本文整理汇总了C++中ogre::Camera::getParentSceneNode方法的典型用法代码示例。如果您正苦于以下问题:C++ Camera::getParentSceneNode方法的具体用法?C++ Camera::getParentSceneNode怎么用?C++ Camera::getParentSceneNode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ogre::Camera
的用法示例。
在下文中一共展示了Camera::getParentSceneNode方法的2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:
void
OgreCameraSystem::update(int) {
for (EntityId entityId : m_impl->m_entities.removedEntities()) {
Ogre::Camera* camera = m_impl->m_cameras[entityId];
if (camera) {
Ogre::SceneNode* sceneNode = camera->getParentSceneNode();
sceneNode->detachObject(camera);
m_impl->m_sceneManager->destroyCamera(camera);
}
m_impl->m_cameras.erase(entityId);
}
for (auto& value : m_impl->m_entities.addedEntities()) {
EntityId entityId = value.first;
OgreSceneNodeComponent* sceneNodeComponent = std::get<0>(value.second);
OgreCameraComponent* cameraComponent = std::get<1>(value.second);
Ogre::Camera* camera = m_impl->m_sceneManager->createCamera(
cameraComponent->name()
);
camera->setAutoAspectRatio(true);
cameraComponent->m_camera = camera;
m_impl->m_cameras[entityId] = camera;
sceneNodeComponent->m_sceneNode->attachObject(camera);
}
m_impl->m_entities.clearChanges();
for (auto& value : m_impl->m_entities) {
OgreCameraComponent* cameraComponent = std::get<1>(value.second);
auto& properties = cameraComponent->m_properties;
if (properties.hasChanges()) {
Ogre::Camera* camera = cameraComponent->m_camera;
// Update camera
camera->setPolygonMode(properties.polygonMode);
camera->setFOVy(properties.fovY);
camera->setNearClipDistance(properties.nearClipDistance);
camera->setFarClipDistance(properties.farClipDistance);
// Untouch
properties.untouch();
}
}
}
示例2: load
void WheelAnimalSceneObj::load(const std::string & filename)
{
//Ogre::ru * s = Orz::OgreGraphicsManager::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode(Ogre::Vector3(0, 0 ,0));
//导入场景资源
_impl = BaseSceneImpl::create(_osm, filename);
//创建总场景节点
_senceNode = Orz::OgreGraphicsManager::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode();
//创建场景
_osm->createScene(_senceNode);
_senceNode->setVisible(true);
//s->setVisible(false);
/*_impl->getCamera(SCENE_CAMERA)->setPosition(Ogre::Vector3(-98.851, 164.283, 237.886));
_impl->getCamera(SCENE_CAMERA)->setOrientation(Ogre::Quaternion(0.999578, -0.0192806, -0.0226839));*/
//创建摄像机的节点
_cameraSn = OgreGraphicsManager::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode();
//获取场景的摄像机
Ogre::Camera * camera = _impl->getCamera(SCENE_CAMERA);
//创建摄像机的节点并设置它的位置
_cameraSn = camera->getParentSceneNode()->createChildSceneNode(Ogre::Vector3(0.f, 164.283f, 237.886f));
//_cameraSn->setPosition(Ogre::Vector3(-98.851, 164.283, 237.886));
//_cameraSn->setOrientation(Ogre::Quaternion(0.999578, -0.0192806, -0.0226839));
//camera->detatchFromParent();
//脱离原有的节点
camera->detachFromParent();
//摄像机绑定在节点上
_cameraSn->attachObject(_impl->getCamera(SCENE_CAMERA));
//创建场景的中心节点
Ogre::SceneNode * sn = getBaseCenter()->createChildSceneNode(Ogre::Vector3(0, 100,0));
//setAutoTracking可以让你的摄像机总是盯着你场景中的某一个节点
//方法中第一个参数确定是否打开自动跟踪,在任何一帧渲染之前都可以重新设置它。
//二个参数是被跟踪节点得指针,除非你第一个参数是false(这时候可以用NULL),否则你必须确定调用的时候指针指向的节点必须有效
camera->setAutoTracking(true, sn);
// std::cout<<_camera->getPosition()<<"!"<<_camera->getOrientation()<<std::endl;
//获取场景管理器
Ogre::SceneManager * sm = Orz::OgreGraphicsManager::getSingleton().getSceneManager();
// set up spline animation of node
//定义动画,指定动画的名称及长度(这里为4秒)
_anim = sm->createAnimation("Cam_", 4);
//// Spline it for nice curves
// // 指定动画关键帧之间的插值方式(包括线性插值和样条插值)
_anim->setInterpolationMode(Ogre::Animation::IM_LINEAR);
//定义动画的一个动画轨迹,并指定这个轨迹是作用到_cameraSn节点上的
//// Create a track to animate the camera's node
Ogre::NodeAnimationTrack * track = _anim->createNodeTrack(0, _cameraSn);
// 定义动画轨迹包含的关键帧,下面定义了3个关键帧,加上起始帧
// 4个关健帧形成了一个曲线的动画
Ogre::TransformKeyFrame* key = track->createNodeKeyFrame(0); // startposition
key->setTranslate(Ogre::Vector3(0.f, 0.3f, 237.886f));
key = track->createNodeKeyFrame(3); // startposition
key->setTranslate(Ogre::Vector3(0.f, 0.3f, 237.886f));
key = track->createNodeKeyFrame(4);
key->setTranslate(Ogre::Vector3(0.f, -80.f, -400.f));
//////////////////////////////////
//定义动画的一个动画轨迹,并指定这个轨迹是作用到创建场景的中心节点sn上的
track = _anim->createNodeTrack(1, sn);
key = track->createNodeKeyFrame(0); // startposition
key->setTranslate(Ogre::Vector3(0, 0,0));
key = track->createNodeKeyFrame(3); // startposition
key->setTranslate(Ogre::Vector3(0, 0,0));
key = track->createNodeKeyFrame(4);
key->setTranslate(Ogre::Vector3(0, 200,0));
//// Create a new animation state to track this
//定义AnimationState类的对象,它和刚才定义的动画类相对应。设置动画的状态为启用:
_animState = sm->createAnimationState("Cam_");
_animState->setEnabled(true);// 启用该动画
_animState->setLoop(false);
//.........这里部分代码省略.........