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C++ SceneNode::createChildSceneNode方法代码示例

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


在下文中一共展示了SceneNode::createChildSceneNode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: createScene

//-------------------------------------------------------------------------------------
void TutorialApplication::createScene(void)
{
	mSceneMgr->setAmbientLight(Ogre::ColourValue(0.25, 0.25, 0.25));

    // add the ninja
	Ogre::Entity *ent = mSceneMgr->createEntity("Ninja", "ninja.mesh");
    Ogre::SceneNode *node = mSceneMgr->getRootSceneNode()->createChildSceneNode("NinjaNode");
    node->attachObject(ent);

    // create the light
    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);

   // Create the scene node
    node = mSceneMgr->getRootSceneNode()->createChildSceneNode("CamNode1", Ogre::Vector3(-400, 200, 400));

    // Make it look towards the ninja
    node->yaw(Ogre::Degree(-45));

    // Create the pitch node
    node = node->createChildSceneNode("PitchNode1");
    node->attachObject(mCamera);

    // create the second camera node/pitch node
    node = mSceneMgr->getRootSceneNode()->createChildSceneNode("CamNode2", Ogre::Vector3(0, 200, 400));
    node = node->createChildSceneNode("PitchNode2");
}
开发者ID:Gorgoroth,项目名称:ogre-basic-tutorial4,代码行数:31,代码来源:TutorialApplication.cpp

示例2: testModelMountScaling

void ModelMountTestCase::testModelMountScaling()
{
	Ogre::Root root;
	Ogre::SceneManager* sceneManager = root.createSceneManager(Ogre::ST_GENERIC);

	TestModel model(*sceneManager);

	//First test with a straight forward case.
	Ogre::SceneNode* node = sceneManager->getRootSceneNode()->createChildSceneNode();
	//We get an error when it's destroyed. So we don't destroy it.
	SceneNodeProvider* nodeProvider = new SceneNodeProvider(node, nullptr);
	Model::ModelMount mount(model, nodeProvider);
	scaleAndTestMount(model, mount, nodeProvider->getNode());

	//Test with the parent node being scaled
	node->setScale(Ogre::Vector3(3.0f, 0.2f, 200.0f));
	Ogre::SceneNode* subNode = node->createChildSceneNode();
	nodeProvider = new SceneNodeProvider(subNode, nullptr);
	Model::ModelMount mount2(model, nodeProvider);
	scaleAndTestMount(model, mount2, nodeProvider->getNode());

	//Test with the parent node being scaled and rotated
	node->setScale(Ogre::Vector3(3.0f, 0.2f, 200.0f));
	node->yaw(Ogre::Degree(42));
	node->pitch(Ogre::Degree(76));
	node->roll(Ogre::Degree(98));
	subNode = node->createChildSceneNode();
	nodeProvider = new SceneNodeProvider(subNode, nullptr);
	Model::ModelMount mount3(model, nodeProvider);
	scaleAndTestMount(model, mount3, nodeProvider->getNode());
}
开发者ID:sajty,项目名称:ember,代码行数:31,代码来源:ModelMountTestCase.cpp

示例3: instance

	TwoBogieVehicle* instance(){
		UniqueIdGenerator& gen = UniqueIdGenerator::getSingleton();
		Entity* fBogie = mFrontBogie->clone(mFrontBogieEntityName+gen.getAsHexadecimal());
		SceneNode* fBogieN = mTargetGround->createChildSceneNode();
        fBogieN->attachObject(fBogie);
        fBogieN->setScale(mFrontBogieScale);

        Entity* rBogie = mRearBogie->clone(mRearBogieEntityName+gen.getAsHexadecimal());
        SceneNode* rBogieN = mTargetGround->createChildSceneNode();
        rBogieN->attachObject(rBogie);
		rBogieN->setScale(mRearBogieScale);

