本文整理汇总了C++中TransformComponent::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ TransformComponent::setPosition方法的具体用法?C++ TransformComponent::setPosition怎么用?C++ TransformComponent::setPosition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TransformComponent
的用法示例。
在下文中一共展示了TransformComponent::setPosition方法的5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: update
void PhysComponent::update()
{
if (m_Obj->hasComponent("Transform")) {
TransformComponent* tc = (TransformComponent*)m_Obj->getComponent("Transform");
b2Vec2 pos = m_Body->GetPosition();
tc->setPosition((double)pos.x, (double)pos.y);
tc->setRotation( m_Body->GetAngle() * (180.0f / (float)Gosu::pi));
}
}
示例2: size
PongField::PongField(Scene& scene) :
Entity(scene)
{
Vector2f size(800.f, 600.f);
Engine& engine = m_Scene.getEngine();
// Add Component
TransformComponent* transform = new TransformComponent(*this);
add<TransformComponent>(transform);
RectangleColliderComponent* collider = new RectangleColliderComponent(*this, engine);
add<RectangleColliderComponent>(collider);
// Init
collider->setSize(size);
transform->setPosition(0, 0);
}
示例3: processEntity
void MovementSystem::processEntity( Entity& e )
{
TurnFactorComponent* turnFactorComponent = turnFactorComponentMapper.get(e);
TransformComponent* transformComponent = transformComponentMapper.get(e);
float dt = world->getDelta();
if (turnFactorComponent != NULL)
{
float previousAngle = turnFactorComponent->getAngleInDegrees();
turnFactorComponent->setAngleInDegrees(previousAngle + dt * 100.0f);
}
Vector2 previousPosition = transformComponent->getPosition();
Vector2 position = previousPosition.add(Vector2(dt*60.0f, dt*20.0f));
if (position.getX() > 1024) position.setX(512);
if (position.getX() < 0) position.setX(512);
if (position.getY() < 0) position.setY(384);
if (position.getY() > 768) position.setY(384);
transformComponent->setPosition(position);
SpatialComponent* spatialComponent = spatialComponentMapper.get(e);
if ((spatialComponent->needToRemoveTurnFactor) == true)
{
e.removeComponent<TurnFactorComponent>();
spatialComponent->needToRemoveTurnFactor = false;
spatialComponent->isTurnFactorRemoved = true;
spatialComponent->needToSetToAddTurnFactor = true;
}
if ((spatialComponent->needToAddTurnFactor) == true)
{
e.addComponent(new TurnFactorComponent());
spatialComponent->needToAddTurnFactor = false;
spatialComponent->isTurnFactorSetToRemove = false;
}
}
示例4: onSceneLoad
// Example 2D physics scene.
void PhysicsTestScene::onSceneLoad(GameInstance *instance)
{
ContextData *context = instance->getContextData();
{
Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
entity->setName("background");
TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));
transform->setPosition(math::Vec3(0.f, 0.f, LAYER_BACKGROUND_0));
transform->setDirection(math::Vec3(0.0f, 0.0f, 1.f));
transform->setScale(150.f);
renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
sprite->setTexture("grass.png");
sprite->setDisableCullCheck(true);
entity->addComponent(transform);
entity->addComponent(sprite);
instance->getScene()->addEntity(entity);
}
{
Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
entity->setName("block");
TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));
transform->setPosition(math::Vec3(0.f, 50.f, LAYER_BACKGROUND_0));
transform->setDirection(math::Vec3(-0.5f, 0.5f, 1.f));
transform->setScale(1.f);
renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
sprite->setTexture("biggrass.png");
physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));
phys->setMass(5);
phys->setFriction(1.f);
phys->setDensity(1.0f);
phys->setRestitution(0.8f);
phys->setKinematic(true);
phys->setGroup(physics::BOX2D_GROUP_LEVEL);
entity->addComponent(transform);
entity->addComponent(sprite);
entity->addComponent(phys);
instance->getScene()->addEntity(entity);
}
for (unsigned i = 0; i < 2000; ++i)
{
Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
entity->setName("block");
TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));
transform->setPosition(math::Vec3(150.f + i * 250.f, 50.f, LAYER_BACKGROUND_0));
transform->setDirection(math::Vec3(-0.5f, 0.5f, 1.f));
transform->setScale(1.f);
renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
sprite->setTexture("biggrass.png");
physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));
phys->setMass(5);
phys->setFriction(1.f);
phys->setDensity(1.0f);
phys->setRestitution(0.8f);
phys->setKinematic(true);
phys->setGroup(physics::BOX2D_GROUP_LEVEL);
entity->addComponent(transform);
entity->addComponent(sprite);
entity->addComponent(phys);
instance->getScene()->addEntity(entity);
}
unsigned l = 10;
for (unsigned i = 0; i < 10; ++i)
{
Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
entity->setName("Object");
TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));
transform->setPosition(math::Vec3(0.f, 750.f + 150.f * i, LAYER_OBJECT_1));
transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
transform->setScale(1.f);
renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
sprite->setTexture("isopropelli.png");
//.........这里部分代码省略.........
