本文整理汇总了C++中ManualObject::setCastShadows方法的典型用法代码示例。如果您正苦于以下问题:C++ ManualObject::setCastShadows方法的具体用法?C++ ManualObject::setCastShadows怎么用?C++ ManualObject::setCastShadows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::setCastShadows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: CreateRacingLine
void App::CreateRacingLine()
{
//void ROADPATCH::AddRacinglineScenenode(SCENENODE * node, ROADPATCH * nextpatch,
ManualObject* m = mSceneMgr->createManualObject();
m->begin("track/Racingline", RenderOperation::OT_TRIANGLE_LIST);
int ii = 0;
const std::list <ROADSTRIP>& roads = 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)
{
const VERTEXARRAY* a = &((*i).racingline_vertexarray);
if (!a) continue;
int verts = a->vertices.size();
if (verts == 0) continue;
int faces = a->faces.size();
for (int v = 0; v < verts; v += 3)
m->position(a->vertices[v+0], a->vertices[v+2], -a->vertices[v+1]);
for (int f = 0; f < faces; ++f)
m->index(ii + a->faces[f]);
ii += verts/3;
}
}
m->setCastShadows(false);
m->end();
hud->ndLine = mSceneMgr->getRootSceneNode()->createChildSceneNode();
hud->ndLine->attachObject(m);
//ndLine->setVisible(pSet->racingline);
}
示例3: CreatePart
// CreatePart mesh
//---------------------------------------------------
void CarModel::CreatePart(SceneNode* ndCar, Vector3 vPofs,
String sCar2, String sCarI, String sMesh, String sEnt,
bool ghost, uint32 visFlags,
AxisAlignedBox* bbox, String stMtr, VERTEXARRAY* var, bool bLogInfo)
{
if (FileExists(sCar2 + sMesh))
{
Entity* ent = mSceneMgr->createEntity(sCarI + sEnt, sDirname + sMesh, sCarI);
if (bbox) *bbox = ent->getBoundingBox();
if (ghost) { ent->setRenderQueueGroup(RQG_CarGhost); ent->setCastShadows(false); }
else if (visFlags == RV_CarGlass) ent->setRenderQueueGroup(RQG_CarGlass);
ndCar->attachObject(ent); ent->setVisibilityFlags(visFlags);
if (bLogInfo) LogMeshInfo(ent, sDirname + sMesh);
}
else
{ ManualObject* mo = pApp->CreateModel(mSceneMgr, stMtr, var, vPofs, false, false, sCarI+sEnt);
if (!mo) return;
if (bbox) *bbox = mo->getBoundingBox();
if (ghost) { mo->setRenderQueueGroup(RQG_CarGhost); mo->setCastShadows(false); }
else if (visFlags == RV_CarGlass) mo->setRenderQueueGroup(RQG_CarGlass);
ndCar->attachObject(mo); mo->setVisibilityFlags(visFlags);
/** /// save .mesh
MeshPtr mpCar = mInter->convertToMesh("Mesh" + sEnt);
MeshSerializer* msr = new MeshSerializer();
msr->exportMesh(mpCar.getPointer(), sDirname + sMesh);/**/
}
}
示例4: 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: CreateVdrTrack
void App::CreateVdrTrack(std::string strack, TRACK* pTrack)
{
// materials -------------
std::vector<OGRE_MESH>& meshes = pTrack->ogre_meshes;
std::string sMatCache = strack + ".matdef", sMatOrig = "_" + sMatCache,
sPathCache = PATHMANAGER::ShaderDir() + "/" + sMatCache, sPathOrig = gcom->TrkDir() +"objects/"+ sMatOrig;
bool hasMatOrig = boost::filesystem::exists(sPathOrig), hasMatCache = boost::filesystem::exists(sPathCache);
bool bGenerate = 0, gen = !hasMatOrig && !hasMatCache || bGenerate; // set 1 to force generate for new vdrift tracks
//TODO .mat ..rewrite this code for new system
#if 0
if (gen)
{
String sMtrs;
for (int i=0; i < meshes.size(); i++)
{
OGRE_MESH& msh = meshes[i];
if (msh.sky /*&& ownSky*/) continue;
if (!msh.newMtr) continue; // create material if new
bool found = true;
TexturePtr tex = TextureManager::getSingleton().getByName(msh.material);
if (tex.isNull())
try{
tex = TextureManager::getSingleton().load(msh.material, rgDef); }
catch(...){
found = false; }
msh.found = found; // dont create meshes for not found textures, test
if (!found) continue;
#if 0 // use 0 for some tracks (eg.zandvoort) - have alpha textures for all!
