本文整理汇总了C++中Object2D类的典型用法代码示例。如果您正苦于以下问题:C++ Object2D类的具体用法?C++ Object2D怎么用?C++ Object2D使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Object2D类的14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:
void RigidMatrixTransformation2DTest::resetTransformation() {
Object2D o;
o.setTransformation(Matrix3::rotation(Deg(17.0f)));
CORRADE_VERIFY(o.transformationMatrix() != Matrix3());
o.resetTransformation();
CORRADE_COMPARE(o.transformationMatrix(), Matrix3());
}
示例2: resetTransformation
void TranslationTransformationTest::resetTransformation() {
Object2D o;
o.setTransformation({1.0f, -0.3f});
CORRADE_VERIFY(o.transformationMatrix() != Matrix3());
o.resetTransformation();
CORRADE_COMPARE(o.transformationMatrix(), Matrix3());
}
示例3: resetTransformation
void DualComplexTransformationTest::resetTransformation() {
Object2D o;
o.setTransformation(DualComplex::rotation(Deg(17.0f)));
CORRADE_VERIFY(o.transformationMatrix() != Matrix3());
o.resetTransformation();
CORRADE_COMPARE(o.transformationMatrix(), Matrix3());
}
示例4: drawObjects
void drawObjects(Logic* logic, Render* render) {
// draw background
render->drawSprite(ObjectType::backgnd, 0, 0);
// draw bombs
Object1D bombs = logic->getBombs();
for(Object1D::iterator it1D = bombs.begin(); it1D != bombs.end(); ++it1D)
render->drawSprite((*it1D).type, (*it1D).position);
// draw rockets
Object1D rockets = logic->getRockets();
for(Object1D::iterator it1D = rockets.begin(); it1D != rockets.end(); ++it1D)
render->drawSprite((*it1D).type, (*it1D).position);
// draw enemies
Object2D enemies = logic->getEnemies();
for(Object2D::iterator it2D = enemies.begin(); it2D != enemies.end(); ++it2D)
for(Object1D::iterator it1D = (*it2D).begin(); it1D != (*it2D).end(); ++it1D)
render->drawSprite((*it1D).type, (*it1D).position);
// draw player
render->drawSprite(ObjectType::player, logic->getPlayer().position);
//draw stats
render->drawLifes(logic->getLifes());
render->drawScore(logic->getScore());
}
示例5: AssociateShapesCallback
void Renderer::AssociateShapesCallback(string arg)
{
if (selectedShapes.size() <= 1)
return;
Object2D* parent;
if (parent = dynamic_cast<Object2D*>(selectedShapes.front()))
{
std::vector<Shape*>::iterator itr = selectedShapes.begin();
itr++;
for (itr; itr != selectedShapes.end(); ++itr)
{
Object2D* child;
if (child = dynamic_cast<Object2D*>(*itr))
{
parent->AddChild(child);
}
}
clearSelectedShapes();
}
}
示例6: Rectangle2D
void Scene2D::initialize()
{
Object2D* obj = new Rectangle2D(3.0, 4.0);
obj->setLineColor(0x0000ff);
obj->setFillColor(0xff00ff);
obj->rotate(30);
objects_.push_back(obj);
obj = new Rectangle2D(5.0, 2.0);
obj->setLineColor(0x000000);
obj->setFillColor(0x00ffff);
objects_.push_back(obj);
obj = new Ellipse2D(4.0, 2.0);
obj->rotate(-20);
obj->translate( 3.0, -3.0);
obj->setFillColor(0xffff00);
objects_.push_back(obj);
}
示例7: CORRADE_COMPARE
void DualComplexTransformationTest::rotate() {
{
Object2D o;
o.setTransformation(DualComplex::translation({1.0f, -0.3f}));
o.rotate(Deg(17.0f));
CORRADE_COMPARE(o.transformationMatrix(), Matrix3::rotation(Deg(17.0f))*Matrix3::translation({1.0f, -0.3f}));
} {
Object2D o;
o.setTransformation(DualComplex::translation({1.0f, -0.3f}));
o.rotate(Deg(17.0f), TransformationType::Local);
CORRADE_COMPARE(o.transformationMatrix(), Matrix3::translation({1.0f, -0.3f})*Matrix3::rotation(Deg(17.0f)));
}
}
示例8: CORRADE_COMPARE
void RigidMatrixTransformation2DTest::reflect() {
{
Object2D o;
