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C++ InterfaceGl::addSeparator方法代码示例

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


在下文中一共展示了InterfaceGl::addSeparator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: setup

void BasicApp::setup()
{
	setWindowSize(800, 600);

	configFilename = "config.xml"; 
	bgColor = Color::black();

	showRect = true;
	rectRot = 0.f;
	rectColor = ColorA::gray(0.5f);
	rectPosition = Vec3f::zero();

	showCircle = true;
	circleRadius = 70.f;
	circleColor = ColorA::gray(0.7f);
	circlePosition = Vec3f::zero();

	text = "Config Block for Cinder";

	doubleParam = 0.0; intParam = 0; quatfParam = Quatf();
	
	enumNames.push_back( "Orange" );
	enumNames.push_back( "Apple" );
	enumNames.push_back( "Banana" );
	enumValue = 0;

	//-----------------------------------------------------------------------------

    mParams = params::InterfaceGl( "Settings", Vec2i( 400, 550 ) );
    mConfig = new config::Config(&mParams);
    
    mParams.addParam("Configuration file name", &configFilename);
    mParams.addButton("Save config", bind(&BasicApp::saveConfig, this));
    mParams.addButton("Load config", bind(&BasicApp::loadConfig, this));
    mParams.addSeparator();
	
    mConfig->addParam("Background color", &bgColor);
    mConfig->addParam("Text", &text);
    mParams.addSeparator();

	mConfig->newNode("Rectangle");
    mConfig->addParam("Show rectangle", &showRect);
    mConfig->addParam("Rectangle rotation", &rectRot);
    mConfig->addParam("Rectangle color", &rectColor);
	mConfig->addParam("Rectangle position", &rectPosition);
    mParams.addSeparator();

	mConfig->newNode("Circle");
	mConfig->addParam("Show circle", &showCircle);
    mConfig->addParam("Circle radius", &circleRadius);
    mConfig->addParam("Circle color", &circleColor);
	mConfig->addParam("Circle position", &circlePosition);

	mConfig->newNode("Other");
	mConfig->addParam("Double type parameter", &doubleParam);
	mConfig->addParam("Int type parameter", &intParam);
	mConfig->addParam("Quatf type parameter", &quatfParam);
	mConfig->addParam("Enum type parameter", enumNames, &enumValue);

}
开发者ID:netizenslab,项目名称:Cinder-Config,代码行数:60,代码来源:basicApp.cpp

示例2: setup

void LookAroundYouApp::setup()
{
	Rand::randomize();
	
    mVolume = 1.0;
    
    // Setup GUI
	getWindow()->setTitle("MPCDigital App");
	mParams = params::InterfaceGl( "Settings", Vec2i( 300, 200 ) );
	mParams.addParam( "Framerate", &mFrameRate, "", true );
    mParams.addSeparator();
    mParams.addParam("Speed", &Boid::speedMultiplier, "min=0.5 max=5.0 step=0.01");
    mParams.addParam("Radius", &Boid::radiusMultiplier, "min=0.5 max=5.0 step=0.01");
    mParams.addParam("Range", &Boid::range, "min=10.0 max=100 step=0.1");
    mParams.addSeparator();
    mParams.addParam("Master Volume", &mVolume, "min=0 max=1.0 step=0.01");
    
    
    // Setup Audio
    AudioDevice::printDeviceMap();
    mAudioDevice = make_shared<AudioDevice>();
    mAudioDevice->setup(0);
    mAudioDevice->setAmbientReverb(FMOD_PRESET_UNDERWATER);
    console() << "Channels Available: " << mAudioDevice->getNumRemainingChannels() << endl;
    
    DataSourceRef data = loadAsset("music/Music For Airports - 1 1.mp3");
    string musicName = mAudioDevice->registerSound(data, true, false, true);
    music = mAudioDevice->getSoundInstance(musicName, 1.0);
    music->pause();
    
    fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/blue.aif"), true, true));
    fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/fliup.aif"), true, true));
    fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/green.aif"), true, true));
    fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/howl.wav"), true, true));
    fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/orange.aif"), true, true));
    fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/red.aif"), true, true));
    fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/white.aif"), true, true));
    fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/yellow.aif"), true, true));
    
