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C++ Entity::setCastShadows方法代码示例

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

void StencilShadowTest::setupContent()
{
    // turn ambient light off
    mSceneMgr->setAmbientLight(ColourValue(0.0, 0.0, 0.0));

    // turn on stencil shadows
    mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);
    
    // add a couple lights
    Ogre::Light* light = mSceneMgr->createLight("Light1");
    light->setDiffuseColour(0.5f,0.4f,0.35f);
    light->setSpecularColour(0, 0, 0);
    light->setAttenuation(8000,1,0.0005,0);
    light->setPosition(220,100,0);
    light->setCastShadows(true);
    light->setType(Light::LT_POINT);
    light = mSceneMgr->createLight("Light2");
    light->setDiffuseColour(0.5f,0.4f,0.35f);
    light->setSpecularColour(0, 0, 0);
    light->setAttenuation(8000,1,0.0005,0);
    light->setPosition(220,100,-200);
    light->setCastShadows(true);
    light->setType(Light::LT_POINT);
    
    // create a ground plane to receive some shadows
    Plane pln = MovablePlane("plane");
    pln.normal = Vector3::UNIT_Y;
    pln.d = 107;
    MeshManager::getSingleton().createPlane("ground_plane",
        ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, pln,
        1500,1500,50,50,true,1,5,5,Vector3::UNIT_Z);
    Ogre::Entity* groundPlane = mSceneMgr->createEntity( "plane", "ground_plane" );
    groundPlane->setMaterialName("Examples/Rocky");
    groundPlane->setCastShadows(false);
    mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(groundPlane);

    // and a couple objects to cast the shadows
    Ogre::Entity* bar = mSceneMgr->createEntity( "barrel", "Barrel.mesh" );
    bar->setCastShadows(true);
    Ogre::SceneNode* barNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
    barNode->attachObject(bar);
    barNode->setScale(7,7,7);
    barNode->setPosition(Ogre::Vector3(0,-85,-320));
    Ogre::Entity* head = mSceneMgr->createEntity( "ogrehead", "ogrehead.mesh" );
    head->setCastShadows(true);
    Ogre::SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
    headNode->attachObject(head);
    headNode->setPosition(Ogre::Vector3(-100,-80,-320));
    Ogre::Entity* torus = mSceneMgr->createEntity( "torus", "knot.mesh" );
    torus->setCastShadows(true);
    torus->setMaterialName("Examples/RustySteel");
    Ogre::SceneNode* torusNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
    torusNode->setScale(0.5,0.5,0.5);
    torusNode->attachObject(torus);
    torusNode->setPosition(Ogre::Vector3(100,-60,-320));
    
    // point the camera down a bit
    mCamera->pitch(Ogre::Degree(-20.f));
}
开发者ID:LiberatorUSA,项目名称:GUCEF,代码行数:59,代码来源:StencilShadowTest.cpp

示例2: setup

bool Application::setup()
{
	Ogre::OverlayManager::getSingleton().getByName("InfoPanel")->show();

	m_NXOgreScene->getMaterial(0)->setStaticFriction(0.5);
	m_NXOgreScene->getMaterial(0)->setDynamicFriction(0.5);
	m_NXOgreScene->getMaterial(0)->setRestitution(0.1);

	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(0, 20, 0),"cube.1m.mesh");
	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(-1, 30, 0),"cube.1m.mesh");
	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(0, 25, 0),"cube.1m.mesh");
	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(5, 20, 0),"cube.1m.mesh");
	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(-5, 20, 0),"cube.1m.mesh");
	
	m_NXOgreScene->createSceneGeometry(new NxOgre::PlaneGeometry(0, NxOgre::Vec3(0, 1, 0)), Matrix44_Identity);
	
	Ogre::Plane *plane = new Ogre::Plane;
	plane->normal = Ogre::Vector3::UNIT_Y;
	plane->d = 0;

