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C++ XmlWriter::createChunk方法代码示例

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


在下文中一共展示了XmlWriter::createChunk方法的15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: writeOn

	void CollisionCylinderReaderWriter::writeOn(std::shared_ptr<XmlChunk> shapeChunk, const CollisionShape3D *collisionShape, XmlWriter &xmlWriter) const
	{
		shapeChunk->setAttribute(XmlAttribute(TYPE_ATTR, CYLINDER_VALUE));

		const CollisionCylinderShape *cylinderShape = static_cast<const CollisionCylinderShape *>(collisionShape);

		std::shared_ptr<XmlChunk> orientationChunk = xmlWriter.createChunk(ORIENTATION_TAG, XmlAttribute(), shapeChunk);
		CylinderShape<float>::CylinderOrientation orientationValue = cylinderShape->getCylinderOrientation();
		if(orientationValue==CylinderShape<float>::CylinderOrientation::CYLINDER_X)
		{
			orientationChunk->setStringValue(X_VALUE);
		}else if(orientationValue==CylinderShape<float>::CylinderOrientation::CYLINDER_Y)
		{
			orientationChunk->setStringValue(Y_VALUE);
		}else if(orientationValue==CylinderShape<float>::CylinderOrientation::CYLINDER_Z)
		{
			orientationChunk->setStringValue(Z_VALUE);
		}else
		{
			throw std::invalid_argument("Cylinder orientation type unknown: " + orientationValue);
		}

		std::shared_ptr<XmlChunk> radiusChunk = xmlWriter.createChunk(RADIUS_TAG, XmlAttribute(), shapeChunk);
		radiusChunk->setFloatValue(cylinderShape->getRadius());

		std::shared_ptr<XmlChunk> heightChunk = xmlWriter.createChunk(HEIGHT_TAG, XmlAttribute(), shapeChunk);
		heightChunk->setFloatValue(cylinderShape->getHeight());
	}
开发者ID:ServerGame,项目名称:UrchinEngine,代码行数:28,代码来源:CollisionCylinderReaderWriter.cpp

示例2: writeSceneSoundsOn

	void Map::writeSceneSoundsOn(const std::shared_ptr<XmlChunk> &chunk, XmlWriter &xmlWriter) const
	{
		std::shared_ptr<XmlChunk> soundElementsListChunk = xmlWriter.createChunk(SOUND_ELEMENTS_TAG, XmlAttribute(), chunk);

		for (auto sceneSound : sceneSounds)
		{
			std::shared_ptr<XmlChunk> soundElementsChunk = xmlWriter.createChunk(SOUND_ELEMENT_TAG, XmlAttribute(), soundElementsListChunk);
			sceneSound->writeOn(soundElementsChunk, xmlWriter);
		}
	}
开发者ID:petitg1987,项目名称:UrchinEngine,代码行数:10,代码来源:Map.cpp

示例3: writeSceneTerrainsOn

	void Map::writeSceneTerrainsOn(const std::shared_ptr<XmlChunk> &chunk, XmlWriter &xmlWriter) const
	{
		std::shared_ptr<XmlChunk> terrainsListChunk = xmlWriter.createChunk(TERRAINS_TAG, XmlAttribute(), chunk);

		for (auto sceneTerrain : sceneTerrains)
		{
			std::shared_ptr<XmlChunk> terrainsChunk = xmlWriter.createChunk(TERRAIN_TAG, XmlAttribute(), terrainsListChunk);
			sceneTerrain->writeOn(terrainsChunk, xmlWriter);
		}
	}
开发者ID:petitg1987,项目名称:UrchinEngine,代码行数:10,代码来源:Map.cpp

示例4: writeSceneWatersOn

	void Map::writeSceneWatersOn(const std::shared_ptr<XmlChunk> &chunk, XmlWriter &xmlWriter) const
	{
		std::shared_ptr<XmlChunk> watersListChunk = xmlWriter.createChunk(WATERS_TAG, XmlAttribute(), chunk);

		for (auto sceneWater : sceneWaters)
		{
			std::shared_ptr<XmlChunk> watersChunk = xmlWriter.createChunk(WATER_TAG, XmlAttribute(), watersListChunk);
			sceneWater->writeOn(watersChunk, xmlWriter);
		}
	}
开发者ID:petitg1987,项目名称:UrchinEngine,代码行数:10,代码来源:Map.cpp

