本文整理汇总了C++中ManualObject::setBoundingBox方法的典型用法代码示例。如果您正苦于以下问题:C++ ManualObject::setBoundingBox方法的具体用法?C++ ManualObject::setBoundingBox怎么用?C++ ManualObject::setBoundingBox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ManualObject
的用法示例。
在下文中一共展示了ManualObject::setBoundingBox方法的8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:
// util
//---------------------------------------------------------------------------------------------------------------
ManualObject* App::Create2D(const String& mat, Real s, bool dyn)
{
ManualObject* m = mSceneMgr->createManualObject();
m->setDynamic(dyn);
m->setUseIdentityProjection(true);
m->setUseIdentityView(true);
m->setCastShadows(false);
m->estimateVertexCount(4);
m->begin(mat, RenderOperation::OT_TRIANGLE_STRIP);
m->position(-s,-s*asp, 0); m->textureCoord(0, 1);
m->position( s,-s*asp, 0); m->textureCoord(1, 1);
m->position(-s, s*asp, 0); m->textureCoord(0, 0);
m->position( s, s*asp, 0); m->textureCoord(1, 0);
m->end();
//TODO:replace OT_TRIANGLE_FAN with a more friendly version for D3D11 as it is not supported
/*
m->estimateVertexCount(6);
m->begin(mat, RenderOperation::OT_TRIANGLE_LIST);
m->position(-s,-s*asp, 0); m->textureCoord(0, 1);
m->position( s,-s*asp, 0); m->textureCoord(1, 1);
m->position( s, s*asp, 0); m->textureCoord(1, 0);
m->position(-s, s*asp, 0); m->textureCoord(0, 0);
m->position(-s,-s*asp, 0); m->textureCoord(0, 1);
m->position( s, s*asp, 0); m->textureCoord(1, 0);
m->end();
*/
AxisAlignedBox aabInf; aabInf.setInfinite();
m->setBoundingBox(aabInf); // always visible
m->setRenderQueueGroup(RQG_Hud2);
return m;
}
示例2: createManual
void HelloOgre::createManual(){
Ogre::SceneManager* mSceneMgr= OgreApp::I()->getSceneManager();
#if 1
ManualObject* manual = mSceneMgr->createManualObject("manual");
// specify the material (by name) and rendering type
manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
// manual->begin("BaseWhiteNoLighting", RenderOperation::OT_TRIANGLE_STRIP);
// define start and end point
manual->position(-100, -100, -100 );
manual->position(100, 100, 100 );
manual->colour( 1.0f, 1.0f, 1.0f, 1.0f );
// tell Ogre, your definition has finished
manual->end();
// add ManualObject to the RootSceneNode (so it will be visible)
mSceneMgr->getRootSceneNode()->attachObject(manual);
#endif
#if 1
// Create a manual object for 2D
manual = mSceneMgr->createManualObject("manual2");
// Use identity view/projection matrices
manual->setUseIdentityProjection(true);
manual->setUseIdentityView(true);
manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_STRIP);
manual->position(-0.2, -0.2, 0.0);
manual->position( 0.2, -0.2, 0.0);
manual->position( 0.2, 0.2, 0.0);
manual->position(-0.2, 0.2, 0.0);
manual->index(0);
manual->index(1);
manual->index(2);
manual->index(3);
manual->index(0);
manual->end();
// Use infinite AAB to always stay visible
AxisAlignedBox aabInf;
aabInf.setInfinite();
manual->setBoundingBox(aabInf);
// Render just before overlays
manual->setRenderQueueGroup(RENDER_QUEUE_OVERLAY - 1);
// Attach to scene
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(manual);
#endif
}
示例3: CreateSkyDome
// Sky Dome
//-------------------------------------------------------------------------------------
void CScene::CreateSkyDome(String sMater, Vector3 sc, float yaw)
{
ManualObject* m = app->mSceneMgr->createManualObject();
m->begin(sMater, RenderOperation::OT_TRIANGLE_LIST);
// divisions- quality
int ia = 32*2, ib = 24,iB = 24 +1/*below_*/, i=0;
//int ia = 4, ib = 4, i=0;
// angles, max
float a,b; const float B = PI_d/2.f, A = 2.f*PI_d;
float bb = B/ib, aa = A/ia; // add
ia += 1;
// up/dn y )