	Ogre::MeshManager::getSingleton().createPlane("ground",
		Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, *plane,
		150, 150, 20, 20, true, 1, 5, 5, Ogre::Vector3::UNIT_Z);

	Ogre::Entity* pPlaneEnt = m_sceneMgr->createEntity("groundInstance", "ground");
	pPlaneEnt->setCastShadows(false);
	pPlaneEnt->setMaterialName("Examples/GrassFloor");
	m_sceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt);
	
	return true;
}
开发者ID:juanjmostazo,项目名称:ouan-tests,代码行数:31,代码来源:Application.cpp

示例3: createBasicScenary

bool Application::createBasicScenary()
{
	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(0, 0.5, 5),"cube.1m.mesh");
	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(0, 1.5, 5),"cube.1m.mesh");
	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(0, 2.5, 5),"cube.1m.mesh");
	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(0, 3.5, 5),"cube.1m.mesh");
	m_NXOgreRenderSystem->createBody(new NxOgre::Box(1, 1, 1),NxOgre::Vec3(0, 12.5, 5),"cube.1m.mesh");

	//m_NXOgreRenderSystem->createBody(new NxOgre::Capsule(2, 4),NxOgre::Vec3(0, 25, 5),"cube.1m.mesh");

	NxOgre::PlaneGeometry * planeGeometry = new NxOgre::PlaneGeometry(0, NxOgre::Vec3(0, 1, 0));
	planeGeometry->setGroup(GROUP_COLLIDABLE_NON_PUSHABLE);
	m_NXOgreScene->createSceneGeometry(planeGeometry, Matrix44_Identity);

	Ogre::Plane *plane = new Ogre::Plane;
	plane->normal = Ogre::Vector3::UNIT_Y;
	plane->d = 0;

	Ogre::MeshManager::getSingleton().createPlane("ground",
		Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, *plane,
		150, 150, 20, 20, true, 1, 5, 5, Ogre::Vector3::UNIT_Z);

	Ogre::Entity* pPlaneEnt = m_sceneMgr->createEntity("groundInstance", "ground");
	pPlaneEnt->setCastShadows(false);
	pPlaneEnt->setMaterialName("Examples/GrassFloor");
	m_sceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt);

	return true;
}
开发者ID:juanjmostazo,项目名称:ouan-tests,代码行数:29,代码来源:Application.cpp

示例4:

Ogre::SceneNode* AWGraphics::SceneDirector::createPlane(float x, float y, float z)
{
    Ogre::Plane plane = Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);

    // Initialize a ground entity for later use
    Ogre::MeshManager::getSingleton().createPlane(
        "ground",
        Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
        plane,
        1500, 1500, 20, 20,
        true,
        1, 5, 5,
        Ogre::Vector3::UNIT_Z);

    //Ogre::MeshManager::getSingleton().createPlane()

    Ogre::Entity* groundEntity = mSceneMgr->createEntity("ground");
    groundEntity->setMaterialName("Rockwall");
    groundEntity->setCastShadows(false);

    Ogre::SceneNode* ogreNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
    ogreNode->attachObject(groundEntity);
    ogreNode->setPosition(x, y, z);
    ogreNode->setOrientation(Ogre::Quaternion::IDENTITY); // hope this is  a good reference

    return ogreNode;
}
开发者ID:monkeybits,项目名称:ancientworldsim,代码行数:27,代码来源:scenedirector.cpp

示例5: plane

Level::Level(Ogre::SceneManager *a_scenemgr)
: IEvent()
{
	m_castle = new Castle(a_scenemgr);
	// Belysningen, tillfällingt
	m_light1 = new LightSource(a_scenemgr, Ogre::Vector3(-600, 100, -600), "Light1");
	m_light2 = new LightSource(a_scenemgr, Ogre::Vector3(600, 100, 600), "Light2");

	// Skyboxen, tillfällingt
    a_scenemgr->setSkyBox(true, "Ruins");