        Entity* body = mBody->clone(mBodyEntityName+gen.getAsHexadecimal());
        SceneNode* bodyN = mTargetGround->createChildSceneNode(Ogre::Vector3(0.0f,1,0.0f));
        bodyN->setScale(mBodyScale);
        bodyN->attachObject(body);
		// Initial body rotation
		//bodyN->roll(Ogre::Radian(-Ogre::Math::HALF_PI));

		if (mBodyRotate.x) {
			bodyN->rotate(Ogre::Vector3::UNIT_X, Ogre::Radian(mBodyRotate.x));
		}
		if (mBodyRotate.y) {
			bodyN->rotate(Ogre::Vector3::UNIT_Y, Ogre::Radian(mBodyRotate.y));
		}
		if (mBodyRotate.z) {
			bodyN->rotate(Ogre::Vector3::UNIT_Z, Ogre::Radian(mBodyRotate.z));
		}

		return new TwoBogieVehicle(	fBogieN,fBogie,rBogieN,rBogie,bodyN,body,mGapSize,mLength,mFrontBogieOffset,mRearBogieOffset,mBogieHeight );
	}
开发者ID:Wolfie13,项目名称:OgreRails,代码行数:31,代码来源:TwoBogieVehiclePrototype.hpp

示例4: show

void Board::show(Ogre::SceneNode* const node)
{
    // corner node of a level
    Ogre::SceneNode* levNode = 0;
    Ogre::SceneNode* rowNode = 0;
    Ogre::SceneNode* colNode = 0;

    // index of the square in the vector of squares
    unsigned int i = 0;

    for(unsigned int level = 0; level < m_model->getLevels(); ++level)
    {
        levNode = (levNode == 0) ? node : levNode->createChildSceneNode();

        for(unsigned int row = 0; row < m_model->getRows(); ++row)
        {
            rowNode = (rowNode == 0 || row == 0) ? levNode : rowNode->createChildSceneNode();

            for(unsigned int col = 0; col < m_model->getCols(); ++col, ++i)
            {
                colNode = (col == 0) ? rowNode : colNode->createChildSceneNode();
                Ogre::Vector3 squareOrigin = colNode->getPosition();
                Color squareColor = ((row + col + level) % 2 == 0) ? COLOR_WHITE : COLOR_BLACK;
                m_squares[i] = new Square(colNode, squareColor);

                // correctly position the node
                if(level > 0 && row == 0 && col == 0)
                    // raise the square
                    squareOrigin.y += LEVEL_MARGIN;
                else if(row > 0 && col == 0)
                    // add a row to the board
                    squareOrigin.z -= m_squares[i]->getEntity()->getBoundingBox().getSize().z;
                else
                    // add a cell to a column of the board
                    squareOrigin.x += m_squares[i]->getEntity()->getBoundingBox().getSize().x;

                // update the node's position accordingly
                colNode->setPosition(squareOrigin);
            }
        }
    }

    // finally we center the entire board over the x and z axis
    // take a single square for reference
    Square* refSquare = m_squares[0];
    Ogre::Vector3 boardOrigin = node->getPosition();
    boardOrigin.x -= (refSquare->getEntity()->getBoundingBox().getSize().x * m_model->getCols()) / 2.0;
    boardOrigin.z += (refSquare->getEntity()->getBoundingBox().getSize().z * m_model->getRows()) / 2.0;
    node->setPosition(boardOrigin);
}
开发者ID:ahoogesteger,项目名称:space-chess,代码行数:50,代码来源:board.cpp

示例5:

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6:

Ogre::SceneNode *VEffect::createSceneNode()
{
	if (mBaseNode != VNULL)
		return mBaseNode;

	VGraphicsSystem *gfxSystem = VENGINE.getGfxSystem();
	assert(gfxSystem != VNULL);
	Ogre::SceneNode *baseNode = gfxSystem->getBaseSceneNode();
	assert(baseNode != VNULL);

	mBaseNode = baseNode->createChildSceneNode();
	assert(mBaseNode != VNULL);

	VElementIterator itr = mElements.begin();
	while (itr != mElements.end())
	{
		if (*itr)
		{
			(*itr)->createSceneNode(mBaseNode);
		}
		++itr;
	}

	return mBaseNode;
}
开发者ID:asnwerear,项目名称:VEngine,代码行数:25,代码来源:VEffect.cpp

示例7: createProjectile

void ProjectileManager::createProjectile(const Ogre::Vector3& tankPosition, const Ogre::Quaternion& turretOrientation, 
										 const Ogre::Degree& angle, const float& velocity, const float& dmg){
	
	std::ostringstream oss;
	oss << "Projectile" << time(0) << projectiles.size() << counter++;										 
											 
