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C++ SubEntity类代码示例

本文整理汇总了C++中SubEntity的典型用法代码示例。如果您正苦于以下问题:C++ SubEntity类的具体用法?C++ SubEntity怎么用?C++ SubEntity使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了SubEntity类的14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: while

void Entity::decode(const std::string& fileName)
{
	//
	tinyxml2::XMLDocument doc;
	if (tinyxml2::XML_SUCCESS != doc.LoadFile(fileName.c_str()))
	{
		return;
	}
	tinyxml2::XMLElement* r = doc.RootElement();

	tinyxml2::XMLElement* tex= r->FirstChildElement("subEntity");

	std::string parentPath = Buddha::FileSystem::getInstancePtr()->standardFilePath(fileName);
	parentPath = Buddha::FileSystem::getInstancePtr()->getParent(parentPath);
	parentPath = Buddha::FileSystem::getInstancePtr()->getParent(parentPath);
	parentPath += "/";
	while (tex)
	{
		std::string subEntityFileName = tex->Attribute("file");
		SubEntity* sub = new SubEntity;
		sub->decode(parentPath + subEntityFileName);
		mSubEntities.push_back(sub);
		tex = tex->NextSiblingElement("subEntity");
	}

	
}
开发者ID:,项目名称:,代码行数:27,代码来源:

示例2:

void OgreSample13App::setupInstancedMaterialToEntity(Ogre::Entity *ent)
{
	for (Ogre::uint i=0;i<ent->getNumSubEntities();++i)
	{
		SubEntity * se = ent->getSubEntity(i);
		String materialName = se->getMaterialName();
		se->setMaterialName(buildInstancedMaterial(materialName));
	}
}
开发者ID:harr999y,项目名称:OgreFramework,代码行数:9,代码来源:OgreSample13.cpp

示例3: addBspEntityToRenderQueue

	//-----------------------------------------------------------------------------
	void VisibleBspLeavesSearch::addBspEntityToRenderQueue()
	{
		for(size_t i = 0; i != mNumMaterials; ++i)
		{
			SubEntity* subEntity = mEntity->getSubEntity(i);
            if(subEntity->isVisible() && mIndexDatas[i] && mIndexDatas[i]->indexCount != 0)
            {
				mRenderQueue->addRenderable(subEntity);
            }
        }
	}
开发者ID:raduetsya,项目名称:GothOgre,代码行数:12,代码来源:___VisibleBspLeavesSearch.cpp

示例4: assert

    //-----------------------------------------------------------------------
    void
    MeshInformer::getEntityStatistics(const Entity* entity, size_t& numVertices, size_t& numIndices)
    {
        size_t numSubEntities = entity->getNumSubEntities();
        bool added_shared_vertex = false;

        for (size_t i = 0; i < numSubEntities; ++i)
        {
            SubEntity* subEntity = entity->getSubEntity(i);
            if (!subEntity->isVisible())
            {
                // Skip non-visible sub-entity
                continue;
            }

            SubMesh* subMesh = subEntity->getSubMesh();

            if (subMesh->operationType == RenderOperation::OT_TRIANGLE_LIST ||
                subMesh->operationType == RenderOperation::OT_TRIANGLE_STRIP ||
                subMesh->operationType == RenderOperation::OT_TRIANGLE_FAN)
            {
                if (subMesh->useSharedVertices)
                {
                    if (!added_shared_vertex)
                    {
                        added_shared_vertex = true;
                        numVertices += subMesh->parent->sharedVertexData->vertexCount;
                    }
                }
                else
                {
                    numVertices += subMesh->vertexData->vertexCount;
                }

                assert(subMesh->indexData->indexCount >= 3);
                switch (subMesh->operationType)
                {
                case RenderOperation::OT_TRIANGLE_LIST:
                    assert(subMesh->indexData->indexCount % 3 == 0);
                    numIndices += subMesh->indexData->indexCount;
                    break;

                case RenderOperation::OT_TRIANGLE_STRIP:
                case RenderOperation::OT_TRIANGLE_FAN:
                    numIndices += (subMesh->indexData->indexCount - 2) * 3;
                    break;
                }
            }
        }
    }
开发者ID:gitrider,项目名称:wxsj2,代码行数:51,代码来源:FairyMeshInformer.cpp

