本文整理汇总了C++中ogre::SubEntity::setRenderQueueGroup方法的典型用法代码示例。如果您正苦于以下问题:C++ SubEntity::setRenderQueueGroup方法的具体用法?C++ SubEntity::setRenderQueueGroup怎么用?C++ SubEntity::setRenderQueueGroup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::SubEntity
的用法示例。
在下文中一共展示了SubEntity::setRenderQueueGroup方法的5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: Animation
ActivatorAnimation::ActivatorAnimation(const MWWorld::Ptr &ptr)
: Animation(ptr)
{
MWWorld::LiveCellRef<ESM::Activator> *ref = mPtr.get<ESM::Activator>();
assert (ref->mBase != NULL);
if(!ref->mBase->mModel.empty())
{
std::string mesh = "meshes\\" + ref->mBase->mModel;
createEntityList(mPtr.getRefData().getBaseNode(), mesh);
for(size_t i = 0;i < mEntityList.mEntities.size();i++)
{
Ogre::Entity *ent = mEntityList.mEntities[i];
for(unsigned int j=0; j < ent->getNumSubEntities(); ++j)
{
Ogre::SubEntity* subEnt = ent->getSubEntity(j);
subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? RQG_Alpha : RQG_Main);
}
ent->setVisibilityFlags(RV_Misc);
}
setAnimationSource(mesh);
}
}
示例2: insertBoundedPart
NifOgre::EntityList NpcAnimation::insertBoundedPart(const std::string &mesh, int group, const std::string &bonename)
{
NifOgre::EntityList entities = NifOgre::Loader::createEntities(mEntityList.mSkelBase, bonename,
mInsert, mesh);
std::vector<Ogre::Entity*> &parts = entities.mEntities;
for(size_t i = 0;i < parts.size();i++)
{
parts[i]->getUserObjectBindings().setUserAny(Ogre::Any(group));
if (mVisibilityFlags != 0)
parts[i]->setVisibilityFlags(mVisibilityFlags);
for(unsigned int j=0; j < parts[i]->getNumSubEntities(); ++j)
{
Ogre::SubEntity* subEnt = parts[i]->getSubEntity(j);
subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? RQG_Alpha : RQG_Main);
}
}
if(entities.mSkelBase)
{
Ogre::AnimationStateSet *aset = entities.mSkelBase->getAllAnimationStates();
Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator();
while(asiter.hasMoreElements())
{
Ogre::AnimationState *state = asiter.getNext();
state->setEnabled(false);
state->setLoop(false);
}
Ogre::SkeletonInstance *skelinst = entities.mSkelBase->getSkeleton();
Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
while(boneiter.hasMoreElements())
boneiter.getNext()->setManuallyControlled(true);
}
return entities;
}
示例3: operator
void operator()(Ogre::Entity *entity) const
{
if(mVisFlags != 0)
entity->setVisibilityFlags(mVisFlags);
entity->setRenderingDistance(mDist);
unsigned int numsubs = entity->getNumSubEntities();
for(unsigned int i = 0;i < numsubs;++i)
{
Ogre::SubEntity* subEnt = entity->getSubEntity(i);
sh::Factory::getInstance()._ensureMaterial(subEnt->getMaterial()->getName(), "Default");
subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? mTransQueue : mSolidQueue);
}
}
示例4: insertMesh
void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh, bool light)
{
Ogre::SceneNode* insert = ptr.getRefData().getBaseNode();
assert(insert);
Ogre::AxisAlignedBox bounds = Ogre::AxisAlignedBox::BOX_NULL;
NifOgre::ObjectList objects = NifOgre::Loader::createObjects(insert, mesh);
for(size_t i = 0;i < objects.mEntities.size();i++)
bounds.merge(objects.mEntities[i]->getWorldBoundingBox(true));
Ogre::Vector3 extents = bounds.getSize();
extents *= insert->getScale();
float size = std::max(std::max(extents.x, extents.y), extents.z);
bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) && Settings::Manager::getBool("limit small object distance", "Viewing distance");
// do not fade out doors. that will cause holes and look stupid
if (ptr.getTypeName().find("Door") != std::string::npos)
small = false;
if (mBounds.find(ptr.getCell()) == mBounds.end())
mBounds[ptr.getCell()] = Ogre::AxisAlignedBox::BOX_NULL;
mBounds[ptr.getCell()].merge(bounds);
bool anyTransparency = false;
for(size_t i = 0;!anyTransparency && i < objects.mEntities.size();i++)
{
Ogre::Entity *ent = objects.mEntities[i];
for(unsigned int i=0;!anyTransparency && i < ent->getNumSubEntities(); ++i)
{
anyTransparency = ent->getSubEntity(i)->getMaterial()->isTransparent();
}
}
if(!mIsStatic || !Settings::Manager::getBool("use static geometry", "Objects") ||
