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C++ Node::getChildIterator方法代码示例

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


在下文中一共展示了Node::getChildIterator方法的3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: doPhysics

    void PhysicsSystem::doPhysics(float dt, const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
    {
        //set the DebugRenderingMode. To disable it,set it to 0
        //eng->setDebugRenderingMode(1);

        //set the walkdirection to 0 (no movement) for every actor)
        for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
        {
            OEngine::Physic::PhysicActor* act = it->second;
            act->setWalkDirection(btVector3(0,0,0));
        }
		playerMove::playercmd& pm_ref = playerphysics->cmd;

        pm_ref.rightmove = 0;
        pm_ref.forwardmove = 0;
        pm_ref.upmove = 0;

		//playerphysics->ps.move_type = PM_NOCLIP;
        for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
            iter!=actors.end(); ++iter)
        {
            //dirty stuff to get the camera orientation. Must be changed!

            Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
            Ogre::Vector3 dir;
            Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
            Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
			Ogre::Quaternion yawQuat = yawNode->getOrientation();
            Ogre::Quaternion pitchQuat = pitchNode->getOrientation();



            playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();

			playerphysics->ps.viewangles.y = yawQuat.getYaw().valueDegrees() *-1 + 90;


                Ogre::Quaternion quat = yawNode->getOrientation();
                Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);

				pm_ref.rightmove = -iter->second.x;
				pm_ref.forwardmove = -iter->second.y;
				pm_ref.upmove = iter->second.z;



            }





        mEngine->stepSimulation(dt);
    }
开发者ID:DeejStar,项目名称:openmw,代码行数:54,代码来源:physicssystem.cpp

示例2: setRot

    void Player::setRot(float x, float y, float z)
    {
            Ogre::SceneNode *sceneNode = mNode;
            Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
            Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();

            // we are only interested in X and Y rotation

            // Rotate around X axis
            Ogre::Quaternion xr(Ogre::Radian(x), Ogre::Vector3::UNIT_X);

            // Rotate around Y axis
            Ogre::Quaternion yr(Ogre::Radian(-z), Ogre::Vector3::UNIT_Y);

            pitchNode->setOrientation(xr);
            yawNode->setOrientation(yr);
    }
开发者ID:BungaDunga,项目名称:openmw,代码行数:17,代码来源:player.cpp

示例3: doPhysics

    void PhysicsSystem::doPhysics(float dt, const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
    {
        //set the DebugRenderingMode. To disable it,set it to 0
        //eng->setDebugRenderingMode(1);

        //set the walkdirection to 0 (no movement) for every actor)
        for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
        {
            OEngine::Physic::PhysicActor* act = it->second;
            act->setWalkDirection(btVector3(0,0,0));
        }
		playerMove::playercmd& pm_ref = playerphysics->cmd;

        pm_ref.rightmove = 0;
        pm_ref.forwardmove = 0;
        pm_ref.upmove = 0;

		//playerphysics->ps.move_type = PM_NOCLIP;
        for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
            iter!=actors.end(); ++iter)
        {
            OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
			//if(iter->first == "player")
			//	std::cout << "This is player\n";
            //dirty stuff to get the camera orientation. Must be changed!

            Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
            Ogre::Vector3 dir;
            Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
            Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
			Ogre::Quaternion yawQuat = yawNode->getOrientation();
            Ogre::Quaternion pitchQuat = pitchNode->getOrientation();

            // unused
            //Ogre::Quaternion both = yawQuat * pitchQuat;

            playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();
            playerphysics->ps.viewangles.z = 0;
			playerphysics->ps.viewangles.y = yawQuat.getYaw().valueDegrees() *-1 + 90;

            if(mFreeFly)
            {
                Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);

				pm_ref.rightmove = -dir1.x;
				pm_ref.forwardmove = dir1.z;
				pm_ref.upmove = dir1.y;


				//std::cout << "Current angle" << yawQuat.getYaw().valueDegrees() - 90<< "\n";
				//playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();
				//std::cout << "Pitch: " << yawQuat.getPitch() << "Yaw:" << yawQuat.getYaw() << "Roll: " << yawQuat.getRoll() << "\n";
                dir = 0.07*(yawQuat*pitchQuat*dir1);
            }
            else
            {

                Ogre::Quaternion quat = yawNode->getOrientation();
                Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);

				pm_ref.rightmove = -dir1.x;
				pm_ref.forwardmove = dir1.z;
				pm_ref.upmove = dir1.y;



                dir = 0.025*(quat*dir1);
            }


            //set the walk direction
            act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
        }
        mEngine->stepSimulation(dt);
    }
开发者ID:SlavaHill,项目名称:openmw,代码行数:75,代码来源:physicssystem.cpp


注:本文中的ogre::Node::getChildIterator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。