本文整理汇总了C++中ogre::SceneNode::setInheritOrientation方法的典型用法代码示例。如果您正苦于以下问题:C++ SceneNode::setInheritOrientation方法的具体用法?C++ SceneNode::setInheritOrientation怎么用?C++ SceneNode::setInheritOrientation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::SceneNode
的用法示例。
在下文中一共展示了SceneNode::setInheritOrientation方法的7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: LinkCamera
void AApplication::LinkCamera(Player *players_object)
{
PlayersObject = players_object;
Ogre::SceneNode *CameraTransformationNode;
CameraTransformationNode = PlayersObject->GetNode()->createChildSceneNode("CameraTransformation");
CameraTransformationNode->setInheritOrientation(false);
//
/*Ogre::Light *mLight = mSceneMgr->createLight("Light2");
mLight->setDiffuseColour(Ogre::ColourValue(1, 1, 1));
mLight->setSpecularColour(1, 1, 1);
mLight->setAttenuation(80000,1,1,0);*/
// Create light node
//Ogre::SceneNode *mLightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(
// "MovingLightNode");
// mLightNode->setInheritOrientation(false);
//mLightNode->attachObject(mLight);
//mLightNode->setPosition(0, 0, -96000);
// BillboardSet* bbs = mSceneMgr->createBillboardSet("lightbbs", 1);
// bbs->setMaterialName("Bullets/Bullet1");
// Billboard* bb = bbs->createBillboard(0,0,0,Ogre::ColourValue(0.5, 0.1, 0.0));
// // attach
// mLightNode->attachObject(bbs);
// Put an Ogre head in the middle
//MeshPtr m = MeshManager::getSingleton().load("ogrehead.mesh",
// ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
//unsigned short src, dest;
//if (!m->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
//{
// m->buildTangentVectors(VES_TANGENT, src, dest);
//}
//Entity* e;
//e = mSceneMgr->createEntity("head", "ogrehead.mesh");
//e->setMaterialName("Examples/OffsetMapping/Specular");
////e->setMaterialName("FxNormalMap");
//SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
//headNode->attachObject(e);
//headNode->setScale(7,7,7);
//headNode->setPosition(0,0,-95000);
//e->setNormaliseNormals(true);
//
PlayersCamera->SetNode(CameraTransformationNode);
//Core::GetInstance()->SetCamera(PlayersCamera);
CameraTransformationNode->setPosition(Ogre::Vector3::ZERO);
PlayersCamera->GetOgreCamera()->setOrientation(Ogre::Quaternion::IDENTITY);
PlayersCamera->SetInitialOrientation();
PlayersCamera->SetPlayersObject(PlayersObject);
Core::GetInstance()->AddObjectRequest(PlayersCamera);
}
示例2: 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;
}
}
}
示例3: CreateTerrain
// Create the scene node for the terrain. We don't need to make the mesh as the later calls
// will do that.
Ogre::SceneNode* Region::CreateTerrain(Ogre::SceneNode* regionNode,
const float width, const float length, Ogre::String terrainName) {
LG::Log("Region::CreateTerrain: r=%s, w=%f, l=%f, n=%s", this->Name.c_str(), width, length, terrainName.c_str());
Ogre::SceneNode* terrainNode = regionNode->createChildSceneNode("TerrainSceneNode/" + terrainName);
terrainNode->setInheritOrientation(true);
terrainNode->setInheritScale(false);
terrainNode->translate(0.0, 0.0, 0.0);
return terrainNode;
}
示例4: InitParticleFX
void CsDestructibleObject::InitParticleFX() {
mSmokeFX = CsGame::GetSingletonPtr()->GetSceneMgr()->createParticleSystem(mNode->getName() + "Smoke", "HeavySmoke");
mSmokeFX->setEmitting(false);
mSmokeFX->setKeepParticlesInLocalSpace(true);
Ogre::SceneNode *smokeNode = mNode->createChildSceneNode();
smokeNode->setInheritOrientation(false);
smokeNode->attachObject(mSmokeFX);
}
示例5: CreateOcean
// Create the scene node for the ocean. We create a plane, add the ocean material, create a scene node
// and add the plane to the scene node and return that scene node.