示例5: writeSceneLightsOn

	void Map::writeSceneLightsOn(const std::shared_ptr<XmlChunk> &chunk, XmlWriter &xmlWriter) const
	{
		std::shared_ptr<XmlChunk> lightsListChunk = xmlWriter.createChunk(LIGHTS_TAG, XmlAttribute(), chunk);

		for (auto sceneLight : sceneLights)
		{
			std::shared_ptr<XmlChunk> lightsChunk = xmlWriter.createChunk(LIGHT_TAG, XmlAttribute(), lightsListChunk);
			sceneLight->writeOn(lightsChunk, xmlWriter);
		}
	}
开发者ID:petitg1987,项目名称:UrchinEngine,代码行数:10,代码来源:Map.cpp

示例6: writeSceneObjectsOn

	void Map::writeSceneObjectsOn(const std::shared_ptr<XmlChunk> &chunk, XmlWriter &xmlWriter) const
	{
		std::shared_ptr<XmlChunk> objectsListChunk = xmlWriter.createChunk(OBJECTS_TAG, XmlAttribute(), chunk);

		for (auto sceneObject : sceneObjects)
		{
			std::shared_ptr<XmlChunk> objectsChunk = xmlWriter.createChunk(OBJECT_TAG, XmlAttribute(), objectsListChunk);
			sceneObject->writeOn(objectsChunk, xmlWriter);
		}
	}
开发者ID:petitg1987,项目名称:UrchinEngine,代码行数:10,代码来源:Map.cpp

示例7: writeBodyPropertiesOn

	void RigidBodyReaderWriter::writeBodyPropertiesOn(const std::shared_ptr<XmlChunk> &physicsChunk, const RigidBody *rigidBody, XmlWriter &xmlWriter) const
	{
		std::shared_ptr<XmlChunk> massChunk = xmlWriter.createChunk(MASS_TAG, XmlAttribute(), physicsChunk);
		massChunk->setFloatValue(rigidBody->getMass());

		std::shared_ptr<XmlChunk> restitutionChunk = xmlWriter.createChunk(RESTITUTION_TAG, XmlAttribute(), physicsChunk);
		restitutionChunk->setFloatValue(rigidBody->getRestitution());

		std::shared_ptr<XmlChunk> frictionChunk = xmlWriter.createChunk(FRICTION_TAG, XmlAttribute(), physicsChunk);
		frictionChunk->setFloatValue(rigidBody->getFriction());

		std::shared_ptr<XmlChunk> rollingFrictionChunk = xmlWriter.createChunk(ROLLING_FRICTION_TAG, XmlAttribute(), physicsChunk);
		rollingFrictionChunk->setFloatValue(rigidBody->getRollingFriction());

		std::shared_ptr<XmlChunk> linearDampingChunk = xmlWriter.createChunk(LINEAR_DAMPING_TAG, XmlAttribute(), physicsChunk);
		linearDampingChunk->setFloatValue(rigidBody->getLinearDamping());

		std::shared_ptr<XmlChunk> angularDampingChunk = xmlWriter.createChunk(ANGULAR_DAMPING_TAG, XmlAttribute(), physicsChunk);
		angularDampingChunk->setFloatValue(rigidBody->getAngularDamping());

		std::shared_ptr<XmlChunk> linearFactorChunk = xmlWriter.createChunk(LINEAR_FACTOR_TAG, XmlAttribute(), physicsChunk);
		linearFactorChunk->setVector3Value(rigidBody->getLinearFactor());

		std::shared_ptr<XmlChunk> angularFactorChunk = xmlWriter.createChunk(ANGULAR_FACTOR_TAG, XmlAttribute(), physicsChunk);
		angularFactorChunk->setVector3Value(rigidBody->getAngularFactor());
	}
开发者ID:petitg1987,项目名称:UrchinEngine,代码行数:26,代码来源:RigidBodyReaderWriter.cpp

