当前位置: 首页>>代码示例>>C++>>正文


C++ SceneNode::translate方法代码示例

本文整理汇总了C++中ogre::SceneNode::translate方法的典型用法代码示例。如果您正苦于以下问题:C++ SceneNode::translate方法的具体用法?C++ SceneNode::translate怎么用?C++ SceneNode::translate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::translate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: 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2: update

void OgreCharacterController::update(Ogre::Real elapsedTime, OIS::Keyboard * input)
{
  Ogre::SceneNode * node = getMainNode();
  OGRE_ANIMATION_STATE state = IDLE;

  if(input->isKeyDown(OIS::KC_W)) {
    node->translate(node->getOrientation() * Ogre::Vector3(0, 0, elapsedTime*100));
    state = RUN;
  }
  if(input->isKeyDown(OIS::KC_S)) {
    node->translate(node->getOrientation() * Ogre::Vector3(0, 0, elapsedTime*-50));
    state = RUN;
  }
  if(input->isKeyDown(OIS::KC_A)) {
    node->yaw(Ogre::Radian(2*elapsedTime));
  }
  if(input->isKeyDown(OIS::KC_D))
    node->yaw(Ogre::Radian(-2*elapsedTime));

  if(input->isKeyDown(OIS::KC_RETURN)) {
    state = DRAWSWORDS;
  }

  if(input->isKeyDown(OIS::KC_SPACE)) {
    state = SLICE;
  }

  if(input->isKeyDown(OIS::KC_PGUP)) {
    //mRigidBody->setLinearVelocity(btVector3(0, 50, 0));
  }

  animate(elapsedTime, state);
}
开发者ID:DeathByTape,项目名称:OldWork,代码行数:33,代码来源:OgreCharacterController.cpp

示例3: _buildRoom

//-----------------------------------------------------------------------------
void SSAOApp::_buildRoom()
{  
    Ogre::Plane plane(Ogre::Vector3::UNIT_Y, 0.0f);
    Ogre::MeshPtr planeMesh = 
        Ogre::MeshManager::getSingleton().createPlane("Plane.mesh"
        ,Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME
        ,plane
        , 1000, 1000
        , 1, 1, true
        , 1, 5, 5
        , Ogre::Vector3::UNIT_Z );


    Ogre::SceneNode *wallNode;
    wallNode = _makeWall("Plane.mesh", "ground");

    wallNode = _makeWall("Plane.mesh", "left wall");
    wallNode->translate(-500, 500, 0);
    wallNode->roll(Ogre::Radian(-Ogre::Math::PI / 2));

    wallNode = _makeWall("Plane.mesh", "back wall");
    wallNode->translate(0, 500, -500);
    wallNode->pitch(Ogre::Radian(Ogre::Math::PI / 2));

    wallNode = _makeWall("Plane.mesh", "right wall");
    wallNode->translate(500, 500, 0);
    wallNode->roll(Ogre::Radian(Ogre::Math::PI / 2));



}
开发者ID:sevas,项目名称:ogre-ssao,代码行数:32,代码来源:SSAOApp.cpp

示例4:

Banderin::Banderin( Ogre::String nombre , Ogre::SceneManager* sm , float _x , float _y , float _z){

	x = _x;
	y = _y;
	z = _z;
	_sceneManager = sm;

	nodoBanderin = _sceneManager->createSceneNode("Banderin"+nombre);
	Ogre::SceneNode* nodoSuperiorIzq = _sceneManager->createSceneNode(nombre+"superiorIzq");
	Ogre::SceneNode* nodoBandera = _sceneManager->createSceneNode(nombre+"bandera");
	Ogre::SceneNode* nodoSuperiorDer = _sceneManager->createSceneNode(nombre+"superiorDer");
	Ogre::SceneNode* nodoBaseDer = _sceneManager->createSceneNode(nombre+"baseDer");
	
