本文整理汇总了C++中ogre::Root::clearEventTimes方法的典型用法代码示例。如果您正苦于以下问题:C++ Root::clearEventTimes方法的具体用法?C++ Root::clearEventTimes怎么用?C++ Root::clearEventTimes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::Root
的用法示例。
在下文中一共展示了Root::clearEventTimes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: threadWillStart
void GraphicsImpl::threadWillStart()
{
subscribeToFeed("input_keyboard", boost::bind(&GraphicsImpl::handleKeyEvents, this, _1));
subscribeToFeed("input_mouse", boost::bind(&GraphicsImpl::handleMouseEvents, this, _1));
subscribeToFeed("world_dynamic", boost::bind(&GraphicsImpl::handleWorldEvents, this, _1));
subscribeToFeed("create_object", boost::bind(&GraphicsImpl::handleObjectEvents, this, _1));
subscribeToFeed("create_terrain", boost::bind(&GraphicsImpl::handleTerrainEvents, this, _1));
subscribeToFeed("world_removed", boost::bind(&GraphicsImpl::handleRemovedObjects, this, _1));
Dout << "Creating root";
root = new Ogre::Root("", "", resourcePath + "ogre.log");
Dout << "Loading plugins" ;
loadPlugins();
Dout << "Setting Ressources" ;
setupResources();
Dout << "Configuring root" ;
if (!configure()) {
Derr << "Failed to configure root";
}
Dout << "Create Scenemanager" ;
chooseSceneManager();
Dout << "Create Camera" ;
createCamera();
Dout << "Create Viewport" ;
createViewports();
Dout << "Set default MipMap lvl" ;
Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(5);
Dout << "Create resource listeners" ;
createResourceListener();
Dout << "Load resources" ;
loadResources();
Dout << "Setup GUI";
setupGUI();
Dout << "Create Framelistener" ;
createFrameListener();
Dout << "Create Basic Scene" ;
createScene();
root->clearEventTimes();
InformationManager::Instance()->offerData("window", this);
}
示例2: run
void ClientApplication::run()
{
Ogre::Root* root = mGraphicsManager->getRoot();
Ogre::RenderWindow* window = mGraphicsManager->getWindow();
root->getRenderSystem()->_initRenderTargets();
root->clearEventTimes();
boost::timer timer;
while( !mShutdown )
{
if( mShutdownRequested )
{
mStateMachine->popTo( 0 );
mShutdown = true;
}
const Real elapsed = timer.elapsed();
timer.restart();
mEarlyUpdateSignal();
mEarlyFrameSignal( elapsed );
mUpdateSignal();
mFrameSignal( elapsed );
mLateUpdateSignal();
mLateFrameSignal( elapsed );
Ogre::WindowEventUtilities::messagePump();
// Render even when the window is inactive.
if( window->isActive() )
{
root->renderOneFrame();
}
else if( window->isVisible() )
{
root->renderOneFrame();
window->update();
#if DIVERSIA_PLATFORM == DIVERSIA_PLATFORM_WIN32
Sleep( ( 1.0 / 60.0 ) * 1000.0 );
#else
usleep( ( 1.0 / 60.0 ) * 1000000.0 );
#endif
}
else if( !window->isActive() && !window->isVisible() )
{
#if DIVERSIA_PLATFORM == DIVERSIA_PLATFORM_WIN32
Sleep( ( 1.0 / 60.0 ) * 1000.0 );
#else
usleep( ( 1.0 / 60.0 ) * 1000000.0 );
#endif
}
}
}
示例3: Play
void Client::Play() {
OgreEasy::SimpleOgreInit lOgreInit;
if(!lOgreInit.initOgre()) {
std::cout<<"Could not init ogre"<<std::endl;
return;
}
Ogre::Root* lRoot = lOgreInit.mRoot.get();
Ogre::RenderWindow* lWindow = lOgreInit.mWindow;
World* w = new World();
w->SetDebugMode(false);
GameObject camObject = w->AddObject("camera");
camObject.AddCameraComponent("camera");
camObject.SetPosition(Ogre::Vector3(0,0,0));
camObject.LookAt(Ogre::Vector3(0,0,0));
GameObject& light2 = w->AddObject("point_light");
light2.AddLightComponent(Ogre::Light::LT_DIRECTIONAL);
light2.SetPosition(Ogre::Vector3(0,0,40));
light2.LookAt(Ogre::Vector3(0,100,0));
GameObject& c = w->AddPhysicsObject("esine", "cube/Cube.mesh");
c.SetPosition(Ogre::Vector3(0,0,0));
c.AddBoxCollider(1,1,1);
PhysicsComponent phys = c.GetPhysicsComponent();
phys.SetMass(1.0);
c.SetMaterial("tex");
GameObject& c2 = w->AddPhysicsObject("esine2", "cube/Cube.mesh");
c2.SetPosition(Ogre::Vector3(1,2,1));
c2.AddBoxCollider(1,1,1);
PhysicsComponent phys2 = c2.GetPhysicsComponent();
phys2.SetMass(1.0);
c2.SetMaterial("tex");
GameObject& taso = w->AddPhysicsObject("taso", "cube/other/Cube.mesh");
taso.SetPosition(Ogre::Vector3(0, -10, 0));
taso.AddBoxCollider(10,0.1,10);
taso.SetMaterial("plane");
PhysicsComponent phys3 = taso.GetPhysicsComponent();
phys3.SetMass(0.0);
GameObject& anim = w->AddObject("anim" , "second_anim/Cube.mesh");
anim.SetPosition(Ogre::Vector3(0, -5, 0));
anim.SetMaterial("tex");
lRoot->clearEventTimes();
float f=0.0;
unsigned long t=0;
double d;
Ogre::Timer* a = new Ogre::Timer();
while(!lWindow->isClosed()) {
t=a->getMicroseconds();
camObject.SetPosition(Ogre::Vector3(cos(f)*15.0, -5, sin(f)*15.0));
camObject.LookAt(Ogre::Vector3(-0,-10,-0), Ogre::Vector3::UNIT_Y);
w->Update(d);
f+=d*.5;
d = (double)(a->getMicroseconds()-t)/1000000;
}
delete w;
}