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C++ StaticObject::setClassType方法代码示例

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


在下文中一共展示了StaticObject::setClassType方法的2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: main


//.........这里部分代码省略.........
	//geko.setSourceName(BACKGROUNDMUSIC, "Hintergrund", RESOURCES_PATH "/Sound/jingle2.wav");
	geko.setSourceName(FIGHTSOUND, "Kampfsound", RESOURCES_PATH "/Sound/punch.wav");
	geko.setSourceName(EATSOUND, "Essen", RESOURCES_PATH "/Sound/Munching.wav");
	geko.setSourceName(QUESTSOUND, "Quest", RESOURCES_PATH "/Sound/jingle.wav");
	geko.setSourceName(ITEMSOUND, "Item", RESOURCES_PATH "/Sound/itempickup.wav");
	geko.setSourceName(FIRESOUND, "Fire", RESOURCES_PATH "/Sound/Feuer_kurz.wav");

	sfh.disableLooping("Essen");
	sfh.disableLooping("Quest");
	sfh.disableLooping("Item");
	//sfh.generateSource("Feuer",posFood, RESOURCES_PATH "/Sound/Feuer kurz.wav");

	playerNode.setCamera(&cam);

	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: Tree===========================//

	StaticObject treeStatic;
	treeStatic.setTree();

	TreeMesh tree;
	Node treeNode("Tree");
	treeNode.addGeometry(&tree);
	treeNode.setObject(&treeStatic);
	treeNode.addTranslation(posFood);
	treeNode.getBoundingSphere()->radius = 3.0;

	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: Plane===========================//

	StaticObject terrainObject;
	terrainObject.setClassType(ClassType::TERRAIN);

	Plane terrain;
	Texture terrainTex((char*)RESOURCES_PATH "/Grass.jpg");

	Node terrainNode("Plane");
	terrainNode.addGeometry(&terrain);
	terrainNode.addTexture(&terrainTex);
	terrainNode.setObject(&terrainObject);
	terrainNode.addTranslation(0.0, -0.75, 0.0);
	terrainNode.addRotation(90.0f, glm::vec3(1.0, 0.0, 0.0));
	terrainNode.addScale(20.0, 20.0, 20.0);

	//===================================================================//
	//==================Setting up the Level and Scene==================//
	//==================================================================//

	Level testLevel("testLevel");
	Scene testScene("testScene");
	testLevel.addScene(&testScene);
	testLevel.changeScene("testScene");
	testLevel.getFightSystem()->setParticle(particle);

	//==================Add Camera to Scene============================//
	testScene.getScenegraph()->addCamera(&cam);
	testScene.getScenegraph()->setActiveCamera("PlayerViewCam");

	//==================Set Input-Maps and activate one================//
	iH.setAllInputMaps(*(testScene.getScenegraph()->getActiveCamera()));
	iH.changeActiveInputMap(MapType::OBJECT);
	iH.getActiveInputMap()->update(geko);

	//==================Add Objects to the Scene=======================//
开发者ID:GameEngineKoblenz,项目名称:GeKo,代码行数:67,代码来源:main.cpp

示例2: main

//===================================================================//
//==================Main Method=====================================//
//==================================================================//
int main()
{

	//===================================================================//
	//==================Things you need to start with====================//
	//==================================================================//
	glfwInit();

	Window testWindow(500, 50, 800, 600, "Demo");
	glfwMakeContextCurrent(testWindow.getWindow());

	// Callback
	glfwSetKeyCallback(testWindow.getWindow(), key_callback);

	cam.setKeySpeed(2.0);
	cam.setNearFar(0.01, 100);

	glewInit();

	OpenGL3Context context;
	//renderer = new Renderer(context);
	Renderer renderer(context);

	//===================================================================//
	//==================Shaders for your program========================//
	//==================================================================//
	VertexShader vs(loadShaderSource(SHADERS_PATH + std::string("/Vertex-Shaders/TextureShader3D.vert")));
	FragmentShader fs(loadShaderSource(SHADERS_PATH + std::string("/Fragment-Shaders/TextureShader3D.frag")));
	ShaderProgram shader(vs, fs);

	VertexShader vsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.vert")));
	FragmentShader fsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.frag")));
	ShaderProgram shaderGBuffer(vsGBuffer, fsGBuffer);

	VertexShader vsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.vert")));
	FragmentShader fsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.frag")));
	ShaderProgram shaderSFQ(vsSfq, fsSfq);

	VertexShader vsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.vert")));
	FragmentShader fsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.frag")));
	ShaderProgram shaderSkybox(vsSkybox, fsSkybox);

	FBO fboGBuffer(WINDOW_WIDTH, WINDOW_HEIGHT, 3, true, false);

	SoundFileHandler sfh = SoundFileHandler(1000);

	Rect screenFillingQuad;
	screenFillingQuad.loadBufferData();

	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: Terrain===========================//

	StaticObject terrainObject;
	terrainObject.setClassType(ClassType::TERRAIN);

	Texture terrainTex((char*)RESOURCES_PATH "/Grass2.jpg");

	Terrain terrain2((char*)RESOURCES_PATH "/heightmap.jpg", 0.0f, 0.0f);
	Node terrainNode2("Terrain");
	terrainNode2.addGeometry(&terrain2);
	terrainNode2.addTexture(&terrainTex);
	terrainNode2.setObject(&terrainObject);


	//===================================================================//
	//==================Object declarations - Geometry, Texture, Node=== //
	//==========================Object: Player===========================//

	Texture texCV((char*)RESOURCES_PATH "/cv_logo.bmp");

	GekoMesh gekoMesh;
	geko.setExp(0.0);
	geko.setLevelThreshold(100.0);
	geko.setLevel(0);

	Node playerNode("Player");

	playerNode.addGeometry(&gekoMesh);
	playerNode.setObject(&geko);
	playerNode.addTexture(&texCV);

	sfh.generateSource(glm::vec3(geko.getPosition()), RESOURCES_PATH "/Sound/Rascheln.wav");
	geko.setSoundHandler(&sfh);
	geko.setSourceName(MOVESOUND, "SpielerFootsteps", RESOURCES_PATH "/Sound/Rascheln.wav");
	//geko.setSourceName(BACKGROUNDMUSIC, "Hintergrund", RESOURCES_PATH "/Sound/jingle2.wav");
	geko.setSourceName(FIGHTSOUND, "Kampfsound", RESOURCES_PATH "/Sound/punch.wav");
	geko.setSourceName(EATSOUND, "Essen", RESOURCES_PATH "/Sound/Munching.wav");
	geko.setSourceName(QUESTSOUND, "Quest", RESOURCES_PATH "/Sound/jingle.wav");
	geko.setSourceName(ITEMSOUND, "Item", RESOURCES_PATH "/Sound/itempickup.wav");
	geko.setSourceName(FIRESOUND, "Fire", RESOURCES_PATH "/Sound/Feuer_kurz.wav");

	sfh.disableLooping("Essen");
	sfh.disableLooping("Quest");
	sfh.disableLooping("Item");
	geko.setPosition(glm::vec4(terrain2.getResolutionX() / 2.0f, 10.0f, terrain2.getResolutionY() / 2.0f, 1.0));
	//sfh.generateSource("Feuer",posFood, RESOURCES_PATH "/Sound/Feuer kurz.wav");
//.........这里部分代码省略.........
开发者ID:MaikKlein,项目名称:GeKo,代码行数:101,代码来源:main.cpp


注:本文中的StaticObject::setClassType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。