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C++ TransformComponent::GetWorldTransform方法代码示例

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


在下文中一共展示了TransformComponent::GetWorldTransform方法的1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: Process

void DebugRenderSystem::Process()
{
    uint32 size = entities.size();
	for(uint32 i = 0; i < size; ++i)
	{
        Entity * entity = entities[i];
        
        DebugRenderComponent * debugRenderComponent = cast_if_equal<DebugRenderComponent*>(entity->GetComponent(Component::DEBUG_RENDER_COMPONENT));
        TransformComponent * transformComponent = cast_if_equal<TransformComponent*>(entity->GetComponent(Component::TRANSFORM_COMPONENT));
        //RenderComponent * renderComponent = cast_if_equal<RenderComponent*>(entity->GetComponent(Component::RENDER_COMPONENT));
        
        Matrix4 worldTransform = /*(*transformComponent->GetWorldTransform()) * */camera->GetMatrix();
        RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, camera->GetMatrix());

        AABBox3 debugBoundigBox = entity->GetWTMaximumBoundingBoxSlow();
        uint32 debugFlags = debugRenderComponent->GetDebugFlags();

		// Camera debug draw
		if(debugFlags & DebugRenderComponent::DEBUG_DRAW_CAMERA)
		{
			CameraComponent * entityCameraComp = (CameraComponent *) entity->GetComponent(Component::CAMERA_COMPONENT);

			if(NULL != entityCameraComp)
			{
				Camera* entityCamera = entityCameraComp->GetCamera();
				if(NULL != entityCamera && camera != entityCamera)
				{
					Color camColor(0.0f, 1.0f, 0.0f, 1.0f);
					Vector3 camPos = entityCamera->GetPosition();
					//Vector3 camDirect = entityCamera->GetDirection();
					AABBox3 camBox(camPos, 2.5f);

					// If this is clip camera - show it as red camera
					if (entityCamera == entity->GetScene()->GetClipCamera()) camColor = Color(1.0f, 0.0f, 0.0f, 1.0f);

					RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
					RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE);
					RenderManager::Instance()->SetColor(camColor);

					RenderHelper::Instance()->DrawBox(camBox, 2.5f);

					RenderManager::Instance()->SetState(RenderState::DEFAULT_3D_STATE);
					RenderManager::Instance()->ResetColor();

					debugBoundigBox = camBox;
				}
			}
		}

		// UserNode debug draw
		if(debugFlags & DebugRenderComponent::DEBUG_DRAW_USERNODE)
		{
			if(NULL != entity->GetComponent(Component::USER_COMPONENT))
			{
				Color dcColor(0.0f, 0.0f, 1.0f, 1.0f);
				AABBox3 dcBox(Vector3(), 1.0f);

				Matrix4 prevMatrix = RenderManager::Instance()->GetMatrix(RenderManager::MATRIX_MODELVIEW);
				Matrix4 finalMatrix = transformComponent->GetWorldTransform() * prevMatrix;
				RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, finalMatrix);

				RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
				RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE | RenderState::STATE_DEPTH_TEST);

				RenderManager::Instance()->SetColor(1.f, 1.f, 0, 1.0f);
				RenderHelper::Instance()->DrawLine(Vector3(0, 0, 0), Vector3(1.f, 0, 0));
				RenderManager::Instance()->SetColor(1.f, 0, 1.f, 1.0f);
				RenderHelper::Instance()->DrawLine(Vector3(0, 0, 0), Vector3(0, 1.f, 0));
				RenderManager::Instance()->SetColor(0, 1.f, 1.f, 1.0f);
				RenderHelper::Instance()->DrawLine(Vector3(0, 0, 0), Vector3(0, 0, 1.f));

				RenderManager::Instance()->SetColor(dcColor);
				RenderHelper::Instance()->DrawBox(dcBox);

				RenderManager::Instance()->SetState(RenderState::DEFAULT_3D_STATE);
				RenderManager::Instance()->ResetColor();
				RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, prevMatrix);

				dcBox.GetTransformedBox(transformComponent->GetWorldTransform(), debugBoundigBox);
			}
		}

		// LightNode debug draw
		if (debugFlags & DebugRenderComponent::DEBUG_DRAW_LIGHT_NODE)
		{
			LightComponent *lightComp = (LightComponent *) entity->GetComponent(Component::LIGHT_COMPONENT);

			if(NULL != lightComp)
			{
				Light* light = lightComp->GetLightObject();

				if(NULL != light)
				{
					Vector3 lPosition = light->GetPosition();

					RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
					RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE);
					RenderManager::Instance()->SetColor(1.0f, 1.0f, 0.0f, 1.0f);

					switch (light->GetType())
//.........这里部分代码省略.........
开发者ID:vilonosec,项目名称:dava.framework,代码行数:101,代码来源:DebugRenderSystem.cpp


注:本文中的TransformComponent::GetWorldTransform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。