    // Setup noise generator to drive Boid motion
    mPerlin = new Perlin();
    mPerlin->setSeed(clock());
	mPerlin->setOctaves(1);
    
    // Construct Boids
    for(int i=0; i<10; i++) {
        int n = Rand::randInt(0, fxnames.size());
        SoundInstanceRef fx = mAudioDevice->getSoundInstance(fxnames[n], 1.0);
        BoidRef boid = make_shared<Boid>(mPerlin, fx);
        mBoids.push_back(boid);
    }
    
	
	// enable the depth buffer (for 3D)
	gl::enableDepthRead();
	gl::enableDepthWrite();
    gl::enableAlphaBlending();
}
开发者ID:KitchenTableCoders,项目名称:3daudio,代码行数:58,代码来源:LookAroundYouApp.cpp

示例3: setup

void TestbedApp::setup()
{
	std::vector<std::string> testNames;

	testCount = 0;
	while( nullptr != g_testEntries[testCount].createFcn ) {
		testNames.push_back( g_testEntries[testCount].name );
		++testCount;
	}

	testIndex = b2Clamp(testIndex, 0, testCount-1);
	testSelection = testIndex;

	entry = g_testEntries + testIndex;
	if (entry && entry->createFcn) {
		test = entry->createFcn();
		testSelection = testIndex;
		testIndex = -1;
	}

#if ! defined( CINDER_GL_ES )
	mParams = params::InterfaceGl( "Params", ivec2( 250, 400 ) );
	mParams.addParam( "Tests", testNames, &testSelection );
	mParams.addSeparator();
	mParams.addParam( "Vel Iters", &settings.velocityIterations, "min=1 max=500 step=1" );
	mParams.addParam( "Pos Iters", &settings.positionIterations, "min=0 max=100 step=1" );
	mParams.addParam( "Pcl Iters", &settings.particleIterations, "min=1 max=100 step=1" );
	mParams.addParam( "Hertz", &settingsHz, "min=1 max=100 step=1" );
	mParams.addSeparator();
	mParams.addParam( "Sleep", &settings.enableSleep );
	mParams.addParam( "Warm Starting", &settings.enableWarmStarting );
	mParams.addParam( "Time of Impact", &settings.enableContinuous );
	mParams.addParam( "Sub-Stepping", &settings.enableSubStepping );
	mParams.addParam( "Strict Particle/Body Contacts", &settings.strictContacts );
	mParams.addSeparator( "Draw" );
	mParams.addParam( "Shapes", &settings.drawShapes );
	mParams.addParam( "Particles", &settings.drawParticles );
	mParams.addParam( "Joints", &settings.drawJoints );
	mParams.addParam( "AABBs", &settings.drawAABBs) ;
	mParams.addParam( "Contact Points", &settings.drawContactPoints );
	mParams.addParam( "Contact Normals", &settings.drawContactNormals );
	mParams.addParam( "Contact Impulses", &settings.drawContactImpulse );
	mParams.addParam( "Friction Impulses", &settings.drawFrictionImpulse );
	mParams.addParam( "Center of Masses", &settings.drawCOMs );
	mParams.addParam( "Statistics", &settings.drawStats );
	mParams.addParam( "Profile", &settings.drawProfile );
#else
	float s = 1080.0f/480.0f;
	Rectf r = Rectf( 0, 0, 50*s, 50*s );
	mLeftButton = r + vec2( 0, getWindowHeight() - r.getHeight() );
	mRightButton = r + vec2( getWindowWidth() - r.getWidth(), getWindowHeight() - r.getHeight() );
#endif
}
开发者ID:gaborpapp,项目名称:CinderLiquidFun,代码行数:53,代码来源:Main.cpp

