本文整理汇总了C++中ObjModel::load方法的典型用法代码示例。如果您正苦于以下问题:C++ ObjModel::load方法的具体用法?C++ ObjModel::load怎么用?C++ ObjModel::load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ObjModel
的用法示例。
在下文中一共展示了ObjModel::load方法的11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: init
void init()
{
initDisplay();
player1.load("chr_old.obj");
car1.load("car1.obj");
road.load("Road_Wide.obj");
grass.load("Grass.obj");
}
示例2: init
void init()
{
FILE* f = fopen("media/lighting/camera.txt", "r");
xyz pos;
while (!feof(f))
{
fscanf(f, "%f %f %f", &pos.x, &pos.y, &pos.z);
camera_pos.push_back(pos);
}
fclose(f);
FOVY = 54.495f;
mgr=new TheoraVideoManager();
clip=mgr->createVideoClip(new TheoraMemoryFileDataSource("media/lighting/lighting" + resourceExtension), TH_RGB);
clip->setAutoRestart(1);
//clip->setPlaybackSpeed(0.5f);
tex_id = createTexture(nextPow2(clip->getWidth()),nextPow2(clip->getHeight()));
diffuse_map = loadTexture("media/lighting/diffuse_map.tga");
room.load("media/lighting/room.obj", diffuse_map);
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glDepthFunc(GL_LESS);
glEnable(GL_COLOR_MATERIAL);
}
示例3: create
ObjModel* ObjModel::create(
izanagi::IMemoryAllocator* allocator,
izanagi::graph::CGraphicsDevice* device,
const char* path)
{
void* buf = ALLOC(allocator, sizeof(ObjModel));
VRETURN_NULL(buf);
IZ_BOOL result = IZ_FALSE;
ObjModel* instance = new(buf)ObjModel;
{
instance->m_Allocator = allocator;
instance->AddRef();
result = instance->load(
allocator,
device,
path);
}
if (!result) {
SAFE_RELEASE(instance);
}
return instance;
}
示例4: initShips
void World::initShips()
{
// space ship
PhysicsObjectId id(PhysicsObjectId::TYPE_SHIP, PhysicsObjectId::FLEET_PLAYER, 0);
m_playerShip.init("Grapple", Const::SHIP_SIZE);
m_playerShip.setId(id);
m_playerShip.setPosition(Const::SHIP_POSITION);
m_playerShip.setAmmo(8);
m_playerShip.setHealth(Const::PLAYER_HEALTH);
m_playerShip.setSpeed(Const::MOVE_PER_FRAME);
// space ships
id.m_type = PhysicsObjectId::TYPE_SHIP;
id.m_fleet = PhysicsObjectId::FLEET_ENEMY;
ObjModel model;
model.load(Const::MODEL_DIR + Const::ENEMY_SHIP_MODEL_NAME + Const::EXTENSION);
DisplayList displayList = model.getDisplayList();
for (int i = 1; i <= Const::MOON_COUNT; i++)
{
for (int j = 0; j < Const::SHIPS_PER_MOON; j++){
int index = (i - 1) * Const::SHIPS_PER_MOON + j;
id.m_index = index;
Vector3 position = m_planetoids[i].getPosition() + Vector3::getRandomUnitVector()*(m_planetoids[i].getScaledSize() + 500.0);
m_ships[index].initPhysics(id, position, 1.0, 0, displayList, Const::ENEMY_SHIP_SIZE);
m_ships[index].setHealth(1);
m_ships[index].setUnitAi(new StemCell::UnitAiMoonGuard(m_ships[index], *this, m_planetoids[i].getId()));
m_ships[index].setManeuverability(Const::SHIP_MAX_SPEED,Const::SHIP_ACCELERATION,Const::ROTATION_RATE);
}
}
}
示例5: init
void init(void)
{
glClearColor(0.0, 0.0, 1.0, 1.0); // background color = white
glColor3f(0.0, 0.0, 0.0); // drawing color = black
glLineWidth(2.0f);
glEnable(GL_DEPTH_TEST);
fog_status=true;
//fog_enable();
physics_delta_time=(1/PHYSICS_UPDATE_RATE);
AI_delta_time=(1/_FAST_AI_UPDATE_RATE);
ai_slow_value=SLOW_AI_UPDATE_FRACTION;
delta_time=0;
frame=0;
spiky_obj.load("fish.obj");
submarine_obj.load("submarine_body.obj");
whale_body.load("whale4s.obj");
p_whale_x=525;
p_whale_y=500;
p_whale_z=-500;
pwx=525;
pwy=500;
pwz=-500;
v_whale_x=8;
v_whale_y=8;
v_whale_z=-12;
dv_whale_x=0;
dv_whale_y=0;
dv_whale_z=0;
fast_AI_ESCORT=true;
target_fish_no=-99;
sphere=false;
shark_target_fish=false;
for(int i=0;i<256;i++)
{
key_pressed[i]=false;
}
alutInit(0, NULL);
// alutLoadWAVFile("FreedomDance.wav", &format, &data, &size, &freq, &loop);
// Generate the sources