示例8: writeOn

	void SoundSphereReaderWriter::writeOn(std::shared_ptr<XmlChunk> shapeChunk, const SoundShape *soundShape, XmlWriter &xmlWriter) const
	{
		shapeChunk->setAttribute(XmlAttribute(TYPE_ATTR, SPHERE_VALUE));

		const SoundSphere *sphereShape = static_cast<const SoundSphere *>(soundShape);

		std::shared_ptr<XmlChunk> radiusChunk = xmlWriter.createChunk(RADIUS_TAG, XmlAttribute(), shapeChunk);
		radiusChunk->setFloatValue(sphereShape->getRadius());

		std::shared_ptr<XmlChunk> positionChunk = xmlWriter.createChunk(POSITION_TAG, XmlAttribute(), shapeChunk);
		positionChunk->setPoint3Value(sphereShape->getPosition());

		std::shared_ptr<XmlChunk> marginChunk = xmlWriter.createChunk(MARGIN_TAG, XmlAttribute(), shapeChunk);
		marginChunk->setFloatValue(sphereShape->getMargin());
	}
开发者ID:ServerGame,项目名称:UrchinEngine,代码行数:15,代码来源:SoundSphereReaderWriter.cpp

示例9: writeOn

	void RigidBodyReaderWriter::writeOn(const std::shared_ptr<XmlChunk> &physicsChunk, const RigidBody *rigidBody, XmlWriter &xmlWriter) const
	{
		std::shared_ptr<XmlChunk> shapeChunk = xmlWriter.createChunk(SHAPE_TAG, XmlAttribute(), physicsChunk);
		std::shared_ptr<CollisionShapeReaderWriter> shapeReaderWriter = CollisionShapeReaderWriterRetriever::retrieveShapeReaderWriter(rigidBody->getOriginalShape().get());

		shapeReaderWriter->writeOn(shapeChunk, rigidBody->getOriginalShape().get(), xmlWriter);
		writeBodyPropertiesOn(physicsChunk, rigidBody, xmlWriter);
	}
开发者ID:petitg1987,项目名称:UrchinEngine,代码行数:8,代码来源:RigidBodyReaderWriter.cpp

示例10: writeOn

	void CollisionCompoundShapeReaderWriter::writeOn(std::shared_ptr<XmlChunk> shapeChunk, const CollisionShape3D *collisionShape, XmlWriter &xmlWriter) const
	{
		shapeChunk->setAttribute(XmlAttribute(TYPE_ATTR, COMPOUND_SHAPE_VALUE));

		const CollisionCompoundShape *compoundShape = static_cast<const CollisionCompoundShape *>(collisionShape);

		std::shared_ptr<XmlChunk> localizedShapesListChunk = xmlWriter.createChunk(LOCALIZED_SHAPES, XmlAttribute(), shapeChunk);
		const std::vector<std::shared_ptr<const LocalizedCollisionShape>> &shapes = compoundShape->getLocalizedShapes();
		for(unsigned int i=0; i<shapes.size(); ++i)
		{
			std::shared_ptr<XmlChunk> localizedShapeChunk = xmlWriter.createChunk(LOCALIZED_SHAPE, XmlAttribute(), localizedShapesListChunk);

			std::shared_ptr<XmlChunk> translationChunk = xmlWriter.createChunk(TRANSLATION, XmlAttribute(), localizedShapeChunk);
			translationChunk->setVector3Value(shapes[i]->translation);

			std::shared_ptr<XmlChunk> shapeChunk = xmlWriter.createChunk(SHAPE, XmlAttribute(), localizedShapeChunk);
			const CollisionShape3D *collisionShape = shapes[i]->shape.get();
			CollisionShapeReaderWriterRetriever::retrieveShapeReaderWriter(collisionShape)->writeOn(shapeChunk, collisionShape, xmlWriter);
		}
	}
开发者ID:ServerGame,项目名称:UrchinEngine,代码行数:20,代码来源:CollisionCompoundShapeReaderWriter.cpp