	Ogre::ParticleSystem* particleSystem = mSceneMgr->createParticleSystem(oss.str(), "Examples/PurpleFountain");

	scaleBy(1.f, particleSystem);

	Ogre::SceneNode* parentParticleSn = mSceneMgr->getRootSceneNode()->createChildSceneNode();

	Ogre::SceneNode* particleSn = parentParticleSn->createChildSceneNode();

	Ogre::Vector3 start(-115.f, 10.f, 0.f);

	parentParticleSn->setPosition(tankPosition);
	particleSn->setPosition(start);

	parentParticleSn->yaw(turretOrientation.getYaw());

	particleSn->attachObject(particleSystem);

	particleSn->roll(Ogre::Degree(-90.f));

	particleSn->scale(Ogre::Vector3(0.1f));

	projectiles.insert(new Projectile(start, particleSn, angle, velocity, dmg));
}
开发者ID:swn881,项目名称:CSCI356_JUSTDOEET,代码行数:29,代码来源:ProjectileManager.cpp

示例8: insertBegin

void Actors::insertBegin(const MWWorld::Ptr &ptr)
{
    Ogre::SceneNode* cellnode;
    CellSceneNodeMap::const_iterator celliter = mCellSceneNodes.find(ptr.getCell());
    if(celliter != mCellSceneNodes.end())
        cellnode = celliter->second;
    else
    {
        //Create the scenenode and put it in the map
        cellnode = mRootNode->createChildSceneNode();
        mCellSceneNodes[ptr.getCell()] = cellnode;
    }

    Ogre::SceneNode* insert = cellnode->createChildSceneNode();
    const float *f = ptr.getRefData().getPosition().pos;
    insert->setPosition(f[0], f[1], f[2]);
    insert->setScale(ptr.getCellRef().mScale, ptr.getCellRef().mScale, ptr.getCellRef().mScale);

    // Convert MW rotation to a quaternion:
    f = ptr.getCellRef().mPos.rot;

    // Rotate around X axis
    Ogre::Quaternion xr(Ogre::Radian(-f[0]), Ogre::Vector3::UNIT_X);

    // Rotate around Y axis
    Ogre::Quaternion yr(Ogre::Radian(-f[1]), Ogre::Vector3::UNIT_Y);

    // Rotate around Z axis
    Ogre::Quaternion zr(Ogre::Radian(-f[2]), Ogre::Vector3::UNIT_Z);

    // Rotates first around z, then y, then x
    insert->setOrientation(xr*yr*zr);
    ptr.getRefData().setBaseNode(insert);
}
开发者ID:lazydev2,项目名称:openmw,代码行数:34,代码来源:actors.cpp

示例9: _prepare

	//-----------------------------------------------------------------------
	void EntityRenderer::_prepare(ParticleTechnique* technique)
	{
		/** 
			- This renderer is a ´hacky´ solution to display geometry-based particles. It pre-creates a 
			number of SceneNodes (childs of the parent Node to which the ParticleSystem is attached) and 
			Entities and uses these pools to display the particles. There are better solutions, but 
			this one is simple and fast enough, although it has some drawbacks.
			- Future solutions should rather make use of hardware instancing to display a large number of
			geometry-based particles at once.
		*/

		// Use the given technique, although it should be the same as mParentTechnique (must be set already)
		if (!technique || mRendererInitialised)
			return;

		std::stringstream ss; 
		ss << this;
		mEntityName = mMeshName + ss.str();
		mQuota = technique->getVisualParticleQuota();
		Ogre::SceneNode* parentNode = technique->getParentSystem()->getParentSceneNode();
		Ogre::MeshPtr mesh = Ogre::MeshManager::getSingleton().load(mMeshName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
		Ogre::Mesh* meshPointer = mesh.getPointer();
		Vector3 size = meshPointer->getBounds().getSize();
		mBoxWidth = size.x == 0.0f ? 1.0f : size.x;
		mBoxHeight = size.y == 0.0f ? 1.0f : size.y;
		mBoxDepth = size.z == 0.0f ? 1.0f : size.z;