示例5: _applyBaseKeyFrame

	//---------------------------------------------------------------------
	void Animation::apply(Entity* entity, Real timePos, Real weight, 
		bool software, bool hardware)
	{
		_applyBaseKeyFrame();

        // Calculate time index for fast keyframe search
        TimeIndex timeIndex = _getTimeIndex(timePos);

		VertexTrackList::iterator i;
		for (i = mVertexTrackList.begin(); i != mVertexTrackList.end(); ++i)
		{
			unsigned short handle = i->first;
			VertexAnimationTrack* track = i->second;

			VertexData* swVertexData;
			VertexData* hwVertexData;
			if (handle == 0)
			{
				// shared vertex data
				swVertexData = entity->_getSoftwareVertexAnimVertexData();
				hwVertexData = entity->_getHardwareVertexAnimVertexData();
				entity->_markBuffersUsedForAnimation();
			}
			else
			{
				// sub entity vertex data (-1)
				SubEntity* s = entity->getSubEntity(handle - 1);
				// Skip this track if subentity is not visible
				if (!s->isVisible())
					continue;
				swVertexData = s->_getSoftwareVertexAnimVertexData();
				hwVertexData = s->_getHardwareVertexAnimVertexData();
				s->_markBuffersUsedForAnimation();
			}
			// Apply to both hardware and software, if requested
			if (software)
			{
				track->setTargetMode(VertexAnimationTrack::TM_SOFTWARE);
				track->applyToVertexData(swVertexData, timeIndex, weight, 
					&(entity->getMesh()->getPoseList()));
			}
			if (hardware)
			{
				track->setTargetMode(VertexAnimationTrack::TM_HARDWARE);
				track->applyToVertexData(hwVertexData, timeIndex, weight, 
					&(entity->getMesh()->getPoseList()));
			}
		}

	}
开发者ID:JangoOs,项目名称:kbengine_ogre_demo,代码行数:51,代码来源:OgreAnimation.cpp

示例6: getEntity

    void MeshObject::setHighlighted( bool highlight )
    {
        String nameExtension = "_HighLight";
        Entity* ent = getEntity();
        int numEnts = ent->getNumSubEntities();

        for( int i = 0; i < numEnts; i++ )
        {
            SubEntity* subent = ent->getSubEntity(i);

            if( subent == NULL )
                continue;

            // TODO - optimieren, nur wenn der Typ verändert wird
            //if(StringUtil::endsWith(subent->getMaterialName(),nameExtension)
            // == highlight )
            //  continue;  

            MaterialPtr oldMaterial = subent->getMaterial();

            // Highlight setzen
            if( highlight )
            {           	 
                MaterialPtr material = MaterialManager::getSingleton().getByName( oldMaterial->getName()+nameExtension );

                if( material.isNull() )
                {
                    material = oldMaterial->clone( oldMaterial->getName()+nameExtension );

                    material->setAmbient(1.0, 1.0, 1.0);
                    material->setDiffuse(1.0, 1.0, 1.0, 1.0);
                    material->setSelfIllumination(0.4, 0.4, 0.4); 
                }

                subent->setMaterialName(material->getName());
            }
            // Highlight entfernen
            else
            {
                String matName = oldMaterial->getName();
                matName = matName.erase(matName.length() - nameExtension.length(), nameExtension.length() );
                subent->setMaterialName( matName );				
            }


        }
    }
开发者ID:BackupTheBerlios,项目名称:dsa-hl-svn,代码行数:47,代码来源:MeshObject.cpp

示例7: OnMouseMove

int MultiPlayChapter::OnMouseMove(int x, int y)
{

	if( m_pkThirdCube->IsWait() )
		return 0;
	if( g_nMouseState & 1 )
	{
		//Ray mouseRay = m_pkCamera->getCameraToViewportRay((float)x/m_pkWindow->getWidth(), (float)y/m_pkWindow->getHeight());
		Ray mouseRay = m_pkCamera->getCameraToViewportRay((float)(x-(m_pkWindow->getWidth()*0.25f))/m_pkViewport->getActualWidth(), (float)y/m_pkViewport->getActualHeight());