示例11: buildChunkFrom

	void LightReaderWriter::buildChunkFrom(std::shared_ptr<XmlChunk> lightChunk, const Light *light, XmlWriter &xmlWriter) const
	{
		if(light->getLightType()==Light::OMNIDIRECTIONAL)
		{
			const OmnidirectionalLight *omnidirectionalLight = static_cast<const OmnidirectionalLight *>(light);
			lightChunk->setAttribute(XmlAttribute(TYPE_ATTR, OMNIDIRECTIONAL_VALUE));

			std::shared_ptr<XmlChunk> positionChunk = xmlWriter.createChunk(POSITION_TAG, XmlAttribute(), lightChunk);
			positionChunk->setPoint3Value(omnidirectionalLight->getPosition());

			std::shared_ptr<XmlChunk> expenentialAttenuationChunk = xmlWriter.createChunk(EXPENENTIAL_ATTENUATION_TAG, XmlAttribute(), lightChunk);
			expenentialAttenuationChunk->setFloatValue(omnidirectionalLight->getExponentialAttenuation());
		}else if(light->getLightType()==Light::SUN)
		{
			const SunLight *sunLight = static_cast<const SunLight *>(light);
			lightChunk->setAttribute(XmlAttribute(TYPE_ATTR, SUN_VALUE));

			std::shared_ptr<XmlChunk> directionChunk = xmlWriter.createChunk(DIRECTION_TAG, XmlAttribute(), lightChunk);
			directionChunk->setVector3Value(sunLight->getDirections()[0]);
		}else
		{
			throw std::invalid_argument("Unknown light type to write in map: " + light->getLightType());
		}
	}
开发者ID:ServerGame,项目名称:UrchinEngine,代码行数:24,代码来源:LightReaderWriter.cpp

示例12: writeFlagsOn

	void LightReaderWriter::writeFlagsOn(std::shared_ptr<XmlChunk> lightChunk, const Light *light, XmlWriter &xmlWriter) const
	{
		std::shared_ptr<XmlChunk> produceShadowChunk = xmlWriter.createChunk(PRODUCE_SHADOW_TAG, XmlAttribute(), lightChunk);
		produceShadowChunk->setBoolValue(light->isProduceShadow());
	}
开发者ID:ServerGame,项目名称:UrchinEngine,代码行数:5,代码来源:LightReaderWriter.cpp

示例13: writePropertiesOn

	void LightReaderWriter::writePropertiesOn(std::shared_ptr<XmlChunk> lightChunk, const Light *light, XmlWriter &xmlWriter) const
	{
		std::shared_ptr<XmlChunk> ambientColorChunk = xmlWriter.createChunk(AMBIENT_COLOR_TAG, XmlAttribute(), lightChunk);
		ambientColorChunk->setPoint3Value(light->getAmbientColor());
	}
开发者ID:ServerGame,项目名称:UrchinEngine,代码行数:5,代码来源:LightReaderWriter.cpp

示例14: writeOn

    void SceneAI::writeOn(const std::shared_ptr<XmlChunk> &chunk, XmlWriter &xmlWriter) const
    {
        std::shared_ptr<XmlChunk> navMeshConfigChunk = xmlWriter.createChunk(NAV_MESH_CONFIG_TAG, XmlAttribute(), chunk);

        NavMeshConfigWriter().writeOn(navMeshConfigChunk, navMeshConfig, xmlWriter);
    }
开发者ID:petitg1987,项目名称:UrchinEngine,代码行数:6,代码来源:SceneAI.cpp

示例15: writeSceneAIOn

    void Map::writeSceneAIOn(const std::shared_ptr<XmlChunk> &chunk, XmlWriter &xmlWriter) const
    {
        std::shared_ptr<XmlChunk> aiElementsListChunk = xmlWriter.createChunk(AI_ELEMENTS_TAG, XmlAttribute(), chunk);

        sceneAI->writeOn(aiElementsListChunk, xmlWriter);
    }
开发者ID:petitg1987,项目名称:UrchinEngine,代码行数:6,代码来源:Map.cpp


注:本文中的XmlWriter::createChunk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。