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C++ ModelManager::LoadAABB方法代码示例

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


在下文中一共展示了ModelManager::LoadAABB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: LoadModels

void Renderer::LoadModels(void)
{
	ModelManager* pMM = ModelManager::GetInstance();

	// Load Level Geometry
	pMM->LoadModel("Resource/Level Geo/FFP_3D_AbandonedCart_FIN.mesh");			
	pMM->LoadModel("Resource/Level Geo/FFP_3D_ACDuct_FIN.mesh");				
	pMM->LoadModel("Resource/Level Geo/FFP_3D_BakerySign_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_BasicCutoutA_FIN.mesh");			
	pMM->LoadModel("Resource/Level Geo/FFP_3D_BasicCutoutB_FIN.mesh");			
	pMM->LoadModel("Resource/Level Geo/FFP_3D_BasicCutoutC_FIN.mesh");			
	pMM->LoadModel("Resource/Level Geo/FFP_3D_BoysRestroom_FIN.mesh");			
	pMM->LoadModel("Resource/Level Geo/FFP_3D_ButcherBakeryWindow_FIN.mesh");	
	pMM->LoadModel("Resource/Level Geo/FFP_3D_ButcherSign_FIN.mesh");			
	pMM->LoadModel("Resource/Level Geo/FFP_3D_CardBoardBoxes_FIN.mesh");		
	pMM->LoadModel("Resource/Level Geo/FFP_3D_CeilingSet0_FIN.mesh");			
	pMM->LoadModel("Resource/Level Geo/FFP_3D_CeilingSet1_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_DairyItems_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_DeliSign_FIN.mesh");				
	pMM->LoadModel("Resource/Level Geo/FFP_3D_DeliWindow_FIN.mesh");			
	pMM->LoadModel("Resource/Level Geo/FFP_3D_EmployeeDoor_FIN.mesh");			
	pMM->LoadModel("Resource/Level Geo/FFP_3D_EmployeeOfTheMonth_FIN.mesh");	
	pMM->LoadModel("Resource/Level Geo/FFP_3D_Endcap_FIN.mesh");				
	pMM->LoadModel("Resource/Level Geo/FFP_3D_ExitSign_FIN.mesh");				
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet0_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet1_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet2_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet3_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet4_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet5_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet6_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet7_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet8_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorSet9_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FloorTrim_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FrontDoor_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FSDCircleL_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FSDCircleM_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FSDCircleS_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FSDSquareL_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FSDSquareM_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_FSDSquareS_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_GirlsRestroom_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_GlassCounter_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_GlassFreezer_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_HalfWall_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_HelpDesk_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_LightFixtures_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_LobsterCutout_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_LobsterTank_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_MeatSection_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_OpenFreezerLeft_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_OpenFreezerRight_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_Outside_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_Pallet_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_Pirate_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_ProduceLeft_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_ProduceRight_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_Register_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_Shelf_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_ShelfStuff_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_Snowman_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_StartingLine_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_Umbra_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_WallSet0_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_WallSet1_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_WallSupports_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_BreakUpSign0_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_BreakUpSign1_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_Alien_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_LittleEvelyns_FIN.mesh");

	// these meshes will be sharing a texture and render context, so they will be a special case when loading the level
	/*pMM->LoadModel("Resource/Level Geo/FFP_3D_BasicCutoutA_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_BasicCutoutB_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_BasicCutoutC_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_StartBanner_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_StartFrame0_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_StartFrame1_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_StartLight0_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_StartLight1_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_StartLight2_FIN.mesh");
	pMM->LoadModel("Resource/Level Geo/FFP_3D_StartLight3_FIN.mesh");*/



	// Collision volumes
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_CardBoardBoxes_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_Endcap_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_FrontDoor_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_FSDCircleL_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_FSDCircleM_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_FSDCircleS_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_FSDSquareL_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_FSDSquareM_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_FSDSquareS_FIN_Collision.mesh");
	//pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_GlassCounter_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_GlassFreezer_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_HalfWall_FIN_Collision.mesh");
	pMM->LoadAABB("Resource/Collision Volumes/FFP_3D_HelpDesk_FIN_Collision.mesh");
//.........这里部分代码省略.........
开发者ID:TheGoctor,项目名称:falconfish-scd,代码行数:101,代码来源:Renderer.cpp


注:本文中的ModelManager::LoadAABB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。