本文整理汇总了C++中ogre::Entity::clone方法的典型用法代码示例。如果您正苦于以下问题:C++ Entity::clone方法的具体用法?C++ Entity::clone怎么用?C++ Entity::clone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::Entity
的用法示例。
在下文中一共展示了Entity::clone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: instance
TwoBogieVehicle* instance(){
UniqueIdGenerator& gen = UniqueIdGenerator::getSingleton();
Entity* fBogie = mFrontBogie->clone(mFrontBogieEntityName+gen.getAsHexadecimal());
SceneNode* fBogieN = mTargetGround->createChildSceneNode();
fBogieN->attachObject(fBogie);
fBogieN->setScale(mFrontBogieScale);
Entity* rBogie = mRearBogie->clone(mRearBogieEntityName+gen.getAsHexadecimal());
SceneNode* rBogieN = mTargetGround->createChildSceneNode();
rBogieN->attachObject(rBogie);
rBogieN->setScale(mRearBogieScale);
Entity* body = mBody->clone(mBodyEntityName+gen.getAsHexadecimal());
SceneNode* bodyN = mTargetGround->createChildSceneNode(Ogre::Vector3(0.0f,1,0.0f));
bodyN->setScale(mBodyScale);
bodyN->attachObject(body);
// Initial body rotation
//bodyN->roll(Ogre::Radian(-Ogre::Math::HALF_PI));
if (mBodyRotate.x) {
bodyN->rotate(Ogre::Vector3::UNIT_X, Ogre::Radian(mBodyRotate.x));
}
if (mBodyRotate.y) {
bodyN->rotate(Ogre::Vector3::UNIT_Y, Ogre::Radian(mBodyRotate.y));
}
if (mBodyRotate.z) {
bodyN->rotate(Ogre::Vector3::UNIT_Z, Ogre::Radian(mBodyRotate.z));
}
return new TwoBogieVehicle( fBogieN,fBogie,rBogieN,rBogie,bodyN,body,mGapSize,mLength,mFrontBogieOffset,mRearBogieOffset,mBogieHeight );
}
示例2: _prepare
//-----------------------------------------------------------------------
void EntityRenderer::_prepare(ParticleTechnique* technique)
{
/**
- This renderer is a ´hacky´ solution to display geometry-based particles. It pre-creates a
number of SceneNodes (childs of the parent Node to which the ParticleSystem is attached) and
Entities and uses these pools to display the particles. There are better solutions, but
this one is simple and fast enough, although it has some drawbacks.
- Future solutions should rather make use of hardware instancing to display a large number of
geometry-based particles at once.
*/
// Use the given technique, although it should be the same as mParentTechnique (must be set already)
if (!technique || mRendererInitialised)
return;
std::stringstream ss;
ss << this;
mEntityName = mMeshName + ss.str();
mQuota = technique->getVisualParticleQuota();
Ogre::SceneNode* parentNode = technique->getParentSystem()->getParentSceneNode();
Ogre::MeshPtr mesh = Ogre::MeshManager::getSingleton().load(mMeshName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
Ogre::Mesh* meshPointer = mesh.getPointer();
Vector3 size = meshPointer->getBounds().getSize();
mBoxWidth = size.x == 0.0f ? 1.0f : size.x;
mBoxHeight = size.y == 0.0f ? 1.0f : size.y;
mBoxDepth = size.z == 0.0f ? 1.0f : size.z;
if (parentNode)
{
// Create number of VisualData objects including SceneNodes
String sceneNodeName;
for (size_t i = 0; i < mQuota; i++)
{
sceneNodeName = "ParticleUniverse" + ss.str() + StringConverter::toString(i);
EntityRendererVisualData* visualData =
PU_NEW_T(EntityRendererVisualData, MEMCATEGORY_SCENE_OBJECTS)(parentNode->createChildSceneNode(sceneNodeName));
mAllVisualData.push_back(visualData); // Managed by this renderer
mVisualData.push_back(visualData); // Used to assign to a particle
}
// Create number of Entities
Ogre::Entity* entity = technique->getParentSystem()->getSceneManager()->createEntity(mEntityName, mMeshName); // Base entity
vector<EntityRendererVisualData*>::const_iterator it;
vector<EntityRendererVisualData*>::const_iterator itEnd = mAllVisualData.end();
size_t j;
for (it = mAllVisualData.begin(), j = 0; it != itEnd; ++it, ++j)
{
Ogre::Entity* clonedEntity = entity->clone(mEntityName + StringConverter::toString(j));
clonedEntity->setMaterialName(technique->getMaterialName());
clonedEntity->setRenderQueueGroup(mQueueId);
mEntities.push_back(clonedEntity);
(*it)->node->attachObject(clonedEntity);
}
technique->getParentSystem()->getSceneManager()->destroyEntity(mEntityName);
}
_makeNodesVisible(false);
mRendererInitialised = true;
}
示例3: Create
void EC_Clone::Create()
{
if (renderer_.expired())
return;
Ogre::SceneManager *scene = renderer_.lock()->GetSceneManager();
assert(scene);
if (!scene)
return;
Scene::Entity *entity = GetParentEntity();
assert(entity);
if (!entity)
return;
OgreRenderer::EC_OgrePlaceable *placeable = entity->GetComponent<OgreRenderer::EC_OgrePlaceable>().get();
assert(placeable);
if (!placeable)
return;
// Check out if this entity has EC_OgreMesh or EC_OgreCustomObject.