	// Plane, tillfällingt
	Ogre::Plane plane(Ogre::Vector3::UNIT_Y, 0);
	Ogre::MeshManager::getSingleton().createPlane("ground",
		Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
	   1500,1500,20,20,true,1,5,5,Ogre::Vector3::UNIT_Z);
	Ogre::Entity *entGround = a_scenemgr->createEntity("GroundEntity", "ground");
	entGround->setMaterialName("test1");
    entGround->setCastShadows(false);
	a_scenemgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);

	for (int x = 0; x < MAX_ENEMIES-1 ; x++)
	{
		m_enemy[x] = NULL;
	}
	m_enemyId = 0;

	// Bara för att hämta boundingboxen..
	m_enemy[0] = new Enemy( a_scenemgr, m_enemyId);
	collisionTest = new Collision(m_enemy[0]->GetAABB());
	delete m_enemy[0];
	m_enemy[0] = NULL;
}
开发者ID:Argos86,项目名称:dt2370,代码行数:33,代码来源:Level.cpp

示例6: crearEscenario

void TutorialApplication::crearEscenario(void)
{
	Ogre::Light* luzPrincipal = mSceneMgr->createLight();
	luzPrincipal->setType(Ogre::Light::LT_DIRECTIONAL);
	luzPrincipal->setPosition(Ogre::Vector3(0, 100, 0));
	luzPrincipal->setDirection(Ogre::Vector3(0, -1, 0));
	luzPrincipal->setDiffuseColour(Ogre::ColourValue(1, 1, 1));
	luzPrincipal->setSpecularColour(Ogre::ColourValue(1, 1, 1));

	Ogre::Plane plane(Ogre::Vector3::UNIT_Y, 0);
	Ogre::MeshManager::getSingleton().createPlane("ground", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
		plane, 254, 127, 10, 10, true, 1, 5, 5, Ogre::Vector3::UNIT_Z);

	Ogre::Entity* groundEntity = mSceneMgr->createEntity("ground");
	mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(groundEntity);
	groundEntity->setCastShadows(false);
	groundEntity->setMaterialName("Custom/TelaBillar");

	PxPhysics* gPhysics = PhysxOgr::PhysxController::getInstance()->getPhysics();
	PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gPhysics->createMaterial(0.5f, 0.5f, 0.6f));
	mPhysx->getScene()->addActor(*groundPlane);
	
	crearBorde(Ogre::Vector3(-132, 0, 0), Ogre::Vector3(0.1, 0.1, 1.27));
	crearBorde(Ogre::Vector3(132, 0, 0), Ogre::Vector3(0.1, 0.1, 1.27));
	crearBorde(Ogre::Vector3(0, 0, 68.5), Ogre::Vector3(2.54, 0.1, 0.1));
	crearBorde(Ogre::Vector3(0, 0, -68.5), Ogre::Vector3(2.54, 0.1, 0.1));
}
开发者ID:aferrandoa,项目名称:MasterIARFID,代码行数:27,代码来源:TutorialApplication.cpp

示例7: loadEntity

bool VehicleRenderable::loadEntity(TinyXml::TiXmlElement* ele, Ogre::SceneNode* parent)
{
	Ogre::String name			= getAttrib(ele, "name");
	Ogre::String castShadow		= getAttrib(ele, "castShadows");
	Ogre::String receiveShadow	= getAttrib(ele, "receiveShadows");
	Ogre::String meshFile		= getAttrib(ele, "meshFile");
	Ogre::String materialFile	= getAttrib(ele, "materialFile");

	try
	{
		Ogre::Entity* ent = mSceneMgr->createEntity(name, meshFile);
		mEntities.push_back(ent);

		ent->setCastShadows(Ogre::StringConverter::parseBool(castShadow));

		if (!materialFile.empty())
			ent->setMaterialName(materialFile);

		parent->attachObject(ent);
	}
	catch (...)
	{
		Ogre::LogManager::getSingleton().logMessage("VehicleRenderable Error : parsing <" + name + "> error!");
		return false;
	}

	return true;
}
开发者ID:flair2005,项目名称:Racing-Game,代码行数:28,代码来源:VehicleRenderable.cpp

