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C++ RenderObject::getType方法代码示例

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.........
开发者ID:GustavPersson,项目名称:miniature-dubstep,代码行数:101,代码来源:ObjectHandler.cpp


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