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C++ MeshRenderer::InitMesh方法代码示例

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


在下文中一共展示了MeshRenderer::InitMesh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: TestFuntion

int TestFuntion() {
	// Instantiate a ComponentMapper so that its singleton get stored:
	/* ComponentMapper* componentMapper = */ new ComponentMapper();

	{
#if 0
		/* GameObject* gameObject = */ PrefabLoader::InstantiateGameObjectFromPrefab(
									   FRAMEWORK->GetFileSystemUtils()->GetDevicePrefabsResourcesPath() + "monkey.prefab",
									   ENGINE->GetSceneGraph3D());
#endif
	}


	FRAMEWORK->GetLogger()->dbglog("\nIn TestFunction()");
#if 0
	GameObject* wavybox = ENGINE->GetSceneGraph()->GetGameObjectById(109);
	if (wavybox != nullptr) {
		Transform* transform = wavybox->GetTransform();
		transform->Scale(4.0f);
	}
#endif
	{
#if 0
		SINGLETONS->GetLevelManager()->LoadLevelFromFile(FRAMEWORK->GetFileSystemUtils()->GetDeviceBaseResourcesPath() + "levels/SD_TestScene.lvl");
		GameObject* testZone = new GameObject(ENGINE->GetSceneGraph3D());
		ENGINE->GetSceneGraph3D()->GetRootGameObject()->AddChild(testZone->GetId());
		GridZone* zone = testZone->AddComponent<GridZone>();
		zone->SetZoneBounds(3, 0, 5, 5);
#endif
	}
	{
#if 0
		GameObject* camera = new GameObject(ENGINE->GetSceneGraph3D());
		ENGINE->GetSceneGraph3D()->GetRootGameObject()->AddChild(camera->GetId());
		ShadyCamera* cameraComponent = camera->AddComponent<ShadyCamera>();
		cameraComponent->SetCameraType(CAMERA_TYPE_PERSPECTIVE);
		ENGINE->GetSceneGraph3D()->SetMainCameraId(camera->GetId());
		cameraComponent->SetGridManager(SINGLETONS->GetGridManager());
		//cameraComponent->PanTo(0.0f, 0.0f);
		cameraComponent->MoveToRoom(0.0f, 0.0f);
		//cameraComponent->ZoomToOverview();

		GameObject* walker = new GameObject(ENGINE->GetSceneGraph3D());
		ENGINE->GetSceneGraph3D()->GetRootGameObject()->AddChild(walker->GetId());
#endif
	}
	{
#if 0
		GameObject* testGameScript = new GameObject(ENGINE->GetSceneGraph3D());
		ENGINE->GetSceneGraph3D()->GetRootGameObject()->AddChild(testGameScript->GetId());
		MeshRenderer* meshRenderer = testGameScript->AddComponent<MeshRenderer>();
		meshRenderer->InitMesh(FRAMEWORK->GetFileSystemUtils()->GetDeviceModelResourcesFolderName() + "Suzanne.model");
		testGameScript->AddComponent<SampleGameScript>();
		GridNavigator* gNav = testGameScript->AddComponent<GridNavigator>();
		gNav->SetGridPosition(0, 2);
		testGameScript->AddComponent<PlayerUnit>();
#endif
	}
	{
#if 0
		GameObject* testGameScript = new GameObject(ENGINE->GetSceneGraph3D());
		ENGINE->GetSceneGraph3D()->GetRootGameObject()->AddChild(testGameScript->GetId());
		MeshRenderer* meshRenderer = testGameScript->AddComponent<MeshRenderer>();
		meshRenderer->InitMesh(FRAMEWORK->GetFileSystemUtils()->GetDeviceModelResourcesFolderName() + "Suzanne.model");
		testGameScript->AddComponent<SampleGameScript>();
		GridNavigator* gNav = testGameScript->AddComponent<GridNavigator>();
		gNav->SetGridPosition(10, 4);
		testGameScript->AddComponent<PlayerUnit>();
#endif
	}
	{
#if 0
		GameObject* testGameScript = new GameObject(ENGINE->GetSceneGraph3D());
		ENGINE->GetSceneGraph3D()->GetRootGameObject()->AddChild(testGameScript->GetId());
		MeshRenderer* meshRenderer = testGameScript->AddComponent<MeshRenderer>();
		meshRenderer->InitMesh(FRAMEWORK->GetFileSystemUtils()->GetDeviceModelResourcesFolderName() + "Suzanne.model");
		testGameScript->AddComponent<SampleGameScript>();
		GridNavigator* gNav = testGameScript->AddComponent<GridNavigator>();
		gNav->SetGridPosition(8, 2);
		testGameScript->AddComponent<BaseUnit>();
#endif
	}

	{
#if 1
		/*GameObject* gameObject = */PrefabLoader::InstantiateGameObjectFromPrefab(
							    	 FRAMEWORK->GetFileSystemUtils()->GetDevicePrefabsResourcesPath() + "test.prefab",
						   	     	 ENGINE->GetSceneGraph3D());
#endif
	}
	{
#if 1
		/*GameObject* gameObject = */PrefabLoader::InstantiateGameObjectFromPrefab(
							    	 FRAMEWORK->GetFileSystemUtils()->GetDevicePrefabsResourcesPath() + "fire_0.prefab",
						   	     	 ENGINE->GetSceneGraph3D());
#endif
	}
	{
#if 1
		/*GameObject* gameObject = */PrefabLoader::InstantiateGameObjectFromPrefab(
//.........这里部分代码省略.........
开发者ID:cosmiczilch,项目名称:RunningWater,代码行数:101,代码来源:TestFile.cpp


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