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C++ PhysicsObject::SetMass方法代码示例

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


在下文中一共展示了PhysicsObject::SetMass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: OnGameStateInitialized

	/* INetworkClientListener methods */
	void GameController::OnGameStateInitialized(ByteArrayInputStream &data)
	{
		//mLevel = new Level();

		mInstance = std::shared_ptr<Instance>(new Instance());
		mInstance->Unserialize(data);
		mInstance->SetFlags(LevelFlagNoPhysicsUpdate);

		mPlayer = new GameObject();

		auto playerDataReq = CharacterData::GetPlayerCharacterById(mCharacter->GetId());

		Model *model = new Model(mCharacter->GetModel());
		model->SetActiveAnimation("idle");
		mPlayer->AddComponent(new ModelComponent(mPlayer, model));

		//mPlayer->RotateBy(glm::vec3(0, 180, 0));
		mPlayer->Update(0);

		auto shape = model->CreateBoundingVolume(kShapeTypeCapsule, glm::mat4());
		//auto shape = new CapsuleShape(1.0, 1.0);
		PhysicsObject *playerPhysics = new CharacterPhysicsObject(shape);
		playerPhysics->SetMass(1);

		//mPhysicsWorld->AddObject(playerPhysics);
		mPlayer->AddComponent(new PhysicsComponent(mPlayer, playerPhysics));

		playerDataReq.wait();
		PlayerComponent *playerCharacter = new PlayerComponent(mPlayer, playerDataReq.get(), true);
		mPlayer->AddComponent(playerCharacter);

		mPlayer->AddComponent(new InstanceComponent(mPlayer, mInstance));

		/* Register input listeners */

		mInputListener = std::shared_ptr<InputListener>(new InputListener(mKeyMap));

		MovementHandler *movementHandler = new MovementHandler(mPlayer, mCamera);
		mInputListener->AddInputHandler(movementHandler);

		TargetSelectHandler *targetHandler = new TargetSelectHandler(this);
		targetHandler->SetListener(this);
		mInputListener->AddInputHandler(targetHandler);

		this->GetApplication()->AddKeyboardListener(mInputListener);
		this->GetApplication()->AddMouseListener(mInputListener);

		//this->LoadMap("molten_chasm.map");

		/* Load GUI */

		mPlayerFrame = new UnitFrameView(Point(100, 100), mPlayer);
		this->GetView()->AddSubview(mPlayerFrame);

		mTargetFrame = new UnitFrameView(Point(350, 100), NULL);
		this->GetView()->AddSubview(mTargetFrame);

		const Size& viewport = this->GetViewport();

		mSpellBar = new SpellBarView(Size(WRAP_CONTENT, WRAP_CONTENT), mPlayer);
		mSpellBar->AddSpellCastDelegate([this](SpellBarView *view, Spell *spell) {
			this->OnSpellCast(view, spell);
		});
		mSpellBar->SetAlignParentBottom(true);
		mSpellBar->SetAlignment(AlignmentCenterHorizontal);
		mSpellBar->SetBottomMargin(50);

		this->GetView()->AddSubview(mSpellBar);
		mInputListener->AddInputHandler(mSpellBar);

		PanelButtonBarView *panelButtonBar = new PanelButtonBarView();
		panelButtonBar->SetPanelButtonListener(this);
		this->GetView()->AddSubview(panelButtonBar);

		Frame castBarFrame(0, 800, 300, 40);
		castBarFrame.origin.x = (viewport.width * 0.5) - (castBarFrame.size.width * 0.5);
		mPlayerCastBar = new CastBarView(castBarFrame);
		mPlayerCastBar->SetVisibility(ViewInvisible);
		this->GetView()->AddSubview(mPlayerCastBar);

		Frame errorLabelFrame(0, 100, viewport.width, 50);
		mErrorLabel = new LabelView(errorLabelFrame);
		this->GetView()->AddSubview(mErrorLabel);

		mSocialPanel = new SocialPanelView(mPlayer);
		mSocialPanel->SetAlignment(AlignmentCenter);
		mSocialPanel->SetVisibility(ViewInvisible);
		this->GetView()->AddSubview(mSocialPanel);

		mChatWindow = new ChatWindowView();
		mChatWindow->SetAlignParentBottom(true);
		mChatWindow->SetMargin(Rect(50, 0, 0, 50));
		this->GetView()->AddSubview(mChatWindow);

		// Give our player some buffs

		STAT_STATUS_EFFECT_DESC desc;
		desc.Target = mPlayer;
		desc.Type = StatusEffectBuff;
//.........这里部分代码省略.........
开发者ID:metsfan,项目名称:dungeon-raider,代码行数:101,代码来源:GameController.cpp


注:本文中的PhysicsObject::SetMass方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。