		Entity *target;
		float dis;
		int subIndex = -1;
		Vector3 result;
		if( m_pkCollisionTools->raycastFromPoint(mouseRay.getOrigin(), mouseRay.getDirection(), result, target, dis, subIndex) )
		{
			if( m_currentEntity == target )
				return 0;
			if( m_currentEntity )
			{
				m_pkMIManager->SetTransparency(m_currentEntity, 0.4f, m_nCurrentSubIndex);
				m_currentEntity = 0;
			}
			SubEntity *subEntity = target->getSubEntity(subIndex);

			if( subEntity->getMaterialName().substr(0,10) == "07-Default" )
				return 0;

			for(int i=0; i<4; ++i)
			{
				if( target == m_pkMaterialChange[i] && subIndex == m_nMaterialChangeIndex[i] )
				{
					m_currentEntity = target;
					m_nCurrentSubIndex = subIndex;
					m_nCurrentMOC = result;
				}
			}
			if( m_currentEntity == 0 )
				return 0;


			m_pkMIManager->ChangeOriginalMaterial(m_currentEntity, subIndex);
		}
	}
	return 0;
}
开发者ID:oksangman,项目名称:Ant,代码行数:46,代码来源:MultiPlayChapter.cpp

示例8: SubEntity

//-----------------------------------------------------------------------
void Entity::buildSubEntityList(Mesh* mesh, SubEntityList* sublist) {
  // Create SubEntities
  int i, numSubMeshes;
  SubMesh* subMesh;
  SubEntity* subEnt;

  numSubMeshes = mesh->getNumSubMeshes();
  for (i = 0; i < numSubMeshes; ++i) {
    subMesh = mesh->getSubMesh(i);
    subEnt = new SubEntity();
    subEnt->mParentEntity = this;
    subEnt->mSubMesh = subMesh;
    if (subMesh->isMatInitialised())
      subEnt->setMaterialName(subMesh->getMaterialName());
    sublist->push_back(subEnt);
  }
}
开发者ID:zgpxgame,项目名称:iEngine,代码行数:18,代码来源:Entity.cpp

示例9: extractSkeletonData

//-----------------------------------------------------------------------
void HardwareSkinningFactory::prepareEntityForSkinning(const Entity* pEntity, SkinningType skinningType, 
						       bool correctAntidpodalityHandling, bool shearScale)
{
	if (pEntity != NULL) 
	{
		size_t lodLevels = pEntity->getNumManualLodLevels() + 1;
		for(size_t indexLod = 0 ; indexLod < lodLevels ; ++indexLod)
		{
			const Entity* pCurEntity = pEntity;
			if (indexLod > 0) pCurEntity = pEntity->getManualLodLevel(indexLod - 1);

			ushort boneCount = 0,weightCount = 0;
			bool isValid = extractSkeletonData(pCurEntity,boneCount,weightCount);
			unsigned int numSubEntities = pCurEntity->getNumSubEntities();
			for(unsigned int indexSub = 0 ; indexSub < numSubEntities ; ++indexSub)
			{
				SubEntity* pSubEntity = pCurEntity->getSubEntity(indexSub);
				const MaterialPtr& pMat = pSubEntity->getMaterial();
				imprintSkeletonData(pMat, isValid, boneCount, weightCount, skinningType, correctAntidpodalityHandling, shearScale);
			}
		}
	}
}
开发者ID:JangoOs,项目名称:kbengine_ogre_demo,代码行数:24,代码来源:OgreShaderExHardwareSkinning.cpp

示例10: _getTimeIndex

	//---------------------------------------------------------------------
	void Animation::apply(Entity* entity, Real timePos, Real weight, 
		bool software, bool hardware)
	{
        // Calculate time index for fast keyframe search
        TimeIndex timeIndex = _getTimeIndex(timePos);

