本文整理汇总了C++中osgdb::Output::indent方法的典型用法代码示例。如果您正苦于以下问题:C++ Output::indent方法的具体用法?C++ Output::indent怎么用?C++ Output::indent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osgdb::Output
的用法示例。
在下文中一共展示了Output::indent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: Cartoon_writeLocalData
bool Cartoon_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgFX::Cartoon &myobj = static_cast<const osgFX::Cartoon &>(obj);
fw.indent() << "lightNumber " << myobj.getLightNumber() << "\n";
fw.indent() << "outlineColor " << myobj.getOutlineColor() << "\n";
fw.indent() << "outlineLineWidth " << myobj.getOutlineLineWidth() << "\n";
return true;
}
示例2: Text3D_writeLocalData
bool Text3D_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgText::Text3D &text = static_cast<const osgText::Text3D &>(obj);
fw.indent() << "characterDepth " << text.getCharacterDepth() << std::endl;
fw.indent() << "renderMode " << convertRenderModeEnumToString(text.getRenderMode()) << std::endl;
return true;
}
示例3: ParticleEffect_writeLocalData
bool ParticleEffect_writeLocalData(const osg::Object& object, osgDB::Output& fw)
{
const osgParticle::ParticleEffect& effect = static_cast<const osgParticle::ParticleEffect&>(object);
fw.indent()<<"textFileName "<<fw.wrapString(effect.getTextureFileName())<<std::endl;
fw.indent()<<"position "<<effect.getPosition()<<std::endl;
fw.indent()<<"scale "<<effect.getScale()<<std::endl;
fw.indent()<<"intensity "<<effect.getIntensity()<<std::endl;
fw.indent()<<"startTime "<<effect.getStartTime()<<std::endl;
fw.indent()<<"emitterDuration "<<effect.getEmitterDuration()<<std::endl;
fw.indent()<<"particleDuration "<<effect.getParticleDuration()<<std::endl;
osgParticle::rangef rf = effect.getDefaultParticleTemplate().getSizeRange();
fw.indent() << "particleSizeRange " << rf.minimum << " " << rf.maximum << std::endl;
rf = effect.getDefaultParticleTemplate().getAlphaRange();
fw.indent() << "particleAlphaRange " << rf.minimum << " " << rf.maximum << std::endl;
osgParticle::rangev4 rv4 = effect.getDefaultParticleTemplate().getColorRange();
fw.indent() << "particleColorRange ";
fw << rv4.minimum.x() << " " << rv4.minimum.y() << " " << rv4.minimum.z() << " " << rv4.minimum.w() << " ";
fw << rv4.maximum.x() << " " << rv4.maximum.y() << " " << rv4.maximum.z() << " " << rv4.maximum.w() << std::endl;
fw.indent()<<"wind "<<effect.getWind()<<std::endl;
fw.indent()<<"useLocalParticleSystem ";
if (effect.getUseLocalParticleSystem()) fw<<"TRUE"<<std::endl;
else
{
fw<<"FALSE"<<std::endl;
fw.writeObject(*effect.getParticleSystem());
}
return true;
}
示例4: FluidFrictionOperator_writeLocalData
bool FluidFrictionOperator_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgParticle::FluidFrictionOperator &aop = static_cast<const osgParticle::FluidFrictionOperator &>(obj);
fw.indent() << "fluidDensity " << aop.getFluidDensity() << std::endl;
fw.indent() << "fluidViscosity " << aop.getFluidViscosity() << std::endl;
fw.indent() << "overrideRadius " << aop.getOverrideRadius() << std::endl;
osg::Vec3 w = aop.getWind();
fw.indent() << "wind " << w << std::endl;
return true;
}
示例5: OrbitOperator_writeLocalData
bool OrbitOperator_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgParticle::OrbitOperator &op = static_cast<const osgParticle::OrbitOperator &>(obj);
osg::Vec3 a = op.getCenter();
fw.indent() << "center " << a.x() << " " << a.y() << " " << a.z() << std::endl;
fw.indent() << "magnitude " << op.getMagnitude() << std::endl;
