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C++ PNode::clone方法代码示例

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


在下文中一共展示了PNode::clone方法的1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: createTerrainShape_test

bool CTerrainShapeForSpaceTree::createTerrainShape_test(	PRootNode			*pnodeRoot,
															PDatabase			*pDatabase,
															PString				szNameFileTerrain,
															float				fScaleTerrain )
{
	PResult result;
	if(PLinkResolver::getDatabase(m_terrainDBID, szNameFileTerrain)!=PE_RESULT_NO_ERROR)
	{
		return PSSG_SET_LAST_ERROR(false,("Unable to get the default database for this sample."));
	}

	if(PSSG::Extra::resolveAllLinks()!=PE_RESULT_NO_ERROR)
	{
		return PSSG_SET_LAST_ERROR(false,("Unable to resolve all outstanding links"));
	}

	// Database File을 읽어온다.
	PDatabaseWriteLock modelWriteLock(m_terrainDBID);
	PDatabase *databaseShapeTerr = modelWriteLock.getDatabase();
	if(!databaseShapeTerr)
	{
		return PSSG_SET_LAST_ERROR(false,("Unable to lock model database"));
	}

	// Bundle Node : 즉 Model Node를 뽑아낸다.
	PListIterator modelScenes(databaseShapeTerr->getSceneList());
	PNode *pnodeRootShapeTerr = (PNode*)modelScenes.data();

	PTraversalFindNodeByType findBUndleNode(PSSG_TYPE(PBundleNode));
	findBUndleNode.traverseDepthFirst(*pnodeRootShapeTerr);
	PNode *pnodeRenderBundle = (PNode*)findBUndleNode.getFoundNode();

	if(!pnodeRenderBundle)
	{
		PTraversalFindNodeByType findRenderNode(PSSG_TYPE(PRenderNode));
		findRenderNode.traverseDepthFirst(*pnodeRootShapeTerr);
		pnodeRenderBundle = (PNode*)findRenderNode.getFoundNode();
		if(!pnodeRenderBundle)
		{
			return PSSG_SET_LAST_ERROR(false, ("Unable to find the model node because model has not rendernode."));
		}
	}

	PNode *pmodelNode_clone = (PNode*)pnodeRenderBundle->clone(pDatabase, &result);

	bool bNeedTransform = !APPROX_EQ(1.0f,fScaleTerrain);
	Matrix4	matTMforTree;
	
	if( true==bNeedTransform )
	{
		Matrix4	&mat = pmodelNode_clone->m_matrix;
		matTMforTree = matTMforTree.identity();
		float	fscaleMul = 0.0f;

		for(int i=0; i<3; ++i)
		{
			fscaleMul = mat.getElem(i,i)*fScaleTerrain;
			mat.setElem( i,i, fscaleMul );
			matTMforTree.setElem( i,i,fscaleMul );
		}
	}
 
	pnodeRoot->addChild( *pmodelNode_clone );

	PSegmentSet *segmentSet;
	PDatabaseListableIterator<PSegmentSet>		it1(*databaseShapeTerr);
	while (it1)
	{
		segmentSet = &(*it1);
		for(unsigned int i = 0 ; i < segmentSet->getSegmentCount() ; i++)
		{
			PRenderDataSource *renderdatasource = segmentSet->getSegment(i);

			if(true==bNeedTransform)
			{
				m_pContainerTri->constructAllTriangles( renderdatasource, &matTMforTree, true );
			}
			else
			{
				m_pContainerTri->constructAllTriangles( renderdatasource, NULL, true );
			}
		} 
		++it1;
	}

	m_pSpcTree->constructTree( m_pContainerTri );

	return true;
}
开发者ID:egoquat,项目名称:QuadTreeTestOnPhyreEngine_PS3,代码行数:89,代码来源:TerrainMesh.cpp


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