示例5: onSceneLoad
// instance provides access to the engine when the load is happening, all the changes should be loaded against it.
void PhysicsTestScene::onSceneLoad(GameInstance *instance)
{
// Scopes are here just to make it easier to use the same name multiple times (entity, etc)
{
// creating a static ground with box2d physics
Entity *entity = rtti::generate<Entity>(instance->getContextData());
entity->setName("Ground");
TransformComponent *transform = rtti::generate<TransformComponent>(instance->getContextData());
// set position of the ground
transform->setPosition(math::Vec3(50.f, 550.f, 0.f));
transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
transform->setScale(1.f);
// Create spritecomponent to display the image
renderer::SpriteComponent *sprite = rtti::generate<renderer::SpriteComponent>(instance->getContextData());
sprite->setTexture("hellknight.png"); // hellknight.png is automatically loaded and cached by the RendererSystem, etc on the background, no need to worry about it
// Lets add 2D-physics
physics::Box2DRigidBodyComponent *phys = rtti::generate<physics::Box2DRigidBodyComponent>(instance->getContextData());
phys->setFriction(1.f);
phys->setMass(5);
phys->setDensity(1.0f);
phys->setKinematic(true); // kinematic makes the object static. (useful for ground, etc)
// Lets add all the components to the entity
entity->addComponent(transform);
entity->addComponent(sprite);
entity->addComponent(phys);
// aaand lets add the entity to the scene!
instance->getScene()->addEntity(entity);
}
// And the lets create the player,
{
Entity *entity = rtti::generate<Entity>(instance->getContextData());
entity->setName("Player"); // name can be checked during the code, but string comparison is slow, so I would recommend to check against something else
// for example if only the player has "PlayerInfoComponent" or something like that, you can try to find that component to
// detect the player.
TransformComponent *transform = rtti::generate<TransformComponent>(instance->getContextData());
transform->setPosition(math::Vec3(50.f, 750.f, 0.2f));
transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
transform->setScale(1.f);
renderer::SpriteComponent *sprite = rtti::generate<renderer::SpriteComponent>(instance->getContextData());
sprite->setTexture("testcube.png");
physics::Box2DRigidBodyComponent *phys = rtti::generate<physics::Box2DRigidBodyComponent>(instance->getContextData());
phys->setMass(5);
phys->setFriction(1.f);
phys->setDensity(1.0f);
phys->setKinematic(false);
player::PlayerInputComponent *playerInput = rtti::generate<player::PlayerInputComponent>(instance->getContextData());
// camera is used to center the camera to the player
scene::CameraComponent *camera = rtti::generate<scene::CameraComponent>(instance->getContextData());
renderer::LightComponent *light = rtti::generate<renderer::LightComponent>(instance->getContextData());
light->setColor(math::Vec3(0.8f, 0.8f, 1.f));
entity->addComponent(transform);
entity->addComponent(sprite);
entity->addComponent(phys);
entity->addComponent(playerInput);
entity->addComponent(light);
entity->addComponent(camera);
instance->getScene()->addEntity(entity);
camera->setActive(true);
}
LOG_INFO("Physics test scene loaded!");
}