本文整理汇总了C++中ISceneNode::getSceneManager方法的典型用法代码示例。如果您正苦于以下问题:C++ ISceneNode::getSceneManager方法的具体用法?C++ ISceneNode::getSceneManager怎么用?C++ ISceneNode::getSceneManager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ISceneNode
的用法示例。
在下文中一共展示了ISceneNode::getSceneManager方法的2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: createTriangleSelector
bool RenderComponent::createTriangleSelector( SelectorInfo info )
{
ITriangleSelector* sel = nullptr;
if (info.type == BoundingBox)
{
ISceneNode* node = getNode();
ISceneManager* smgr = node->getSceneManager();
if (sel = smgr->createTriangleSelectorFromBoundingBox(node))
node->setTriangleSelector(sel);
}
return sel != nullptr;
}
示例2: renderNode
void CImpostorSceneNode::renderNode(SNodeLink& Imp)
{
ISceneNode* n = Imp.Node;
updatePosAndVector(Imp);
// remember old viewport and render target
core::rect<s32> oldView = SceneManager->getVideoDriver()->getViewPort();
if (!oldView.isRectCollided(Imp.NewPos))
return;
ICameraSceneNode* cam = SceneManager->getActiveCamera();
cam->updateAbsolutePosition();
core::vector3df camP = cam->getAbsolutePosition();
f32 distance = camP.getDistanceFrom(n->getTransformedBoundingBox().getCenter());
// project into screen
core::vector3df pUL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.UpperLeftCorner, cam).getVector();
pUL.setLength(distance);
core::vector3df pLR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.LowerRightCorner, cam).getVector();
pLR.setLength(distance);
core::vector3df pUR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.LowerRightCorner.X, Imp.NewPos.UpperLeftCorner.Y), cam).getVector();
pUR.setLength(distance);
core::vector3df pLL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.UpperLeftCorner.X, Imp.NewPos.LowerRightCorner.Y), cam).getVector();
pLL.setLength(distance);
Imp.BilPos1 = camP + pUL;
Imp.BilPos2 = camP + pLR;
Imp.BilPos3 = camP + pUR;
Imp.BilPos4 = camP + pLL;
// translate and scale, but don't rotate
core::matrix4 invMat = n->getAbsoluteTransformation();
invMat.makeInverse();
Imp.BilPos1 *= invMat.getScale();
invMat.translateVect(Imp.BilPos1);
Imp.BilPos2 *= invMat.getScale();
invMat.translateVect(Imp.BilPos2);
Imp.BilPos3 *= invMat.getScale();
invMat.translateVect(Imp.BilPos3);
Imp.BilPos4 *= invMat.getScale();
invMat.translateVect(Imp.BilPos4);
Imp.ScreenPos = Imp.NewPos;
Imp.RotVec = Imp.NewVec;
video::ITexture* rt = 0; // SceneManager->getVideoDriver()->getRenderTarget();
// set up the camera and viewport for rendering
ISceneManager* oldManager = n->getSceneManager();
// set up the camera
ICameraSceneNode* cam2= LocalManager->getActiveCamera();
cam2->setPosition(cam->getAbsolutePosition());
core::vector3df v = n->getTransformedBoundingBox().getCenter();
cam2->setUpVector(cam->getUpVector());
cam2->setTarget(cam->getTarget());
cam2->updateAbsolutePosition();
f32 scaleW = f32(oldView.getWidth()) / f32(Imp.ScreenPos.getWidth());
f32 scaleH = f32(oldView.getHeight()) / f32(Imp.ScreenPos.getHeight());
//f32 transW = f32(Impostors[i].ScreenPos.getWidth()/2) / (f32(oldView.getWidth()) - f32(Impostors[i].ScreenPos.getCenter().X));
//f32 transH = f32(Impostors[i].ScreenPos.getHeight()/2) / (f32(oldView.getHeight()) - f32(Impostors[i].ScreenPos.getCenter().X));
f32 transW = (f32(oldView.getCenter().X) - f32(Imp.ScreenPos.getCenter().X)) / f32(Imp.ScreenPos.getWidth());
f32 transH = (f32(oldView.getCenter().Y) - f32(Imp.ScreenPos.getCenter().Y)) / f32(Imp.ScreenPos.getHeight());
core::matrix4 proj(cam->getProjectionMatrix());
core::matrix4 zoom, trans;
Imp.Time = Timer->getRealTime();
zoom.setScale(core::vector3df(scaleW, scaleH, 1.0));
trans.setTranslation(core::vector3df(transW*2,-transH*2,0.0));
proj = zoom * proj;
#if defined(GENERATE_METHOD_1)
proj = trans * proj;
#endif
// set the correct render target and viewport
setTarget(Imp);
// draw the scene
cam2->setProjectionMatrix(proj);
E_CULLING_TYPE culltype = EAC_FRUSTUM_BOX;
n->setAutomaticCulling(EAC_OFF);
//cam2->render();
// n->setSceneManager(LocalManager);
n->OnRegisterSceneNode();
LocalManager->drawAll();
//.........这里部分代码省略.........