fw.indent() << "epsilon " << op.getEpsilon() << std::endl;
fw.indent() << "maxRadius " << op.getMaxRadius() << std::endl;
return true;
}
示例6: ParticleSystem_writeLocalData
bool ParticleSystem_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgParticle::ParticleSystem &myobj = static_cast<const osgParticle::ParticleSystem &>(obj);
fw.indent() << "particleAlignment ";
switch (myobj.getParticleAlignment()) {
default:
case osgParticle::ParticleSystem::BILLBOARD:
fw << "BILLBOARD" << std::endl;
break;
case osgParticle::ParticleSystem::FIXED:
fw << "FIXED" << std::endl;
break;
}
fw.indent() << "particleScaleReferenceFrame ";
switch (myobj.getParticleScaleReferenceFrame()) {
default:
case osgParticle::ParticleSystem::LOCAL_COORDINATES:
fw << "LOCAL_COORDINATES" << std::endl;
break;
case osgParticle::ParticleSystem::WORLD_COORDINATES:
fw << "WORLD_COORDINATES" << std::endl;
break;
}
osg::Vec3 v = myobj.getAlignVectorX();
fw.indent() << "alignVectorX " << v.x() << " " << v.y() << " " << v.z() << std::endl;
v = myobj.getAlignVectorY();
fw.indent() << "alignVectorY " << v.x() << " " << v.y() << " " << v.z() << std::endl;
fw.indent() << "doublePassRendering ";
if (myobj.getDoublePassRendering())
fw << "TRUE" << std::endl;
else
fw << "FALSE" << std::endl;
fw.indent() << "frozen ";
if (myobj.isFrozen())
fw << "TRUE" << std::endl;
else
fw << "FALSE" << std::endl;
fw.indent() << "freezeOnCull ";
if (myobj.getFreezeOnCull())
fw << "TRUE" << std::endl;
else
fw << "FALSE" << std::endl;
osg::BoundingBox bbox = myobj.getDefaultBoundingBox();
fw.indent() << "defaultBoundingBox ";
fw << bbox.xMin() << " " << bbox.yMin() << " " << bbox.zMin() << " ";
fw << bbox.xMax() << " " << bbox.yMax() << " " << bbox.zMax() << std::endl;
fw.indent() << "particleTemplate ";
write_particle(myobj.getDefaultParticleTemplate(), fw);
return true;
}
示例7: SpecularHighlights_writeLocalData
bool SpecularHighlights_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgFX::SpecularHighlights &myobj = static_cast<const osgFX::SpecularHighlights &>(obj);
fw.indent() << "lightNumber " << myobj.getLightNumber() << "\n";
fw.indent() << "textureUnit " << myobj.getTextureUnit() << "\n";
fw.indent() << "specularColor " << myobj.getSpecularColor() << "\n";
fw.indent() << "specularExponent " << myobj.getSpecularExponent() << "\n";
return true;
}
示例8: ConeSector_writeLocalData
bool ConeSector_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgSim::ConeSector §or = static_cast<const osgSim::ConeSector &>(obj);
const osg::Vec3& axis = sector.getAxis();
fw.indent()<<"axis "<<axis<<std::endl;
float angle = sector.getAngle();
float fadeangle = sector.getFadeAngle();
fw.indent()<<"angle "<<angle<<" "<<fadeangle<<std::endl;
return true;
}
示例9: SectorPlacer_writeLocalData
bool SectorPlacer_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgParticle::SectorPlacer &myobj = static_cast<const osgParticle::SectorPlacer &>(obj);
osgParticle::rangef r;
r = myobj.getRadiusRange();
fw.indent() << "radiusRange " << r.minimum << " " << r.maximum << std::endl;
r = myobj.getPhiRange();
fw.indent() << "phiRange " << r.minimum << " " << r.maximum << std::endl;
return true;
}
示例10: ObjectRecordData_writeLocalData
bool ObjectRecordData_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgSim::ObjectRecordData &ord = static_cast<const osgSim::ObjectRecordData&>(obj);
fw.indent() << "flags " << ord._flags << std::endl;
fw.indent() << "relativePriority " << ord._relativePriority << std::endl;