o.setTransformation(Matrix3::rotation(Deg(17.0f)));
o.reflect(Vector2(-1.0f/Constants::sqrt2()));
CORRADE_COMPARE(o.transformationMatrix(), Matrix3::reflection(Vector2(-1.0f/Constants::sqrt2()))*Matrix3::rotation(Deg(17.0f)));
} {
Object2D o;
o.setTransformation(Matrix3::rotation(Deg(17.0f)));
o.reflectLocal(Vector2(-1.0f/Constants::sqrt2()));
CORRADE_COMPARE(o.transformationMatrix(), Matrix3::rotation(Deg(17.0f))*Matrix3::reflection(Vector2(-1.0f/Constants::sqrt2())));
}
}
示例9: setTransformation
void TranslationTransformationTest::setTransformation() {
Object2D o;
/* Dirty after setting transformation */
o.setClean();
CORRADE_VERIFY(!o.isDirty());
o.setTransformation({1.0f, -0.3f});
CORRADE_VERIFY(o.isDirty());
CORRADE_COMPARE(o.transformationMatrix(), Matrix3::translation({1.0f, -0.3f}));
/* Scene cannot be transformed */
Scene2D s;
s.setClean();
s.setTransformation({1.0f, -0.3f});
CORRADE_VERIFY(!s.isDirty());
CORRADE_COMPARE(s.transformationMatrix(), Matrix3());
}
示例10: setTransformation
void DualComplexTransformationTest::setTransformation() {
Object2D o;
/* Can't transform with non-rigid transformation */
std::ostringstream out;
Error::setOutput(&out);
o.setTransformation(DualComplex({1.0f, 2.0f}, {}));
CORRADE_COMPARE(out.str(), "SceneGraph::DualComplexTransformation::setTransformation(): the dual complex number is not normalized\n");
/* Dirty after setting transformation */
o.setClean();
CORRADE_VERIFY(!o.isDirty());
o.setTransformation(DualComplex::rotation(Deg(17.0f)));
CORRADE_VERIFY(o.isDirty());
CORRADE_COMPARE(o.transformationMatrix(), Matrix3::rotation(Deg(17.0f)));
/* Scene cannot be transformed */
Scene2D s;
s.setClean();
s.setTransformation(DualComplex::rotation(Deg(17.0f)));
CORRADE_VERIFY(!s.isDirty());
CORRADE_COMPARE(s.transformationMatrix(), Matrix3());
}
示例11: normalizeRotation
void DualComplexTransformationTest::normalizeRotation() {
Object2D o;
o.setTransformation(DualComplex::rotation(Deg(17.0f)));
o.normalizeRotation();
CORRADE_COMPARE(o.transformationMatrix(), Matrix3::rotation(Deg(17.0f)));
}
示例12: translate
void TranslationTransformationTest::translate() {
Object2D o;
o.setTransformation({1.0f, -0.3f})
.translate({-0.5f, 2.0f});
CORRADE_COMPARE(o.transformationMatrix(), Matrix3::translation({1.0f, -0.3f})*Matrix3::translation({-0.5f, 2.0f}));
}
示例13: SetGameIndex
bool PokerGame::PokerGameInit()
{
ActivateHiloGambleGraphics = 0;
SetGameIndex(Game100p);
DisplayStake();
HoldHiloGraphics = false;
HiloEnteredOnAP = false;
for (i=0; i<MAX_AWARDS; i++)
{
AwardDigitColour[i] = 1;
AwardValueLitState[i] = 0;
}
for (i=0; i<5; i++)
{
PokerHand[i].id = 0;
PokerHand[i].hold = 0;
HiloHand[i].id = 0;
HiloHand[i].state = 0;
}
AwardTable[0][0] = 100;
AwardTable[0][1] = 200;
AwardTable[0][2] = 300;
AwardTable[0][3] = 400;
AwardTable[0][4] = 600;
AwardTable[0][5] = 1000;
AwardTable[0][6] = 2500;
AwardTable[0][7] = 4000;
AwardTable[0][8] = 6000;
AwardTable[0][9] = 10000;
AwardTable[0][10]= 15000;
AwardTable[0][11]= 25000;
AwardTable[0][12]= 50000;
AwardTable[1][0] = 200;
AwardTable[1][1] = 400;
AwardTable[1][2] = 600;
AwardTable[1][3] = 800;
AwardTable[1][4] = 1200;
AwardTable[1][5] = 2000;
AwardTable[1][6] = 5000;
AwardTable[1][7] = 8000;
AwardTable[1][8] = 12000;
AwardTable[1][9] = 20000;
AwardTable[1][10]= 30000;
AwardTable[1][11]= 50000;
AwardTable[1][12]= 50000;
AwardValuesX = 710;
AwardValuesY[12] = 41;
AwardValuesY[11] = 79;
AwardValuesY[10] = 114;
AwardValuesY[9] = 149;
AwardValuesY[8] = 185;
