本文整理汇总了C++中Mover::SetParameters方法的典型用法代码示例。如果您正苦于以下问题:C++ Mover::SetParameters方法的具体用法?C++ Mover::SetParameters怎么用?C++ Mover::SetParameters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Mover
的用法示例。
在下文中一共展示了Mover::SetParameters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: CreateScene
void SkeletalAnimation::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
// Also create a DebugRenderer component so that we can draw debug geometry
scene_->CreateComponent<Octree>();
scene_->CreateComponent<DebugRenderer>();
// Create scene node & StaticModel component for showing a static plane
Node* planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("Directional light");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
// Create animated models
const unsigned NUM_MODELS = 100;
const float MODEL_MOVE_SPEED = 2.0f;
const float MODEL_ROTATE_SPEED = 100.0f;
const BoundingBox bounds(Vector3(-47.0f, 0.0f, -47.0f), Vector3(47.0f, 0.0f, 47.0f));
for (unsigned i = 0; i < NUM_MODELS; ++i)
{
Node* modelNode = scene_->CreateChild("Jack");
modelNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
modelNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
modelObject->SetCastShadows(true);
// Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
// animation, The alternative would be to use an AnimationController component which updates the animation automatically,
// but we need to update the model's position manually in any case
Animation* walkAnimation = cache->GetResource<Animation>("Models/Jack_Walk.ani");
AnimationState* state = modelObject->AddAnimationState(walkAnimation);
// Enable full blending weight and looping
state->SetWeight(1.0f);
state->SetLooped(true);
// Create our custom Mover component that will move & animate the model during each frame's update
Mover* mover = modelNode->CreateComponent<Mover>();
mover->SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds);
}
// Create the camera. Limit far clip distance to match the fog
cameraNode_ = scene_->CreateChild("Camera");
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
// Set an initial position for the camera scene node above the plane
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}