	Ogre::Entity* entBanderin = _sceneManager->createEntity("usb_cilindro.mesh");
	Ogre::Entity* entSuperiorIzq = _sceneManager->createEntity("poly10.mesh");
	Ogre::Entity* entBandera = _sceneManager->createEntity("usb_planocurvo.mesh");
	Ogre::Entity* entSuperiorDer = _sceneManager->createEntity("poly10.mesh");
	Ogre::Entity* entBaseDer = _sceneManager->createEntity("usb_cilindro.mesh");
	
	entBanderin->setMaterialName("banderin");
	entSuperiorIzq->setMaterialName("superior");
	entBandera->setMaterialName("bandera");
	entSuperiorDer->setMaterialName("superior");
	entBaseDer->setMaterialName("banderin");
	
	nodoSuperiorIzq->attachObject(entSuperiorIzq);
	nodoSuperiorIzq->setScale(0.03,0.008,0.06);
	nodoSuperiorIzq->translate(2.2,7.2,0.0);
	nodoSuperiorIzq->rotate(Ogre::Vector3(0.0,0.0,1.0),Ogre::Radian(Ogre::Degree(180.0)));

	nodoBandera->attachObject(entBandera);
	nodoBandera->setScale(1.2,3.85,1.0);
	nodoBandera->translate(-2.2,7.2,0.0);
	nodoBandera->rotate(Ogre::Vector3(0.0,0.0,1.0),Ogre::Radian(Ogre::Degree(90.0)));

	nodoSuperiorDer->attachObject(entSuperiorDer);
	nodoSuperiorDer->setScale(0.03,0.008,0.06);
	nodoSuperiorDer->translate(-152.2,7.2,0.0);

	nodoBaseDer->attachObject(entBaseDer);
	nodoBaseDer->translate(-150.0,0.0,0.0);

	nodoBanderin->attachObject(entBanderin);
	nodoBanderin->addChild(nodoSuperiorIzq);
	nodoBanderin->addChild(nodoBandera);
	nodoBanderin->addChild(nodoSuperiorDer);
	nodoBanderin->addChild(nodoBaseDer);
	
	nodoBanderin->setPosition(x,y,z);
	nodoBanderin->setScale(60.0,600.0,60.0);
}
开发者ID:luiscarlo6,项目名称:Computacion-Grafica-USB,代码行数:51,代码来源:Banderin.cpp

示例5: _updateLocatorPos

void VLogicModel::_updateLocatorPos()
{
    for (VLocatorMap::iterator itr = mLocators.begin(); itr != mLocators.end(); ++itr)
    {
        VLocatorValue &tempValue = itr->second;

        // 只更新创建出来的(已经使用的)locator node
        if (tempValue.mLocatorNode != VNULL)
        {
            if (!tempValue.mBoneName.empty())
            {
                Ogre::Bone *bone = VNULL;
                try
                {
                    bone = mSkeleton->getBone(tempValue.mBoneName);
                }
                catch (const Ogre::Exception &e)
                {
                    Ogre::LogManager::getSingleton().logMessage("LogicModel::_updateLocatorPos " + mName + e.getDescription());
                    continue;
                }

                assert(bone != VNULL);

                Ogre::SceneNode *locatorNode = tempValue.mLocatorNode;
                assert(locatorNode != VNULL);

                locatorNode->setPosition(bone->_getDerivedPosition());
                locatorNode->setOrientation(bone->_getDerivedOrientation());

                if (tempValue.mTranslateFirst)
                {
                    // 先平移,再旋转
                    locatorNode->translate(tempValue.mPosition, Ogre::Node::TS_LOCAL);
                    locatorNode->rotate(tempValue.mOrientation, Ogre::Node::TS_LOCAL);
                }
                else
                {
                    // 先旋转,再平移
                    locatorNode->rotate(tempValue.mOrientation, Ogre::Node::TS_LOCAL);
                    locatorNode->translate(tempValue.mPosition, Ogre::Node::TS_LOCAL);
                }
            }
        }
    }

    if (mLocators.size() != 0)
    {
        mModelMainNode->_update(true, false);
    }
}
开发者ID:asnwerear,项目名称:VEngine,代码行数:51,代码来源:VLogicModel.cpp