for (b = 0.f; b <= B+bb/*1*/*iB; b += bb)
{
float cb = sinf(b), sb = cosf(b);
float y = sb;
// circle xz o
for (a = 0.f; a <= A; a += aa, ++i)
{
float x = cosf(a)*cb, z = sinf(a)*cb;
m->position(x,y,z);
m->textureCoord(a/A, b/B);
if (a > 0.f && b > 0.f) // rect 2tri
{
m->index(i-1); m->index(i); m->index(i-ia);
m->index(i-1); m->index(i-ia); m->index(i-ia-1);
}
}
}
m->end();
AxisAlignedBox aab; aab.setInfinite();
m->setBoundingBox(aab); // always visible
m->setRenderQueueGroup(RQG_Sky);
m->setCastShadows(false);
#ifdef SR_EDITOR
m->setVisibilityFlags(RV_Sky); // hide on minimap
#endif
app->ndSky = app->mSceneMgr->getRootSceneNode()->createChildSceneNode();
app->ndSky->attachObject(m);
app->ndSky->setScale(sc);
Quaternion q; q.FromAngleAxis(Degree(-yaw), Vector3::UNIT_Y);
app->ndSky->setOrientation(q);
}
示例4: createTexturedRect
Ogre::SceneNode* Terminal::createTexturedRect(std::string object_name, std::string texture_name, float left, float top, float right, float bottom)
{
MaterialPtr material = MaterialManager::getSingleton().create(object_name,Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
material->getTechnique(0)->getPass(0)->createTextureUnitState(texture_name);
material->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
material->getTechnique(0)->getPass(0)->setDepthWriteEnabled(true);
material->getTechnique(0)->getPass(0)->setLightingEnabled(false);
// Ogre::Rectangle2D* rect = new Ogre::Rectangle2D(true);
ManualObject* manual = Entropy::getSingletonPtr()->mSceneMgr->createManualObject(object_name);
manual->setUseIdentityProjection(true);
manual->setUseIdentityView(true);
manual->begin(object_name, RenderOperation::OT_TRIANGLE_STRIP);
manual->position(left, bottom, 0.0);
manual->position(left, top, 0.0);
manual->position(right, bottom, 0.0);
manual->position(right, top, 0.0);
manual->index(0);
manual->index(1);
manual->index(2);
manual->index(3);
manual->end();
// rect->setCorners(left,top,right,bottom);
// rect->setMaterial(object_name);
manual->setRenderQueueGroup(RENDER_QUEUE_OVERLAY);
Ogre::AxisAlignedBox aabInf;
aabInf.setInfinite();
manual->setBoundingBox(aabInf);
Ogre::SceneNode* rect_node = Entropy::getSingletonPtr()->mSceneMgr->getRootSceneNode()->createChildSceneNode(object_name);
rect_node->attachObject(manual);
// rect->setVisible(false);
// rect_node->setPosition(0,0,0);
return rect_node;
}
示例5: if
ManualObject* CHud::Create2D(const String& mat, SceneManager* sceneMgr,
Real s, // scale pos
bool dyn, bool clr,
Real mul, Vector2 ofs,
uint32 vis, uint8 rndQue,
int cnt)
{
ManualObject* m = sceneMgr->createManualObject();
m->setDynamic(dyn);
m->setUseIdentityProjection(true);
m->setUseIdentityView(true);
m->setCastShadows(false);
m->estimateVertexCount(cnt * 4);
m->begin(mat, cnt > 1 ? RenderOperation::OT_TRIANGLE_LIST : RenderOperation::OT_TRIANGLE_STRIP);
const static Vector2 uv[4] = { Vector2(0.f,1.f),Vector2(1.f,1.f),Vector2(0.f,0.f),Vector2(1.f,0.f) };
for (int i=0; i < cnt; ++i)
{ m->position(-s,-s*asp, 0); m->textureCoord(uv[0]*mul + ofs); if (clr) m->colour(0,1,0);
m->position( s,-s*asp, 0); m->textureCoord(uv[1]*mul + ofs); if (clr) m->colour(0,0,0);
m->position(-s, s*asp, 0); m->textureCoord(uv[2]*mul + ofs); if (clr) m->colour(1,1,0);
m->position( s, s*asp, 0); m->textureCoord(uv[3]*mul + ofs); if (clr) m->colour(1,0,0);
}
if (cnt > 1)
for (int i=0; i < cnt; ++i)
{ int n = i*4;
m->quad(n,n+1,n+3,n+2);
}
m->end();
AxisAlignedBox aabInf; aabInf.setInfinite();
m->setBoundingBox(aabInf); // always visible
m->setVisibilityFlags(vis);
m->setRenderQueueGroup(rndQue); //RQG_Hud2
return m;
}
示例6: CreateRoadBezier
void App::CreateRoadBezier()
