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C++ Entity::clone方法代码示例

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 );
	}
开发者ID:Wolfie13,项目名称:OgreRails,代码行数:31,代码来源:TwoBogieVehiclePrototype.hpp

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;
	}
开发者ID:Ketzer2002,项目名称:meridian59-engine,代码行数:61,代码来源:ParticleUniverseEntityRenderer.cpp

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.........
开发者ID:caocao,项目名称:naali,代码行数:101,代码来源:EC_Clone.cpp

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);








}
开发者ID:CyuanChen,项目名称:Roller-Coaster---computer-graphics-project-3,代码行数:63,代码来源:RollerCoaster.cpp


注:本文中的ogre::Entity::clone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。