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C++ ogre::Light类代码示例

本文整理汇总了C++中ogre::Light的典型用法代码示例。如果您正苦于以下问题:C++ Light类的具体用法?C++ Light怎么用?C++ Light使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Light类的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: createScene

//---------------------------------------------------------------------------
void TutorialApplication::createScene()
{
	mSceneMgr->setAmbientLight(Ogre::ColourValue(.2f, .2f, .2f));

	Ogre::Entity* tudorEntity = mSceneMgr->createEntity("tudorhouse.mesh");
	Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode(
		"Node");
	node->attachObject(tudorEntity);

	Ogre::Light* light = mSceneMgr->createLight("Light1");
	light->setType(Ogre::Light::LT_POINT);
	light->setPosition(Ogre::Vector3(250, 150, 250));
	light->setDiffuseColour(Ogre::ColourValue::White);
	light->setSpecularColour(Ogre::ColourValue::White);

	node = mSceneMgr->getRootSceneNode()->createChildSceneNode(
		"CamNode1", Ogre::Vector3(1200, -370, 0));
	node->yaw(Ogre::Degree(90));

	mCamNode = node;
	node->attachObject(mCamera);

	node = mSceneMgr->getRootSceneNode()->createChildSceneNode(
		"CamNode2", Ogre::Vector3(-500, -370, 1000));
	node->yaw(Ogre::Degree(-30));

}
开发者ID:rennspargel,项目名称:OGRE_Test,代码行数:28,代码来源:TutorialApplication.cpp

示例2: onStart

void DemoState::onStart()
{
    //shared_ptr<Grid> grid = make_shared<Grid>(1000.0f, 10.0f);
    GameManager::getSingleton().addObject(make_shared<HeadsUpDisplay>());
    GameManager::getSingleton().addObject(make_shared<OverheadCameraMan>());
    GameManager::getSingleton().addObject(make_shared<Background>());
    //GameManager::getSingleton().addObject(grid);

    /*
    GameManager::getSingleton().addObject(make_shared<Ship>());
    GameManager::getSingleton().addObject(make_shared<Ship>());
    GameManager::getSingleton().addObject(make_shared<Ship>());
    shared_ptr<Planet> planet = make_shared<Planet>();
    planet->setPosition(Ogre::Vector3(10, 0, 0));
    GameManager::getSingleton().addObject(planet);
    */

    shared_ptr<AsteroidField> asteroidField = make_shared<AsteroidField>();
    asteroidField->setPosition(Ogre::Vector3(10, 0, 0));
    GameManager::getSingleton().addObject(asteroidField);

    getScene()->setAmbientLight(Ogre::ColourValue(0.2f, 0.2f, 0.3f));
    Ogre::Light* light = getScene()->createLight("MainLight");
    light->setPosition(20, 80, 50);

}
开发者ID:eblock12,项目名称:stuff,代码行数:26,代码来源:DemoState.cpp

示例3: setupScene

void Application::setupScene()
{
    mOgreScene = Ogre::Root::getSingleton().createSceneManager("OctreeSceneManager");
    mOgreScene->setAmbientLight(Ogre::ColourValue::Black);

    mOgreCamera = mOgreScene->createCamera("Camera");
	mOgreCamera->setNearClipDistance(0.1f);
	mOgreCamera->setFarClipDistance(1000.0f);

	Ogre::Viewport* viewport = mOgreWindow->addViewport(mOgreCamera);
    mOgreCamera->setAspectRatio(Ogre::Real(viewport->getActualWidth()) / Ogre::Real(viewport->getActualHeight()));
    mOgreCamera->setPosition(0, 0, 0);

    mOgreFloor = mOgreScene->createEntity("Floor", "plocha.mesh");
    mOgreScene->getRootSceneNode()->attachObject(mOgreFloor);

    Ogre::Light* light = mOgreScene->createLight("Light");
    light->setType(Ogre::Light::LT_POINT);
    
    mOgreChopterNode = mOgreScene->getRootSceneNode()->createChildSceneNode("ChopterNode");
    mOgreChopterNode->setPosition(0, 20, 0);
    mOgreChopterNode->attachObject(mOgreCamera);
    mOgreChopterNode->attachObject(light);
    mOgreChopterNode->setFixedYawAxis(true);
}
开发者ID:svn2github,项目名称:oois,代码行数:25,代码来源:Application.cpp