		if (parentNode)
		{
			// Create number of VisualData objects including SceneNodes
			String sceneNodeName;
			for (size_t i = 0; i < mQuota; i++)
			{
				sceneNodeName = "ParticleUniverse" + ss.str() + StringConverter::toString(i);
				EntityRendererVisualData* visualData = 
					PU_NEW_T(EntityRendererVisualData, MEMCATEGORY_SCENE_OBJECTS)(parentNode->createChildSceneNode(sceneNodeName));

				mAllVisualData.push_back(visualData); // Managed by this renderer
				mVisualData.push_back(visualData); // Used to assign to a particle
			}

			// Create number of Entities
			Ogre::Entity* entity = technique->getParentSystem()->getSceneManager()->createEntity(mEntityName, mMeshName); // Base entity
			vector<EntityRendererVisualData*>::const_iterator it;
			vector<EntityRendererVisualData*>::const_iterator itEnd = mAllVisualData.end();
			size_t j;
			for (it = mAllVisualData.begin(), j = 0; it != itEnd; ++it, ++j)
			{
				Ogre::Entity* clonedEntity = entity->clone(mEntityName + StringConverter::toString(j));
				clonedEntity->setMaterialName(technique->getMaterialName());
				clonedEntity->setRenderQueueGroup(mQueueId);
				mEntities.push_back(clonedEntity);
				(*it)->node->attachObject(clonedEntity);
			}
			technique->getParentSystem()->getSceneManager()->destroyEntity(mEntityName);
		}

		_makeNodesVisible(false);
		mRendererInitialised = true;
	}
开发者ID:Ketzer2002,项目名称:meridian59-engine,代码行数:61,代码来源:ParticleUniverseEntityRenderer.cpp

示例10: getBase

Ogre::SceneNode * WheelAnimalSceneObj::getBaseCenter()
{
	if(_sn == NULL)
	{
		_sn =  Orz::OgreGraphicsManager::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode(getCenterPoint());
		//_sn->yaw(Ogre::Radian(Ogre::Math::PI));
		for(int i=0 ; i<(BASE_ALL-BASE_0); ++i)
		{
			Ogre::SceneNode * base = getBase(i);
			Ogre::Node * parent = base->getParent();
			Ogre::Vector3 p = base->getPosition();
			if(parent)
			{
				parent->removeChild(base);
			}
			base->translate(-getCenterPoint());
			_sn->addChild(base);
			Ogre::SceneManager * sm = OgreGraphicsManager::getSingleton().getSceneManager();
			Ogre::Entity * ent = sm->createEntity("ring"+Ogre::StringConverter::toString(i), "zp_dwdzgh.mesh");
			Ogre::SceneNode * node = base->createChildSceneNode("ring"+Ogre::StringConverter::toString(i),Ogre::Vector3(0.f, 10.f, 0.f));
			node->setScale(0.6f,0.6f,0.6f);
			node->attachObject(ent);
			Orz::OgreGraphicsManager::getSingleton().getSceneManager()->getSceneNode("ring"+Ogre::StringConverter::toString(i))->setVisible(false);
		}
	}
	return _sn;
}
开发者ID:dbabox,项目名称:aomi,代码行数:27,代码来源:WheelAnimalSceneObj.cpp

示例11: DrawNewCore

void TestGame::DrawNewCore(Logic::CoreBuiltEvnt *evnt){

	Ogre::Entity* drop= mSceneMgr->createEntity("Mesh"+evnt->building->mSysName, "BaseDropNew.mesh");
	drop->setCastShadows(true);
	const Ogre::AxisAlignedBox test =drop->getBoundingBox();
	Control::ClickHelper* helpr = 	new Control::ClickHelper(Logic::CHT_BUILDING);
	helpr->target = evnt->building;
	drop->setUserAny(Ogre::Any(helpr));
	Ogre::SceneNode *coreNode = evnt->country->mNode->createChildSceneNode();
	Ogre::Vector3 tempvect = calculateActualPointFromCenter(evnt->country->mCapital.mPosition,evnt->tile->mPosition);
	tempvect= tempvect*TILESIZE;
	coreNode->attachObject(drop);
	coreNode->translate(tempvect);
	coreNode->pitch(Ogre::Degree(90));
	coreNode->scale(0.5,0.5,0.5);
	Ogre::AnimationState* temp= drop->getAnimationState("drop");
	temp->setLoop(false);
	temp->setEnabled(true);
	mAllAnimation .insert(temp);
	Ogre::Entity* basePlane= mSceneMgr->createEntity("MeshBaseFloor"+evnt->building->mSysName, "BaseCloseLook.mesh");
	basePlane->setMaterialName("BaseCloseLook/Rockwall");

