本文整理汇总了C++中NxActor::setName方法的典型用法代码示例。如果您正苦于以下问题:C++ NxActor::setName方法的具体用法?C++ NxActor::setName怎么用?C++ NxActor::setName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NxActor
的用法示例。
在下文中一共展示了NxActor::setName方法的4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: createBody
//.........这里部分代码省略.........
NxMaterialDesc *entMat = createMaterialFromEntity(referenceObject);
material = world->getScene()->createMaterial(entMatNull);
material->loadFromDesc(*entMat);
result->setMaterial(material);
}else{
if (world->getDefaultMaterial())
{
result->setMaterial(world->getDefaultMaterial());
}
}
//////////////////////////////////////////////////////////////////////////
NxBoxShapeDesc boxShape;
if (creationFlags & E_OFC_DIMENSION )
{
boxShape.dimensions = pMath::getFrom(box_s)*0.5f;
}
boxShape.density = descr->density;
boxShape.materialIndex = result->getMaterial()->getMaterialIndex();
if (result->getSkinWidth()!=-1.0f)
boxShape.skinWidth = result->getSkinWidth();
actorDesc.shapes.pushBack(&boxShape);
//////////////////////////////////////////////////////////////////////////
//dynamic object ?
if (result->getFlags() & BF_Moving){
actorDesc.body = &bodyDesc;
}
else
actorDesc.body = NULL;
//////////////////////////////////////////////////////////////////////////
//set transformations
actorDesc.density = descr->density;
if (creationFlags & E_OFC_POSITION)
{
actorDesc.globalPose.t = pos;
}
if (creationFlags & E_OFC_POSITION)
{
actorDesc.globalPose.M = rot;
}
//////////////////////////////////////////////////////////////////////////
//create the actor
int v = actorDesc.isValid();
NxActor *actor = world->getScene()->createActor(actorDesc);
if (!actor)
{
xLogger::xLog(ELOGERROR,E_LI_AGEIA,"Couldn't create actor");
delete result;
return NULL;
}
//////////////////////////////////////////////////////////////////////////
//set additional settings :
result->setActor(actor);
actor->setName(referenceObject->GetName());
actor->userData= result;
if (result->getFlags() & BF_Moving)
{
VxVector massOffsetOut;referenceObject->Transform(&massOffsetOut,&result->getMassOffset());
actor->setCMassOffsetGlobalPosition(pMath::getFrom(massOffsetOut));
}
if (result->getFlags() & BF_Kinematic)
{
actor->raiseBodyFlag(NX_BF_KINEMATIC);
}
result->enableCollision((result->getFlags() & BF_Collision));
if (result->getFlags() & BF_Moving)
{
if (!(result->getFlags() & BF_Gravity))
{
actor->raiseBodyFlag(NX_BF_DISABLE_GRAVITY);
}
}
NxShape *shape = result->getShapeByIndex();
if (shape)
{
pSubMeshInfo *sInfo = new pSubMeshInfo();
sInfo->entID = referenceObject->GetID();
sInfo->refObject = (CKBeObject*)referenceObject;
shape->userData = (void*)sInfo;
result->setMainShape(shape);
shape->setName(referenceObject->GetName());
}
}
return result;
}
示例2: if
//.........这里部分代码省略.........
}
}
if ( !isDeformable)
{
actorDesc.globalPose.t = pos;
actorDesc.globalPose.M = rot;
}
//----------------------------------------------------------------
//
// Create the final NxActor
//
if (oDescr.flags & BF_Moving)
actorDesc.body = &bodyDesc;
NxActor *actor = world->getScene()->createActor(actorDesc);
if (!actor)
{
xLogger::xLog(ELOGERROR,E_LI_AGEIA,"Couldn't create actor");
delete result;
return NULL;
}
//----------------------------------------------------------------
//
//
//
result->setActor(actor);
actor->setName(referenceObject->GetName());
result->SetVT3DObject(referenceObject);
actor->userData= result;
//////////////////////////////////////////////////////////////////////////
//Deformable :
if (isDeformable && cloth)
{
pDeformableSettings dSettings;
dSettings.ImpulsThresold = 50.0f;
dSettings.PenetrationDepth= 0.1f ;
dSettings.MaxDeform = 2.0f;
CKParameterOut *poutDS = referenceObject->GetAttributeParameter(GetPMan()->att_deformable);
if (poutDS)
{
pFactory::Instance()->copyTo(dSettings,poutDS);
}
cloth->attachToCore(referenceObject,dSettings.ImpulsThresold,dSettings.PenetrationDepth,dSettings.MaxDeform);
result->setCloth(cloth);
}
//////////////////////////////////////////////////////////////////////////
//
// Extra settings :
//
if (result->getFlags() & BF_Moving)
{
VxVector massOffsetOut;referenceObject->Transform(&massOffsetOut,&oDescr.massOffsetLinear);
示例3: cloneRobot
//.........这里部分代码省略.........