示例6: debugDrawClassification

void NavigationCell::debugDrawClassification( Ogre::Vector3 start, Ogre::Vector3 end )
{
    Ogre::Root *root = Ogre::Root::getSingletonPtr();
    Ogre::SceneManager* mgr = root->getSceneManager( "SceneManagerInstance" );
    Ogre::ManualObject* debug;
    Ogre::SceneNode* node;

    if( mgr->hasManualObject( "debugDrawClassification" ) )
        debug = mgr->getManualObject( "debugDrawClassification" );
    else
    {
        debug = mgr->createManualObject( "debugDrawClassification" );
        node = mgr->getRootSceneNode()->createChildSceneNode();
        node->attachObject( debug );
        node->translate( 0, 1, 0 );
        debug->setQueryFlags( 0 );
        debug->setRenderQueueGroup( Ogre::RENDER_QUEUE_OVERLAY );
    }

    debug->begin( "debug/blue", Ogre::RenderOperation::OT_LINE_LIST );
    debug->position( start );
    debug->position( end );
    debug->end();

//    debugDrawCell( debug, "debug/yellow", "debug/blue" );
}
开发者ID:chuanyunjian,项目名称:Game-Engine-Testbed,代码行数:26,代码来源:navigationmesh.cpp

示例7: 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8: 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;
}
开发者ID:Misterblue,项目名称:LookingGlass-Viewer,代码行数:11,代码来源:Region.cpp

示例9:

Ogre::SceneNode *VLogicModel::_createLocatorSceneNode(const Ogre::Vector3 &pos, const Ogre::Quaternion &ori)
{
    static VUINT32 count = 0;
    Ogre::StringUtil::StrStreamType str;
    str<<"Locator_"<<std::setw(5)<<std::setfill('0')<<count++<<std::ends;
    Ogre::SceneNode *locatorNode = mModelMainNode->createChildSceneNode(str.str());
    locatorNode->translate(pos);
    locatorNode->setOrientation(ori);
    return locatorNode;
}
开发者ID:asnwerear,项目名称:VEngine,代码行数:10,代码来源:VLogicModel.cpp

示例10:

	/*
	"15000,700000,x,y,0", "false,false,barren,2500,1",
	"false,co2,barren,6000,2", "h2o,n2/o2,gaia,6300,3", "false,co2,barren,3400,4",
	"false,h2/he,gasgiant,71000,5", "false,h2/he,gasgiant,60000,6", "false,h2/he,gasgiant,25000,7",
	"false,h2/he,gasgiant,25000,8", "false,n-ice,ice,1100,9"
	*/
StarSystem::StarSystem(Ogre::SceneManager *sceneMgr, std::string *bodyDefinition) {
	Ogre::SceneNode *systemNode = sceneMgr->getRootSceneNode()->createChildSceneNode(Ogre::Vector3(0,0,0));

	createOrbits(systemNode, sceneMgr, bodyDefinition);

	float PositionOffset = 0.0;
	float distance = -1000.0;

	systemNode->translate(0, PositionOffset, distance);
}
开发者ID:Elilasol,项目名称:Client,代码行数:16,代码来源:starsystem.cpp

示例11: createScene

//--------------------------------------------------------------------------------------
void LapTrainer::createScene(void)
{
		//Create right stick
		Ogre::Entity* StickRight = mSceneMgr->createEntity("StickRight", "instrument_stick.mesh");
		StickRight -> setCastShadows(true);
		Ogre::SceneNode* RightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("RightNode", Ogre::Vector3(0,0,0),Ogre::Quaternion(1,0,0,0));
		//RightNode->setPosition(Ogre::Vector3(300, 100, 100));
		RightNode->setPosition(Ogre::Vector3(300, 500, 500));//alex
		RightNode->setOrientation(0.383022, -0.383022, 0.821394, -0.178606);//alex
		RightNode->scale( 1, 1, 1); 
		Ogre::SceneNode* child = RightNode->createChildSceneNode("MoveNodeRight");
		child->attachObject(StickRight);
		child->translate(0,0,0);