示例8: throwSphere

void DPSHelper::throwSphere(void)
{
	Ogre::Vector3 pos = mCamera->getDerivedPosition() + mCamera->getDerivedDirection().normalisedCopy() * 10;
	Ogre::Quaternion rot = Ogre::Quaternion::IDENTITY;
	Ogre::Entity *ent = mSceneMgr->createEntity("sphere.mesh");
	//Ogre::Entity *ent = mSceneMgr->createEntity("cube.mesh");
	ent->setCastShadows(true);
	//ent->setMaterialName("Examples/BumpyMetal");

	Ogre::SceneNode* sphereNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(pos,rot);
	setColor(ent, Ogre::Vector3(0.3021f,0.3308f,0.3671f));
	sphereNode->attachObject(ent);
	sphereNode->setScale(Ogre::Vector3(0.1f,0.1f,0.1f));

	BtOgre::StaticMeshToShapeConverter converter(ent);
	btCollisionShape* entShape = converter.createSphere();
	//btCollisionShape* entShape = converter.createTrimesh();

	//Calculate inertia.
	btScalar mass = 1;
	btVector3 inertia(0,0,0);
	entShape->calculateLocalInertia(mass, inertia);

	//Create BtOgre MotionState (connects Ogre and Bullet).
	BtOgre::RigidBodyState* entState = new BtOgre::RigidBodyState(sphereNode);

	//Create the Body.
	btRigidBody* entBody = new btRigidBody(mass, entState, entShape, inertia);
	Ogre::Vector3 thro = mCamera->getRealDirection() * 800;
	entBody->applyCentralForce(btVector3(pos.x,pos.y,pos.z) * 50000);
	entBody->setLinearVelocity(btVector3(thro.x,thro.y,thro.z));
	phyWorld->addRigidBody(entBody);
}
开发者ID:coolriff,项目名称:VRDS,代码行数:33,代码来源:DPSHelper.cpp

示例9: AddConstructionCapability

void LagomPlayerBase::AddConstructionCapability(LagomActorFactory* f)
{
	if(!f)
		return;
	if(_actorFactories.find(f) != _actorFactories.end())
		return;
	
	Ogre::SceneManager* manager = _state.GetSceneManager();
	
	Ogre::SceneNode* node = manager->createSceneNode();
	Ogre::Entity*	constructionObject = manager->createEntity(f->Mesh.c_str());

	Ogre::MaterialPtr materialPtr = Ogre::MaterialManager::getSingleton().getByName(getIntFactory().ConstructingMaterial);
	materialPtr->setSelfIllumination(1.0f,1.0f,1.0f);
	constructionObject->setCastShadows(false);
	constructionObject->setRenderQueueGroup(RENDER_QUEUE_SKIES_LATE);
	constructionObject->setMaterialName(getIntFactory().ConstructingMaterial);
	node->attachObject(constructionObject);
	node->setScale( f->MeshScale );

	_actorFactories.insert(FactoryMap::value_type(f,node));

	
	if(	_selectedActorFactory ==_actorFactories.end())
		_selectedActorFactory=_actorFactories.begin();
}
开发者ID:jaschmid,项目名称:Lagom,代码行数:26,代码来源:lagom_player_base.cpp

示例10: createOgreHead

void DPSHelper::createOgreHead(void)
{
	Ogre::Vector3 pos = Ogre::Vector3(0,100,0);
	Ogre::Quaternion rot = Ogre::Quaternion::IDENTITY;

	//Create Ogre stuff.
	Ogre::Entity* ogreHeadEntity = mSceneMgr->createEntity("ogrehead.mesh");
	Ogre::SceneNode* ogreHeadNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(pos, rot);
	ogreHeadNode->attachObject(ogreHeadEntity);
	ogreHeadNode->setScale(Ogre::Vector3(1,1,1));
	ogreHeadEntity->setCastShadows(true);
	//setColor(mNinjaEntity, Ogre::Vector3(0.3021,0.3308,0.3671));
	//mNinjaEntity->setMaterialName("Examples/Rockwall");