{
ManualObject* m = mSceneMgr->createManualObject();
//m->begin("pipeGlass", RenderOperation::OT_TRIANGLE_LIST);
m->begin("roadAsphalt", RenderOperation::OT_TRIANGLE_LIST);
int ii=0;
#ifdef SR_EDITOR
const std::list <ROADSTRIP>& roads = track->GetRoadList();
#else
const std::list <ROADSTRIP>& roads = pGame->track.GetRoadList();
#endif
for (std::list <ROADSTRIP>::const_iterator it = roads.begin(); it != roads.end(); ++it)
{
#define VDR_LEN // to get whole track length
#ifdef VDR_LEN
MATHVECTOR<float,3> vec0; float length = 0.f;
#endif
const std::list <ROADPATCH>& pats = (*it).GetPatchList();
for (std::list <ROADPATCH>::const_iterator i = pats.begin(); i != pats.end(); ++i)
{
float p[16][3]; int a=0;
for (int y=0; y<4; ++y)
for (int x=0; x<4; ++x)
{
const MATHVECTOR<float,3>& vec = (*i).GetPatch().GetPoint(x,y);
p[a][0] = vec[2]; p[a][1] = vec[1] + 0.2f/*ofs up*/; p[a][2] = -vec[0]; a++;
#ifdef VDR_LEN
if (x==1 && y==1 /*&& it == roads.begin()*/) //main only-
{
if (i != pats.begin()) // sum distance
length += (vec0-vec).Magnitude();
vec0 = vec;
//LogO(fToStr(length,2,6));
}
#endif
}
a=0;
// normal
Vector3 pos (p[a ][0], p[a ][1], p[a ][2]);
Vector3 posX(p[a+3][0], p[a+3][1], p[a+3][2]); posX-=pos; posX.normalise();
Vector3 posY(p[a+12][0],p[a+12][1],p[a+12][2]); posY-=pos; posY.normalise();
Vector3 norm = posX.crossProduct(posY); norm.normalise();/**/
for (int y=0; y<4; ++y)
for (int x=0; x<4; ++x)
{
Vector3 pos(p[a][0], p[a][1], p[a][2]); a++;
m->position(pos);
m->normal(norm);/**/
m->textureCoord(y/3.f,x/3.f);
if (x<3 && y<3)
{
int a = ii+x+y*4;
m->index(a); m->index(a+1); m->index(a+4);
m->index(a+5); m->index(a+4); m->index(a+1);
}
}
ii += 16;
}
#ifdef VDR_LEN
LogO("VDR TRK: " + pSet->gui.track +" LEN: "+fToStr(length,2,6));
#endif
}
m->end();
AxisAlignedBox aabInf; aabInf.setInfinite();
m->setBoundingBox(aabInf); // always visible
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(m);
}
示例7: CreateVdrMinimap
ManualObject* CHud::CreateVdrMinimap()
{
asp = float(app->mWindow->getWidth())/float(app->mWindow->getHeight());
// get track sizes
minX=FLT_MAX; maxX=FLT_MIN; minY=FLT_MAX; maxY=FLT_MIN;
const std::list <ROADSTRIP>& roads = app->pGame->track.GetRoadList();
for (std::list <ROADSTRIP>::const_iterator it = roads.begin(); it != roads.end(); ++it)
{
const std::list <ROADPATCH>& pats = (*it).GetPatchList();
for (std::list <ROADPATCH>::const_iterator i = pats.begin(); i != pats.end(); ++i)
{
for (int iy=0; iy<4; ++iy)
for (int ix=0; ix<4; ++ix)
{
const MATHVECTOR<float,3>& vec = (*i).GetPatch().GetPoint(ix,iy);
Real x = vec[0], y = vec[2];
if (x < minX) minX = x; if (x > maxX) maxX = x;
if (y < minY) minY = y; if (y > maxY) maxY = y;
}
}
}
float fMapSizeX = maxX - minX, fMapSizeY = maxY - minY; // map size
float size = std::max(fMapSizeX, fMapSizeY);
scX = 1.f / size; scY = 1.f / size;
ManualObject* m = app->mSceneMgr->createManualObject();
m->begin("hud/Minimap", RenderOperation::OT_TRIANGLE_LIST);
int ii = 0;
for (std::list <ROADSTRIP>::const_iterator it = roads.begin(); it != roads.end(); ++it)
{
const std::list <ROADPATCH>& pats = (*it).GetPatchList();
for (std::list <ROADPATCH>::const_iterator i = pats.begin(); i != pats.end(); ++i)
{
float p[16][3]; int a=0;
for (int y=0; y<4; ++y)
for (int x=0; x<4; ++x)
{
const MATHVECTOR<float,3>& vec = (*i).GetPatch().GetPoint(x,y);
p[a][0] = vec[0]; p[a][1] = vec[2]; p[a][2] = vec[1]; a++;
}
a = 0;
// normal
Vector3 pos (p[a ][2], -p[a ][0], p[a ][1]);
Vector3 posX(p[a+3][2], -p[a+3][0], p[a+3][1]); posX-=pos; posX.normalise();
Vector3 posY(p[a+12][2],-p[a+12][0],p[a+12][1]); posY-=pos; posY.normalise();
