本文整理汇总了C++中ogre::Node::translate方法的典型用法代码示例。如果您正苦于以下问题:C++ Node::translate方法的具体用法?C++ Node::translate怎么用?C++ Node::translate使用的例子?那么, 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类ogre::Node
的用法示例。
在下文中一共展示了Node::translate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: updatePart
void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slot)
{
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator it = inv.getSlot(slot);
if (it == inv.end())
{
scene.setNull();
return;
}
MWWorld::Ptr item = *it;
std::string bonename;
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
bonename = "Weapon Bone";
else
bonename = "Shield Bone";
scene = NifOgre::Loader::createObjects(mSkelBase, bonename, mInsert, item.getClass().getModel(item));
Ogre::Vector3 glowColor = getEnchantmentColor(item);
setRenderProperties(scene, RV_Actors, RQG_Main, RQG_Alpha, 0,
!item.getClass().getEnchantment(item).empty(), &glowColor);
if(scene->mSkelBase)
{
Ogre::SkeletonInstance *skel = scene->mSkelBase->getSkeleton();
if(scene->mSkelBase->isParentTagPoint())
{
Ogre::Node *root = scene->mSkelBase->getParentNode();
if(skel->hasBone("BoneOffset"))
{
Ogre::Bone *offset = skel->getBone("BoneOffset");
root->translate(offset->getPosition());
// It appears that the BoneOffset rotation is completely bogus, at least for light models.
//root->rotate(offset->getOrientation());
root->pitch(Ogre::Degree(-90.0f));
root->scale(offset->getScale());
root->setInitialState();
}
}
updateSkeletonInstance(mSkelBase->getSkeleton(), skel);
}
// TODO:
// type == ESM::PRT_Weapon should get an animation source based on the current offset
// of the weapon attack animation (from its beginning, or start marker?)
std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(scene->mControllers.begin());
for(;ctrl != scene->mControllers.end();ctrl++)
{
if(ctrl->getSource().isNull())
ctrl->setSource(Ogre::SharedPtr<NullAnimationTime>(new NullAnimationTime()));
}
}
示例2: update
//-----------------------------------------------------------------------------------
void CameraController::update( float timeSinceLast )
{
Ogre::Camera *camera = mGraphicsSystem->getCamera();
if( mCameraYaw || mCameraPitch )
{
if( mUseSceneNode )
{
Ogre::Node *cameraNode = camera->getParentNode();
// Update now as yaw needs the derived orientation.
cameraNode->_getFullTransformUpdated();
cameraNode->yaw( Ogre::Radian( mCameraYaw ), Ogre::Node::TS_WORLD );
cameraNode->pitch( Ogre::Radian( mCameraPitch ) );
}
else
{
camera->yaw( Ogre::Radian( mCameraYaw ) );
camera->pitch( Ogre::Radian( mCameraPitch ) );
}
mCameraYaw = 0.0f;
mCameraPitch = 0.0f;
}
int camMovementZ = mWASD[2] - mWASD[0];
int camMovementX = mWASD[3] - mWASD[1];
int slideUpDown = mSlideUpDown[0] - mSlideUpDown[1];
if( camMovementZ || camMovementX || slideUpDown )
{
Ogre::Vector3 camMovementDir( camMovementX, slideUpDown, camMovementZ );
camMovementDir.normalise();
camMovementDir *= timeSinceLast * 10.0f * (1 + mSpeedMofifier * 5);
if( mUseSceneNode )
{
Ogre::Node *cameraNode = camera->getParentNode();
cameraNode->translate( camMovementDir, Ogre::Node::TS_LOCAL );
}
else
{
camera->moveRelative( camMovementDir );
}
}
}
示例3: updateGravity
void InputListener::updateGravity(const Ogre::FrameEvent& evt)
{
for (std::list<PhysBody>::iterator it = this->_PhysicList->begin(); it != this->_PhysicList->end(); it++)
{
Ogre::Node *node = this->_SceneMgr->getRootSceneNode()->getChild(it->getName());
Worms *worm;
worm = this->_Game->findWormByName(it->getName());
if (!this->_CollisionMgr->isCollidedToStatic(it->getName(), CollisionManager::DOWN) && node->getPosition().y > 0 && !this->_Game->getTeleportActivated())
{
if (!this->_CollisionMgr->isCollidedToStatic(it->getName(), CollisionManager::DOWN))
node->translate(0, -1 * it->getWeight() * evt.timeSinceLastFrame, 0);
worm->fall(1);
}
else
worm->fall(0);
}
}