}
示例6: init
void init()
{
for (int i = 0; i < 256; i++)
{
key_pressed[i] = false;
}
for (int i = 0; i < 20; i++)
{
special_key_pressed[i] = false;
}
initDisplay();
camera.setPosition(Vector3(70000.0, 0.0, 70000.0));
skybox.load("Models/Skybox.obj");
saturn.load(saturnInfo.filename);
for (int i = 0; i < 10; i++)
{
moons[i].load(moonInfo[i].filename);
}
ring.load(ringInfo.filename);
}
示例7: loadObjects
//--------------------------------------------------
void Scene::loadObjects(string filename, Object* obj)
{
string name;
name = "./Daten/Groups/";
name.append(filename);
name.append(".txt");
ErrorLog *log = ErrorLog::getInstance();
stringstream logStream;
logStream << endl;
logStream << "loading objects..." << endl << endl;
log->reportError(logStream.str());
FILE *fp = fopen(name.c_str(), "r");
if (!fp)
{
logStream.str("");
logStream << "Error, no input file!" << endl;
log->reportError(logStream.str());
return;
}
int res = 0;
while (res != EOF)
{
char name[256] = "";
float plz[6];
res = fscanf(fp, "%s %f %f %f %f %f %f\n", &name, &plz[0], &plz[1], &plz[2], &plz[3], &plz[4], &plz[5]);
ObjModel *model = new ObjModel();
model->load(name, texturLoader, shLoader);
Object *newObj = new Object();
newObj->addModel(model);
newObj->setPosition(plz[0], plz[1], plz[2]);
newObj->setRotation(plz[3], plz[4], plz[5]);
obj->addObject(newObj);
}
}
示例8: Camera
//--------------------------------------------------
Scene::Scene(Input *input)
{
camera = new Camera();
cameraSpeed = 0.3f;
this->input = input;
sun = new Light(GL_LIGHT0);
//SetupOpenGL
//Blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.01f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_NORMALIZE);
glDisable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
texturLoader = new Texture();
shLoader = new Shaderloader();
mainObj = new Object();
loadObjects("default", mainObj);
terrain = new Terrain(texturLoader);
skybox = new Skybox(texturLoader);
water = new Object();
ObjModel* watermod = new ObjModel();
watermod->load("water", texturLoader, shLoader);
water->addModel(watermod);
armor = new ObjModel();
armor->load("ruestung_old", texturLoader, shLoader);
armorRotation = 0.0;
torch1 = new ParticleSystem(texturLoader, Vector3f(15.0 - 300, 202.0, 26.0 + 700));
torch2 = new ParticleSystem(texturLoader, Vector3f(287.0 - 300, 202.0, 26.0 + 700));
helpText = new Text(texturLoader);
//Save ModelMatrix
glLoadIdentity();
mainObj->saveModelMatrix();
camera->move(200, -170, -500);
// for students: uncomment this if you implemented environment mapping
envShader = new Shader();
envShader->load("./Daten/Shaders/Env_Mapping.vert", "./Daten/Shaders/Env_Mapping.frag");
// end for students
// set up our dynamic cubemap
// uncomment this if you implemented environment mapping
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glGenTextures(1, &envText);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, envText);
// end
// set up some parameters
// uncomment this if you implemented environment mapping
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
//end
// set up min and max filters
// uncomment this if you implemented environment mapping
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
for (int i = 0; i < 6; i++)
{
glTexImage2D(cubeMapDefines[i], 0, GL_RGBA, CUBE_MAP_SIZE, CUBE_MAP_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
shadowMode = 0;
//create shadowmap-texture
shMapW = width;
shMapH = height;
shadowMap = 0;
glGenTextures(1, &shadowMap);
glBindTexture(GL_TEXTURE_2D, shadowMap);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32_ARB, shMapW, shMapH, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//.........这里部分代码省略.........