if (!tex.isNull() && tex->hasAlpha())
msh.alpha = true; // for textures that have alpha
#endif
if (msh.alpha)
sMtrs += "["+msh.material+"]\n"+
" parent = 0vdrAlpha\n"+
" diffuseMap_512 = "+msh.material+"\n";
else
sMtrs += "["+msh.material+"]\n"+
" parent = 0vdrTrk\n"+
" diffuseMap_512 = "+msh.material+"\n";
}
std::ofstream fileout(sPathCache.c_str());
if (!fileout) LogO("Error: Can't save vdrift track matdef!");
fileout.write(sMtrs.c_str(), sMtrs.size());
fileout.close();
hasMatCache = true;
}
#endif
// meshes -------------
std::vector<Entity*> ents;
static int ii = 0; int i;
for (i=0; i < meshes.size(); ++i)
{
OGRE_MESH& msh = meshes[i];
if (msh.sky /*&& ownSky*/) continue;
if (!msh.found) continue;
//if (strstr(msh.material.c_str(), "tree")!=0) continue;
//LogO( String("--- model: ") + msh.name + " mtr:" + msh.material +
//" v:" + toStr(msh.mesh->vertices.size()) + " f:" + toStr(msh.mesh->faces.size()) );
//if (ownSky && msh.sky)
if (!msh.sky)
{
ManualObject* m = CreateModel(mSceneMgr, msh.material, msh.mesh, Vector3(0,0,0), false, true);
//if (!m) continue;
if (msh.sky)
m->setCastShadows(false);
MeshPtr mp = m->convertToMesh("m"+toStr(ii+i));
Entity* e = mSceneMgr->createEntity(mp);
ents.push_back(e);
}
}
ii += i;
// static geom -------------
scn->vdrTrack = mSceneMgr->createStaticGeometry("track");
scn->vdrTrack->setRegionDimensions(Vector3::UNIT_SCALE * 1000); // 1000
scn->vdrTrack->setOrigin(Vector3::ZERO);
scn->vdrTrack->setCastShadows(true);
for (std::vector<Entity*>::iterator it = ents.begin(); it != ents.end(); ++it)
scn->vdrTrack->addEntity(*it, Vector3::ZERO);
scn->vdrTrack->build();
//mStaticGeom->dump("_track-sg.txt");
}
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: Create
//-------------------------------------------------------------------------------------------------------
// Create
//-------------------------------------------------------------------------------------------------------
void CarModel::Create()
{
//if (!pCar) return;
String strI = toStr(iIndex)+ (eType == CT_TRACK ? "Z" : (eType == CT_GHOST2 ? "V" :""));
mtrId = strI;
String sCarI = "Car" + strI;
resGrpId = sCarI;
String sCars = PATHMANAGER::Cars() + "/" + sDirname;
resCar = sCars + "/textures";
String rCar = resCar + "/" + sDirname;
String sCar = sCars + "/" + sDirname;
bool ghost = false; //isGhost(); //1 || for ghost test
bool bLogInfo = !isGhost(); // log mesh info
bool ghostTrk = isGhostTrk();
// Resource locations -----------------------------------------
/// Add a resource group for this car
ResourceGroupManager::getSingleton().createResourceGroup(resGrpId);
Ogre::Root::getSingletonPtr()->addResourceLocation(sCars, "FileSystem", resGrpId);
Ogre::Root::getSingletonPtr()->addResourceLocation(sCars + "/textures", "FileSystem", resGrpId);
pMainNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
SceneNode* ndCar = pMainNode->createChildSceneNode();
// -------- Follow Camera --------
if (mCamera && pCar)
{
fCam = new FollowCamera(mCamera, pSet);
fCam->chassis = pCar->dynamics.chassis;
fCam->loadCameras();
// set in-car camera position to driver position
for (std::vector<CameraAngle*>::iterator it=fCam->mCameraAngles.begin();
it!=fCam->mCameraAngles.end(); ++it)
{
if ((*it)->mName == "Car driver")
(*it)->mOffset = Vector3(driver_view[0], driver_view[2], -driver_view[1]);
else if ((*it)->mName == "Car bonnet")
(*it)->mOffset = Vector3(hood_view[0], hood_view[2], -hood_view[1]);
}
}
CreateReflection();
// next checkpoint marker
bool deny = pApp->gui->pChall && !pApp->gui->pChall->chk_beam;
if (eType == CT_LOCAL && !deny)
{
entNextChk = mSceneMgr->createEntity("Chk"+strI, "check.mesh");
entNextChk->setRenderQueueGroup(RQG_Weather); entNextChk->setCastShadows(false);
ndNextChk = mSceneMgr->getRootSceneNode()->createChildSceneNode();
ndNextChk->attachObject(entNextChk); entNextChk->setVisibilityFlags(RV_Hud);
ndNextChk->setVisible(false);
}
///() grass sphere test
#if 0
Entity* es = mSceneMgr->createEntity(sCarI+"s", "sphere.mesh", sCarI);
es->setRenderQueueGroup(RQG_CarGhost);
MaterialPtr mtr = MaterialManager::getSingleton().getByName("pipeGlass");
es->setMaterial(mtr);
ndSph = mSceneMgr->getRootSceneNode()->createChildSceneNode();
ndSph->attachObject(es);
#endif
/// Create Models: body, interior, glass
//-------------------------------------------------
Vector3 vPofs(0,0,0);
AxisAlignedBox bodyBox; uint8 g = RQG_CarGhost;
all_subs=0; all_tris=0; //stats
if (bRotFix)
ndCar->setOrientation(Quaternion(Degree(90),Vector3::UNIT_Y)*Quaternion(Degree(180),Vector3::UNIT_X));
CreatePart(ndCar, vPofs, sCar, sCarI, "_body.mesh", "", ghost, RV_Car, &bodyBox, sMtr[Mtr_CarBody], pCar ? &pCar->bodymodel.mesh : 0, bLogInfo);
vPofs = Vector3(interiorOffset[0],interiorOffset[1],interiorOffset[2]); //x+ back y+ down z+ right
if (!ghost)
CreatePart(ndCar, vPofs, sCar, sCarI, "_interior.mesh", "i", ghost, RV_Car, 0, sMtr[Mtr_CarBody]+"i", pCar ? &pCar->interiormodel.mesh : 0, bLogInfo);
vPofs = Vector3::ZERO;
CreatePart(ndCar, vPofs, sCar, sCarI, "_glass.mesh", "g", ghost, RV_CarGlass, 0, sMtr[Mtr_CarBody]+"g", pCar ? &pCar->glassmodel.mesh : 0, bLogInfo);
// wheels ----------------------
for (int w=0; w < 4; ++w)
{
String siw = "Wheel" + strI + "_" + toStr(w);
ndWh[w] = mSceneMgr->getRootSceneNode()->createChildSceneNode();
//.........这里部分代码省略.........