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