当前位置: 首页>>代码示例>>C++>>正文


C++ NxShape::setMaterial方法代码示例

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


在下文中一共展示了NxShape::setMaterial方法的3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: if


//.........这里部分代码省略.........
	}

	//----------------------------------------------------------------
	//
	// Collision
	//
	if ((oDescr.mask & OD_Collision))
		result->updateCollisionSettings(oDescr.collision,referenceObject);
	else if(pFactory::Instance()->findSettings(oDescr.collision,referenceObject))
		result->updateCollisionSettings(oDescr.collision,referenceObject);


	//----------------------------------------------------------------
	//
	// Material 
	//

	NxMaterialDesc *materialDescr = NULL;
	NxMaterial *material = NULL;

	pMaterial &bMaterial = oDescr.material;

	if (oDescr.mask & OD_Material)
	{
		result->updateMaterialSettings(bMaterial,referenceObject);
	}else
	{
		bool hasMaterial = pFactory::Instance()->findSettings(bMaterial,referenceObject);
		if (!hasMaterial)
		{
			if (world->getDefaultMaterial())
			{
				int z = (int)world->getDefaultMaterial()->userData;
				shape->setMaterial(world->getDefaultMaterial()->getMaterialIndex());
			}
		}else{
			
			iAssertW( bMaterial.isValid(),bMaterial.setToDefault(),
				"Material settings were still invalid : ");

			NxMaterialDesc nxMatDescr;
			pFactory::Instance()->copyTo(nxMatDescr,bMaterial);
			NxMaterial *nxMaterial  = world->getScene()->createMaterial(nxMatDescr);
			if (nxMaterial)
			{
				shape->setMaterial(nxMaterial->getMaterialIndex());
			}
		}
	}


	xLogger::xLog(ELOGINFO,E_LI_MANAGER,"Rigid body creation successful : %s",referenceObject->GetName());

	result->setInitialDescription(&oDescr);

	//----------------------------------------------------------------
	//
	// Hierarchy mode fix : 
	//
	if ( (oDescr.flags & BF_Hierarchy)  )
		oDescr.hirarchy = true;

	if ( oDescr.hirarchy  )
		oDescr.flags << BF_Hierarchy;

开发者ID:gbaumgart,项目名称:vt,代码行数:65,代码来源:pFactoryBody.cpp

示例2: Init


//.........这里部分代码省略.........
            if (fGroup == plSimDefs::kGroupDynamic)
            {
                // handle the animated physicals.... make kinematic for now.
                fNumberAnimatedPhysicals++;
                bodyDesc.flags |= NX_BF_KINEMATIC;
                startAsleep = true;
            }
            else
            {
                // handle the animated activators.... 
                fNumberAnimatedActivators++;
                bodyDesc.flags |= NX_BF_KINEMATIC;
                startAsleep = true;
            }

        }
    }
    else
    {
        if ( GetProperty(plSimulationInterface::kPhysAnim) )
            SimLog("An animated physical that has no mass: %s", GetKeyName().c_str());
    }

    actorDesc.userData = this;
    actorDesc.name = GetKeyName().c_str();

    // Put the dynamics into actor group 1.  The actor groups are only used for
    // deciding who we get contact reports for.
    if (fGroup == plSimDefs::kGroupDynamic)
        actorDesc.group = 1;

    NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
    try
    {
        fActor = scene->createActor(actorDesc);
    } catch (...)
    {
        hsAssert(false, "Actor creation crashed");
        return false;
    }
    hsAssert(fActor, "Actor creation failed");
    if (!fActor)
        return false;

    NxShape* shape = fActor->getShapes()[0];
    shape->setMaterial(plSimulationMgr::GetInstance()->GetMaterialIdx(scene, recipe.friction, recipe.restitution));