示例4: enter

void GameState::enter() {
  OgreFramework::getSingletonPtr()->m_pLog->logMessage("Entering GameState...");
 
  m_pSceneMgr = OgreFramework::getSingletonPtr()->m_pRoot->createSceneManager(ST_GENERIC, "GameSceneMgr");
  m_pSceneMgr->setAmbientLight(Ogre::ColourValue(0.4f, 0.4f, 0.4f));
  m_pSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
  Ogre::Light* dirLight = m_pSceneMgr->createLight("dirLight");
  dirLight->setType(Ogre::Light::LT_DIRECTIONAL);
  dirLight->setDiffuseColour(Ogre::ColourValue(0.4f, 0.4f, 0.4f));
  dirLight->setSpecularColour(Ogre::ColourValue(0.4f, 0.4f, 0.4f));
  dirLight->setDirection(Ogre::Vector3(0, -1, 0));
 
  m_pCamera = m_pSceneMgr->createCamera("GameCam");
  m_pCamera->setPosition(Vector3(0, 15, -300));
  m_pCamera->lookAt(Vector3(0, 15, 0));
  m_pCamera->setNearClipDistance(1);
 
  m_pCamera->setAspectRatio(Real(OgreFramework::getSingletonPtr()->m_pViewport->getActualWidth()) / Real(OgreFramework::getSingletonPtr()->m_pViewport->getActualHeight()));

  limit = 0.0;

  OgreFramework::getSingletonPtr()->m_pViewport->setCamera(m_pCamera);

  // create an imageset for the face portrait
  CEGUI::ImagesetManager *im = &(CEGUI::ImagesetManager::getSingleton());
  CEGUI::NamedXMLResourceManager<CEGUI::Imageset, CEGUI::Imageset_xmlHandler> *castedIm = NULL;
  castedIm = (CEGUI::NamedXMLResourceManager<CEGUI::Imageset, CEGUI::Imageset_xmlHandler>*) im;
  castedIm->create( "Face.imageset" );

  // hide cursor
  CEGUI::MouseCursor::getSingleton().hide();

  createScene();
}
开发者ID:klt592,项目名称:GTFinal,代码行数:34,代码来源:GameState.cpp

示例5: rand

Star::Star(int temperature, double radius, Ogre::SceneNode *systemNode, Ogre::SceneManager *sceneMgr, int x, int y) {
	kelvin = temperature;
	radius = radius;
	int rand2 = rand()%1000;
	double colorEvener = 0.35;

	std::string starNodeName = "Star" + Ogre::StringConverter::toString(temperature) + Ogre::StringConverter::toString(rand2);
	std::string starParticleName = "starParticle" + Ogre::StringConverter::toString(temperature) + Ogre::StringConverter::toString(rand2);
	std::string starParticleNodeName = "starParticleNode" + Ogre::StringConverter::toString(temperature) + Ogre::StringConverter::toString(rand2);

	starNode = systemNode->createChildSceneNode(starNodeName, Ogre::Vector3(0,0,0));

	//Particle Gen
	Ogre::ParticleSystem* starParticle = sceneMgr->createParticleSystem(starParticleName, "StarWhite");
	Ogre::SceneNode* particleNode = systemNode->createChildSceneNode(starParticleNodeName,Ogre::Vector3((-0.5+x),(0+y),0.5));
	particleNode->attachObject(starParticle);
	setColor(color);
	starParticle->getEmitter(0)->setColour(Ogre::ColourValue(color[0]*colorEvener,color[1]*colorEvener,color[2]*colorEvener,color[3]));

	//Light Gen
	Ogre::SceneNode* lightNode = NULL;
	Ogre::Light* lightPoint = sceneMgr->createLight();
	lightPoint->setType(Ogre::Light::LT_POINT);
	lightPoint->setDiffuseColour(color[0], color[1], color[2]);
	lightPoint->setSpecularColour(color[0], color[1], color[2]);

	lightNode = systemNode->createChildSceneNode();
	lightNode->attachObject(lightPoint);
	

	//Rotation
	starRotationDegree = 1.0;
}
开发者ID:Elilasol,项目名称:Client,代码行数:33,代码来源:star.cpp

示例6:

LUA_DEFINE_FUNCTION(LightsManager, getLightPosition)
{
	//
	// Pass it to Lua script
	//
	/* get number of arguments */
	int n = lua_gettop(L);

	// n should be 1

	/* get the first argument (the light name) */
	Ogre::String lightName = lua_tostring(L, 1);

	//
	// Retrieve light position
	//
	Ogre::Light* light = LightsManager::getSingleton().getLight(lightName);

	Vector3 position = light->getPosition();

	/* push the X */
	lua_pushnumber(L, position.x);
	/* push the Y */
	lua_pushnumber(L, position.y);
	/* push the Z */
	lua_pushnumber(L, position.z);