示例4: setup

void DelaunayMeshMaker::setup()
{
	mSurface = loadImage( app::loadAsset( "texture0.jpg" ) );
	
	int width = mSurface.getWidth();
	int height = mSurface.getHeight();
	app::setWindowSize( width, height );

	mFbo = gl::Fbo( width, height, false );

	mBorderPoints.push_back( Vec2f::zero() );
	mBorderPoints.push_back( Vec2f( (float)width, 0 ) );
	mBorderPoints.push_back( Vec2f( (float)width ,(float)height ) );
	mBorderPoints.push_back( Vec2f( 0 ,(float)height ) );

	mMesh.clear();

	mParams = params::InterfaceGl( "Parameters", Vec2i( 300, 250 ) );
	mParams.addParam( "Alpha", &mAlpha, "max=1.0 min=0.0 step=0.005" );
	mParams.addParam( "Blend", &mBlend );
	mParams.addParam( "Phong Shading", &mApplyPhongShading );
	mParams.addParam( "Depth Offset", &mDepthOffset, "step=0.1" );
	mParams.addParam( "Draw wireframe", &mDrawWireframe );
	
	mParams.addSeparator();
	mParams.addText("Edge detection");
	mParams.addParam( "Edge detection scale down", &mScaleDown, "min=1" );
	mParams.addParam( "Minimum threshold", &mCannyMinThreshold, "min=0.0f" );
	mParams.addParam( "Maximum threshold", &mCannyMaxThreshold, "min=0.0f" );

	mParams.addSeparator();
	mParams.addButton( "Tesselate", std::bind( &DelaunayMeshMaker::tesselate, this ) );

	mScaleDown			= 8;
	mScaleDownPrev		= mScaleDown;
	mCannyMinThreshold	= 60.0;
	mCannyMaxThreshold	= 70.0;
	mAlpha				= 0.0f;
	mBlend				= false;
	mApplyPhongShading	= false;
	mDrawWireframe		= false;
	mDepthOffset		= 0.0f;
	mPrevDepthOffset	= mDepthOffset;
	mPrevBlend			= mBlend;

	mPhongShader = gl::GlslProg( loadAsset("phong_vert.glsl"), loadAsset("phong_frag.glsl") );

	mEdgeDetectSurface = edgeDetect( Surface8u( mSurface ), mCannyMinThreshold, mCannyMaxThreshold, mScaleDownPrev );

	mTesselator = Tesselator::makeTesselator();
	mTesselator->sDone.connect( boost::bind( &DelaunayMeshMaker::onTesselationDone, this ) );
}
开发者ID:AllenMooo,项目名称:cinder-sketchbook,代码行数:52,代码来源:DelaunayMeshMaker.cpp

示例5: setupParams

void FxApp::setupParams()
{
	mParams.clear();

	mParams.addParam( "Effect", mEffectNames, &mCurrentEffect );

	mParams.addSeparator();

	mParams.addText( mEffects[ mCurrentEffect ]->getName() );
	mEffects[ mCurrentEffect ]->addToParams( mParams );

	mParams.addSeparator();
	mParams.addParam( "Fps", &mFps, "", true );
}
开发者ID:gaborpapp,项目名称:apps,代码行数:14,代码来源:FxApp.cpp

示例6: setup

void bordaiApp::setup() {
	mParams = params::InterfaceGl("bordai", Vec2i(300, 175));
	mParams.addParam("Screen width", &mWindowSize.x, "", true);
	mParams.addParam("Screen height", &mWindowSize.y, "", true);
	mParams.addParam("Camera width", &mCameraLensSize.x, "min=128 max=1024 step=64 keyIncr=W keyDecr=w");
	mParams.addParam("Camera height", &mCameraLensSize.y, "min=128 max=1024 step=64 keyIncr=H keyDecr=h");
	mParams.addSeparator();
	mParams.addText("Press space to apply new camera resolution");
	mParams.addText("Press 'p' to pause/play camera");
	mParams.addSeparator();
	mParams.addParam("Framerate", &mFrameRate, "min=5.0 max=70.0 step=5.0 keyIncr=+ keyDecr=-");
	
	mHaarDetector = HaarDetector( getResourcePath( "haarcascade_frontalface_alt2.xml" ) );
	mCamera.startCapturing(mCameraLensSize.x, mCameraLensSize.y);
}
开发者ID:codeflows,项目名称:bordai,代码行数:15,代码来源:bordaiApp.cpp