    // Turn on the trigger flags for any detectors.
    //
    // Normally, we'd set these flags on the shape before it's created.  However,
    // in the case where the detector is going to be animated, it'll have a rigid
    // body too, and that will cause problems at creation.  According to Ageia,
    // a detector shape doesn't actually count as a shape, so the SDK will have
    // problems trying to calculate an intertial tensor.  By letting it be
    // created as a normal dynamic first, then setting the flags, we work around
    // that problem.
    if (fGroup == plSimDefs::kGroupDetector)
    {
        shape->setFlag(NX_TRIGGER_ON_ENTER, true);
        shape->setFlag(NX_TRIGGER_ON_LEAVE, true);
    }

    if (GetProperty(plSimulationInterface::kStartInactive) || startAsleep)
    {
        if (!fActor->isSleeping())
        {
            if (plSimulationMgr::fExtraProfile)
                SimLog("Deactivating %s in SetPositionAndRotationSim", GetKeyName().c_str());
            fActor->putToSleep();
        }
    }

    if (GetProperty(plSimulationInterface::kDisable))
        IEnable(false);
    if (GetProperty(plSimulationInterface::kSuppressed_DEAD))
        IEnable(false);

    plNodeRefMsg* refMsg = new plNodeRefMsg(fSceneNode, plRefMsg::kOnCreate, -1, plNodeRefMsg::kPhysical); 
    hsgResMgr::ResMgr()->AddViaNotify(GetKey(), refMsg, plRefFlags::kActiveRef);

    if (fWorldKey)
    {
        plGenRefMsg* ref = new plGenRefMsg(GetKey(), plRefMsg::kOnCreate, 0, kPhysRefWorld);
        hsgResMgr::ResMgr()->AddViaNotify(fWorldKey, ref, plRefFlags::kActiveRef);
    }

    // only dynamic physicals without noSync need SDLs
    if ( fGroup == plSimDefs::kGroupDynamic && !fProps.IsBitSet(plSimulationInterface::kNoSynchronize) )
    {
        // add SDL modifier
        plSceneObject* sceneObj = plSceneObject::ConvertNoRef(fObjectKey->ObjectIsLoaded());
        hsAssert(sceneObj, "nil sceneObject, failed to create and attach SDL modifier");

        delete fSDLMod;
        fSDLMod = new plPhysicalSDLModifier;
        sceneObj->AddModifier(fSDLMod);
    }

    return true;
}
开发者ID:branan,项目名称:Plasma-nobink,代码行数:101,代码来源:plPXPhysical.cpp

示例3: createBody


//.........这里部分代码省略.........

		//----------------------------------------------------------------
		//
		// Special Parameters
		//

		//-	look for optimization attribute :
		result->checkForOptimization();

		

		
		//----------------------------------------------------------------
		//
		// store mesh meta info in the first main mesh
		//
		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());

			pMaterial bMaterial;
			bool hasMaterial = pFactory::Instance()->findSettings(bMaterial,referenceObject);
			if (!hasMaterial)
			{
				if (world->getDefaultMaterial())
				{
					int z = (int)world->getDefaultMaterial()->userData;
					shape->setMaterial(world->getDefaultMaterial()->getMaterialIndex());
					//pFactory::Instance()->copyTo(bMaterial,world->getDefaultMaterial());
				}
			}else{
				
				NxMaterialDesc nxMatDescr;
				pFactory::Instance()->copyTo(nxMatDescr,bMaterial);
				NxMaterial *nxMaterial  = world->getScene()->createMaterial(nxMatDescr);
				if (nxMaterial)
				{
					shape->setMaterial(nxMaterial->getMaterialIndex());
				}
			}
		}

		result->enableCollision( (result->getFlags() & BF_Collision), referenceObject );

        
		//- handle collisions setup
		if (oDescr->version == pObjectDescr::E_OD_VERSION::OD_DECR_V1)
			result->updateCollisionSettings(*oDescr,referenceObject);





		xLogger::xLog(ELOGINFO,E_LI_MANAGER,"Rigid body creation successful : %s",referenceObject->GetName());

		//----------------------------------------------------------------
		//
		// Parse hierarchy 
		//
		if (!oDescr->hirarchy)
开发者ID:gbaumgart,项目名称:vt,代码行数:67,代码来源:pFactoryBody.cpp


注:本文中的NxShape::setMaterial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。