本文整理汇总了C++中Sphere::init方法的典型用法代码示例。如果您正苦于以下问题:C++ Sphere::init方法的具体用法?C++ Sphere::init怎么用?C++ Sphere::init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Sphere
的用法示例。
在下文中一共展示了Sphere::init方法的8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: setup
void setup()
{
size(1024, 768);
background(0);
setFrameRate(60);
// Setup lighting
ambientLight(30);
light.init(200, 200, 200, 0, 3, 0);
// Uncomment this line to see the position of the light
light.drawDebug(true);
// Init 3d object's properties
box.init(50, 25, 75);
box.setPosition(width/2.0f, height/2.0f);
sphere1.init(30);
sphere2.init(60);
sphere3.init(100);
// Now, we make the spheres children of the box's (scene node)
box.addChild( sphere1 );
box.addChild( sphere2 );
box.addChild( sphere3 );
// Translate the sphere (relative to its parent, the box)
// This way, when we rotate the box (parent object), the spheres will orbitate around it
sphere1.setPosition( 2, 0, 0 );
sphere2.setPosition( 5, 0, 0 );
sphere3.setPosition( 7, 0, 0 );
// Add the second light as child of one of the spheres
sphere1.addChild( light );
}
示例2: setup
void setup()
{
size(1024, 768);
background(0);
enableShadows( STENCIL_MODULATIVE );
applyCoordinateSystemTransform(OPENGL3D);
// Setup lighting
ambientLight(10);
light.init(255, 255, 255, width/2 + 100, height/2 + 100, 100);
// Uncomment this line to see the position of the light
light.drawDebug();
// Init 3d object's properties
box.init(10, 4, 14);
box.setPosition(width/2.0f, 100);
sphere1.init(6);
sphere2.init(12);
sphere3.init(20);
// Now, we make the spheres children of the box's (scene node)
box.addChild( sphere1 );
box.addChild( sphere2 );
box.addChild( sphere3 );
// Translate the sphere (relative to its parent, the box)
// This way, when we rotate the box (parent object), the spheres will orbitate around it
sphere1.setPosition( 2, -2, 0 );
sphere2.setPosition( 5, -7, 0 );
sphere3.setPosition( 7, -12, 0 );
// Ground
ground.init(5000, 25, 5000 );
ground.setPosition( width/2, -200 );
// Camera control
enableDefault3DCameraControl();
}
示例3: setup
void setup()
{
// start AudioInputphone
mic.startCapturing();
// setup plane and sphere
plane.init( 100000 );
plane.setPosition( width/2, height/2 + 500, 0 );
sphere.init( 100 );
sphere.setPosition( width/2, height/2, 0 );
// setup light
ambientLight( 20, 20, 20 );
light.init( 0, 0, 0, width/2, height/2, 200 );
}
示例4:
JNIEXPORT void JNICALL Java_org_nzdis_example03_GLESView_mySurfaceChanged
(JNIEnv *env, jclass c, jint width, jint height)
{
glViewport(0, 0, width, height);
aspect = (float)width / (float)height;
// Generate a perspective matrix with a 60 degree FOV
esMatrixLoadIdentity(&perspective);
//LOGI("%f %d %d", aspect, width, height);
esPerspective(&perspective, 60.0f, aspect, 1.0f, 30.0f);
esTranslate(&perspective, 0.0f, 0.0f, -5.0f);
//esRotate(&perspective, 45.0f, 1.0f, 0.0f, 0.0f);
//esRotate(&perspective, -5.0f, 0.0f, 1.0f, 0.0f);
origin.init(width, height);
sphere.init(width, height);
terrain.init(width, height);
}
示例5: setup
void setup()
{
size( 1024, 768 );
// load sound
sound.load( "loop.ogg" );
sound.play( true );
// setup plane and sphere
plane.init( 100000 );
plane.setPosition( width/2, height/2 + 200, 0 );
sphere.init( 100 );
sphere.setPosition( width/2, height/2, 0 );
// setup light
ambientLight( 20, 20, 20 );
light.init( 0, 0, 0, width/2, height/2, 200 );
}
示例6: initApp
void CubeMapApp::initApp()
{
D3DApp::initApp();
fx::InitAll(md3dDevice);
InputLayout::InitAll(md3dDevice);
GetTextureMgr().init(md3dDevice);
mTech = fx::CubeMapFX->GetTechniqueByName("CubeMapTech");
mfxLightVar = fx::CubeMapFX->GetVariableByName("gLight");
mfxEyePosVar = fx::CubeMapFX->GetVariableByName("gEyePosW");
mfxWVPVar = fx::CubeMapFX->GetVariableByName("gWVP")->AsMatrix();
mfxWorldVar = fx::CubeMapFX->GetVariableByName("gWorld")->AsMatrix();
mfxTexMtxVar = fx::CubeMapFX->GetVariableByName("gTexMtx")->AsMatrix();
mfxReflectMtrlVar = fx::CubeMapFX->GetVariableByName("gReflectMtrl")->AsVector();
mfxCubeMapEnabledVar = fx::CubeMapFX->GetVariableByName("gCubeMapEnabled")->AsScalar();
mfxDiffuseMapVar = fx::CubeMapFX->GetVariableByName("gDiffuseMap")->AsShaderResource();
mfxSpecMapVar = fx::CubeMapFX->GetVariableByName("gSpecMap")->AsShaderResource();
mfxCubeMapVar = fx::CubeMapFX->GetVariableByName("gCubeMap")->AsShaderResource();
//mClearColor = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