AwardValuesY[7] = 222;
AwardValuesY[6] = 257;
AwardValuesY[5] = 291;
AwardValuesY[4] = 329;
AwardValuesY[3] = 364;
AwardValuesY[2] = 399;
AwardValuesY[1] = 434;
AwardValuesY[0] = 483;
Object2D* allCards = OBJECT_HANDLER->GetObject2D("Cards");
allCards->GetInstance(0)->SetCurrentSprite(54);
allCards->GetInstance(1)->SetCurrentSprite(54);
allCards->GetInstance(2)->SetCurrentSprite(54);
allCards->GetInstance(3)->SetCurrentSprite(54);
allCards->GetInstance(4)->SetCurrentSprite(54);
InitializeCardButtonArray();
return true;
}
示例14: loadProgram
int Game::playTrack(Track& track){
bool raceFinished = false;
unsigned int timeElapsed = 0;
//Interface
Program prog2D;
prog2D = loadProgram("../shaders/tex2D.vs.glsl", "../shaders/tex2D.fs.glsl");
prog2D.use();
//Carre qui affiche les pouvoirs
Object2D powerquad;
powerquad.setVertices(0.7, 0.9, -0.9, -0.64);
powerquad.build();
//Carre qui affiche la position
Object2D positionQuad;
positionQuad.setVertices(-0.9,-0.7,0.64,0.9);
positionQuad.build();
//Surfaces pour afficher le classement final (à optimiser)
Object2D positionQuad1;
positionQuad1.setVertices(-0.2,-0.1,0.8,0.9);
positionQuad1.build();
Object2D positionQuad2;
positionQuad2.setVertices(-0.2,-0.1,0.6,0.7);
positionQuad2.build();
Object2D positionQuad3;
positionQuad3.setVertices(-0.2,-0.1,0.4,0.5);
positionQuad3.build();
Object2D positionQuad4;
positionQuad4.setVertices(-0.2,-0.1,0.2,0.3);
positionQuad4.build();
Object2D positionQuad5;
positionQuad5.setVertices(-0.2,-0.1,0.0,0.1);
positionQuad5.build();
Object2D positionQuad6;
positionQuad6.setVertices(-0.2,-0.1,-0.2,-0.1);
positionQuad6.build();
Object2D positionQuad7;
positionQuad7.setVertices(-0.2,-0.1,-0.4,-0.3);
positionQuad7.build();
Object2D positionQuad8;
positionQuad8.setVertices(-0.2,-0.1,-0.6,-0.5);
positionQuad8.build();
Object2D persoQuad1;
persoQuad1.setVertices(0.1,0.2,0.8,0.9);
persoQuad1.build();
Object2D persoQuad2;
persoQuad2.setVertices(0.1,0.2,0.6,0.7);
persoQuad2.build();
Object2D persoQuad3;
persoQuad3.setVertices(0.1,0.2,0.4,0.5);
persoQuad3.build();
Object2D persoQuad4;
persoQuad4.setVertices(0.1,0.2,0.2,0.3);
persoQuad4.build();
Object2D persoQuad5;
persoQuad5.setVertices(0.1,0.2,0.0,0.1);
persoQuad5.build();
Object2D persoQuad6;
persoQuad6.setVertices(0.1,0.2,-0.2,-0.1);
persoQuad6.build();
Object2D persoQuad7;
persoQuad7.setVertices(0.1,0.2,-0.4,-0.3);
persoQuad7.build();
Object2D persoQuad8;
persoQuad8.setVertices(0.1,0.2,-0.6,-0.5);
persoQuad8.build();
GLint locVarTexture;
locVarTexture= glGetUniformLocation(prog2D.getGLId(), "uTexture");
GLuint* texturepower=PowerTexture();
GLuint* textureRank=RankTexture();
GLuint* texturePerso=PersoTexture();
Program prog;
prog = loadProgram("../shaders/3D.vs.glsl","../shaders/tex3D.fs.glsl");
prog.use();
GLuint uMVPMatrix=glGetUniformLocation(prog.getGLId(),"uMVPMatrix");
GLuint uMVMatrix=glGetUniformLocation(prog.getGLId(),"uMVMatrix");
GLuint uNormalMatrix=glGetUniformLocation(prog.getGLId(),"uNormalMatrix");
GLuint uTex=glGetUniformLocation(prog.getGLId(),"uTexture");
GLuint uKd=glGetUniformLocation(prog.getGLId(),"uKd");
GLuint uKs=glGetUniformLocation(prog.getGLId(),"uKs");
GLuint uShininess=glGetUniformLocation(prog.getGLId(),"uShininess");
GLuint uLightDir_vs=glGetUniformLocation(prog.getGLId(),"uLightDir_vs");
GLuint uLightIntensity=glGetUniformLocation(prog.getGLId(),"uLightIntensity");
glEnable(GL_DEPTH_TEST);
glm::mat4 ViewMatrix;
TrackballCamera camera;
//.........这里部分代码省略.........