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C++ VisualServer::canvas_item_create方法代码示例

本文整理汇总了C++中VisualServer::canvas_item_create方法的典型用法代码示例。如果您正苦于以下问题:C++ VisualServer::canvas_item_create方法的具体用法?C++ VisualServer::canvas_item_create怎么用?C++ VisualServer::canvas_item_create使用的例子?那么恭喜您, 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VisualServer的用法示例。


在下文中一共展示了VisualServer::canvas_item_create方法的4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: _add_concave

	void _add_concave(const Vector<Vector2> &p_points, const Matrix32 &p_xform = Matrix32()) {

		Physics2DServer *ps = Physics2DServer::get_singleton();
		VisualServer *vs = VisualServer::get_singleton();

		RID concave = ps->shape_create(Physics2DServer::SHAPE_CONCAVE_POLYGON);
		ps->shape_set_data(concave, p_points);
		RID body = ps->body_create(Physics2DServer::BODY_MODE_STATIC);
		ps->body_set_space(body, space);
		ps->body_add_shape(body, concave);
		ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform);

		RID sprite = vs->canvas_item_create();
		vs->canvas_item_set_parent(sprite, canvas);
		vs->canvas_item_set_transform(sprite, p_xform);
		for (int i = 0; i < p_points.size(); i += 2) {
			vs->canvas_item_add_line(sprite, p_points[i], p_points[i + 1], Color(0, 0, 0), 2);
		}
	}
开发者ID:allkhor,项目名称:godot,代码行数:19,代码来源:test_physics_2d.cpp

示例2: _add_body

	RID _add_body(Physics2DServer::ShapeType p_shape, const Matrix32& p_xform) {

		VisualServer *vs = VisualServer::get_singleton();
		Physics2DServer *ps = Physics2DServer::get_singleton();

		RID body = ps->body_create();
		ps->body_add_shape(body,body_shape_data[p_shape].shape);
		ps->body_set_space(body,space);
		ps->body_set_continuous_collision_detection_mode(body,Physics2DServer::CCD_MODE_CAST_SHAPE);
		ps->body_set_state(body,Physics2DServer::BODY_STATE_TRANSFORM,p_xform);

//		print_line("add body with xform: "+p_xform);
		RID sprite = vs->canvas_item_create();
		vs->canvas_item_set_parent(sprite,canvas);
		vs->canvas_item_set_transform(sprite,p_xform);
		Size2 imgsize( vs->texture_get_width(body_shape_data[p_shape].image),vs->texture_get_height(body_shape_data[p_shape].image) );
		vs->canvas_item_add_texture_rect(sprite,Rect2(-imgsize/2.0,imgsize),body_shape_data[p_shape].image);

		ps->body_set_force_integration_callback(body,this,"_body_moved",sprite);
//		RID q = ps->query_create(this,"_body_moved",sprite);
//		ps->query_body_state(q,body);

		return body;
	}
开发者ID:lonesurvivor,项目名称:godot,代码行数:24,代码来源:test_physics_2d.cpp

示例3: init

	virtual void init() {

		VisualServer *vs = VisualServer::get_singleton();
		Physics2DServer *ps = Physics2DServer::get_singleton();



		space=ps->space_create();
		ps->space_set_active(space,true);
		ps->set_active(true);
		ps->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY_VECTOR,Vector2(0,1));
		ps->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY,98);

		{

			RID vp = vs->viewport_create();
			canvas = vs->canvas_create();
			vs->viewport_attach_canvas(vp,canvas);
			vs->viewport_attach_to_screen(vp,Rect2(Vector2(),OS::get_singleton()->get_window_size()));
			Matrix32 smaller;
			//smaller.scale(Vector2(0.6,0.6));
			//smaller.elements[2]=Vector2(100,0);

			//view_xform = smaller;
			vs->viewport_set_canvas_transform(vp,canvas,view_xform);

		}

		ray = vs->canvas_item_create();
		vs->canvas_item_set_parent(ray,canvas);
		//ray_query = ps->query_create(this,"_ray_query_callback",Variant());
		//ps->query_intersection(ray_query,space);

		_create_body_shape_data();

		for(int i=0;i<32;i++) {

			Physics2DServer::ShapeType types[4]={
				Physics2DServer::SHAPE_CIRCLE,
				Physics2DServer::SHAPE_CAPSULE,
				Physics2DServer::SHAPE_RECTANGLE,
				Physics2DServer::SHAPE_CONVEX_POLYGON,

			};

			Physics2DServer::ShapeType type = types[i%4];
//			type=Physics2DServer::SHAPE_SEGMENT;
			_add_body(type,Matrix32(i*0.8,Point2(152+i*40,100-40*i)));
			//if (i==0)
			//	ps->body_set_mode(b,Physics2DServer::BODY_MODE_STATIC);
		}