anyTransparency || objects.mParticles.size() > 0)
{
for(size_t i = 0;i < objects.mEntities.size();i++)
{
Ogre::Entity *ent = objects.mEntities[i];
for(unsigned int i=0; i < ent->getNumSubEntities(); ++i)
{
Ogre::SubEntity* subEnt = ent->getSubEntity(i);
subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? RQG_Alpha : RQG_Main);
}
ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0);
ent->setVisibilityFlags(mIsStatic ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc);
}
for(size_t i = 0;i < objects.mParticles.size();i++)
{
Ogre::ParticleSystem *part = objects.mParticles[i];
// TODO: Check the particle system's material for actual transparency
part->setRenderQueueGroup(RQG_Alpha);
part->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0);
part->setVisibilityFlags(mIsStatic ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc);
}
}
else
{
Ogre::StaticGeometry* sg = 0;
if (small)
{
if( mStaticGeometrySmall.find(ptr.getCell()) == mStaticGeometrySmall.end())
{
uniqueID = uniqueID +1;
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
mStaticGeometrySmall[ptr.getCell()] = sg;
sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Viewing distance"));
}
else
sg = mStaticGeometrySmall[ptr.getCell()];
}
else
{
if( mStaticGeometry.find(ptr.getCell()) == mStaticGeometry.end())
{
uniqueID = uniqueID +1;
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
mStaticGeometry[ptr.getCell()] = sg;
}
else
sg = mStaticGeometry[ptr.getCell()];
}
// This specifies the size of a single batch region.
// If it is set too high:
// - there will be problems choosing the correct lights
// - the culling will be more inefficient
// If it is set too low:
// - there will be too many batches.
sg->setRegionDimensions(Ogre::Vector3(2500,2500,2500));
sg->setVisibilityFlags(small ? RV_StaticsSmall : RV_Statics);
sg->setCastShadows(true);
sg->setRenderQueueGroup(RQG_Main);
//.........这里部分代码省略.........
示例5: if
NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, MWWorld::InventoryStore& inv, int visibilityFlags, bool headOnly)
: Animation(ptr),
mStateID(-1),
mTimeToChange(0),
mVisibilityFlags(visibilityFlags),
mRobe(inv.end()),
mHelmet(inv.end()),
mShirt(inv.end()),
mCuirass(inv.end()),
mGreaves(inv.end()),
mPauldronL(inv.end()),
mPauldronR(inv.end()),
mBoots(inv.end()),
mPants(inv.end()),
mGloveL(inv.end()),
mGloveR(inv.end()),
mSkirtIter(inv.end()),
mHeadOnly(headOnly)
{
mNpc = mPtr.get<ESM::NPC>()->mBase;
for(size_t i = 0;i < sPartListSize;i++)
{
mPartslots[i] = -1; //each slot is empty
mPartPriorities[i] = 0;
}
const MWWorld::ESMStore &store =
MWBase::Environment::get().getWorld()->getStore();
const ESM::Race *race = store.get<ESM::Race>().find(mNpc->mRace);
float scale = race->mData.mHeight.mMale;
if(!mNpc->isMale())
scale = race->mData.mHeight.mFemale;
node->scale(Ogre::Vector3(scale));
mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHead)->mModel;
mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHair)->mModel;
mBodyPrefix = "b_n_" + mNpc->mRace;
Misc::StringUtils::toLower(mBodyPrefix);
bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
std::string smodel = (!isBeast ? "meshes\\base_anim.nif" : "meshes\\base_animkna.nif");
createEntityList(node, smodel);
for(size_t i = 0;i < mEntityList.mEntities.size();i++)
{
Ogre::Entity *base = mEntityList.mEntities[i];
base->getUserObjectBindings().setUserAny(Ogre::Any(-1));
if (mVisibilityFlags != 0)
base->setVisibilityFlags(mVisibilityFlags);
for(unsigned int j=0; j < base->getNumSubEntities(); ++j)
{
Ogre::SubEntity* subEnt = base->getSubEntity(j);
subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? RQG_Alpha : RQG_Main);
}
}
std::vector<std::string> skelnames(1, smodel);
if(!mNpc->isMale() && !isBeast)
skelnames.push_back("meshes\\base_anim_female.nif");
else if(mBodyPrefix.find("argonian") != std::string::npos)
skelnames.push_back("meshes\\argonian_swimkna.nif");
if(mNpc->mModel.length() > 0)
skelnames.push_back("meshes\\"+Misc::StringUtils::lowerCase(mNpc->mModel));
setAnimationSources(skelnames);
updateParts(true);
}