GetCamera().position() = D3DXVECTOR3(0.0f, 1.8f, -10.0f);
mBallMapRV = GetTextureMgr().createTex(L"blackdiffuse.dds");
//mSpecMapRV = GetTextureMgr().createTex(L"spec.dds");
mDefaultSpecMapRV = GetTextureMgr().createTex(L"defaultspec.dds");
mEnvMapRV = GetTextureMgr().createCubeTex(L"grassenvmap1024.dds");
mFloor.init(md3dDevice, 41, 21, 1.0f);
mBase.init(md3dDevice, 2.0f);
mBall.init(md3dDevice, 0.5f, 30, 30);
mColumn.init(md3dDevice, 0.25f, 1.0f, 3.0f, 30, 30);
mSky.init(md3dDevice, mEnvMapRV, 5000.0f);
mParallelLight.dir = D3DXVECTOR3(0.57735f, -0.57735f, 0.57735f);
mParallelLight.ambient = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);
mParallelLight.diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mParallelLight.specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
}
示例7: Create
RigidBody* Sphere::Create(int columns, int rows) {
Sphere* p = new Sphere();
// top vertex
p->vertices.push_back(Vector3(0.0, 1.0, 0.0));
real step_row_angle = R_PI / rows;
real step_col_angle = 2 * R_PI / columns;
// vertices
real cur_row_angle = step_row_angle;
for (int i = 0; i < rows - 1; i++) {
real cur_row_sin = sin(cur_row_angle);
real cur_row_cos = cos(cur_row_angle);
real cur_col_angle = 0.0;
for (int j = 0; j <= columns; j++) {
real cur_col_sin = sin(cur_col_angle);
real cur_col_cos = cos(cur_col_angle);
p->vertices.push_back(Vector3(
cur_col_sin * cur_row_sin,
cur_row_cos,
cur_col_cos * cur_row_sin
));
cur_col_angle += step_col_angle;
}
cur_row_angle += step_row_angle;
}
// bottom vertex
p->vertices.push_back(Vector3(0.0, -1.0, 0.0));
// sets up tringtles
for (int i = 0; i < columns; i++) {
p->indices.push_back(0);
p->indices.push_back(i + 1);
p->indices.push_back(i + 2);
}
int row_cur = 1;
int row_next = row_cur + (columns + 1);
for (int i = 0; i < rows - 2; i++) {
for (int j = 0; j < columns; j++) {
p->indices.push_back(row_cur + j);
p->indices.push_back(row_next + j);
p->indices.push_back(row_next + j + 1);
}
for (int j = 0; j < columns; j++) {
p->indices.push_back(row_cur + j);
p->indices.push_back(row_cur + j + 1);
p->indices.push_back(row_next + j + 1);
}
row_cur = row_next;
row_next += (columns + 1);
}
for (int i = 0; i < columns; i++) {
p->indices.push_back(row_cur + i);
p->indices.push_back(row_cur + i + 1);
p->indices.push_back(row_next);
}
p->init();
return p;
}
示例8: initialize
void GLApplication::initialize() {
if (!windowManager
|| !windowManager->initialize(800, 700, "Window GLFW", false)) {
this->destroy();
exit(-1);
}
glViewport(0, 0, WindowManager::screenWidth, WindowManager::screenHeight);
glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
shader.initialize("Shaders/lightingSpecularMap.vs",
"Shaders/lightingSpecularMap.fs");
sphere.init();
sphere.load();
textureDifuse.load();
textureSpecular.load();
alutInit(0, NULL);
alListenerfv(AL_POSITION, listenerPos);
alListenerfv(AL_VELOCITY, listenerVel);
alListenerfv(AL_ORIENTATION, listenerOri);
alGetError(); // clear any error messages
if (alGetError() != AL_NO_ERROR) {
printf("- Error creating buffers !!\n");
exit(1);
} else {
printf("init() - No errors yet.");
}
// Generate buffers, or else no sound will happen!
alGenBuffers(NUM_BUFFERS, buffer);
buffer[0] = alutCreateBufferFromFile("sounds/lawyer1.wav");
//buffer[0] = alutCreateBufferHelloWorld();
alGetError(); /* clear error */
alGenSources(NUM_SOURCES, source);
if (alGetError() != AL_NO_ERROR) {
printf("- Error creating sources !!\n");
exit(2);
} else {
printf("init - no errors after alGenSources\n");
}
alSourcef(source[0], AL_PITCH, 1.0f);
alSourcef(source[0], AL_GAIN, 1.0f);
alSourcefv(source[0], AL_POSITION, source0Pos);
alSourcefv(source[0], AL_VELOCITY, source0Vel);
alSourcei(source[0], AL_BUFFER, buffer[0]);
alSourcei(source[0], AL_LOOPING, AL_TRUE);
alSourcef(source[0], AL_MAX_DISTANCE, 1200);
objModel.loadModel("objects/nanosuit/nanosuit.obj");
/*alSourcef(source[1], AL_PITCH, 1.0f);
alSourcef(source[1], AL_GAIN, 1.0f);
alSourcefv(source[1], AL_POSITION, source1Pos);
alSourcefv(source[1], AL_VELOCITY, source1Vel);
alSourcei(source[1], AL_BUFFER, buffer[1]);
alSourcei(source[1], AL_LOOPING, AL_TRUE);
alSourcef(source[2], AL_PITCH, 1.0f);
alSourcef(source[2], AL_GAIN, 1.0f);
alSourcefv(source[2], AL_POSITION, source2Pos);
alSourcefv(source[2], AL_VELOCITY, source2Vel);
alSourcei(source[2], AL_BUFFER, buffer[2]);
alSourcei(source[2], AL_LOOPING, AL_TRUE);*/
}