	/* return the number of results */
	return 3;
}
开发者ID:gtino,项目名称:wyverns-assault,代码行数:30,代码来源:LightsManager.cpp

示例7: enter

void StandLatas::enter() {

  _loadingShoot =false;
  _timeLoadingShoot =0;

  reacomodateCamera();
  _numCans=0;
  drawCans();
  
  _crosshair = unique_ptr<Crosshair>(new Crosshair(_sceneMgr,_camera));
  _crosshair.get()->createCrossHairManual("circle-01.png");
  _rayScnQuery =_sceneMgr->createRayQuery(Ogre::Ray(), 0);
  _ballStack = _sceneMgr->createSceneNode("ballStack");
  _sceneMgr->getRootSceneNode()->addChild(_ballStack);
  drawHud();
   Carrusel c;
   c.go();
    _timeWithoutBalls=0;
    _puntos=0;

    Ogre::Light* light = _sceneMgr->createLight("LightStandLatas");
    light->setType(Ogre::Light::LT_DIRECTIONAL);
    light->setDirection(Ogre::Vector3(0,0,-1));
    light->setPosition(_cameraNode->getPosition());
    light->setCastShadows(true);

    




}
开发者ID:jalcolea,项目名称:shooter,代码行数:32,代码来源:StandLatas.cpp

示例8: createScene

//-------------------------------------------------------------------------------------   
void GameApplication::createScene() {
	// Create your scene here...	

	//set ambient light
	Ogre::Light* light = mSceneMgr->createLight("MainLight");
	light->setPosition(15,15,3);

	//create the puckManager singleton
	PuckManager::instance(mSceneMgr, 10);

	//create the shuffleboard singleton
	Shuffleboard::instance(mSceneMgr);

	//mPuck = PuckManager::instance()->getNextPuck();

	/*	we should only create a puck when SPACE key is pressed
	//This gives us the correct x,y,z position for the puck launch at the top of the shuffleboard
	Ogre::Real centreX = ( GameConstants::MAX_X - GameConstants::MIN_X ) / 2 + GameConstants::MIN_X; 
 	Ogre::Vector3 launchPos( centreX, GameConstants::LAUNCH_Y, GameConstants::LAUNCH_Z );
	
	mPuck->activate(launchPos);
	mPuck->applyForce(Ogre::Real(7));*/

	mGui3D = new Gui3D::Gui3D(&mMyPurplePanelColors);
	Ogre::Viewport *viewport = mWindow->getViewport(0);
	mGui3D->createScreen(viewport, "purple", "mainScreen");
	createGamePanel();

	mCurrentTime = 0;
}
开发者ID:AlexMeuer,项目名称:Programming-Practicals,代码行数:31,代码来源:GameApplication.cpp

示例9: Create

void CEditor::Create( HWND hWnd,int width,int height )
{
	GetCurrentDirectory(MAX_PATH, mCurDir);

	mpEntityMgr = new CEntityManager;
	mpPhysicsMgr = new CPhysicsManager;

	Ogre::NameValuePairList parms;
	parms["externalWindowHandle"] = Ogre::StringConverter::toString((long)hWnd);
	mRenderWindow = mRoot->createRenderWindow("TerrainEditor", width, height, false, &parms);
	mhWnd = hWnd;
	mSceneManager = mRoot->createSceneManager(Ogre::ST_GENERIC, "MainScene");

	// Create the camera
	mCamera = mSceneManager->createCamera("PlayerCam");

	mCamera->setPosition(mTerrainPos + Ogre::Vector3(200, 400, 0));
	mCamera->lookAt(Ogre::Vector3(0, 50, 0));
	mCamera->setNearClipDistance(1);
	mCamera->setFarClipDistance(12000);

	mViewport = mRenderWindow->addViewport(mCamera);
	mViewport->setBackgroundColour(Ogre::ColourValue(0.5f,0.5f,0.5f));

	//SetupInput();
	loadResources();

	mGuiMgr = new OgreBites::GuiManager("BrowserControls", mRenderWindow, this);
	//mGuiMgr->showBackdrop("SdkTrays/Bands");
	mGuiMgr->getTrayContainer(OgreBites::TL_NONE)->hide();

	Ogre::MaterialManager::getSingleton().setDefaultTextureFiltering(Ogre::TFO_ANISOTROPIC);
	Ogre::MaterialManager::getSingleton().setDefaultAnisotropy(7);

	mTerrainGlobals = OGRE_NEW Ogre::TerrainGlobalOptions();