	Ogre::SceneNode *BaseDraw = evnt->country->mNode->createChildSceneNode(),*camspot;
	BaseDraw->attachObject(basePlane);
	BaseDraw->translate(2000*evnt->building->mSlot,0,0);
	camspot = BaseDraw->createChildSceneNode("CamPoint_"+evnt->building->mSysName);
	camspot->setPosition(0,45,45);
	camspot->lookAt(Ogre::Vector3(0,0,0), Ogre::Node::TS_PARENT);
	helpr = 	new Control::ClickHelper(Logic::CHT_EMPTYSPACE);
	helpr->target = evnt->building;
	basePlane->setUserAny(Ogre::Any(helpr));
}
开发者ID:JazzyJohn,项目名称:ProtoSpaceGame,代码行数:32,代码来源:AllRenderFunction.cpp

示例12: _prepare

	//-----------------------------------------------------------------------
	void SceneDecoratorExtern::_prepare(ParticleTechnique* technique)
	{
		if (mEntitySet)
		{
			if (!mParentTechnique->getParentSystem())
			{
				return;
			}
			
			// Attach entity to a child scenenode. If the parent system is attached to a TagPoint, the entity cannot be attached.
			Ogre::SceneNode* sceneNode = mParentTechnique->getParentSystem()->getParentSceneNode();
			if (sceneNode)
			{
				std::stringstream ss; 
				ss << this;
				String sceneNodeName = "ParticleUniverse" + ss.str() + StringConverter::toString(mCount++);
				mSubnode = sceneNode->createChildSceneNode(sceneNodeName);
				mSubnode->setScale(mScale);
				mSubnode->setPosition(mPosition);
				if (!mEntity)
				{
					createEntity();
					mSubnode->attachObject(mEntity);
				}
			}
		}
	}
开发者ID:fusion44,项目名称:particleuniverse,代码行数:28,代码来源:ParticleUniverseSceneDecoratorExtern.cpp

示例13: mNode

SceneNodeProvider::SceneNodeProvider(Ogre::SceneNode& parentNode, Ogre::MovableObject* object) :
	mParentNode(parentNode), mNode(0), mAttachedObject(object)
{
	mNode = parentNode.createChildSceneNode();
	if (mAttachedObject) {
		mAttachedObject->detachFromParent();
		mNode->attachObject(mAttachedObject);
	}
}
开发者ID:,项目名称:,代码行数:9,代码来源:

示例14: updateRain

void SkyManager::updateRain(float dt)
{
    // Move existing rain
    // Note: if rain gets disabled, we let the existing rain drops finish falling down.
    float minHeight = 200;
    for (std::map<Ogre::SceneNode*, NifOgre::ObjectScenePtr>::iterator it = mRainModels.begin(); it != mRainModels.end();)
    {
        Ogre::Vector3 pos = it->first->getPosition();
        pos.z -= mRainSpeed * dt;
        it->first->setPosition(pos);
        if (pos.z < -minHeight)
        {
            it->second.setNull();
            Ogre::SceneNode* parent = it->first->getParentSceneNode();
            mSceneMgr->destroySceneNode(it->first);
            mSceneMgr->destroySceneNode(parent);
            mRainModels.erase(it++);
        }
        else
            ++it;
    }

