //device = createDeviceEx(params);

    if (device == 0)
        return EXIT_FAILURE; // could not create selected driver.

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

//-- lights ------------------------------------------------------------//

    //ambient light
    //smgr->setAmbientLight( SColorf(1.0f,1.0f,1.0f,1.0f) );
        //smgr->setAmbientLight( SColorf(.3f,.3f,.3f,1.0f) );

    //diffusive light
        SLight light_data;
        light_data.AmbientColor = SColorf(.3,.3,.3);
        //light_data.Attenuation = vector3df(.3,.3,.3); //Attenuation cte, linear quadratic TODO ??
        light_data.DiffuseColor = SColorf(.0,.0,.0);
        light_data.SpecularColor = SColorf(.0,.0,.0);
        light_data.CastShadows = true;
        light_data.Radius = 100.0f;
        light_data.Type = ELT_DIRECTIONAL;
            //ELT_POINT 	point light, it has a position in space and radiates light in all directions
            //ELT_SPOT    spot light, it has a position in space, a direction, and a limited cone of influence
            //ELT_DIRECTIONAL 	directional light, coming from a direction from an infinite distance 
            
        ILightSceneNode* light = smgr->addLightSceneNode(0, core::vector3df(.5f,.0f,.5f));
        light->setLightData(light_data);

//-- objects ------------------------------------------------------------//

    IMesh* mesh;
    ISceneNode * node;
    float HEIGHT=1000.f, WIDTH=1.f;
    //height between center/sky == height bottom/center
    //large so that scene looks 2d on interactive test mode.
    //on automatic mode, only middle pixel row is taken, so this does not matter

    //outter boundary
        
        //square
            node = smgr->addCubeSceneNode(
                2.f*WIDTH,  // width
                0,      // parent
                -1,     // id
                vector3df(0, 0, 0),               // center
                vector3df(0, 0, 0),               // rotation
                vector3df(1.0f, HEIGHT, 1.0f)*-1.f    // scale. *-1 turns it inside out. to use both faces make two cubes.
            );

        //circle
            //mesh = smgr->getGeometryCreator()->createCylinderMesh(
                //1.f,    //radius
                //1.,     //length
                //50,     //tesselation
                //SColor(0,0,0,255),     //color
                //false,                 //closeTop
                //0.f                    //oblique
            //);
            //node = smgr->addMeshSceneNode(
                //mesh,
                //0,     //ISceneNode * parent
                //-1,    //s32 id
                //vector3df(0, -HEIGHT, 0),            //const core::vector3df & position
                //vector3df(0, 0, 0),                     //const core::vector3df & rotation
                //vector3df(1.0f, 2.f*HEIGHT, 1.0f)      //const core::vector3df & scale
            //);

        node->getMaterial(0).AmbientColor.set(0,0,0,0);
        node->getMaterial(0).DiffuseColor.set(0,0,0,0);
        //node->getMaterial(0).SpecularColor.set(255,255,255,255);
        //node->getMaterial(0).Shininess = 20.0f;
        //node->getMaterial(0).EmissiveColor.set(0,0,0,0);
//.........这里部分代码省略.........
开发者ID:cirosantilli,项目名称:computer_vision2d,代码行数:101,代码来源:main.cpp


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