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C++ SubEntity::getMaterial方法代码示例

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


在下文中一共展示了SubEntity::getMaterial方法的3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: setHighlighted

    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2: prepareEntityForSkinning

//-----------------------------------------------------------------------
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3: loadObject


//.........这里部分代码省略.........
		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::getMaterial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。