		VertexTrackList::iterator i;
		for (i = mVertexTrackList.begin(); i != mVertexTrackList.end(); ++i)
		{
			unsigned short handle = i->first;
			VertexAnimationTrack* track = i->second;

			VertexData* swVertexData;
			VertexData* hwVertexData;
			VertexData* origVertexData;
			bool firstAnim = false;
			if (handle == 0)
			{
				// shared vertex data
				firstAnim = !entity->_getBuffersMarkedForAnimation();
				swVertexData = entity->_getSoftwareVertexAnimVertexData();
				hwVertexData = entity->_getHardwareVertexAnimVertexData();
				origVertexData = entity->getMesh()->sharedVertexData;
				entity->_markBuffersUsedForAnimation();
			}
			else
			{
				// sub entity vertex data (-1)
				SubEntity* s = entity->getSubEntity(handle - 1);
				// Skip this track if subentity is not visible
				if (!s->isVisible())
					continue;
				firstAnim = !s->_getBuffersMarkedForAnimation();
				swVertexData = s->_getSoftwareVertexAnimVertexData();
				hwVertexData = s->_getHardwareVertexAnimVertexData();
				origVertexData = s->getSubMesh()->vertexData;
				s->_markBuffersUsedForAnimation();
			}
			// Apply to both hardware and software, if requested
			if (software)
			{
				if (firstAnim && track->getAnimationType() == VAT_POSE)
				{
					// First time through for a piece of pose animated vertex data
					// We need to copy the original position values to the temp accumulator
					const VertexElement* origelem = 
						origVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
					const VertexElement* destelem = 
						swVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
					HardwareVertexBufferSharedPtr origBuffer = 
						origVertexData->vertexBufferBinding->getBuffer(origelem->getSource());
					HardwareVertexBufferSharedPtr destBuffer = 
						swVertexData->vertexBufferBinding->getBuffer(destelem->getSource());
					destBuffer->copyData(*origBuffer.get(), 0, 0, destBuffer->getSizeInBytes(), true);
				}
				track->setTargetMode(VertexAnimationTrack::TM_SOFTWARE);
				track->applyToVertexData(swVertexData, timeIndex, weight, 
					&(entity->getMesh()->getPoseList()));
			}
			if (hardware)
			{
				track->setTargetMode(VertexAnimationTrack::TM_HARDWARE);
				track->applyToVertexData(hwVertexData, timeIndex, weight, 
					&(entity->getMesh()->getPoseList()));
			}
		}

	}
开发者ID:jjiezheng,项目名称:pap_full,代码行数:69,代码来源:OgreAnimation.cpp

示例11: getEntityStatistics

    //-----------------------------------------------------------------------
    void
    MeshInformer::getEntityTriangles(const Entity* entity,
                                     std::vector<Vector3>& vertices,
                                     std::vector<size_t>& indices,
                                     std::vector<size_t>* indexOffsets)
    {
        size_t numVertices = 0, numIndices = 0;
        getEntityStatistics(entity, numVertices, numIndices);

        size_t vertex_offset = vertices.size();
        size_t index_offset = indices.size();

        vertices.resize(vertex_offset + numVertices);
        indices.resize(index_offset + numIndices);

        // Software blended vertex data available only if animation enabled, and software animation are
        // used by internally engine, or user requested software animation.
		bool useBlended = entity->_isAnimated() &&
            (!entity->isHardwareAnimationEnabled() || entity->getSoftwareAnimationRequests() > 0);

        // Use skinned vertex data only if blended data available and skeleton animation enabled.
        bool useSkinned = useBlended && entity->_isSkeletonAnimated();

        Vector3* pVertices = &vertices[0];
        size_t* pIndices = &indices[0];
        size_t shared_vertex_offset = vertex_offset;
        bool added_shared_vertex = false;

        size_t numSubEntities = entity->getNumSubEntities();
        for (size_t i = 0; i < numSubEntities; ++i)
        {
            SubEntity* subEntity = entity->getSubEntity(i);
            if (!subEntity->isVisible())
            {
                // Skip non-visible sub-entity
                continue;
            }

