本文整理汇总了C++中OBJLIST::end方法的典型用法代码示例。如果您正苦于以下问题:C++ OBJLIST::end方法的具体用法?C++ OBJLIST::end怎么用?C++ OBJLIST::end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OBJLIST
的用法示例。
在下文中一共展示了OBJLIST::end方法的2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: main
/////////////////////////////////////////////////////////////////////////////////
// Main loop
/////////////////////////////////////////////////////////////////////////////////
int main(void) {
bool done=FALSE; // Bool Variable To Exit Loop
short i, j;
//char stemp[256];
int debounce = 0;
//int width;
//int height;
int running, frames, x, y;
double t, t0, fps;
char titlestr[ 200 ];
int scr_mode;
E3D_Object *pObject;
Scene.Start();
Scene.SetRenderDistance(400.0f);
// Set up the default light (light 0)
E3D_Light *light0 = Scene.GetLight(0);
light0->SetColour( 0.8f, 0.8f, 0.6f );
light0->SetAmbient( 0.4f, 0.4f, 0.4f );
light0->SetDirection( 0.707f, 0.707f, 0.0f );
// Set up the default camera (camera 0)
E3D_Camera *camera = Scene.GetCamera(0);
camera->SetPosition(0.0f, 0.0f, 0.0f);
camera->SetDirection(0.0f, 0.0f, 1.0f);
camera->SetUpVector(0.0f, 1.0f, 0.0f);
camera->SetFOV(60.0f);
Scene.AddModel("sights", "sights.obj");
Scene.AddModel("glider", "glider.obj");
Scene.AddModel("frag", "frag.obj");
Scene.AddModel("laser_yellow", "laser_yellow.obj");
Scene.AddModel("laser_green", "laser_green.obj");
// add sights
pObject = Scene.AddObject(PLAYER_LIST, "sights");
pObject->SetPosition(0.0f, 0.0f, 10.0f);
// add some bullets
for(i=0; i<8; i++) {
pObject = Scene.AddObject(BULLET_LIST, "laser_yellow");
pObject->SetPosition(50.0f, 0.0f, 0.0f); // offscreen
}
// add some fragments (objects 10 to 50)
for(i=0; i<30; i++) {
pObject = Scene.AddObject(FRAG_LIST, "frag");
pObject->SetPosition(50.0f, 0.0f, 0.0f); // offscreen
}
// manufacture some gliders
for(i=0; i<160; i++) {
pObject = Scene.AddObject(ENEMY_LIST, "glider");
pObject->SetPosition((float)(rand() % 100 - 50), (float)(rand() % 80 - 40), 50.0f + (float)(rand() % 300));
pObject->behaviour = 1;
}
// Set up SDL video buffer
printf("Initializing SDL.\n");
// Information about the current video settings.
const SDL_VideoInfo* info = NULL;
// Color depth in bits of our window.
int bpp = 0;
// Flags we will pass into SDL_SetVideoMode.
int flags = 0;
// Initialize defaults, Video and Audio
if((SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO)==-1)) {
printf("Could not initialize SDL: %s.\n", SDL_GetError());
exit(-1);
}
printf("SDL initialized.\n");
// Let's get some video information.
info = SDL_GetVideoInfo( );
if( !info ) {
// This should probably never happen.
fprintf( stderr, "Video query failed: %s\n",
SDL_GetError( ) );
exit( 1 );
}
SDL_Surface *screen;
// set quit cleanup callback
atexit(SDL_Quit);
//.........这里部分代码省略.........
示例2: main
/////////////////////////////////////////////////////////////////////////////////
// Main loop
/////////////////////////////////////////////////////////////////////////////////
int main(void) {
BOOL done=FALSE; // Bool Variable To Exit Loop
short i, j;
//char stemp[256];
int debounce = 0;
//int width;
//int height;
int running, frames, x, y;
double t, t0, fps;
char titlestr[ 200 ];
int scr_mode;
E3D_Object *pObject;
scr_mode = GLFW_WINDOW;
Scene.Start();
Scene.SetRenderDistance(400.0f);
// Set up the default light (light 0)
E3D_Light *light0 = Scene.GetLight(0);
light0->SetColour( 0.8f, 0.8f, 0.6f );
light0->SetAmbient( 0.4f, 0.4f, 0.4f );
light0->SetDirection( 0.707f, 0.707f, 0.0f );
// Set up the default camera (camera 0)
E3D_Camera *camera = Scene.GetCamera(0);
camera->SetPosition(0.0f, 0.0f, 0.0f);
camera->SetDirection(0.0f, 0.0f, 1.0f);
camera->SetUpVector(0.0f, 1.0f, 0.0f);
camera->SetFOV(60.0f);
Scene.AddModel("sights", "sights.obj");
Scene.AddModel("glider", "glider.obj");
Scene.AddModel("frag", "frag.obj");
Scene.AddModel("laser_yellow", "laser_yellow.obj");
Scene.AddModel("laser_green", "laser_green.obj");
// add sights
pObject = Scene.AddObject(PLAYER_LIST, "sights");
pObject->SetPosition(0.0f, 0.0f, 10.0f);
// add some bullets
for(i=0; i<8; i++) {
pObject = Scene.AddObject(BULLET_LIST, "laser_yellow");
pObject->SetPosition(50.0f, 0.0f, 0.0f); // offscreen
}
// add some fragments (objects 10 to 50)
for(i=0; i<30; i++) {
pObject = Scene.AddObject(FRAG_LIST, "frag");
pObject->SetPosition(50.0f, 0.0f, 0.0f); // offscreen
}
// manufacture some gliders
for(i=0; i<160; i++) {
pObject = Scene.AddObject(ENEMY_LIST, "glider");
pObject->SetPosition((float)(rand() % 100 - 50), (float)(rand() % 80 - 40), 50.0f + (float)(rand() % 300));
pObject->behaviour = 1;
}
// Initialise GLFW
if(glfwInit() != GL_TRUE) return(1);
// Open OpenGL window
if( !glfwOpenWindow( VIEW_WIDTH, VIEW_HEIGHT, 0,0,0,0, 0,0, scr_mode ) )
{
glfwTerminate();
return 0;
}
glfwSetWindowTitle( "E3DOO Win32OpenGL Example1" );
glfwSetWindowSizeCallback( ResizeWindow );
//printf("Refresh rate: %d \n", glfwGetWindowParam(GLFW_REFRESH_RATE));
//printf("ext1: %d \n", glfwExtensionSupported("GL_ARB_multitexture"));
// Disable vertical sync (on cards that support it)
glfwSwapInterval( 1 );
// Set up our OpenGL env and build our display lists
printf( "InitGL() returned %d\n", InitGL() );
// Swap buffers
glfwSwapBuffers();
float dx = 0.5f;
float dy = 0.2f;
float dz = 0.0f;
// Main loop
dyrot = 0.0;
running = GL_TRUE;
frames = 0;
t0 = glfwGetTime();
//.........这里部分代码省略.........