本文整理汇总了C++中MatrixTransform::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ MatrixTransform::GetName方法的具体用法?C++ MatrixTransform::GetName怎么用?C++ MatrixTransform::GetName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MatrixTransform
的用法示例。
在下文中一共展示了MatrixTransform::GetName方法的3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: lightFinder
NavLights::NavLights(SceneGraph::Model *model, float period)
: m_time(0.f)
, m_period(period)
, m_enabled(false)
{
PROFILE_SCOPED();
assert(g_initted);
Graphics::Renderer *renderer = model->GetRenderer();
using SceneGraph::Node;
using SceneGraph::MatrixTransform;
using SceneGraph::Billboard;
//This will find all matrix transforms meant for navlights.
SceneGraph::FindNodeVisitor lightFinder(SceneGraph::FindNodeVisitor::MATCH_NAME_STARTSWITH, "navlight_");
model->GetRoot()->Accept(lightFinder);
const std::vector<Node*> &results = lightFinder.GetResults();
//attach light billboards
for (unsigned int i=0; i < results.size(); i++) {
MatrixTransform *mt = dynamic_cast<MatrixTransform*>(results.at(i));
assert(mt);
Billboard *bblight = new Billboard(model, renderer, BILLBOARD_SIZE);
Uint32 group = 0;
Uint8 mask = 0xff; //always on
Uint8 color = NAVLIGHT_BLUE;
if (mt->GetName().substr(9, 3) == "red") {
mask = 0x0f;
color = NAVLIGHT_RED;
} else if (mt->GetName().substr(9, 5) == "green") {
mask = 0xf0;
color = NAVLIGHT_GREEN;
} else if (mt->GetName().substr(9, 3) == "pad") {
//group by pad number
// due to this problem: http://stackoverflow.com/questions/15825254/why-is-scanfhhu-char-overwriting-other-variables-when-they-are-local
// where MSVC is still using a C89 compiler the format identifer %hhu is not recognised. Therefore I've switched to Uint32 for group.
PiVerify(1 == sscanf(mt->GetName().c_str(), "navlight_pad%u", &group));
mask = 0xf0;
}
bblight->SetColorUVoffset(get_color(color));
GroupLightsVecIter glit = std::find_if(m_groupLights.begin(), m_groupLights.end(), GroupMatch(group));
if(glit == m_groupLights.end()) {
// didn't find group, create a new one
m_groupLights.push_back(TGroupLights(group));
// now use it
glit = (m_groupLights.end() - 1);
}
assert(glit != m_groupLights.end());
glit->m_lights.push_back(LightBulb(group, mask, color, bblight));
mt->SetNodeMask(SceneGraph::NODE_TRANSPARENT);
mt->AddChild(bblight);
}
}
示例2: lightFinder
NavLights::NavLights(SceneGraph::Model *model, float period)
: m_time(0.f)
, m_period(period)
, m_enabled(false)
{
assert(g_initted);
Graphics::Renderer *renderer = model->GetRenderer();
using SceneGraph::Node;
using SceneGraph::MatrixTransform;
using SceneGraph::Billboard;
//This will find all matrix transforms meant for navlights.
SceneGraph::FindNodeVisitor lightFinder(SceneGraph::FindNodeVisitor::MATCH_NAME_STARTSWITH, "navlight_");
model->GetRoot()->Accept(lightFinder);
const std::vector<Node*> &results = lightFinder.GetResults();
//attach light billboards
for (unsigned int i=0; i < results.size(); i++) {
MatrixTransform *mt = dynamic_cast<MatrixTransform*>(results.at(i));
assert(mt);
Billboard *bblight = new Billboard(renderer, matBlue, vector3f(0.f), BILLBOARD_SIZE);
Uint8 group = 0;
Uint8 mask = 0xff; //always on
Uint8 color = NAVLIGHT_BLUE;
if (mt->GetName().substr(9, 3) == "red") {
bblight->SetMaterial(matRed);
mask = 0x0f;
color = NAVLIGHT_RED;
} else if (mt->GetName().substr(9, 5) == "green") {
mask = 0xf0;
color = NAVLIGHT_GREEN;
} else if (mt->GetName().substr(9, 3) == "pad") {
//group by pad number
group = atoi(mt->GetName().substr(12, 1).c_str());
mask = 0xf0;
}
bblight->SetMaterial(get_material(color));
m_lights.push_back(LightBulb(group, mask, color, bblight));
mt->SetNodeMask(SceneGraph::NODE_TRANSPARENT);
mt->AddChild(bblight);
}
}
示例3: ReparentShieldNodes
void Shields::ReparentShieldNodes(SceneGraph::Model* model)
{
assert(s_initialised);
Graphics::Renderer *renderer = model->GetRenderer();
using SceneGraph::Node;
using SceneGraph::Group;
using SceneGraph::MatrixTransform;
using SceneGraph::StaticGeometry;
//This will find all matrix transforms meant for navlights.
SceneGraph::FindNodeVisitor shieldFinder(SceneGraph::FindNodeVisitor::MATCH_NAME_ENDSWITH, "_shield");
model->GetRoot()->Accept(shieldFinder);
const std::vector<Node*> &results = shieldFinder.GetResults();
//Move shield geometry to same level as the LODs
for (unsigned int i = 0; i < results.size(); i++) {
MatrixTransform *mt = dynamic_cast<MatrixTransform*>(results.at(i));
assert(mt);
const Uint32 NumChildren = mt->GetNumChildren();
if (NumChildren>0)
{
// Group to contain all of the shields we might find
Group *shieldGroup = new Group(renderer);
shieldGroup->SetName(s_shieldGroupName);
// go through all of this MatrixTransforms children to extract all of the shield meshes
for (Uint32 iChild = 0; iChild < NumChildren; ++iChild) {
Node* node = mt->GetChildAt(iChild);
assert(node);
if (node)
{
RefCountedPtr<StaticGeometry> sg(dynamic_cast<StaticGeometry*>(node));
assert(sg.Valid());
sg->SetNodeMask(SceneGraph::NODE_TRANSPARENT);
// We can early-out if we've already processed this models scenegraph.
if (Graphics::BLEND_ALPHA == sg->m_blendMode) {
assert(false);
}
// force the blend mode
sg->m_blendMode = Graphics::BLEND_ALPHA;
Graphics::RenderStateDesc rsd;
rsd.blendMode = Graphics::BLEND_ALPHA;
rsd.depthWrite = false;
sg->SetRenderState(renderer->CreateRenderState(rsd));
for (Uint32 iMesh = 0; iMesh < sg->GetNumMeshes(); ++iMesh) {
StaticGeometry::Mesh &rMesh = sg->GetMeshAt(iMesh);
rMesh.material = GetGlobalShieldMaterial();
}
// find the accumulated transform from the root to our node
MatrixAccumVisitor mav(mt->GetName());
model->GetRoot()->Accept(mav);
// set our nodes transformation to be the accumulated transform
MatrixTransform *sg_transform_parent = new MatrixTransform(renderer, mav.outMat);
std::stringstream nodeStream;
nodeStream << iChild << s_matrixTransformName;
sg_transform_parent->SetName(nodeStream.str());
sg_transform_parent->AddChild(sg.Get());
// dettach node from current location in the scenegraph...
mt->RemoveChild(node);
// attach new transform node which parents the our shields mesh to the shield group.
shieldGroup->AddChild(sg_transform_parent);
}
}
model->GetRoot()->AddChild(shieldGroup);
}
}
}