		//RID b= _add_body(Physics2DServer::SHAPE_CIRCLE,Matrix32(0,Point2(101,140)));
		//ps->body_set_mode(b,Physics2DServer::BODY_MODE_STATIC);

		Point2 prev;

		Vector<Point2> parr;
		for(int i=0;i<30;i++) {

			Point2 p(i*60,Math::randf() * 70+340);
			if (i>0) {
				parr.push_back(prev);
				parr.push_back(p);
			}
			prev=p;
		}

		_add_concave(parr);
		//_add_plane(Vector2(0.0,-1).normalized(),-300);
		//_add_plane(Vector2(1,0).normalized(),50);
		//_add_plane(Vector2(-1,0).normalized(),-600);

	}
开发者ID:lonesurvivor,项目名称:godot,代码行数:74,代码来源:test_physics_2d.cpp

示例4: _update_dirty_quadrants

void TileMap::_update_dirty_quadrants() {

	if (!pending_update)
		return;
	if (!is_inside_tree())
		return;
	if (!tile_set.is_valid())
		return;

	VisualServer *vs = VisualServer::get_singleton();
	Physics2DServer *ps = Physics2DServer::get_singleton();
	Vector2 tofs = get_cell_draw_offset();
	Vector2 tcenter = cell_size/2;
	Matrix32 nav_rel;
	if (navigation)
		nav_rel = get_relative_transform_to_parent(navigation);

	Vector2 qofs;

	SceneTree *st=SceneTree::get_singleton();
	Color debug_collision_color;

	bool debug_shapes = st && st->is_debugging_collisions_hint();
	if (debug_shapes) {
		debug_collision_color=st->get_debug_collisions_color();
	}

	while (dirty_quadrant_list.first()) {

		Quadrant &q = *dirty_quadrant_list.first()->self();

		for (List<RID>::Element *E=q.canvas_items.front();E;E=E->next()) {

			vs->free(E->get());
		}

		q.canvas_items.clear();

		ps->body_clear_shapes(q.body);
		int shape_idx=0;

		if (navigation) {
			for(Map<PosKey,Quadrant::NavPoly>::Element *E=q.navpoly_ids.front();E;E=E->next()) {

				navigation->navpoly_remove(E->get().id);
			}
			q.navpoly_ids.clear();
		}

		for(Map<PosKey,Quadrant::Occluder>::Element *E=q.occluder_instances.front();E;E=E->next()) {
			VS::get_singleton()->free(E->get().id);
		}
		q.occluder_instances.clear();
		Ref<CanvasItemMaterial> prev_material;
		RID prev_canvas_item;
		RID prev_debug_canvas_item;

		for(int i=0;i<q.cells.size();i++) {

			Map<PosKey,Cell>::Element *E=tile_map.find( q.cells[i] );
			Cell &c=E->get();
			//moment of truth
			if (!tile_set->has_tile(c.id))
				continue;
			Ref<Texture> tex = tile_set->tile_get_texture(c.id);
			Vector2 tile_ofs = tile_set->tile_get_texture_offset(c.id);

			Vector2 wofs = _map_to_world(E->key().x, E->key().y);
			Vector2 offset = wofs - q.pos + tofs;

			if (!tex.is_valid())
				continue;

			Ref<CanvasItemMaterial> mat = tile_set->tile_get_material(c.id);

			RID canvas_item;
			RID debug_canvas_item;

			if (prev_canvas_item==RID() || prev_material!=mat) {

				canvas_item=vs->canvas_item_create();
				if (mat.is_valid())
					vs->canvas_item_set_material(canvas_item,mat->get_rid());
				vs->canvas_item_set_parent( canvas_item, get_canvas_item() );
				Matrix32 xform;
				xform.set_origin( q.pos );
				vs->canvas_item_set_transform( canvas_item, xform );
				vs->canvas_item_set_light_mask(canvas_item,get_light_mask());
				vs->canvas_item_set_blend_mode(canvas_item,VS::MaterialBlendMode(get_blend_mode()));

				q.canvas_items.push_back(canvas_item);

				if (debug_shapes) {

					debug_canvas_item=vs->canvas_item_create();
					vs->canvas_item_set_parent( debug_canvas_item, canvas_item );
					vs->canvas_item_set_z_as_relative_to_parent(debug_canvas_item,false);
					vs->canvas_item_set_z(debug_canvas_item,VS::CANVAS_ITEM_Z_MAX-1);
					q.canvas_items.push_back(debug_canvas_item);
					prev_debug_canvas_item=debug_canvas_item;
//.........这里部分代码省略.........
开发者ID:FEDE0D,项目名称:godot,代码行数:101,代码来源:tile_map.cpp


注:本文中的VisualServer::canvas_item_create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。