Vector3 norm = posX.crossProduct(posY); norm.normalise();/**/
for (int y=0; y<4; ++y)
for (int x=0; x<4; ++x)
{
Vector3 pos( (p[a][0] - minX)*scX*2-1, // pos x,y = -1..1
-(p[a][1] - minY)*scY*2+1, 0); a++;
m->position(pos);
m->normal(norm);/**/
Real c = std::min(1.f, std::max(0.3f, 1.f - 2.4f * powf( fabs(norm.y)
/*norm.absDotProduct(vLi)*/, 0.7f) ));
m->colour(ColourValue(c,c,c,1));
m->textureCoord(x/3.f,y/3.f);
if (x<3 && y<3)
{
int a = ii+x+y*4;
m->index(a+0); m->index(a+1); m->index(a+4);
m->index(a+1); m->index(a+4); m->index(a+5);
}
}
ii += 16;
}
}
m->end();
m->setUseIdentityProjection(true); m->setUseIdentityView(true); // on hud
m->setCastShadows(false);
AxisAlignedBox aab; aab.setInfinite(); m->setBoundingBox(aab); // draw always
m->setRenderingDistance(100000.f);
m->setRenderQueueGroup(RQG_Hud2); m->setVisibilityFlags(RV_Hud);
return m;
}
示例8: b
//-------------------------------------------------------------------------------------
void Ogre3DRendererPlugin::createDesktopObject() {
// Create the texture
GLTexturePtr t = GLTextureManager::getSingleton().createManual("DynamicTexture", // name
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
Ogre::TEX_TYPE_2D, // type
1280, 800, // width & height
1, //depth
MIP_DEFAULT,//0, // number of mipmaps
Ogre::PF_BYTE_RGBA, // pixel format
Ogre::TU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
0);//TU_DEFAULT);
t->_fireLoadingComplete(true);
std::cerr << "**** DESKTOP TEXTURE: " << this->desktopTexture << std::endl;
desktopTexture = t->getHandle();//getGLID();//texture->getHandle();
std::cerr << "**** DESKTOP TEXTURE: " << this->desktopTexture << std::endl;
// Create a material using the texture
/*Ogre::MaterialPtr */material = Ogre::MaterialManager::getSingleton().create(
"DynamicTextureMaterial", // name
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
material->getTechnique(0)->getPass(0)->createTextureUnitState("DynamicTexture");
material->getTechnique(0)->getPass(0)->setSceneBlending(Ogre::SBT_REPLACE);//SBT_TRANSPARENT_ALPHA);
//return;
// ogreHead->setMaterial(material);
Ogre::ManualObject* manual = mSceneMgr->createManualObject("manual");
// manual->begin("DynamicTextureMaterial", Ogre::RenderOperation::OT_TRIANGLE_STRIP, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
manual->begin("BlankWhiteMaterial", Ogre::RenderOperation::OT_TRIANGLE_STRIP, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
manual->textureCoord(0, 0);
manual->position(-40.0, -40.0, 0.0); // start position
manual->textureCoord(1, 0);
manual->position( 40.0, -40.0, 0.0); // draw first line
manual->textureCoord(0, 1);
manual->position(-40.0, 40.0, 0.0);
manual->textureCoord(1, 1);
manual->position(40.0, 40.0, 0.0);
manual->end();
// mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(manual);
ManualObject *manObj; // we will use this Manual Object as a reference point for the native rendering
manObj = mSceneMgr->createManualObject("sampleArea");
Ogre::AxisAlignedBox b(-40, -40, -40, 40, 40, 40);
manObj->setBoundingBox(b);
// Attach to child of root node, better for culling (otherwise bounds are the combination of the 2)
Ogre::SceneNode *desktopNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
desktopNode->attachObject(manObj);
desktopNode->setPosition(40, 15, 0);
String RenderSystemName = mSceneMgr->getDestinationRenderSystem()->getName();
mRenderSystemCommandsRenderQueueListener = new OpenGLNativeRenderSystemCommandsRenderQueueListener(manObj, mCamera2, mSceneMgr);
mSceneMgr->addRenderQueueListener(mRenderSystemCommandsRenderQueueListener);
std::cerr << "***** DONE CONFIGURE and INIT SCENE" << std::endl;
}