本文整理汇总了C++中ManualObject::setUseIdentityView方法的典型用法代码示例。如果您正苦于以下问题:C++ ManualObject::setUseIdentityView方法的具体用法?C++ ManualObject::setUseIdentityView怎么用?C++ ManualObject::setUseIdentityView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::setUseIdentityView方法的6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: 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4: createQuad
void VideoManager::createQuad(String name,String material_name,float left,float top,float right,float bottom)
{
ManualObject* model = OgreManager::getSingleton().getSceneManager()->createManualObject(name);
model->begin(material_name);
model->position(right,bottom,0); model->textureCoord(1,1);
model->position(right,top ,0); model->textureCoord(1,0);
model->position(left ,top ,0); model->textureCoord(0,0);
model->position(left ,top ,0); model->textureCoord(0,0);
model->position(right,bottom,0); model->textureCoord(1,1);
model->position(left, bottom,0); model->textureCoord(0,1);
model->end();
// make the model 2D
model->setUseIdentityProjection(true);
model->setUseIdentityView(true);
// and atach it to the root node
SceneNode* node = OgreManager::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode();
node->attachObject(model);
}
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: 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;
}