本文整理汇总了C++中LandscapeNode::SetName方法的典型用法代码示例。如果您正苦于以下问题:C++ LandscapeNode::SetName方法的具体用法?C++ LandscapeNode::SetName怎么用?C++ LandscapeNode::SetName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LandscapeNode
的用法示例。
在下文中一共展示了LandscapeNode::SetName方法的1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: LoadResources
void LandscapeTestScreen::LoadResources()
{
#if 0
// RenderManager::Instance()->EnableOutputDebugStatsEveryNFrame(30);
RenderManager::Instance()->SetFPS(30.0);
scene = new Scene();
scene3dView = 0;
scene3dView = new UI3DView(Rect(0, 0, 480, 320));
//scene3dView->SetDebugDraw(true);
scene3dView->SetScene(scene);
scene3dView->SetInputEnabled(false);
AddControl(scene3dView);
camera = new Camera();
scene->AddCamera(camera);
camera->Setup(70.0f, 480.0f / 320.0f, 1.0f, 5000.0f);
scene->SetCurrentCamera(camera);
camera->SetDebugFlags(SceneNode::DEBUG_DRAW_ALL);
camera->SetUp(Vector3(0.0f, 0.0f, 1.0f));
camera->SetPosition(Vector3(0.0f, 0.0f, 10.0f));
scene->SetCurrentCamera(camera);
scene->SetDebugFlags(SceneNode::DEBUG_DRAW_ALL);
LandscapeNode * node = new LandscapeNode();
AABBox3 box(Vector3(445.0f / 2.0f, 445.0f / 2.0f, 0), Vector3(-445.0f / 2.0f, -445.0f / 2.0f, 50.0f));
//node->SetDebugFlags(LandscapeNode::DEBUG_DRAW_ALL);
#if 0
node->BuildLandscapeFromHeightmapImage(LandscapeNode::RENDERING_MODE_DETAIL_SHADER, "~res:/Landscape/hmp2_1.png", box);
Texture::EnableMipmapGeneration();
node->SetTexture(LandscapeNode::TEXTURE_COLOR, "~res:/Landscape/diffuse_l2.png");
node->SetTexture(LandscapeNode::TEXTURE_DETAIL, "~res:/Landscape/detail_gravel.png");
Texture::DisableMipmapGeneration();
// node->BuildLandscapeFromHeightmapImage(LandscapeNode::RENDERING_MODE_DETAIL_SHADER, "~res:/Landscape/hmp2_1.png", box);
//
// Texture::EnableMipmapGeneration();
// node->SetTexture(LandscapeNode::TEXTURE_TEXTURE0, "~res:/Landscape/tex3.png");
// node->SetTexture(LandscapeNode::TEXTURE_DETAIL, "~res:/Landscape/detail_gravel.png");
// Texture::DisableMipmapGeneration();
#else
node->BuildLandscapeFromHeightmapImage("~res:/Landscape/hmp2_1.png", box);
Texture::EnableMipmapGeneration();
node->SetTexture(LandscapeNode::TEXTURE_COLOR, "~res:/Landscape/diffuse.png");
node->SetTexture(LandscapeNode::TEXTURE_TILE0, "~res:/Landscape/blend/d.png");
node->SetTexture(LandscapeNode::TEXTURE_TILE1, "~res:/Landscape/blend/s.png");
node->SetTexture(LandscapeNode::TEXTURE_TILE2, "~res:/Landscape/blend/d.png");
node->SetTexture(LandscapeNode::TEXTURE_TILE3, "~res:/Landscape/blend/s.png");
node->SetTexture(LandscapeNode::TEXTURE_TILE_MASK, "~res:/Landscape/blend/mask.png");
Texture::DisableMipmapGeneration();
#endif
node->SetName("landscapeNode");
scene->AddNode(node);
SafeRelease(node);
// Sprite * sprite = Sprite::Create("~res:/Gfx/Billboards/billboards");
// //sprite->SetPivotPoint(sprite->GetWidth() / 2.0f, sprite->GetHeight() / 2.0f);
// SpriteNode * spriteNode = new SpriteNode(scene, sprite, 0, Vector2(0.1f, 0.1f), Vector2(sprite->GetWidth() / 2.0f, sprite->GetHeight() / 2.0f));
// spriteNode->SetName("testSpriteNode");
// spriteNode->SetLocalTransform(Matrix4::MakeTranslation(Vector3(0.f, 10.0f, 0.0f)));
// spriteNode->SetDebugFlags(SceneNode::DEBUG_DRAW_ALL);
// spriteNode->SetType(SpriteNode::TYPE_BILLBOARD);
// scene->AddNode(spriteNode);
SceneFile * file = new SceneFile();
file->SetDebugLog(true);
file->LoadScene("~res:/Scenes/level2/level2_445.sce", scene);
scene->AddNode(scene->GetRootNode("~res:/Scenes/level2/level2_445.sce"));
SafeRelease(file);
inTouch = false;
scene3dView = 0;
scene3dView = new UI3DView(Rect(0, 0, 480, 320));
scene3dView->SetInputEnabled(false);
scene3dView->SetScene(scene);
AddControl(scene3dView);
viewXAngle = 0;
viewYAngle = 0;
positionJoypad = new UIJoypad(Rect(0, 320 - 80, 80, 80));
positionJoypad->GetBackground()->SetSprite("~res:/Gfx/Joypad/joypad", 0);
positionJoypad->SetStickSprite("~res:/Gfx/Joypad/joypad", 1);
AddControl(positionJoypad);
angleJoypad = new UIJoypad(Rect(480 - 80, 320 - 80, 80, 80));
angleJoypad->GetBackground()->SetSprite("~res:/Gfx/Joypad/joypad", 0);
angleJoypad->SetStickSprite("~res:/Gfx/Joypad/joypad", 1);
AddControl(angleJoypad);
#endif
}