	//Create shape.
	BtOgre::StaticMeshToShapeConverter converter(ogreHeadEntity);
	//BtOgre::AnimatedMeshToShapeConverter converter(mNinjaEntity);

	//mNinjaShape = converter.createTrimesh();
	btCollisionShape* ogreHeadShape = converter.createConvex();
	//mNinjaShape = converter.createConvex();

	//Calculate inertia.
	btScalar mass = 1;
	btVector3 inertia;
	ogreHeadShape->calculateLocalInertia(mass, inertia);

	//Create BtOgre MotionState (connects Ogre and Bullet).
	BtOgre::RigidBodyState *ogreheadState = new BtOgre::RigidBodyState(ogreHeadNode);

	//Create the Body.
	btRigidBody* ogreHeadBody = new btRigidBody(mass, ogreheadState, ogreHeadShape, inertia);
	phyWorld->addRigidBody(ogreHeadBody);
}
开发者ID:coolriff,项目名称:VRDS,代码行数:34,代码来源:DPSHelper.cpp

示例11: render

void OgreBuilding::render()
{
  while (readNextSymbol())
  {
    if (!boundingBox->encloses(cursor.getPosition()))
    {
      finishDrawing();
      break;
    }
  }

  Ogre::String name = buildingObject->getName();
  buildingObject->convertToMesh(name + "Mesh");

  Ogre::SceneNode* sceneNode = parentSceneNode->createChildSceneNode(name+"Node");
  Ogre::StaticGeometry* staticObject = sceneManager->createStaticGeometry(name+"Static");

  Ogre::Entity* entity;
  entity = sceneManager->createEntity(name + "Entity", name + "Mesh");
  entity->setCastShadows(true);
  staticObject->addEntity(entity, Ogre::Vector3(0,0,0));
  staticObject->setCastShadows(true);
  staticObject->build();
  //sceneNode->attachObject(entity);
}
开发者ID:jlsandell,项目名称:OgreCity,代码行数:25,代码来源:ogrebuilding.cpp

示例12: createScene

void QOgreWindow::createScene()
{
    // Put anything in here, I'll just put a plane and a dragon here for testing purposes. Go crazy.

    // Plane
    Ogre::Plane plane(Ogre::Vector3::UNIT_Y, 0);

    Ogre::MeshManager::getSingleton().createPlane(
                "ground",
                Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
                plane,
                1500,1500,20,20,
                true,
                1,5,5,
                Ogre::Vector3::UNIT_Z);

    Ogre::Entity* ground = oSceneMgr->createEntity("ground");
    oSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ground);
    ground->setCastShadows(false);
    ground->setMaterialName("Examples/Rockwall");

    // Dragon Mesh
    oSceneMgr->setAmbientLight(Ogre::ColourValue(0.5,0.5,0.5));
    Ogre::Entity* ogreHead = oSceneMgr->createEntity("Icosphere.mesh");
    Ogre::SceneNode* node = oSceneMgr->getRootSceneNode()->createChildSceneNode();

    node->attachObject(ogreHead);
    node->setPosition(0.0,70.0,0.0);

    Ogre::Light* light = oSceneMgr->createLight("MainLight");
    light->setPosition(20, 80, 50);
}
开发者ID:ZaibatsuTEAM,项目名称:PoneNgine,代码行数:32,代码来源:qogrewindow.cpp

示例13: mHasBeenCollected

Powerup::Powerup(PowerupType powerupType, Ogre::Vector3 spawnAt, int poolIndex)
    : mHasBeenCollected(false),
      mPowerupType(powerupType),
      mPoolIndex(poolIndex),
      mUniqueID(GameCore::mPhysicsCore->getUniqueEntityID()),
      mSound(NULL),
      mNode(NULL),
      mBigScreenOverlayElement(NULL),
      mRigidBody(NULL)
{
#ifdef COLLISION_DOMAIN_CLIENT
    mSound = GameCore::mAudioCore->getSoundInstance(powerupType, mUniqueID, NULL);

    mNode = GameCore::mSceneMgr->getRootSceneNode()->createChildSceneNode("PowerupNode" + boost::lexical_cast<std::string>(mUniqueID));
    PhysicsCore::auto_scale_scenenode(mNode);