//Motor descricao
//NxVehicleMotorDesc motorsDesc[4];
//for(NxU32 i=0;i<4;i++)
//{
//motorsDesc[i].setToCorvette();
//vehicleDesc.motorsDesc.push_back(&motorsDesc[i]);
//}
//Roda (Wheel) descricao
int numberWheels = nxRobotSource->getNbWheels();
NxWheelDesc* wheelDesc = new NxWheelDesc[numberWheels];
for(NxU32 i=0; i<numberWheels; i++)
{
//NxActor* wheelModel = Simulation::getActorWheel(indexSourceScene,indexNewRobot,i);
//NxActorDesc wheelActorDesc;
//wheelModel->saveToDesc(wheelActorDesc);
//Simulation::gScenes[0]->releaseActor(*wheelModel);
//NxShape*const* wheelShapes = actorWheel->getShapes();
//NxBounds3 wheelBounds;
//wheelShapes[0]->getWorldBounds(wheelBounds);
const NxWheel* wheel = nxRobotSource->getWheel(i);
NxWheelShape* wheelShape = ((NxWheel2*)wheel)->getWheelShape();
//wheelDesc[i].wheelApproximation = 10;
wheelDesc[i].wheelOrientation = wheelShape->getGlobalOrientation();
wheelDesc[i].position.set(wheelShape->getGlobalPosition()-robotActor->getGlobalPosition());
//wheelDesc[i].position.z = 0;
wheelDesc[i].id = i;
wheelDesc[i].wheelFlags = ((NxWheel*)wheel)->getWheelFlags();
wheelDesc[i].wheelRadius = wheel->getRadius();
//wheelDesc[i].wheelWidth = 100;
wheelDesc[i].wheelSuspension = wheelShape->getSuspensionTravel();
wheelDesc[i].springRestitution = 0;
wheelDesc[i].springDamping = 0;
wheelDesc[i].springBias = 0.0f;
wheelDesc[i].maxBrakeForce = 100;
wheelDesc[i].frictionToFront = 0.1f;//0.1f;
wheelDesc[i].frictionToSide = 0;//0.02f;//
wheelDesc[i].inverseWheelMass = wheelShape->getInverseWheelMass(); //TODO: CONFIGURAR PARÂMETRO
//Angulo das Rodas (Omni)
wheelDesc[i].angWheelRelRobot = ((NxWheel2*)wheel)->angWheelRelRobot;
vehicleDesc.robotWheels.pushBack(&wheelDesc[i]);
}
//Criar robot, vehicle base
NxRobot* robot = (NxRobot*)NxRobot::createVehicle(Simulation::gScenes[indexNewScene], &vehicleDesc);
//NxRobot* robot = (NxRobot*)NxRobot::createVehicle(gScenes[indexSourceScene], &vehicleDesc);
robot->setId(indexNewRobot);
robot->setIdTeam(indexNewTeam);
robot->indexScene = indexNewScene;
robot->bodyRadius = nxRobotSource->bodyRadius;
//Dribbler and Kicker
NxShape*const* robotShapes = robotActor->getShapes();
for(int i=0; i<robotActor->getNbShapes(); i++) {
const char* shapeName = robotShapes[i]->getName();
if(shapeName) {
char* dribblerName = new char[10];//"Driblador\0"
dribblerName[9] = 0;
memcpy(dribblerName, shapeName, strlen(dribblerName));
if(strcmp(dribblerName, "Driblador") == 0) {
robot->dribbler->dribblerShapes.push_back(robotShapes[i]);
}
delete dribblerName;
}
}
robot->kicker->kickerShapeDesc = new NxBoxShapeDesc();
NxShapeDesc* shapeDesc = nxRobotSource->kicker->kickerShapeDesc;
robot->kicker->kickerShapeDesc->localPose = shapeDesc->localPose;
((NxBoxShapeDesc*)(robot->kicker->kickerShapeDesc))->dimensions = ((NxBoxShapeDesc*)shapeDesc)->dimensions;
//Initial Pose
robot->setInitialPose(robotActor->getGlobalPose());
robotActor->putToSleep();
//Transladando o robo
robot->getActor()->setGlobalPosition(newPosition);
string label;
string plabel = "Robo";
stringstream out;
out << indexNewRobot;
out << "-";
out << indexNewTeam;
//out << "-";
//out << indexNewScene;
label.append(plabel);
label.append(out.str());
char* arrayLabel = new char[label.size()+1];
arrayLabel[label.size()]=0;
memcpy(arrayLabel, label.c_str(), label.size());
robotActor->setName(arrayLabel);
//delete arrayLabel;
}
示例4: buildModelRobot
//.........这里部分代码省略.........