// BETWEEN FRAME OPERATION
Ogre::SceneNode* Region::CreateOcean(Ogre::SceneNode* regionNode,
const float width, const float length, const float waterHeight, Ogre::String waterName) {
Ogre::Plane* oceanPlane = new Ogre::Plane(0.0, 0.0, 1.0, 0);
Ogre::MeshPtr oceanMesh = Ogre::MeshManager::getSingleton().createPlane(waterName, OLResourceGroupName,
*oceanPlane, width, length,
2, 2, true,
2, 2.0, 2.0, Ogre::Vector3::UNIT_Y);
Ogre::String oceanMaterialName = LG::GetParameter("Renderer.Ogre.OceanMaterialName");
LG::Log("Region::CreateOcean: r=%s, h=%f, n=%s, m=%s",
regionNode->getName().c_str(), waterHeight, waterName.c_str(), oceanMaterialName.c_str());
oceanMesh->getSubMesh(0)->setMaterialName(oceanMaterialName);
Ogre::Entity* oceanEntity = LG::RendererOgre::Instance()->m_sceneMgr->createEntity("WaterEntity/" + waterName, oceanMesh->getName());
oceanEntity->addQueryFlags(Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK);
oceanEntity->setCastShadows(false);
Ogre::SceneNode* oceanNode = regionNode->createChildSceneNode("WaterSceneNode/" + waterName);
oceanNode->setInheritOrientation(true);
oceanNode->setInheritScale(false);
oceanNode->translate(width/2.0f, length/2.0f, waterHeight);
oceanNode->attachObject(oceanEntity);
return oceanNode;
}
示例6: SetupDefaultCamera
void CsCameraManager::SetupDefaultCamera() {
//for proper orientation
Ogre::Quaternion q(Ogre::Radian(Ogre::Degree(0.0)), Ogre::Vector3::UNIT_Z);
// Free movable Camera
mDefaultCamNode = mSceneMgr->createSceneNode("DefaultCamNode");
mDefaultCam = mSceneMgr->createCamera("DefaultCam");
mDefaultCam->setNearClipDistance(0.1);
mDefaultCam->setFarClipDistance(5000);
mDefaultCam->setAspectRatio(Ogre::Real(mViewport->getActualWidth()) / Ogre::Real(mViewport->getActualHeight()));
mDefaultCam->setPosition(0,0,0);
mDefaultCam->setFixedYawAxis(false);
mDefaultCamNode->translate(0, 200, -600);
mDefaultCamNode->setFixedYawAxis(false);
//mDefaultCamNode->lookAt(Ogre::Vector3(0,0,0), Ogre::Node::TS_LOCAL);
mDefaultCamNode->attachObject(mDefaultCam);
AddCamera(mDefaultCam, Chaos::FREE_CAMERA);
mCurrentCamera = mCameraList.size() - 1;
ApplyCamera();
mViewport->setCamera(mCameraList[mCurrentCamera].first);
Ogre::SceneNode *orbitNode = mSceneMgr->createSceneNode("OrbitCamera");
Ogre::Camera *orbitCam = mSceneMgr->createCamera("OrbitCamera");
orbitCam->setAspectRatio(Ogre::Real(mViewport->getActualWidth()) / Ogre::Real(mViewport->getActualHeight()));
orbitCam->setFixedYawAxis(true);
orbitNode->attachObject(orbitCam);
orbitNode->setInheritOrientation(false);
AddCamera(orbitCam, Chaos::ORBIT_CAMERA);
}
示例7: OgreContainer
//!
//! Creates a copy of the given scene node.
//!
//! \param sceneNode The scene node to copy.
//! \param name The name to use for the copied scene node.
//! \param sceneManager The scene manager to use for creating the scene node.
//! \return A copy of the given scene node.
//!
Ogre::SceneNode * OgreTools::copySceneNode ( Ogre::SceneNode *sceneNode, const QString &name, Ogre::SceneManager *sceneManager /* = 0 */ )
{
// make sure the given scene node is valid
if (!sceneNode) {
Log::error("The given scene node is invalid.", "OgreTools::copySceneNode");
return 0;
}
// make sure a valid scene manager is available
if (!sceneManager)
sceneManager = sceneNode->getCreator();
if (!sceneManager) {
Log::error("No valid scene manager available.", "OgreTools::copySceneNode");
return 0;
}
// check if a scene node of the given name already exists
if (sceneManager->hasSceneNode(name.toStdString())) {
Log::error(QString("The scene manager already contains a scene node named \"%1\".").arg(name), "OgreTools::copySceneNode");
return 0;
}
// create the scene node copy
Ogre::SceneNode *sceneNodeCopy = sceneManager->createSceneNode(name.toStdString());
if (!sceneNodeCopy) {
Log::error("The scene node copy could not be created.", "OgreTools::copySceneNode");
return 0;
}
// create a container for the scene node copy
OgreContainer *sceneNodeCopyContainer = new OgreContainer(sceneNodeCopy);
sceneNodeCopy->setUserAny(Ogre::Any(sceneNodeCopyContainer));
const Ogre::Any &userAny = sceneNode->getUserAny();
userAny.isEmpty();
if (!sceneNode->getUserAny().isEmpty()) {
OgreContainer *sceneNodeContainer = Ogre::any_cast<OgreContainer *>(sceneNode->getUserAny());
if (sceneNodeContainer)
QObject::connect(sceneNodeContainer, SIGNAL(sceneNodeUpdated()), sceneNodeCopyContainer, SLOT(updateSceneNode()));
}
// copy parameters from scene node to scene node copy
//sceneNodeCopy->setAutoTracking(...);
//sceneNodeCopy->setCustomParameter(...);
//sceneNodeCopy->setDebugDisplayEnabled(...);
//sceneNodeCopy->setDirection(...);
//sceneNodeCopy->setFixedYawAxis(...);
sceneNodeCopy->setInheritOrientation(sceneNode->getInheritOrientation());
sceneNodeCopy->setInheritScale(sceneNode->getInheritScale());
//sceneNodeCopy->setInitialState(...);
//sceneNodeCopy->setInSceneGraph(...);
sceneNodeCopy->setListener(sceneNode->getListener());
sceneNodeCopy->setOrientation(sceneNode->getOrientation());
//sceneNodeCopy->setParent(...);
sceneNodeCopy->setPolygonModeOverrideable(sceneNode->getPolygonModeOverrideable());
sceneNodeCopy->setPosition(sceneNode->getPosition());
//sceneNodeCopy->setRenderSystemData(...);
sceneNodeCopy->setScale(sceneNode->getScale());
sceneNodeCopy->setUseIdentityProjection(sceneNode->getUseIdentityProjection());
sceneNodeCopy->setUseIdentityView(sceneNode->getUseIdentityView());
//sceneNodeCopy->getUserAny(...);
//sceneNodeCopy->setVisible(...);
return sceneNodeCopy;
}