	Ogre::Light* l = mSceneManager->createLight("terrainLight");
	l->setType(Ogre::Light::LT_DIRECTIONAL);
	Ogre::Vector3 lightdir(0.1f, -0.3f, 0.1f);
	lightdir.normalise();
	l->setDirection(lightdir);
	l->setDiffuseColour(Ogre::ColourValue::White);
	l->setSpecularColour(Ogre::ColourValue(0.4f, 0.4f, 0.4f));
	mTerrainLight = l;
	mSceneManager->setAmbientLight(Ogre::ColourValue(0.2f, 0.2f, 0.2f));

	Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(5);
	mRoot->addFrameListener(this);

	mGuiMgr->showFrameStats(OgreBites::TL_TOPRIGHT);

	mpEntityMgr->Create();
	mpPhysicsMgr->Create();

	// Alter the camera aspect ratio to match the viewport
	mCamera->setAspectRatio(
		Ogre::Real(mViewport->getActualWidth()) / Ogre::Real(mViewport->getActualHeight()));

	SetEditTool(NULL);
}
开发者ID:sdfwds4,项目名称:ogre3d-game-editor,代码行数:60,代码来源:Editor.cpp

示例10: getRoot

    //--------------------------------------------------------------------------
    void
    Utility::initComponents()
    {
        Application::initComponents();
        Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

        Ogre::Root         *root( getRoot() );

        m_scene_manager = root->createSceneManager( Ogre::ST_GENERIC, "Scene" );
        m_scene_manager->clearScene();
        m_scene_manager->setAmbientLight( Ogre::ColourValue( 0.5, 0.5, 0.5 ) );
        Ogre::Light* directionalLight = m_scene_manager->createLight("directionalLight");
        directionalLight->setType( Ogre::Light::LT_DIRECTIONAL );
        directionalLight->setDiffuseColour( Ogre::ColourValue( 0.5, 0.5, 0.5) );
        directionalLight->setSpecularColour( Ogre::ColourValue( 0.5, 0.5, 0.5) );
        directionalLight->setDirection( Ogre::Vector3( 0, 0, -1 ) );

        m_camera = m_scene_manager->createCamera( "Camera" );
        m_camera->setNearClipDistance( 0.01f );
        m_camera->setPosition( 0, 5, 10 );
        m_camera->lookAt( 0, 0, 0 );

        Ogre::RenderWindow *window( getRenderWindow() );
        m_viewport = window->addViewport( m_camera );
        m_viewport->setBackgroundColour( Ogre::ColourValue( 0.0f, 0.4f, 0.0f ) );
        m_camera->setAspectRatio( Ogre::Real( m_viewport->getActualWidth() ) / Ogre::Real( m_viewport->getActualHeight() ) );

        m_frame_listener = new DisplayFrameListener( window );
        m_frame_listener->setCamera( m_camera );
        root->addFrameListener( m_frame_listener );
    }
开发者ID:adrielvel,项目名称:q-gears,代码行数:32,代码来源:QGearsUtility.cpp

示例11: insertLight

// insert a light related to the most recent insertBegin call.
void InteriorCellRender::insertLight(float r, float g, float b, float radius)
{
  assert (insert);

  Ogre::Light *light = scene.getMgr()->createLight();
  light->setDiffuseColour (r, g, b);

  float cval=0.0f, lval=0.0f, qval=0.0f;

  if(lightConst)
    cval = lightConstValue;
  if(!lightOutQuadInLin)
  {
    if(lightLinear)
      radius *= lightLinearRadiusMult;
    if(lightQuadratic)
      radius *= lightQuadraticRadiusMult;

    if(lightLinear)
      lval = lightLinearValue / pow(radius, lightLinearMethod);
    if(lightQuadratic)
      qval = lightQuadraticValue / pow(radius, lightQuadraticMethod);
  }
  else
  {
    // FIXME:
    // Do quadratic or linear, depending if we're in an exterior or interior
    // cell, respectively. Ignore lightLinear and lightQuadratic.
  }

  light->setAttenuation(10*radius, cval, lval, qval);

  insert->attachObject(light);
}
开发者ID:Senney,项目名称:openmw,代码行数:35,代码来源:interior.cpp

示例12: createScene

//-------------------------------------------------------------------------------------
void HelloOGRE::createScene(void)
{
	using namespace Ogre;
	Ogre::Entity* ogreHead = mSceneMgr->createEntity("Head", "7.mesh");
	
	//Ogre::Entity* cube = mSceneMgr->createEntity("cube","abc.mesh");

	Ogre::SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("Head");
	headNode->attachObject(ogreHead);
	