            SubMesh* subMesh = subEntity->getSubMesh();

            if (indexOffsets)
            {
                indexOffsets->push_back(index_offset);
            }

            if (subMesh->operationType == RenderOperation::OT_TRIANGLE_LIST ||
                subMesh->operationType == RenderOperation::OT_TRIANGLE_STRIP ||
                subMesh->operationType == RenderOperation::OT_TRIANGLE_FAN)
            {
                size_t current_vertex_offset;
                if (subMesh->useSharedVertices)
                {
                    if (!added_shared_vertex)
                    {
                        size_t vertexCount = getVertices(pVertices + vertex_offset,
                            useSkinned ? entity->_getSkelAnimVertexData()
                                :
                            useBlended && subMesh->parent->getSharedVertexDataAnimationType() != VAT_NONE ? entity->_getSoftwareVertexAnimVertexData()
                                :
                            subMesh->parent->sharedVertexData);
                        shared_vertex_offset = vertex_offset;
                        vertex_offset += vertexCount;
                        added_shared_vertex = true;
                    }

                    current_vertex_offset = shared_vertex_offset;
                }
                else
                {
                    size_t vertexCount = getVertices(pVertices + vertex_offset,
                        useSkinned ? subEntity->_getSkelAnimVertexData()
                            :
                        useBlended && subMesh->getVertexAnimationType() != VAT_NONE ? subEntity->_getSoftwareVertexAnimVertexData()
                            :
                        subMesh->vertexData);
                    current_vertex_offset = vertex_offset;
                    vertex_offset += vertexCount;
                }

                size_t index_count = getTriangles(pIndices + index_offset, subMesh->indexData, current_vertex_offset, subMesh->operationType);
                index_offset += index_count;
            }
        }
    }
开发者ID:gitrider,项目名称:wxsj2,代码行数:85,代码来源:FairyMeshInformer.cpp

示例12: createScene

    // Just override the mandatory create scene method
    void createScene(void)
    {
        // Check capabilities
		const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
        if (!caps->hasCapability(RSC_VERTEX_PROGRAM) || !(caps->hasCapability(RSC_FRAGMENT_PROGRAM)))
        {
			OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Your card does not support vertex and fragment programs, so cannot "
                "run this demo. Sorry!", 
                "CelShading::createScene");
        }

        // Create a point light
        Light* l = mSceneMgr->createLight("MainLight");
        // Accept default settings: point light, white diffuse, just set position
        // Add light to the scene node
        rotNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
        rotNode->createChildSceneNode(Vector3(20,40,50))->attachObject(l);

        Entity *ent = mSceneMgr->createEntity("head", "ogrehead.mesh");

        mCamera->setPosition(20, 0, 100);
        mCamera->lookAt(0,0,0);


        // Set common material, but define custom parameters to change colours
        // See Example-Advanced.material for how these are finally bound to GPU parameters
        SubEntity* sub;
        // eyes
        sub = ent->getSubEntity(0);
        sub->setMaterialName("Examples/CelShading");
        sub->setCustomParameter(CUSTOM_SHININESS, Vector4(35.0f, 0.0f, 0.0f, 0.0f));
        sub->setCustomParameter(CUSTOM_DIFFUSE, Vector4(1.0f, 0.3f, 0.3f, 1.0f));
        sub->setCustomParameter(CUSTOM_SPECULAR, Vector4(1.0f, 0.6f, 0.6f, 1.0f));
        // skin
        sub = ent->getSubEntity(1);
        sub->setMaterialName("Examples/CelShading");
        sub->setCustomParameter(CUSTOM_SHININESS, Vector4(10.0f, 0.0f, 0.0f, 0.0f));
        sub->setCustomParameter(CUSTOM_DIFFUSE, Vector4(0.0f, 0.5f, 0.0f, 1.0f));
        sub->setCustomParameter(CUSTOM_SPECULAR, Vector4(0.3f, 0.5f, 0.3f, 1.0f));
        // earring
        sub = ent->getSubEntity(2);
        sub->setMaterialName("Examples/CelShading");
        sub->setCustomParameter(CUSTOM_SHININESS, Vector4(25.0f, 0.0f, 0.0f, 0.0f));
        sub->setCustomParameter(CUSTOM_DIFFUSE, Vector4(1.0f, 1.0f, 0.0f, 1.0f));
        sub->setCustomParameter(CUSTOM_SPECULAR, Vector4(1.0f, 1.0f, 0.7f, 1.0f));
        // teeth
        sub = ent->getSubEntity(3);
        sub->setMaterialName("Examples/CelShading");
        sub->setCustomParameter(CUSTOM_SHININESS, Vector4(20.0f, 0.0f, 0.0f, 0.0f));
        sub->setCustomParameter(CUSTOM_DIFFUSE, Vector4(1.0f, 1.0f, 0.7f, 1.0f));
        sub->setCustomParameter(CUSTOM_SPECULAR, Vector4(1.0f, 1.0f, 1.0f, 1.0f));

