本文整理汇总了C++中ManualObject::setVisible方法的典型用法代码示例。如果您正苦于以下问题:C++ ManualObject::setVisible方法的具体用法?C++ ManualObject::setVisible怎么用?C++ ManualObject::setVisible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::setVisible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: CreateHUD
void App::CreateHUD()
{
// minimap from road img
asp = 1.f;
if (terrain)
{
ofsX=0; ofsY=0;
float t = sc.td.fTerWorldSize*0.5;
minX = -t; minY = -t; maxX = t; maxY = t;
float fMapSizeX = maxX - minX, fMapSizeY = maxY - minY; // map size
float size = std::max(fMapSizeX, fMapSizeY*asp);
scX = 1.f / size; scY = 1.f / size;
//for (int c=0; c<2; ++c)
String sMat = "circle_minimap"; //*/"road_minimap_inv";
asp = 1.f; //_temp
ManualObject* m = Create2D(sMat,mSplitMgr->mHUDSceneMgr,1,true,true); miniC = m;
//asp = float(mWindow->getWidth())/float(mWindow->getHeight());
m->setVisibilityFlags(RV_Hud); m->setRenderQueueGroup(RQG_Hud1);
/// change minimap image
MaterialPtr mm = MaterialManager::getSingleton().getByName(sMat);
Pass* pass = mm->getTechnique(0)->getPass(0);
TextureUnitState* tus = pass->getTextureUnitState(0);
if (tus) tus->setTextureName(pSet->track + "_mini.png");
tus = pass->getTextureUnitState(2);
if (tus) tus->setTextureName(pSet->track + "_ter.jpg");
UpdMiniTer();
float fHudSize = pSet->size_minimap;
const float marg = 1.f + 0.05f; // from border
fMiniX = 1 - fHudSize * marg, fMiniY = 1 - fHudSize*asp * marg;
ndMap = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(fMiniX,fMiniY,0));
ndMap->scale(fHudSize, fHudSize*asp, 1);
ndMap->attachObject(m);
// car pos dot - for all carModels (ghost and remote too)
vMoPos.clear();
vNdPos.clear();
for (int i=0; i < /*pSet->local_players*/carModels.size(); ++i)
{ vMoPos.push_back(0);
vMoPos[i] = Create2D("hud/CarPos", mSplitMgr->mHUDSceneMgr, 0.4f, true, true);
vMoPos[i]->setVisibilityFlags(RV_Hud); vMoPos[i]->setRenderQueueGroup(RQG_Hud3);
vNdPos.push_back(0);
vNdPos[i] = ndMap->createChildSceneNode();
vNdPos[i]->scale(fHudSize*1.5f, fHudSize*1.5f, 1);
vNdPos[i]->attachObject(vMoPos[i]); /*vNdPos[i]->setVisible(false); */}
ndMap->setVisible(false/*pSet->trackmap*/);
}
// backgr gauges
ManualObject* mrpmB = Create2D("hud/rpm",mSplitMgr->mHUDSceneMgr,1); mrpmB->setVisibilityFlags(RV_Hud);
mrpmB->setRenderQueueGroup(RQG_Hud1);
nrpmB = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
nrpmB->attachObject(mrpmB); nrpmB->setScale(0,0,0); nrpmB->setVisible(false);
ManualObject* mvelBk = Create2D("hud/kmh",mSplitMgr->mHUDSceneMgr,1); mvelBk->setVisibilityFlags(RV_Hud);
mvelBk->setRenderQueueGroup(RQG_Hud1);
nvelBk = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
nvelBk->attachObject(mvelBk); nvelBk->setScale(0,0,0); mvelBk->setVisible(false);
ManualObject* mvelBm = Create2D("hud/mph",mSplitMgr->mHUDSceneMgr,1); mvelBm->setVisibilityFlags(RV_Hud);
mvelBm->setRenderQueueGroup(RQG_Hud1);
nvelBm = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
nvelBm->attachObject(mvelBm); nvelBm->setScale(0,0,0); mvelBm->setVisible(false);
// needles
mrpm = Create2D("hud/needle",mSplitMgr->mHUDSceneMgr,1,true); mrpm->setVisibilityFlags(RV_Hud);
mrpm->setRenderQueueGroup(RQG_Hud3);
nrpm = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
nrpm->attachObject(mrpm); nrpm->setScale(0,0,0); nrpm->setVisible(false);
mvel = Create2D("hud/needle",mSplitMgr->mHUDSceneMgr,1,true); mvel->setVisibilityFlags(RV_Hud);
mvel->setRenderQueueGroup(RQG_Hud3);
nvel = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
nvel->attachObject(mvel); nvel->setScale(0,0,0); nvel->setVisible(false);
// overlays
OverlayManager& ovr = OverlayManager::getSingleton();
ovCam = ovr.getByName("Car/CameraOverlay");
ovGear = ovr.getByName("Hud/Gear"); hudGear = ovr.getOverlayElement("Hud/GearText");
ovVel = ovr.getByName("Hud/Vel"); hudVel = ovr.getOverlayElement("Hud/VelText");
ovBoost = ovr.getByName("Hud/Boost"); hudBoost = ovr.getOverlayElement("Hud/BoostText");
ovAbsTcs = ovr.getByName("Hud/AbsTcs"); hudAbs = ovr.getOverlayElement("Hud/AbsText");
ovCarDbg = ovr.getByName("Car/Stats"); hudTcs = ovr.getOverlayElement("Hud/TcsText");
ovTimes = ovr.getByName("Hud/Times"); hudTimes = ovr.getOverlayElement("Hud/TimesText");
ovOpp = ovr.getByName("Hud/Opponents"); hudOppB = ovr.getOverlayElement("Hud/OpponentsPanel");
for (int o=0; o < 5; ++o) for (int c=0; c < 3; ++c) {
hudOpp[o][c] = ovr.getOverlayElement("Hud/OppText"+toStr(o)+"_"+toStr(c)); hudOpp[o][c]->setCaption(""); }
for (int o=0; o < carModels.size(); ++o) // fill car names, not changed during play
{
const CarModel* cm = carModels[o];
//.........这里部分代码省略.........