    // Spawn new rain
    float rainFrequency = mRainFrequency;
    float startHeight = 700;
    if (mRainEnabled)
    {
        mRainTimer += dt;
        if (mRainTimer >= 1.f/rainFrequency)
        {
            mRainTimer = 0;

            const float rangeRandom = 100;
            float xOffs = (std::rand()/(RAND_MAX+1.0)) * rangeRandom - (rangeRandom/2);
            float yOffs = (std::rand()/(RAND_MAX+1.0)) * rangeRandom - (rangeRandom/2);
            Ogre::SceneNode* sceneNode = mCamera->getParentSceneNode()->createChildSceneNode();
            sceneNode->setInheritOrientation(false);

            // Create a separate node to control the offset, since a node with setInheritOrientation(false) will still
            // consider the orientation of the parent node for its position, just not for its orientation
            Ogre::SceneNode* offsetNode = sceneNode->createChildSceneNode(Ogre::Vector3(xOffs,yOffs,startHeight));

            NifOgre::ObjectScenePtr objects = NifOgre::Loader::createObjects(offsetNode, mRainEffect);
            for (unsigned int i=0; i<objects->mEntities.size(); ++i)
            {
                objects->mEntities[i]->setRenderQueueGroup(RQG_Alpha);
                objects->mEntities[i]->setVisibilityFlags(RV_Sky);
            }
            for (unsigned int i=0; i<objects->mParticles.size(); ++i)
            {
                objects->mParticles[i]->setRenderQueueGroup(RQG_Alpha);
                objects->mParticles[i]->setVisibilityFlags(RV_Sky);
            }
            mRainModels[offsetNode] = objects;
        }
    }
}
开发者ID:NickCNP,项目名称:openmw,代码行数:57,代码来源:sky.cpp

示例15: createInstance

Monster* MonsterFactory::createInstance(SceneManager* sceneMgr, Maze* maze, MonsterManager* monsterMgr)
{
	Ogre::SceneNode* monsterNode = sceneMgr->getRootSceneNode()->createChildSceneNode();
	Ogre::Entity* entity = sceneMgr->createEntity(mParams["mesh"]);
	//entity->setCastShadows(true);
	monsterNode->attachObject(entity);
	Monster* mon;
	mon = new Monster(monsterNode, entity, maze, monsterMgr);
	if (mParams.find("radius") != mParams.end())
		mon->setRadius((float)atof(mParams["radius"].c_str()));

	if (mParams.find("blood") != mParams.end())
	{
		mon->setBlood((float)atof(mParams["blood"].c_str()));
		mon->setMaxBlood(mon->getBlood());
	}

	if (mParams.find("speed") != mParams.end())
		mon->setSpeed((float)atof(mParams["speed"].c_str()));

	if (mParams.find("spell") != mParams.end())
		mon->setType((mParams["spell"].c_str()));

	if (mParams.find("scale") != mParams.end())
	{
		float scale = (float)atof(mParams["scale"].c_str());
		mon->setScale(scale, scale, scale);
	}

	//mon->setScale(2, 2, 2);

	// 创建怪物头顶血条
	BillboardSet* healthHUD = sceneMgr->createBillboardSet();
	healthHUD->setMaterialName("Glass/Billboard");
	healthHUD->setDefaultWidth(100);
	healthHUD->setDefaultHeight(14);
	SceneNode* hudNode = monsterNode->createChildSceneNode();
	hudNode->attachObject(healthHUD);
	/*Billboard* b2 = healthHUD->createBillboard(0, entity->getBoundingBox().getSize().y, 0);
	b2->setColour(ColourValue::Black);*/
	Billboard* b = healthHUD->createBillboard(0, entity->getBoundingBox().getSize().y, 0);
	//b->setColour(ColourValue(0, 0.75f, 0));
	//b->setDimensions(96, 12);
	mon->setHealthHUD(healthHUD);

	// 测试粒子by kid
    Ogre::ParticleSystem* ps = sceneMgr->createParticleSystem(monsterNode->getName() + "frozen", "Glass/MonsterFrozen");
	monsterNode->attachObject(ps);
	ps->setVisible(false);
    ps = sceneMgr->createParticleSystem(monsterNode->getName() + "burn", "Glass/MonsterBurn");
	monsterNode->attachObject(ps);
	ps->setVisible(false);

	return mon;
}
开发者ID:kidsang,项目名称:GlassTD2,代码行数:55,代码来源:Monster.cpp


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