	ManualObject * axis = mSceneMgr->createManualObject("Axis");
	axis->begin("line",Ogre::RenderOperation::OperationType::OT_LINE_LIST);
	
	axis->position(0.0f,0.0f,0.0f);
	axis->position(20.0f,0.0f,0.0f);
	axis->end();
	headNode->attachObject(axis);
	// Set ambient light
	mSceneMgr->setAmbientLight(Ogre::ColourValue(1.0,0.5, 0.0));

	mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
	mSceneMgr->setSkyDome(true,"Examples/Rockwall");
	//mSceneMgr->setSkyPlane(true,"Example/"
	
	// Create a light
	Ogre::Light* l = mSceneMgr->createLight("MainLight");
	l->setDiffuseColour(0.0f,1.0f,0.0f);
	
	l->setPosition(20,80,50);
	l->setDirection(0.0,0.0,0.0);
}
开发者ID:BGCX261,项目名称:zju-computer-game-svn-to-git,代码行数:33,代码来源:HelloOGRE.cpp

示例13: createScene

void MyApp::createScene()
{
    // Setup shadows.
    if (mUseShadows)
    {
        mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);
    }
    else
    {
        mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
    }

    // Set the ambient light level.
    mSceneMgr->setAmbientLight(ColourValue(0.3, 0.3, 0.3));

    // Create a light source.
    Ogre::Light* light = mSceneMgr->createLight("light0");
    light->setType(Ogre::Light::LT_POINT);
    light->setDiffuseColour(1.0, 1.0, 1.0);
    light->setSpecularColour(1.0, 1.0, 1.0);
    light->setPosition(100.0, 300.0, 100.0);

    // Setup the initial camera position.
    mPhysicalCamera->setPosition(opal::Point3r(0, 30, 50));
    mPhysicalCamera->lookAt(opal::Point3r(0, 0, 0));

    // Load models, create physical objects, etc. here.
}
开发者ID:gavlaaaaaaaa,项目名称:techchallenge,代码行数:28,代码来源:TemplateApp.cpp

示例14:

void AWGraphics::SceneDirector::createPlayer()
{
    // Add player entity to the scene
    Ogre::Entity* ogreEntity = mSceneMgr->createEntity("ogrehead.mesh");

    Ogre::SceneNode* parentNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
    Ogre::SceneNode* ogreNode = parentNode->createChildSceneNode();
    ogreNode->attachObject(ogreEntity);
    ogreNode->rotate(Ogre::Vector3(0.0, 1.0, 0.0), Ogre::Radian(Ogre::Degree(180)));
    ogreNode->setPosition(0, 80, 0);

    mPlayerNode = parentNode;

    // Initialize and add a light
    mSceneMgr->setAmbientLight(Ogre::ColourValue(.5, .5, .5));

    Ogre::Light* light = mSceneMgr->createLight("MainLight");
    light->setType(Ogre::Light::LT_DIRECTIONAL);
    light->setDirection(Ogre::Vector3(0, -1, 1));

    /*// Directional light
    Ogre::Light* directionalLight = mSceneMgr->createLight("DirectionalLight");
    directionalLight->setType(Ogre::Light::LT_DIRECTIONAL);

    directionalLight->setDiffuseColour(Ogre::ColourValue(.8, .6, .2));
    directionalLight->setSpecularColour(Ogre::ColourValue(.8, .6, .2));
    */

    // Add skydome
    mSceneMgr->setSkyDome(true, "CloudySky", 5, 8); // cannot find... :(
}
开发者ID:monkeybits,项目名称:ancientworldsim,代码行数:31,代码来源:scenedirector.cpp

示例15: createScene

void TutorialApplication::createScene(void)
{
    //create primary entity
    ent = mSceneMgr->createEntity("foo",inputfile);
    
    //this entity is for testing only
    //Ogre::Entity* ent2 = mSceneMgr->createEntity("Ogrehead2","ogrehead.mesh");
    
    //cretae node to which .mesh entity will be attached
    node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Node1");
    node->setPosition(10,0,0);
    node->attachObject(ent);
    

    //Ogre::SceneNode* camnode = node->createChildSceneNode("Node2",Ogre::Vector3(80,0,0));
    //camnode->attachObject(ent2);
    //camnode->attachObject(cam1);
    //camnode->attachObject(mCamera);
    
    mSceneMgr->setAmbientLight(Ogre::ColourValue(1,1,1));
    
    Ogre::Light* light = mSceneMgr->createLight("mainlight");
    light->setDiffuseColour(Ogre::ColourValue::White);
    light->setPosition(10,100,0);
    mCamera->setAutoTracking(true, node);

}
开发者ID:DarkSector,项目名称:wombat,代码行数:27,代码来源:TutorialApplication.cpp


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