本文整理汇总了C++中ModelFactory::createModel方法的典型用法代码示例。如果您正苦于以下问题:C++ ModelFactory::createModel方法的具体用法?C++ ModelFactory::createModel怎么用?C++ ModelFactory::createModel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ModelFactory
的用法示例。
在下文中一共展示了ModelFactory::createModel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: createLightEntity
ModelEntitySP LightEntityFactory::createLightEntity(const string& name, const LightSP& light, const vector<AnimationStackSP>& allAnimStacks)
{
ModelFactory modelFactory;
ModelSP model = modelFactory.createModel(name, BoundingSphere(Point4(), Light::getDebugRadius()), light, allAnimStacks);
ModelEntitySP modelEntity = ModelEntitySP(new ModelEntity(name, model, 1.0f, 1.0f, 1.0f));
return modelEntity;
}
示例2: createCubePrimitiveEntity
ModelEntitySP PrimitiveEntityFactory::createCubePrimitiveEntity(const string& name, float scaleX, float scaleY, float scaleZ, const SurfaceMaterialSP& surfaceMaterial, const vector<AnimationStackSP>& allAnimStacks) const
{
ModelFactory modelFactory;
GLUSshape shape;
float halfExtend = 0.5f;
glusCreateCubef(&shape, halfExtend);
BoundingSphere boundingSphere;
boundingSphere.setRadius(glusLengthf(halfExtend, halfExtend, halfExtend));
return ModelEntitySP(new ModelEntity(name, modelFactory.createModel(name, boundingSphere, shape, surfaceMaterial, allAnimStacks), scaleX, scaleY, scaleZ));
}
示例3: createDomePrimitiveEntity
ModelEntitySP PrimitiveEntityFactory::createDomePrimitiveEntity(const string& name, float scaleX, float scaleY, float scaleZ, const SurfaceMaterialSP& surfaceMaterial) const
{
ModelFactory modelFactory;
GLUSshape shape;
float radius = 0.5f;
uint32_t numberSlices = 32;
glusCreateDomef(&shape, radius, numberSlices);
BoundingSphere boundingSphere;
boundingSphere.setRadius(radius);
return ModelEntitySP(new ModelEntity(name, modelFactory.createModel(name, boundingSphere, shape, surfaceMaterial), scaleX, scaleY, scaleZ));
}
示例4: createConePrimitiveEntity
ModelEntitySP PrimitiveEntityFactory::createConePrimitiveEntity(const string& name, float scaleX, float scaleY, float scaleZ, const SurfaceMaterialSP& surfaceMaterial) const
{
ModelFactory modelFactory;
GLUSshape shape;
float halfExtend = 0.5f;
float radius = 0.5f;
uint32_t numberSlices = 32;
uint32_t numberStacks = 32;
glusCreateConef(&shape, halfExtend, radius, numberSlices, numberStacks);
BoundingSphere boundingSphere;
boundingSphere.setRadius(glusLengthf(halfExtend, radius, 0.0f));
return ModelEntitySP(new ModelEntity(name, modelFactory.createModel(name, boundingSphere, shape, surfaceMaterial), scaleX, scaleY, scaleZ));
}
示例5: createTorusPrimitiveEntity
ModelEntitySP PrimitiveEntityFactory::createTorusPrimitiveEntity(const string& name, float scaleX, float scaleY, float scaleZ, const SurfaceMaterialSP& surfaceMaterial, const vector<AnimationStackSP>& allAnimStacks) const
{
ModelFactory modelFactory;
GLUSshape shape;
float innerRadius = 0.25f;
float outerRadius = 0.5f;
uint32_t numberSlices = 32;
uint32_t numberStacks = 32;
glusCreateTorusf(&shape, innerRadius, outerRadius, numberSlices, numberStacks);
BoundingSphere boundingSphere;
boundingSphere.setRadius(outerRadius);
return ModelEntitySP(new ModelEntity(name, modelFactory.createModel(name, boundingSphere, shape, surfaceMaterial, allAnimStacks), scaleX, scaleY, scaleZ));
}
示例6:
// Choose a random number up to INT_MAX - 1, not INT_MAX,
// because MbRandom adds 1 internally, causing an overflow
MCMC::MCMC(Random& seeder, Settings& settings, ModelFactory& modelFactory) :
_random(seeder.uniformInteger(0, INT_MAX - 1))
{
_model = modelFactory.createModel(_random, settings);
}