		//Create left stick
		Ogre::Entity* entPenguin2 = mSceneMgr->createEntity("StickLeft", "instrument_stick.mesh");
		entPenguin2 -> setCastShadows(true);
		Ogre::SceneNode* nodPenguin2 = mSceneMgr->getRootSceneNode()->createChildSceneNode("LeftNode", Ogre::Vector3(0,0,0),Ogre::Quaternion(1,0,0,0));
		//nodPenguin2->setPosition(Ogre::Vector3(-300, 100, 100));
		nodPenguin2->setPosition(Ogre::Vector3(-300, 500, 500));//alex
		//nodPenguin2->setOrientation(0.821394, -0.178606, 0.383022, -0.383022);//alex //this stick is not working
		nodPenguin2->setOrientation(0.821394, -0.178606, 0.383022, -0.383022);//alex //this stick is not working
		nodPenguin2->scale( 1, 1, 1); 
		Ogre::SceneNode* child2 = nodPenguin2->createChildSceneNode("MoveNodeLeft");
		child2->attachObject(entPenguin2);
		child2->translate(0,0,0);

		Ogre::Entity* Element1 = mSceneMgr->createEntity("Element1", "exercise1.mesh");//Place your mesh here
		Element1 -> setCastShadows(true);
		Ogre::SceneNode* Element1Node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Element1Node", Ogre::Vector3(0, -200, 200));//X-Y-Z
		Element1Node->scale( 400, 400, 400); 
		Element1Node->attachObject(Element1);

		Ogre::Entity* Element2 = mSceneMgr->createEntity("Element2", "Sphere002.mesh");//Place your mesh here
		Element2 -> setCastShadows(true);
		//Ogre::SceneNode* Element2Node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Element2Node", Ogre::Vector3(0, 50, 100));//X-Y-Z
		Ogre::SceneNode* Element2Node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Element2Node", Ogre::Vector3(0,0,0),Ogre::Quaternion(1,0,0,0));
		Element2Node->setPosition(Ogre::Vector3(300, 500, 500));
		Element2Node->setOrientation(0.383022, -0.383022, 0.821394, -0.178606);
		Element2Node->scale( 60, 60, 60); 
		Element2Node->attachObject(Element2);

		Ogre::Entity* Element3 = mSceneMgr->createEntity("Element3", "Sphere002.mesh");//Place your mesh here
		Element3 -> setCastShadows(true);
		//Ogre::SceneNode* Element2Node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Element2Node", Ogre::Vector3(0, 50, 100));//X-Y-Z
		Ogre::SceneNode* Element3Node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Element3Node", Ogre::Vector3(0,0,0),Ogre::Quaternion(1,0,0,0));
		Element3Node->setPosition(Ogre::Vector3(-300, 500, 500));
		Element3Node->setOrientation(0.821394, -0.178606, 0.383022, -0.383022);
		Element3Node->scale( 60, 60, 60); 
		Element3Node->attachObject(Element3);


}
开发者ID:sw-eng-2014,项目名称:general_solution,代码行数:55,代码来源:LapTrainer.cpp

示例12: createExitPoint

void CharacterManager::createExitPoint( Ogre::Vector3 position )
{
    Ogre::SceneNode* mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode( "ExitPoint" + Ogre::StringConverter::toString( ++mExitPointCount ) );
    
    Ogre::Entity* mEntity = mSceneMgr->createEntity( "ExitPoint" + Ogre::StringConverter::toString( ++mExitPointCount ), "Cylinder.mesh" );
    mEntity->setMaterialName( "Cylinder/Yellow" );
    mNode->attachObject( mEntity );
    mNode->setPosition( position );
    mNode->translate( 0, -position.y, 0 );
    mNode->setScale( 50, 15, 50 );
    
    mExitPointList.push_back( mNode );
}
开发者ID:k300021,项目名称:OgreFireworksimulation,代码行数:13,代码来源:CharacterManager.cpp