// NxWhee
//wheelDesc[i]
//robot1Shapes[0]->isConvexMesh()->getConvexMesh().saveToDesc(convexMesh);
//NxWheelShape* wheelShape = (NxWheelShape*)wheel;
//NxTriangleMeshDesc meshDesc = *((NxTriangleMeshDesc*)(mesh->userData));
//robot1Shapes[0]->isWheel()->
//wheelDesc[i].wheelApproximation = 10;
wheelDesc[i].wheelOrientation = actorWheel->getGlobalOrientation();
wheelDesc[i].position.set(actorWheel->getGlobalPosition()-robotActor->getGlobalPosition());
//wheelDesc[i].position.z = 0;
wheelDesc[i].id = i;
wheelDesc[i].wheelRadius = 27.6;
//wheelDesc[i].wheelWidth = 100;
wheelDesc[i].wheelSuspension = 0;
wheelDesc[i].springRestitution = 0;
wheelDesc[i].springDamping = 0;
wheelDesc[i].springBias = 0.0f;
wheelDesc[i].maxBrakeForce = 100;
wheelDesc[i].frictionToFront = 0.1f;//0.1f; //TODO: CONFIGURAR PARÂMETRO
wheelDesc[i].frictionToSide = 0;//0.02f; //TODO: CONFIGURAR PARÂMETRO
wheelDesc[i].inverseWheelMass = 0.1; //TODO: CONFIGURAR PARÂMETRO
//Angulo das Rodas (Omni)
NxVec3 wheelPosRel = actorWheel->getGlobalPosition() - robotActor->getGlobalPosition();
wheelDesc[i].angWheelRelRobot = NxMath::atan2( wheelPosRel.y, wheelPosRel.x );
vehicleDesc.robotWheels.pushBack(&wheelDesc[i]);
Simulation::gScenes[indexScene]->scene->releaseActor(*actorWheel);
//NxU32 flags = NX_WF_BUILD_LOWER_HALF;
wheelDesc[i].wheelFlags = NX_WF_ACCELERATED | NX_WF_AFFECTED_BY_HANDBRAKE | NX_WF_USE_WHEELSHAPE | NX_WF_BUILD_LOWER_HALF;// |/*NX_WF_STEERABLE_INPUT |*/ flags;
}
//NxBall* teste = Simulation::gScenes[indexScene]->ball;
//Criar robot, vehicle base
NxRobot* robot = (NxRobot*)NxRobot::createVehicle(Simulation::gScenes[indexScene], &vehicleDesc);
if(robot) {
robot->setId(indexRobot);
robot->setIdTeam(indexTeam);
robot->indexScene = indexScene;
//Dribbler and Kicker
for(int i=0; i<robotActor->getNbShapes(); i++) {
NxShape*const* robotShapes = robotActor->getShapes();
const char* shapeName = robotShapes[i]->getName();
if(shapeName) {
char* dribblerName = new char[10];//"Driblador\0"
dribblerName[9] = 0;
memcpy(dribblerName, shapeName, strlen(dribblerName));
char* kickerName = new char[9];//"Chutador\0"
kickerName[8] = 0;
memcpy(kickerName, shapeName, strlen(kickerName));
if(strcmp(dribblerName, "Driblador") == 0) {
robot->dribbler->dribblerShapes.push_back(robotShapes[i]);
}
else if(strcmp(kickerName, "Chutador") == 0) {
robot->kicker->kickerShapeDesc = Simulation::copyShapeDesc(robotShapes[i]);
robotActor->releaseShape(*(robotShapes[i]));
}
delete dribblerName;
delete kickerName;
}
}
//Initial Pose
robot->setInitialPose(robotActor->getGlobalPose());
robotActor->putToSleep();
//Mudar pose do robo
//NxQuat q;
//q.
//q.fromAngleAxis(180.0f, NxVec3(0.0f, 1.0f, 0.0f));
//robot->getActor()->setGlobalPose(pose);
//Release no actor importado do 3ds Max
//gScenes[0]->releaseActor(*robotActor);
string label;
string plabel = "Robo";
stringstream out;
out << indexRobot;
out << "-";
out << indexTeam;
//out << "-";
//out << indexScene;
label.append(plabel);
label.append(out.str());
char* arrayLabel = new char[label.size()+1];
arrayLabel[label.size()]=0;
memcpy(arrayLabel, label.c_str(), label.size());
robotActor->setName(arrayLabel);
//delete arrayLabel;
}
}