        // Add entity to the root scene node
        mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ent);

        mWindow->getViewport(0)->setBackgroundColour(ColourValue::White);
    }
开发者ID:Argos86,项目名称:dt2370,代码行数:58,代码来源:CelShading.cpp

示例13: switch

int MultiPlayChapter::OnMouseClick(int x, int y, unsigned short nButton, unsigned short nModifier)
{
	if( m_pkThirdCube->IsWait() )
		return 0;
	switch( nButton )
	{
	case 0:
		{
			ShowCursor(true);
			if( m_pkThirdCube->IsShuffle() )
				break;
			Ray mouseRay = m_pkCamera->getCameraToViewportRay((float)(x-(m_pkWindow->getWidth()*0.25f))/m_pkViewport->getActualWidth(), (float)y/m_pkViewport->getActualHeight());

			Entity *target;
			float dis;
			int subIndex = 0;
			Vector3 result;
			if( m_pkCollisionTools->raycastFromPoint(mouseRay.getOrigin(), mouseRay.getDirection(), result, target, dis, subIndex) )
			{
				SubEntity *subEntity = target->getSubEntity(subIndex);
				if( subEntity->getMaterialName() == "07-Default" )
					break;
				String tmp = target->getParentNode()->getName();
				int dumiIndex = Ogre::StringConverter::parseInt(tmp.substr(5,2));
				m_pkThirdCube->InputFirstSelect(dumiIndex-1, result);

				Vector3 dumi(m_pkThirdCube->GetDumiPos(dumiIndex-1));
				int axis=0;
				float x, y, z;
				x = result.x<0?result.x*-1: result.x;
				y = result.y<0?result.y*-1: result.y;
				z = result.z<0?result.z*-1: result.z;

				for(int i=0; i<27; ++i)
				{
					Entity *entity = m_pkThirdCube->GetBoxEntity(i);
					m_pkMIManager->AddData(new MIManagerData(entity, new EntityMaterialInstance(entity)));
				}

				Vector3 Ray1[2] = { Vector3(dumi), Vector3(dumi) };
				Vector3 Ray2[2] = { Vector3(dumi), Vector3(dumi) };
				Vector3 dir(Vector3::ZERO);

				if( x > 15.4f )
					axis = 1;
				else if( y > 15.4f )
					axis = 2;
				else if( z > 15.4f )
					axis = 3;

