当前位置: 首页>>代码示例>>C++>>正文


C++ Entity::isVisible方法代码示例

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

	Object* ObjectManager::collision(const Ogre::Vector3& fromPoint, const Ogre::Vector3& toPoint, 
		float collisionRadius, int queryMask)
	{
			Ogre::Entity* entity = mCollision->collidesWithObject(fromPoint, toPoint, collisionRadius, queryMask);
		if (entity && entity->isVisible())
			return getObject(entity->getName());

		return 0;
	}
开发者ID:AlexSunChen,项目名称:The_Tank_Game,代码行数:9,代码来源:ObjectManager.cpp

示例2: appFrameStarted


//.........这里部分代码省略.........
			// Check for object type.
			if (std::string::npos != s.rfind("box"))
			{
				outputString += " box";
				type = OBJECT_TYPE_BOX;
				makeObject = true;
			}
			else if (std::string::npos != s.rfind("sphere"))
			{
				outputString += " sphere";
				type = OBJECT_TYPE_SPHERE;
				makeObject = true;
			}
			else if (std::string::npos != s.rfind("wall"))
			{
				outputString += " wall";
				type = OBJECT_TYPE_WALL;
				makeObject = true;
			}
			else if (std::string::npos != s.rfind("tower"))
			{
				outputString += " tower";
				type = OBJECT_TYPE_TOWER;
				makeObject = true;
			}
			else if (std::string::npos != s.rfind("character"))
			{
				outputString += " character";
				type = OBJECT_TYPE_RAGDOLL;
				makeObject = true;
			}

			if (makeObject)
			{
				voce::synthesize(outputString);
				createObject(material, type);
			}
		}

		// Update the grasping spring line.
		if (mPhysicalCamera->isGrasping())
		{
			Ogre::Entity* pickingSphere = 
				mSceneMgr->getEntity("pickingSphere");
			if (!pickingSphere->isVisible())
			{
				pickingSphere->setVisible(true);
			}

			Ogre::Entity* springLine = 
				mSceneMgr->getEntity("springLine");
			if (!springLine->isVisible())
			{
				springLine->setVisible(true);
			}

			opal::Point3r desiredPos = 
				mPhysicalCamera->getGraspGlobalPos();
			Ogre::Vector3 point0(desiredPos[0], desiredPos[1], desiredPos[2]);

			opal::Point3r attachPos = mPhysicalCamera->getAttachGlobalPos();
			Ogre::Vector3 point1(attachPos[0], attachPos[1], attachPos[2]);

			pickingSphere->getParentSceneNode()->setPosition(point1);

			Ogre::Vector3 lineVec = point0 - point1;
			if (!lineVec.isZeroLength())
			{
				Ogre::SceneNode* springLineNode = 
					springLine->getParentSceneNode();
				springLineNode->setPosition(0.5 * (point0 + point1));
				
				springLineNode->setDirection(lineVec);
				springLineNode->setScale(0.1, 0.1, lineVec.length());
			}
			else
			{
				springLine->setVisible(false);
			}
		}
		else
		{
			Ogre::Entity* pickingSphere = 
				mSceneMgr->getEntity("pickingSphere");
			if (pickingSphere->isVisible())
			{
				pickingSphere->setVisible(false);
			}

			Ogre::Entity* springLine = 
				mSceneMgr->getEntity("springLine");
			if (springLine->isVisible())
			{
				springLine->setVisible(false);
			}
		}

		// Return true to continue looping.
		return keepLooping;
	}
开发者ID:gavlaaaaaaaa,项目名称:techchallenge,代码行数:101,代码来源:main.cpp

示例3: appFrameStarted

	bool PlaypenApp::appFrameStarted(opal::real dt)
	{
		// Do per-frame application-specific things here.

		// Update the grasping spring line.
		if (mPhysicalCamera->isGrasping())
		{
			Ogre::Entity* pickingSphere = 
				mSceneMgr->getEntity("pickingSphere");
			if (!pickingSphere->isVisible())
			{
				pickingSphere->setVisible(true);
			}

			Ogre::Entity* springLine = 
				mSceneMgr->getEntity("springLine");
			if (!springLine->isVisible())
			{
				springLine->setVisible(true);
			}

			opal::Point3r desiredPos = 
				mPhysicalCamera->getGraspGlobalPos();
			Ogre::Vector3 point0(desiredPos[0], desiredPos[1], desiredPos[2]);

			opal::Point3r attachPos = mPhysicalCamera->getAttachGlobalPos();
			Ogre::Vector3 point1(attachPos[0], attachPos[1], attachPos[2]);

			pickingSphere->getParentSceneNode()->setPosition(point1);