示例13: update

void HelloOgre::update(float){
	static int move_dir = -1;
	static float move_step = 2.0f;
	static int move_count = 0;
	static float move_offset = 0.0f;
	if( move_count % 150 == 0 ){
		move_dir *= -1;
	}
	move_offset = move_step * move_dir;
	move_count++;

	if( ogre_head_node ){
		ogre_head_node->translate( Ogre::Vector3(move_offset, 0.0f, 0.0f));
		ogre_head_node->rotate( Ogre::Vector3( 0.0f, 1.0f, 0.0f ), Ogre::Radian(0.1f) );
	}

	if( ogre_head_node2 ){
		ogre_head_node2->translate( Ogre::Vector3(-move_offset, 0.0f, 0.0f));
		ogre_head_node2->rotate( Ogre::Vector3( 0.0f, 1.0f, 0.0f ), Ogre::Radian(0.1f) );
	}

	size_t nsize = vec_ogre_head_node.size();
	Ogre::SceneNode* pnode = NULL;
	size_t half_size = nsize >> 1;
	for( size_t i=0; i<half_size; ++i ){
		pnode = vec_ogre_head_node[i];
		pnode->translate( Ogre::Vector3((move_offset*i*0.1f), 0.0f, 0.0f));
		pnode->rotate( Ogre::Vector3( 0.0f, 1.0f, 0.0f ), Ogre::Radian(0.1f) );
	}

	for( size_t i=0; i<half_size; ++i ){
		pnode = vec_ogre_head_node[half_size+i];
		pnode->translate( Ogre::Vector3(-(move_offset*i*0.1f), 0.0f, 0.0f));
		pnode->rotate( Ogre::Vector3( 0.0f, 1.0f, 0.0f ), Ogre::Radian(0.1f) );
	}
}
开发者ID:dorgonman,项目名称:cocos2d-x-ogre,代码行数:36,代码来源:helloogre.cpp

示例14: repositionSceneNode

void ModelRenderer::repositionSceneNode()
{
	if (mModel) {
		Ogre::SceneNode* node = mTexture->getRenderContext()->getSceneNode();
		if (node) {
			node->setOrientation(mDefaultRotation);
			node->rotate(mModel->getDefinition()->getRotation());

			//translate the scale node according to the translate defined in the model
			node->setPosition(mDefaultTranslation);
			node->translate(mModel->getDefinition()->getTranslate());

		}
	}
}
开发者ID:,项目名称:,代码行数:15,代码来源:

示例15: debugDrawCellAndNeigbours

void NavigationCell::debugDrawCellAndNeigbours()
{
    Ogre::Root *root = Ogre::Root::getSingletonPtr();
    Ogre::SceneManager* mgr = root->getSceneManager( "SceneManagerInstance" );
    Ogre::ManualObject* debug;
    Ogre::SceneNode* debugNode;

    if( mgr->hasSceneNode( "debugDrawNode" ) )
    {
        debugNode = mgr->getSceneNode( "debugDrawNode" );
    }
    else
    {
        debugNode = mgr->getRootSceneNode()->createChildSceneNode( "debugDrawNode" );
        debugNode->translate( 0, 1, 0 );    // Move up slightly to see lines better.
    }

    if( mgr->hasManualObject( "debugDraw" ) )
        debug = mgr->getManualObject( "debugDraw" );
    else
    {
        debug = mgr->createManualObject( "debugDraw" );
        debugNode->attachObject( debug );
        debug->setQueryFlags( 0 );
        debug->setRenderQueueGroup( Ogre::RENDER_QUEUE_OVERLAY );
    }

    for( int i = 0; i < 3; i++ )
    {
        if( mLinks[i] )
        {
            debug->begin( "debug/blue", Ogre::RenderOperation::OT_LINE_STRIP );
            debug->position( mLinks[i]->mVertices[0] );
            debug->position( mLinks[i]->mVertices[1] );
            debug->position( mLinks[i]->mVertices[2] );
            debug->position( mLinks[i]->mVertices[0] );
            debug->end();
        }
    }

    debug->begin( "debug/yellow", Ogre::RenderOperation::OT_LINE_STRIP );
    debug->position( mVertices[0].x, mVertices[0].y+1, mVertices[0].z );
    debug->position( mVertices[1].x, mVertices[1].y+1, mVertices[1].z );
    debug->position( mVertices[2].x, mVertices[2].y+1, mVertices[2].z );
    debug->position( mVertices[0].x, mVertices[0].y+1, mVertices[0].z );
    debug->end();

}
开发者ID:chuanyunjian,项目名称:Game-Engine-Testbed,代码行数:48,代码来源:navigationmesh.cpp


注:本文中的ogre::SceneNode::translate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。