本文整理汇总了C++中Paddle::set_origin方法的典型用法代码示例。如果您正苦于以下问题:C++ Paddle::set_origin方法的具体用法?C++ Paddle::set_origin怎么用?C++ Paddle::set_origin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Paddle
的用法示例。
在下文中一共展示了Paddle::set_origin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: createScene
//---------------------------------------------------------------------------
void TutorialApplication::createScene(void)
{
//===============================================================================================================================================================
rS = 1000;
const_velocity = 100.0;
simulator = new Simulator();
SceneNode* translateNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("translate");
translateNode->translate(10000,0,1000);
//translateNode->attachObject(mCamera);
SceneNode* translateNodeTwo = mSceneMgr->getRootSceneNode()->createChildSceneNode("translateTwo");
translateNodeTwo->translate(10000,0,-1000);
//translateNodeTwo->attachObject(mCamera);
SceneNode* translateNodeThree = mSceneMgr->getRootSceneNode()->createChildSceneNode("translateThree");
translateNodeThree->translate(10000,0,0);
mSceneMgr->setAmbientLight(ColourValue(0.25,0.25,0.25));
Plain plain1(mSceneMgr, Vector3::UNIT_Y, Vector3::UNIT_Z, rS*3, rS*6, -rS, "ground1", "node_ground1", "Examples/BumpyMetal");
plain1.set_origin(btVector3(btScalar(0), btScalar(-rS), btScalar(0)));
plain1.create_bounding_box(simulator, 1.0f);
Plain plain2(mSceneMgr, Vector3::NEGATIVE_UNIT_Y, Vector3::UNIT_Z, rS*3, rS*6, -rS, "ground2", "node_ground2", "Examples/BumpyMetal");
plain2.set_origin(btVector3(btScalar(0), btScalar(rS), btScalar(0)));
plain2.create_bounding_box(simulator, 1.0f);
Plain plain3(mSceneMgr, Vector3::UNIT_X, Vector3::UNIT_Y, rS*6, rS*2, -rS*1.5, "ground3", "node_ground3", "Examples/BumpyMetal");
plain3.set_origin(btVector3(btScalar(-rS*1.5), btScalar(0), btScalar(0)));
plain3.create_bounding_box(simulator, 1.0f);
Plain plain4(mSceneMgr, Vector3::NEGATIVE_UNIT_X, Vector3::UNIT_Y, rS*6, rS*2, -rS*1.5, "ground4", "node_ground4", "Examples/BumpyMetal");
plain4.set_origin(btVector3(btScalar(rS*1.5), btScalar(0), btScalar(0)));
plain4.create_bounding_box(simulator, 1.0f);
Plain plain5(mSceneMgr, Vector3::UNIT_Z, Vector3::UNIT_X, rS*2, rS*3, -rS*3, "ground5", "node_ground5", "Examples/BumpyMetal");
plain5.set_origin(btVector3(btScalar(0), btScalar(0), btScalar(-rS*3)));
plain5.create_bounding_box(simulator, 1.0f);
Plain plain6(mSceneMgr, Vector3::NEGATIVE_UNIT_Z, Vector3::UNIT_X, rS*2, rS*3, -rS*3, "ground6", "node_ground6", "Examples/BumpyMetal");
plain6.set_origin(btVector3(btScalar(0), btScalar(0), btScalar(rS*3)));
plain6.create_bounding_box(simulator, 1.0f);
// Plain* g = new Plain(mSceneMgr, Vector3::UNIT_Z, Vector3::UNIT_X, rS*4/5, rS*1.5, -1.5*rS, "goal", "node_goal", "Examples/Chrome", "translateThree");
// g->set_origin(btVector3(btScalar(0), btScalar(0), btScalar(rS*20)));
// g->create_bounding_box(simulator, 1.0f);
// setGoal(g);
Paddle* paddleNew = new Paddle(mSceneMgr, "paddle", "node_paddle", Vector3(3, 2, .5), "translate");
paddleNew->set_origin(btVector3(0, 0, rS));
paddleNew->create_bounding_box(simulator, 0.0f, 1.0f);
setPaddleOne(paddleNew);
Paddle* paddleNewTwo = new Paddle(mSceneMgr, "paddle2", "node_paddleTwo", Vector3(3, 2, .5), "translateTwo");
paddleNewTwo->set_origin(btVector3(0, 0, rS*4));
paddleNewTwo->create_bounding_box(simulator, 0.0f, 1.0f);
setPaddleTwo(paddleNewTwo);
powerSystem = new PowerupSystem(mSceneMgr);
//AI for the second paddle for single player games
paddleAI = new PaddleAI(paddleTwo,rS);
Ball* b = new Ball(mSceneMgr, "node_ball");
b->reset(mSceneMgr, b, simulator);
setBall(b);
Light* light1 = mSceneMgr->createLight("ThirdLight");
light1->setDiffuseColour(1,1,1);
light1->setPosition(0,50,50);
setLight(light1);
}