				switch( axis )
				{
				case 1:
					{
						dir.x = result.x<0?1.0f:-1.0f;
						Ray1[0].x = dumi.x<0?dumi.x-10.0f: dumi.x+10.0f;
						Ray1[1].x = Ray1[0].x;
						Ray2[0].x = Ray1[0].x;
						Ray2[1].x = Ray1[0].x;
						if( dumi.y == 0 )
						{
							Ray1[0].y = dumi.y+10.5f;
							Ray1[1].y = dumi.y-10.5f;
						}
						else if( dumi.y > 0 )
						{
							Ray1[0].y = dumi.y-10.5f;
							Ray1[1].y = dumi.y-21.0f;
						}
						else if( dumi.y < 0 )
						{
							Ray1[0].y = dumi.y+10.5f;
							Ray1[1].y = dumi.y+21.0f;
						}
						if( dumi.z == 0 )
						{
							Ray2[0].z = dumi.z+10.5f;
							Ray2[1].z = dumi.z-10.5f;
						}
						else if( dumi.z > 0 )
						{
							Ray2[0].z = dumi.z-10.5f;
							Ray2[1].z = dumi.z-21.0f;
						}
						else if( dumi.z < 0 )
						{
							Ray2[0].z = dumi.z+10.5f;
							Ray2[1].z = dumi.z+21.0f;
						}
					}
					break;
				case 2:
					{
						dir.y = result.y<0?1.0f:-1.0f;
						Ray1[0].y = dumi.y<0?dumi.y-10.0f: dumi.y+10.0f;
						Ray1[1].y = Ray1[0].y;
						Ray2[0].y = Ray1[0].y;
						Ray2[1].y = Ray1[0].y;
						if( dumi.x == 0 )
						{
//.........这里部分代码省略.........
开发者ID:oksangman,项目名称:Ant,代码行数:101,代码来源:MultiPlayChapter.cpp

示例14: log


//.........这里部分代码省略.........
		sscanf(line, "%f, %f, %f",&sc.x, &sc.y, &sc.z);
		String entityName = "object" + TOSTRING(objcounter) + "(" + name + ")";
		objcounter++;

		SceneNode *tenode = gEnv->sceneManager->getRootSceneNode()->createChildSceneNode();
		bool background_loading = BSETTING("Background Loading", false);

		MeshObject *mo = NULL;
		if (String(mesh) != "none")
		{
			mo = new MeshObject(mesh, entityName, tenode, NULL, background_loading);
		}

		//mo->setQueryFlags(OBJECTS_MASK);
		//tenode->attachObject(te);
		tenode->setScale(sc);
		tenode->setPosition(pos);
		tenode->rotate(rotation);
		tenode->pitch(Degree(-90));
		tenode->setVisible(true);

		// register in map
		loadedObject_t *obj = &loadedObjects[instancename];
		obj->instanceName = instancename;
		obj->loadType     = 0;
		obj->enabled      = true;
		obj->sceneNode    = tenode;
		obj->collTris.clear();

		if (mo && uniquifyMaterial && !instancename.empty())
		{
			for (unsigned int i = 0; i < mo->getEntity()->getNumSubEntities(); i++)
			{
				SubEntity *se = mo->getEntity()->getSubEntity(i);
				String matname = se->getMaterialName();
				String newmatname = matname + "/" + instancename;
				//LOG("subentity " + TOSTRING(i) + ": "+ matname + " -> " + newmatname);
				se->getMaterial()->clone(newmatname);
				se->setMaterialName(newmatname);
			}
		}

		//String meshGroup = ResourceGroupManager::getSingleton().findGroupContainingResource(mesh);
		//MeshPtr mainMesh = mo->getMesh();

		//collision box(es)
		bool virt=false;
		bool rotating=false;
		bool classic_ref=true;
		// everything is of concrete by default
		ground_model_t *gm = gEnv->collisions->getGroundModelByString("concrete");
		char eventname[256] = {};
		while (!ds->eof())
		{
			size_t ll=ds->readLine(line, 1023);

			// little workaround to trim it
			String lineStr = String(line);
			Ogre::StringUtil::trim(lineStr);

			const char* ptline = lineStr.c_str();
			if (ll==0 || line[0]=='/' || line[0]==';') continue;

			if (!strcmp("end",ptline)) break;
			if (!strcmp("movable", ptline)) {ismovable=true;continue;};
			if (!strcmp("localizer-h", ptline))
开发者ID:Bob-Z,项目名称:rigs-of-rods,代码行数:67,代码来源:TerrainObjectManager.cpp


注:本文中的SubEntity类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。