本文整理汇总了C++中SimpleXMLTransfer::attribute方法的典型用法代码示例。如果您正苦于以下问题:C++ SimpleXMLTransfer::attribute方法的具体用法?C++ SimpleXMLTransfer::attribute怎么用?C++ SimpleXMLTransfer::attribute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SimpleXMLTransfer
的用法示例。
在下文中一共展示了SimpleXMLTransfer::attribute方法的4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: AddRobot
void Robots::AddRobot(std::string robotfilename)
{
Robot* robot = new Robot();
//
robot->fi = new ModRobotInterface();
robot->fi->loadAirplane(robotfilename.c_str(), (FDMEnviroment*)0, (SimpleXMLTransfer*)0);
if (robot->fi->robot)
{
SimpleXMLTransfer* header = robot->fi->robot->GetHeader();
std::string filename = FileSysTools::getDataPath(header->getString("airplane.file"));
SimpleXMLTransfer* xml = new SimpleXMLTransfer(filename);
XMLModelFile::SetGraphics(xml, header->getInt("airplane.graphics"));
SimpleXMLTransfer* graphics = XMLModelFile::getGraphics(xml);
//
robot->vis_id = Video::new_visualization("objects/" + graphics->attribute("model"),
"textures",
CRRCMath::Vector3(), // todo
xml);
list.push_back(robot);
}
}
示例2: init
void T_AxisMapper::init(SimpleXMLTransfer* cfgfile, std::string childname)
{
#if DEBUG_TX_INTERFACE > 0
printf("T_AxisMapper::init(cfg, child)\n");
printf(" <-- %s\n", childname.c_str());
#endif
SimpleXMLTransfer* inter;
SimpleXMLTransfer* bindings;
SimpleXMLTransfer* group;
SimpleXMLTransfer* item;
child_in_cfg = childname;
// try to load config
try
{
inter = cfgfile->getChild(childname, true);
bindings = inter->getChild("bindings", true);
group = bindings->getChild("axes", true);
for (int i = T_AxisMapper::AILERON; i <= T_AxisMapper::PITCH; i++)
{
int default_axis = -1;
float default_polarity = 1.0;
// special handling for some default values
if (i == T_AxisMapper::AILERON)
{
default_axis = 0;
}
else if (i == T_AxisMapper::ELEVATOR)
{
default_axis = 1;
if (iface->inputMethod() != T_TX_Interface::eIM_joystick)
{
default_polarity = -1.0;
}
}
item = group->getChild(Global::inputDev->AxisStringsXML[i], true);
c_func[i] = item->attributeAsInt("axis", default_axis);
c_inv[i] = item->attributeAsDouble("polarity", default_polarity);
}
std::string radio =
strU(bindings->attribute("radio_type", RadioTypeStrings[CUSTOM]));
for (int n=0; n < NR_OF_RADIO_TYPES; n++)
{
if (radio.compare(strU(RadioTypeStrings[n])) == 0)
{
setRadioType(n);
}
}
}
catch (XMLException e)
{
fprintf(stderr, "*** T_AxisMapper: XMLException: %s\n", e.what());
}
}
示例3: initSound
void CRRCAirplaneLaRCSim::initSound(SimpleXMLTransfer* xml)
{
SimpleXMLTransfer* cfg = XMLModelFile::getConfig(xml);
SimpleXMLTransfer* sndcfg = cfg->getChild("sound", true);
int children = sndcfg->getChildCount();
int units = sndcfg->getInt("units", 0);
for (int i = 0; i < children; i++)
{
SimpleXMLTransfer *child = sndcfg->getChildAt(i);
std::string name = child->getName();
if (name.compare("sample") == 0)
{
T_AirplaneSound *sample;
// assemble relative path
std::string soundfile;
soundfile = child->attribute("filename");
// other sound attributes
int sound_type = child->getInt("type", SOUND_TYPE_GLIDER);
double dPitchFactor = child->getDouble("pitchfactor", 0.002);
double dMaxVolume = child->getDouble("maxvolume", 1.0);
if (dMaxVolume < 0.0)
{
dMaxVolume = 0.0;
}
else if (dMaxVolume > 1.0)
{
dMaxVolume = 1.0;
}
//~ if (cfg->indexOfChild("power") < 0)
//~ max_thrust = 0;
//~ else
//~ max_thrust = 1;
if (soundfile != "")
{
// Get full path (considering search paths).
soundfile = FileSysTools::getDataPath("sounds/" + soundfile);
}
// File ok? Use default otherwise.
if (!FileSysTools::fileExists(soundfile))
soundfile = FileSysTools::getDataPath("sounds/fan.wav");
std::cout << "soundfile: " << soundfile << "\n";
//~ std::cout << "max_thrust: " << max_thrust << "\n";
std::cout << "soundserver: " << Global::soundserver << "\n";
// Only make noise if a sound file is available
if (soundfile != "" && Global::soundserver != (CRRCAudioServer*)0)
{
std::cout << "Using airplane sound " << soundfile << ", type " << sound_type << ", max vol " << dMaxVolume << std::endl;
if (sound_type == SOUND_TYPE_GLIDER)
{
T_GliderSound *glidersound;
float flMinRelV, flMaxRelV, flMaxDist;
flMinRelV = (float)child->getDouble("v_min", 1.5);
flMaxRelV = (float)child->getDouble("v_max", 4.0);
flMaxDist = (float)child->getDouble("dist_max", 300);
if (units == 1)
{
// convert from metric units to ft.
