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C++ MeshObject::SetMesh方法代码示例

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


在下文中一共展示了MeshObject::SetMesh方法的2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: AddBox

// 添加一个盒子
void GameGrid::AddBox(const Point3& pos)
{
	// 格子被占据,不添加
	if (!m_World[pos.x][pos.y][pos.z].obj)
	{
		Vector3f p((float)pos.x - 0.5f - WORLD_SIZE / 2 + 1, (float)pos.y + 0.5f, (float)pos.z - 0.5f - WORLD_SIZE / 2 + 1);

		WorldGrid* grid = &m_World[pos.x][pos.y][pos.z];
		//grid->pos = pos;
		MeshObject* obj = FACTORY_CREATE(m_Scene, MeshObject);
		obj->SetMesh(m_MeshBox);
		obj->SetPosition(p);
		obj->SetMaterial(m_BoxMaterial, 0);

		//obj->CreateLightableObject();

		grid->obj = obj;
	}

}
开发者ID:aosyang,项目名称:existence,代码行数:21,代码来源:GameGrid.cpp

示例2: StartGame

void particleGame::StartGame()
{
	m_Scene = new SceneGraph;

	Renderer::Instance().SetAmbientColor(Color4f(0.7f, 0.7f, 0.7f));

	m_Camera = static_cast<Camera*>(m_Scene->CreateSceneObject("Camera"));
	m_Camera->SetPosition(Vector3f(1.0f, 0.0f, 5.0f));
	m_Camera->SetFarClippingDistance(1000.0f);

	m_AudioListener = static_cast<AudioListener*>(m_Scene->CreateSceneObject("AudioListener"));
	m_Camera->AttachChildObject(m_AudioListener, false);

	m_MatSmoke = MaterialManager::Instance().GetByName("smoke");
	//m_MatSmoke->SetTexture(Renderer::Instance().GetTexture("smoke"));
	//m_MatSmoke->SetLighting(false);
	//m_MatSmoke->SetDepthWriting(false);

	//m_MatSmoke->SetAlphaTest(true);
	//m_MatSmoke->SetAlphaRef(0.2f);
	//m_MatSmoke->GetTextureRenderState(0)->envMode = ENV_MODE_ADD;

	m_UIFps = EGUIManager::Instance().CreateTextUIControl();
	m_UIFps->SetWidth(640);

	//Mesh* mesh = MeshManager::Instance().GetByName("marcus");
	PrimitiveMesh* mesh = MeshManager::Instance().CreatePrimitiveMesh();
	mesh->CreateBox(1.0f);
	MeshObject* obj = static_cast<MeshObject*>(m_Scene->CreateSceneObject("MeshObject"));
	obj->SetMesh(mesh);

	ParticlePool* pool = static_cast<ParticlePool*>(m_Scene->CreateSceneObject("ParticlePool"));
	pool->SetMaterial(m_MatSmoke);

	for (int i=0; i<50; i++)
	{
		Particle p;
		p.m_Active = true;
		//p.m_Color = Color4f(0.0f, 0.0f, 0.0f, 0.5f);
		p.m_Color = Color4f(1.0f, 1.0f, 1.0f, 0.5f);
		p.scale = Math::Random(50.0f, 100.0f);
		p.spin = Math::Random(-Math::kPi, Math::kPi);
		p.spinInc = Math::Random(-0.1f, 0.1f);
		//p.m_ScreenScaleX = Math::Random(0.5f, 1.5f);
		//p.m_ScreenScaleY = Math::Random(0.5f, 1.5f);
		p.m_Position = Vector3f(Math::Random(-50.0f, 50.0f), Math::Random(0.0f, 10.0f), Math::Random(-50.0f, 50.0f));

		pool->AddParticle(p);
	}

	Material* matFlare = MaterialManager::Instance().GetByName("flare");
	//ITexture* tex_flare = Renderer::Instance().GetTexture("flare");
	//matFlare->SetTexture(tex_flare);
	//matFlare->SetLighting(false);
	//matFlare->SetDepthWriting(false);

	//// 混合模式 叠加
	//matFlare->GetTextureRenderState(0)->useBlending = true;
	//matFlare->GetTextureRenderState(0)->srcBlendFactor = BLEND_FACTOR_ONE;
	//matFlare->GetTextureRenderState(0)->dstBlendFactor = BLEND_FACTOR_ONE;
	////matFlare->GetTextureRenderState(0)->envMode = ENV_MODE_ADD;

	// 光晕
	bb = static_cast<Billboard*>(m_Scene->CreateSceneObject("Billboard"));
	bb->SetMaterial(matFlare);
	bb->SetScale(10.0f);
	bb->SetScreenSpaceScale(10.0f, 1.0f);
	bb->SetColor(Color4f(1.0f, 0.5f, 0.0f, 1.0f));
	//bb->SetRenderOrder(120);

	emitter = static_cast<ParticleEmitter*>(m_Scene->CreateSceneObject("ParticleEmitter"));
	emitter->SetInterval(50);
	emitter->SetMaterial(m_MatSmoke);
	emitter->SetEmitterShape(EMITTER_SHAPE_BOX);
	emitter->SetBoxRange(Vector3f(-1.0f, -1.0f, -1.0f), Vector3f(1.0f, 1.0f, 1.0f));
	//emitter->SetParticleInitStateFunc(ParticleState);
	emitter->SetPosition(Vector3f(0.0f, 150.0f, 0.0f));
	//emitter->SetParticleBehaviorFunc(&ParticleUpdate);
	emitter->SetParticleLifetime(5000);
	emitter->SetInitialScale(10.0f);
	emitter->SetScaleInc(20.0f);
	emitter->SetSpinVar(Math::kPi);
	emitter->SetSpinIncVar(0.5f);
	//m_Camera->AttachChildObject(emitter, true);
	emitter->AttachChildObject(bb);

	//Engine::Instance().ToggleDebugRender(true);

	//IAudioBuffer* buffer = Engine::Instance().AudioSystem()->GetAudioBuffer("down");
	//IAudioSource* source = Engine::Instance().AudioSystem()->CreateSourceInstance(buffer, Vector3f(0.0f, 0.0f, 0.0f));
	//source->SetLooping(true);
	//source->Play();

	//AudioSourceObject* sound = new AudioSourceObject();
	//sound->CreateAudioSource("down");
	//sound->SetLooping(true);
	//sound->Play();
	//sound->SetVelocityFactor(1.0f);
	//m_Scene->AddObject(sound);
	//emitter->AttachChildObject(sound);
//.........这里部分代码省略.........
开发者ID:aosyang,项目名称:existence,代码行数:101,代码来源:ParticleGame.cpp


注:本文中的MeshObject::SetMesh方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。