本文整理汇总了C++中RenderObject::getType方法的典型用法代码示例。如果您正苦于以下问题:C++ RenderObject::getType方法的具体用法?C++ RenderObject::getType怎么用?C++ RenderObject::getType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RenderObject
的用法示例。
在下文中一共展示了RenderObject::getType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: updateCulling
void ObjectHandler::updateCulling()
{
mCulledObjects.clear();
if(mpCamera!=NULL)
{
D3DXMATRIX view;
D3DXMATRIX projection;
mpCamera->GetVPMatrices(view,projection);
mpFrustum->update(view,projection);
//Always add all instance bases as they don't have any bounding volumes.
for(vector<InstanceObject *>::iterator baseIter = mObjectInstanceList.begin();
baseIter != mObjectInstanceList.end(); ++baseIter)
{
mCulledObjects.push_back((*baseIter));
}
for(vector<InstanceMesh *>::iterator baseIter = mMeshInstanceList.begin();
baseIter != mMeshInstanceList.end(); ++baseIter)
{
mCulledObjects.push_back((*baseIter));
}
//Add all objects' bounding volumes to BVs.
vector<CollisionObject *> BVs;
//Standard objects.
for(vector<RenderObject *>::iterator n = mObjectList.begin();
n != mObjectList.end(); ++n)
{
if((*n)->getBoundingVolume())
{
(*n)->setFlagRender(false);
BVs.push_back((*n)->getBoundingVolume());
}
}
//Object instances.
for(vector<InstanceObject *>::iterator baseIter = mObjectInstanceList.begin();
baseIter != mObjectInstanceList.end(); ++baseIter)
{
for(vector<InstanceObject *>::const_iterator instanceIter = (*baseIter)->getInstanceList().begin();
instanceIter != (*baseIter)->getInstanceList().end(); ++instanceIter)
{
if((*instanceIter)->getBoundingVolume())
{
(*instanceIter)->setFlagRender(false);
BVs.push_back((*instanceIter)->getBoundingVolume());
}
}
}
//Mesh instances.
for(vector<InstanceMesh *>::iterator baseIter = mMeshInstanceList.begin();
baseIter != mMeshInstanceList.end(); ++baseIter)
{
for(vector<InstanceObject *>::const_iterator instanceIter = (*baseIter)->getInstanceList().begin();
instanceIter != (*baseIter)->getInstanceList().end(); ++instanceIter)
{
InstanceMesh *meshInstance = (InstanceMesh *)(*instanceIter);
for(vector<InstanceSubset *>::const_iterator subsetIter = meshInstance->getSubsetList().begin();
subsetIter != meshInstance->getSubsetList().end(); ++subsetIter)
{
if((*subsetIter)->getBoundingVolume())
{
(*subsetIter)->setFlagRender(false);
BVs.push_back((*subsetIter)->getBoundingVolume());
}
}
}
}
//Add all bounding volumes in BVs to the quad-tree.
mpQuadTree->update(&BVs);
//Cull BVs using the quad-tree.
vector<CollisionObject *> collisionObjects;
mpQuadTree->collisionCheck(mpFrustum, &collisionObjects);
for(vector<CollisionObject *>::iterator BVIter = collisionObjects.begin();
BVIter != collisionObjects.end(); ++BVIter)
{
RenderObject *object = (RenderObject *)(*BVIter)->getParent();
if(object)
{
switch(object->getType())
{
case RenderTypes::BUFFER_OBJECT:
object->setFlagRender(true);
mCulledObjects.push_back(object);
break;
case RenderTypes::INSTANCE_OBJECT:
object->setFlagRender(true);
break;
default:
break;
}
}
}
//.........这里部分代码省略.........