			Ogre::Vector3 lineVec = point0 - point1;
			if (!lineVec.isZeroLength())
			{
				Ogre::SceneNode* springLineNode = 
					springLine->getParentSceneNode();
				springLineNode->setPosition(0.5 * (point0 + point1));
				
				springLineNode->setDirection(lineVec, Ogre::Node::TS_WORLD);
				springLineNode->setScale(0.1, 0.1, lineVec.length());
			}
			else
			{
				springLine->setVisible(false);
			}
		}
		else
		{
			Ogre::Entity* pickingSphere = 
				mSceneMgr->getEntity("pickingSphere");
			if (pickingSphere->isVisible())
			{
				pickingSphere->setVisible(false);
			}

			Ogre::Entity* springLine = 
				mSceneMgr->getEntity("springLine");
			if (springLine->isVisible())
			{
				springLine->setVisible(false);
			}
		}

		// Return true to continue looping.
		return true;
	}
开发者ID:sub77,项目名称:hobbycode,代码行数:65,代码来源:main.cpp

示例4: calculateEntityVisibility

// BETWEEN FRAME OPERATION
void VisCalcFrustDist::calculateEntityVisibility(Ogre::Node* regionNode, Ogre::Node* node, bool recurse) {
	if (recurse && node->numChildren() > 0) {
		// if node has more children nodes, visit them recursivily
		Ogre::SceneNode::ChildNodeIterator nodeChildIterator = node->getChildIterator();
		while (nodeChildIterator.hasMoreElements()) {
			Ogre::Node* nodeChild = nodeChildIterator.getNext();
			// 'false' causes it to not visit sub-children which are included in parent and pos relative to parent
			calculateEntityVisibility(regionNode, nodeChild, false);
			visChildren++;
		}
	}
	visNodes++;
	// children taken care of... check fo attached objects to this node
	Ogre::SceneNode* snode = (Ogre::SceneNode*)node;
	// the camera needs to be made relative to the region
	// Ogre::Vector3 relCameraPos = LG::RendererOgre::Instance()->m_camera->getPosition() - regionNode->getPosition();
	// float snodeDistance = LG::RendererOgre::Instance()->m_camera->getPosition().distance(snode->_getWorldAABB().getCenter());
	// float snodeDistance = relCameraPos.distance(snode->getPosition());
	float snodeDistance = LG::RendererOgre::Instance()->m_camera->getDistanceFromCamera(regionNode, snode->getPosition());
	Ogre::SceneNode::ObjectIterator snodeObjectIterator = snode->getAttachedObjectIterator();
	while (snodeObjectIterator.hasMoreElements()) {
		Ogre::MovableObject* snodeObject = snodeObjectIterator.getNext();
		if (snodeObject->getMovableType() == "Entity") {
			visEntities++;
			Ogre::Entity* snodeEntity = (Ogre::Entity*)snodeObject;
			// check it's visibility if it's not world geometry (terrain and ocean)
			if ((snodeEntity->getQueryFlags() & Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK) == 0) {
				// computation if it should be visible
				// Note: this call is overridden by derived classes that do fancier visibility rules
				bool shouldBeVisible = this->CalculateVisibilityImpl(LG::RendererOgre::Instance()->m_camera, snodeEntity, snodeDistance);
				if (snodeEntity->isVisible()) {
					// we currently think this object is visible. make sure it should stay that way
					if (shouldBeVisible) {
						// it should stay visible
						visVisToVis++;
					}
					else {
						// not visible any more... make invisible nad unload it`
						/*
						Ogre::Vector3 cPos = LG::RendererOgre::Instance()->m_camera->getPosition();
						Ogre::Vector3 rPos = regionNode->getPosition();
						Ogre::Vector3 sPos = snode->getPosition();
						LG::Log("VisToInVis: cPos=<%f,%f,%f>, rPos=<%f,%f,%f>, sPos(%s)=<%f,%f,%f>, d=%f", 
								cPos.x, cPos.y, cPos.z, 
								rPos.x, rPos.y, rPos.z, 
								snode->getName().c_str(),
								sPos.x, sPos.y, sPos.z, 
								snodeDistance);
								*/
						snodeEntity->setVisible(false);
						snode->needUpdate(true);
						visVisToInvis++;
						if (!snodeEntity->getMesh().isNull()) {
							queueMeshUnload(snodeEntity->getMesh());
						}
					}
				}
				else {
					// the entity currently thinks it's not visible.
					// check to see if it should be visible by checking a fake bounding box
					if (shouldBeVisible) {
						// it should become visible again
						if (!snodeEntity->getMesh().isNull()) {
							// queueMeshLoad(snodeEntity, snodeEntity->getMesh());
							LG::OLMeshTracker::Instance()->MakeLoaded(snodeEntity->getMesh()->getName(),
									Ogre::String(""), Ogre::String("visible"), snodeEntity);
						}
						// snodeEntity->setVisible(true);	// must happen after mesh loaded
						visInvisToVis++;
					}
					else {
						visInvisToInvis++;
					}
				}
			}
		}
	}
}
开发者ID:Misterblue,项目名称:LookingGlass-Viewer,代码行数:79,代码来源:VisCalcFrustDist.cpp


注:本文中的ogre::Entity::isVisible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。