flMaxDist *= M_TO_FT;
}
glidersound = new T_GliderSound(soundfile.c_str(), Global::soundserver->getAudioSpec());
glidersound->setMinRelVelocity(flMinRelV);
glidersound->setMaxRelVelocity(flMaxRelV);
glidersound->setMaxDistanceFeet(flMaxDist);
sample = glidersound;
}
else
{
sample = new T_EngineSound(soundfile.c_str(), Global::soundserver->getAudioSpec());
}
sample->setType(sound_type);
sample->setPitchFactor(dPitchFactor);
sample->setMaxVolume(dMaxVolume);
sample->setChannel(Global::soundserver->playSample((T_SoundSample*)sample));
sound.push_back(sample);
}
}
}
}
示例4: if
ModelBasedScenery::ModelBasedScenery(SimpleXMLTransfer *xml, int sky_variant)
: Scenery(xml, sky_variant), location(Scenery::MODEL_BASED)
{
ssgEntity *model = NULL;
SimpleXMLTransfer *scene = xml->getChild("scene", true);
getHeight_mode = scene->attributeAsInt("getHeight_mode", DEFAULT_HEIGHT_MODE);
//std::cout << "----getHeight_mode : " << getHeight_mode <<std::endl;
SceneGraph = new ssgRoot();
// Create an "invisible" state. This state actually makes a node
// visible in a predefined way. This is used to visualize invisible
// objects (e.g. collision boxes).
invisible_state = new ssgSimpleState();
invisible_state->disable(GL_COLOR_MATERIAL);
invisible_state->disable(GL_TEXTURE_2D);
invisible_state->enable(GL_LIGHTING);
invisible_state->enable(GL_BLEND);
//invisible_state->setShadeModel(GL_SMOOTH);
//invisible_state->setShininess(0.0f);
invisible_state->setMaterial(GL_EMISSION, 0.0, 0.0, 0.0, 0.0);
invisible_state->setMaterial(GL_AMBIENT, 1.0, 0.0, 0.0, 0.5);
invisible_state->setMaterial(GL_DIFFUSE, 1.0, 0.0, 0.0, 0.5);
invisible_state->setMaterial(GL_SPECULAR, 1.0, 0.0, 0.0, 0.5);
// transform everything from SSG coordinates to CRRCsim coordinates
initial_trans = new ssgTransform();
SceneGraph->addKid(initial_trans);
//10.76
sgMat4 it = { {1, 0.0, 0.0, 0},
{0.0, 0.0, -1, 0},
{0.0, 1, 0.0, 0},
{0.0, 0.0, 0.0, 1.0}
};
initial_trans->setTransform(it);
// find all "objects" defined in the file
int num_children = scene->getChildCount();
for (int cur_child = 0; cur_child < num_children; cur_child++)
{
SimpleXMLTransfer *kid = scene->getChildAt(cur_child);
// only use "object" tags
if (kid->getName() == "object")
{
std::string filename = kid->attribute("filename", "not_specified");
bool is_terrain = (kid->attributeAsInt("terrain", 1) != 0);
bool is_visible = (kid->attributeAsInt("visible", 1) != 0);
// PLIB automatically loads the texture file,
// but it does not know which directory to use.
// Where is the object file?
std::string of = FileSysTools::getDataPath("objects/" + filename, TRUE);
// compile and set relative texture path
std::string tp = of.substr(0, of.length()-filename.length()-1-7) + "textures";
ssgTexturePath(tp.c_str());
// load model
std::cout << "Loading 3D object \"" << of.c_str() << "\"";
if (is_terrain)
{
std::cout << " (part of terrain)";
}
if (!is_visible)
{
std::cout << " (invisible)";
}
std::cout << std::endl;
model = ssgLoad(of.c_str());
if (model != NULL)
{
if (!is_visible)
{
setToInvisibleState(model);
}
// The model may contain internal node attributes (e.g. for
// integrated collision boxes). Parse these attributes now.
evaluateNodeAttributes(model);
// now parse the instances and place the model in the SceneGraph
for (int cur_instance = 0; cur_instance < kid->getChildCount(); cur_instance++)
{
SimpleXMLTransfer *instance = kid->getChildAt(cur_instance);
if (instance->getName() == "instance")
{
sgCoord coord;
// try north/east/height first, then fallback to x/y/z
try
{
coord.xyz[SG_X] = instance->attributeAsDouble("east");
}
catch (XMLException &e)
{
coord.xyz[SG_X] = instance->attributeAsDouble("y", 0.0);
}
try
{
//.........这里部分代码省略.........