    Ogre::Entity* entity = GameCore::mSceneMgr->createEntity("PowerupEntity" + boost::lexical_cast<std::string>(mUniqueID) , "crate.mesh");
    entity->setCastShadows(true);
    entity->setMaterialName("crate_uv");

    mNode->attachObject(entity);
    mNode->translate(spawnAt);

    if ( GameCore::mClientGraphics->mBigScreen != NULL )
        mBigScreenOverlayElement = GameCore::mClientGraphics->mBigScreen->createPowerupOverlayElement(spawnAt, mUniqueID);
#endif

    // Add the physics box for both client and server. Make the client's not collide with anyone

    btScalar bodyRestitution = 0.3f;
    btScalar bodyFriction = 1.0f;
    btScalar bodyMass = 40.0f;


    btCollisionShape *shape = GameCore::mPhysicsCore->getCollisionShape( PHYS_SHAPE_POWERUP );
    btVector3 inertia;
    shape->calculateLocalInertia(bodyMass, inertia);

#ifdef COLLISION_DOMAIN_SERVER
    mRigidBody = new btRigidBody( bodyMass, NULL, shape, inertia );
#else
    mRigidBody = new btRigidBody( bodyMass, (btMotionState *)( new BtOgre::RigidBodyState( mNode ) ), shape, inertia );
#endif

    mRigidBody->setRestitution( bodyRestitution );
    mRigidBody->setFriction( bodyFriction );

    // We must set NO CONTACT COLLISIONS to allow cars to drive through the powerups
    mRigidBody->setUserPointer( this );
    mRigidBody->setActivationState( DISABLE_DEACTIVATION );
    //mRigidBody->translate( BtOgre::Convert::toBullet( spawnAt ) );
    mRigidBody->setWorldTransform( btTransform( btQuaternion::btQuaternion().getIdentity(), BtOgre::Convert::toBullet( spawnAt ) ) );

#ifdef COLLISION_DOMAIN_SERVER
    GameCore::mPhysicsCore->addRigidBody( mRigidBody, COL_POWERUP, COL_CAR | COL_POWERUP | COL_ARENA );
#else
    GameCore::mPhysicsCore->addRigidBody( mRigidBody, COL_POWERUP, COL_POWERUP | COL_ARENA );
#endif
}
开发者ID:jonsim,项目名称:collision-domain,代码行数:59,代码来源:Powerup.cpp

示例14: renderObject

/**
 * renders the Ball
 * we've modularized this function apart from the Ball's constructor for more
 * flexibility in createScene
 */
void Ball::renderObject(Ogre::SceneManager* mSceneMgr)
{
    Ogre::Entity* ballEntity = mSceneMgr->createEntity("Ball", "sphere.mesh");
    ballEntity->setCastShadows(true);

    ballNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("sphereNode");
    ballNode->attachObject(ballEntity);
}
开发者ID:pybae,项目名称:assignment3,代码行数:13,代码来源:Ball.cpp

示例15: createChildEntity

void Application::createChildEntity(std::string name, std::string mesh, Ogre::SceneNode* sceneNode, int x, int y, int z) {

	Ogre::Entity* ogreEntity = mSceneManager->createEntity(name, mesh);
	ogreEntity->setCastShadows(true);
	Ogre::SceneNode* ogreNode = sceneNode->createChildSceneNode(name);
	ogreNode->attachObject(ogreEntity);
	ogreNode->setPosition(x, y, z);
}
开发者ID:David-Parker,项目名称:Paddle-Game,代码行数:8,代码来源:Application.cpp


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