示例9: init
void World :: init ()
{
if(!isInitialized())
{
// Skybox Init
ObjModel sb;
sb.load("Models/Skybox.obj");
skybox = sb.getDisplayList();
// Planet Init
ObjModel p;
p.load(planetInfo.filename);
DisplayList p_dl = p.getDisplayList();
PhysicsObjectId p_id = PhysicsObjectId(PhysicsObjectId::TYPE_PLANETOID,
PhysicsObjectId::FLEET_NATURE,
0);
planet.initPlanetoid(p_id, planetInfo.position, planetInfo.radius, p_dl, 1.f);
// Moon Init
for (int i = 0; i < MOON_COUNT; i++)
{
ObjModel m;
m.load(moonInfo[i].filename);
DisplayList m_dl = m.getDisplayList();
PhysicsObjectId m_id = PhysicsObjectId(PhysicsObjectId::TYPE_PLANETOID,
PhysicsObjectId::FLEET_NATURE,
i + 1);
moons[i].initPlanetoid(m_id, moonInfo[i].position, moonInfo[i].radius, m_dl, 1.f);
}
// Ship Init
ObjModel s;
s.load("Models/Grapple.obj");
DisplayList s_dl = s.getDisplayList();
for (int i = 0; i < SHIP_COUNT; i++)
{
PhysicsObjectId s_id = PhysicsObjectId(PhysicsObjectId::TYPE_SHIP,
PhysicsObjectId::FLEET_ENEMY,
i);
int moonIndex = rand() % MOON_COUNT;
Vector3 pos = moonInfo[moonIndex].position
+ Vector3::getRandomUnitVector()
* (moonInfo[moonIndex].radius + 500.0);
ships[i].initPhysics(s_id, pos, 100.f, Vector3::getRandomUnitVector(), s_dl, 1.f);
ships[i].setHealth(1);
ships[i].setAmmo(0);
ships[i].setSpeed(0.f);
}
// Add Bullets
ObjModel b;
b.load("Models/Bolt.obj");
DisplayList b_dl = b.getDisplayList();
for (int i = 0; i < BULLET_COUNT; i++)
{
PhysicsObjectId b_id = PhysicsObjectId(PhysicsObjectId::TYPE_BULLET,
PhysicsObjectId::FLEET_MAX,
i);
bullets[i].initPhysics(b_id, {0, 0, 0}, 1.f, {0, 0, 0}, b_dl, 2.5f);
}
assert(mp_explosion_manager != NULL);
mp_explosion_manager->init("Explode1.png", 15);
}
assert(invariant());
}
示例10: init
void init()
{
initDisplay();
bucket.load("models/bucket/firebucket.obj");
}
示例11: init
void init()
{
initDisplay();
bucket.load("firebucket.obj");
bucket_list = bucket.getDisplayList();
}