fw.indent() << "transparency " << ord._transparency << std::endl;
fw.indent() << "effectID1 " << ord._effectID1 << std::endl;
fw.indent() << "effectID2 " << ord._effectID2 << std::endl;
fw.indent() << "significance " << ord._significance << std::endl;
return true;
}
示例11: DirectionalSector_writeLocalData
bool DirectionalSector_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgSim::DirectionalSector §or = static_cast<const osgSim::DirectionalSector &>(obj);
const osg::Vec3& axis = sector.getDirection();
fw.indent()<<"direction "<<axis<<std::endl;
float horizangle = sector.getHorizLobeAngle();
float vertangle = sector.getVertLobeAngle();
float rollangle = sector.getLobeRollAngle();
float fadeangle = sector.getFadeAngle();
fw.indent()<<"angles "<<horizangle<<" "<<vertangle<<" "<<rollangle<<" "<<fadeangle<<std::endl;
return true;
}
示例12: AnisotropicLighting_writeLocalData
bool AnisotropicLighting_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgFX::AnisotropicLighting &myobj = static_cast<const osgFX::AnisotropicLighting &>(obj);
fw.indent() << "lightNumber " << myobj.getLightNumber() << "\n";
const osg::Image *lmap = myobj.getLightingMap();
if (lmap) {
if (!lmap->getFileName().empty()) {
fw.indent() << "lightingMapFileName \"" << lmap->getFileName() << "\"\n";
}
}
return true;
}
示例13: AzimElevationSector_writeLocalData
bool AzimElevationSector_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgSim::AzimElevationSector §or = static_cast<const osgSim::AzimElevationSector &>(obj);
float minElevation = sector.getMinElevation();
float maxElevation = sector.getMaxElevation();
float fadeAngle = sector.getFadeAngle();
fw.indent()<<"elevationRange "<<minElevation<< " "<<maxElevation<< " "<<fadeAngle<<std::endl;
float minAzimuth, maxAzimuth;
sector.getAzimuthRange(minAzimuth, maxAzimuth, fadeAngle);
fw.indent()<<"azimuthRange "<<minAzimuth<< " "<<maxAzimuth<< " "<<fadeAngle<<std::endl;
return true;
}
示例14: Creation_writeLocalData
bool Creation_writeLocalData( const osg::Object& obj, osgDB::Output& fw )
{
const osgbDynamics::CreationRecord& cr = static_cast< const osgbDynamics::CreationRecord& >( obj );
fw.indent() << "Version " << 1 << std::endl;
fw.indent() << "COM " << cr._com << std::endl;
fw.indent() << "Use COM " << std::boolalpha << cr._comSet << std::endl;
fw.indent() << "Scale " << cr._scale << std::endl;
fw.indent() << "Collision shape " << (unsigned int)( cr._shapeType ) << std::endl;
fw.indent() << "Mass " << cr._mass << std::endl;
fw.indent() << "Cylinder axis " << cr._axis << std::endl;
fw.indent() << "Reduction level " << cr._reductionLevel << std::endl;
fw.indent() << "Overall " << std::boolalpha << cr._overall << std::endl;
return( true );
}
示例15: Locator_writeLocalData
bool Locator_writeLocalData(const osg::Object& obj, osgDB::Output& fw)
{
const osgVolume::Locator& locator = static_cast<const osgVolume::Locator&>(obj);
const osg::Matrixd& matrix = locator.getTransform();
fw.indent() << "Transform {" << std::endl;
fw.moveIn();
fw.indent() << matrix(0,0) << " " << matrix(0,1) << " " << matrix(0,2) << " " << matrix(0,3) << std::endl;
fw.indent() << matrix(1,0) << " " << matrix(1,1) << " " << matrix(1,2) << " " << matrix(1,3) << std::endl;
fw.indent() << matrix(2,0) << " " << matrix(2,1) << " " << matrix(2,2) << " " << matrix(2,3) << std::endl;
fw.indent() << matrix(3,0) << " " << matrix(3,1) << " " << matrix(3,2) << " " << matrix(3,3) << std::endl;
fw.moveOut();
fw.indent() << "}"<< std::endl;
return true;
}