Ogre::Entity *originalEntity = 0;
if (entity->GetComponent(OgreRenderer::EC_OgreMesh::NameStatic()))
{
OgreRenderer::EC_OgreMesh *ec_mesh= entity->GetComponent<OgreRenderer::EC_OgreMesh>().get();
assert(ec_mesh);
originalEntity = ec_mesh->GetEntity();
sceneNode_ = ec_mesh->GetAdjustmentSceneNode();
}
else if(entity->GetComponent(OgreRenderer::EC_OgreCustomObject::NameStatic()))
{
OgreRenderer::EC_OgreCustomObject *ec_custom = entity->GetComponent<OgreRenderer::EC_OgreCustomObject>().get();
assert(ec_custom);
if (!ec_custom->IsCommitted())
{
LogError("Mesh entity have not been created for the target primitive. Cannot create EC_Highlight.");
return;
}
originalEntity = ec_custom->GetEntity();
sceneNode_ = placeable->GetSceneNode();
}
else
{
LogError("This entity doesn't have either EC_OgreMesh or EC_OgreCustomObject present. Cannot create EC_Highlight.");
return;
}
assert(originalEntity);
if (!originalEntity)
return;
assert(sceneNode_);
if (!sceneNode_)
return;
// Clone the Ogre entity.
cloneName_ = std::string("entity") + renderer_.lock()->GetUniqueObjectName();
entityClone_ = originalEntity->clone(cloneName_);
assert(entityClone_);
// Disable casting of shadows for the clone.
entityClone_->setCastShadows(false);
///\todo If original entity has skeleton, (try to) link it to the clone.
/*
if (originalEntity->hasSkeleton())
{
Ogre::SkeletonInstance *skel = originalEntity->getSkeleton();
// If sharing a skeleton, force the attachment mesh to use the same skeleton
// This is theoretically quite a scary operation, for there is possibility for things to go wrong
Ogre::SkeletonPtr entity_skel = originalEntity->getMesh()->getSkeleton();
if (entity_skel.isNull())
{
LogError("Cannot share skeleton for attachment, not found");
}
else
{
try
{
entityClone_->getMesh()->_notifySkeleton(entity_skel);
}
catch (Ogre::Exception &e)
{
LogError("Could not set shared skeleton for attachment: " + std::string(e.what()));
}
}
}
*/
std::string newMatName = std::string("HighlightMaterial") + renderer_.lock()->GetUniqueObjectName();
try
{
Ogre::MaterialPtr highlightMaterial = OgreRenderer::CloneMaterial("Highlight", newMatName);
entityClone_->setMaterialName(newMatName);
}
catch (Ogre::Exception &e)
{
LogError("Could not set material \"" + newMatName + "\": " + std::string(e.what()));
//.........这里部分代码省略.........
示例4: createScene
//-------------------------------------------------------------------------------------
void RollerCoaster::createScene( void )
{
initSceneManager();
initTrack();
initTrain();
initCamera();
initLight();
initTerrain();
snTar = mSceneMgr->getRootSceneNode()->createChildSceneNode("aaa");
Ogre::Entity *temp =mSceneMgr->createEntity("ogrehead.mesh");
enTar = temp->clone ("mTarget");
snTar->attachObject(enTar);
snTar ->setPosition(0,0,50);
snTar ->setScale(0.1,0.1,0.1);
Ogre::SceneNode *sn =mSceneMgr->getRootSceneNode()->createChildSceneNode("aaa");
Ogre::ManualObject *mo=mSceneMgr->createManualObject("aaa");
mo->begin("Box", Ogre::RenderOperation::OT_TRIANGLE_LIST);
//White side-Back
mo->position(1,1,1 );mo->colour(1,0,0);mo->textureCoord(0,0);
mo->position(1,-1,1 );mo->colour(1,0,0);mo->textureCoord(0,1);
mo->position(1,1,-1 );mo->colour(1,0,0);mo->textureCoord(1,0);
mo->position(1,-1,1 );mo->colour(1,0,0);mo->textureCoord(0,1);
mo->position(1,-1,-1);mo->colour(1,0,0);mo->textureCoord(1,1);
mo->position(1,1,-1 );mo->colour(1,0,0);mo->textureCoord(1,0);
objControl = new ObjectControl(mSceneMgr, mCamera);
objControl->init();
mRayScnQuery = mSceneMgr->createRayQuery(Ogre::Ray());
//Ogre::SceneNode *stest=mSceneMgr->getRootSceneNode()->createChildSceneNode("bb");
//Ogre::ManualObject *mtest=mSceneMgr->createManualObject("bb");
//mtest->position(1,1,1); mtest->colour(0,1,0); mtest->textureCoord(0,0);
//mtest->position(1,1,1); mtest->colour(0,1,0); mtest->textureCoord(0,0);
//mtest->position(1,1,1); mtest->colour(0,1,0); mtest->textureCoord(0,0);
//mtest->position(1,1,1); mtest->colour(0,1,0); mtest->textureCoord(0,0);
//mtest->quad(3,2,1,0);
//mtest->setVisible(true);
//mtest->end();
//enAnim = mSceneMgr->createEntity("Robot","robot.mesh");
//mAnimationState =enAnim->getAnimationState("Walk");
//mAnimationState ->setLoop(true);
//mAnimationState ->setEnabled(true);
//snAnim = mSceneMgr->getRootSceneNode()->createChildSceneNode();
//snAnim->attachObject(enAnim);
}