示例7: setup

void SmilesApp::setup()
{	
    mSmileLimit = 4.0f;
    mSmileAverageNumOfFrames = 10;
    mCamIndex = 0;
    mFps = getAverageFps();
    
    try {
		mCapture = Capture( CAMWIDTH, CAMHEIGHT );
		mCapture.start();
	}
	catch( ... ) {
		console() << "Failed to initialize capture" << std::endl;
	}
    
    mSmileRect = Rectf(300,100,600,400);
    setupSmileDetector(mSmileRect.getInteriorArea().getWidth(), mSmileRect.getInteriorArea().getHeight());
    console()<< mSmileRect.getInteriorArea().getWidth() << mSmileRect.getInteriorArea().getHeight() << endl;
	mSmileThreshold = 0;
	mSmileAverageIndex = 0;
    
    mParams = params::InterfaceGl( "Parameters", Vec2i( 220, 170 ) );
    mParams.addParam( "FPS", &mFps,"", true );
    mParams.addSeparator();
	mParams.addParam( "SmileResponse", &mSmileResponse, "", true );
    mParams.addParam( "SmileThreshold", &mSmileThreshold, "", true );
    
    mParams.addParam( "mSmileLimit", &mSmileLimit );
    mParams.addParam( "mSmileAverageNumOfFrames", &mSmileAverageNumOfFrames );
    
}
开发者ID:redpaperheart,项目名称:CinderMPTSmilesDetector,代码行数:31,代码来源:SmilesApp.cpp

示例8:

void f6_structure::setup()
{
	// SET WINDOW
	setWindowSize(1920, 1080);
	setFrameRate(30.f);
	gl::color(Color::black());

	// SETUP PARTICLE SYSTEMS
	ParticleSystem ps1;
	ps1.setup();
	pss.push_back(ps1);

	// SETUP LISTENER
	Listener& listener = Listener::getInstance();
	listener.setup();

	// SETUP TRACKER
	//t.setup();

	// SETUP PARAMS
	mParams = params::InterfaceGl("Parameters", Vec2i(200, 150));
	mParams.addParam("Particle ID", &pf.d_particleToCreate, "keyIncr=+ keyDecr=-");
	mParams.addSeparator();
	mParams.addParam("Total particles", &mTotalParticles, "readonly=1");
	mParams.addParam("Volume", &mVolume, "readonly=1");
	mParams.addParam("Scale", &listener.mScale, "min=0.1 max=40.0 step=0.1");
	
}
开发者ID:furinax,项目名称:f5_webs,代码行数:28,代码来源:f6_structure.cpp

示例9: setup

void KaleidoscopeApp::setup()
{
    mParams = params::InterfaceGl( "Parameters", Vec2i( 200, 300 ) );
    mParams.addParam( "Fps", &mFps, "", true );
    mParams.addParam( "Vertical sync", &mVerticalSyncEnabled );
    mParams.addSeparator();
    mNumReflectionLines = 3;
    mParams.addParam( "Reflection lines", &mNumReflectionLines, "min=0, max=32" );
    mRotation = 0.f;
    mParams.addParam( "Rotation", &mRotation, "step=.01" );
    mCenter = Vec2f( .5f, .5f );
    mParams.addParam( "Center X", &mCenter.x, "min=0 max=1 step=.005 group='Center'" );
    mParams.addParam( "Center Y", &mCenter.y, "min=0 max=1 step=.005 group='Center'" );

    mTexture = loadImage( loadAsset( "tx.jpg" ) );
    mTexture.setWrap( true, true );

    try
    {
        mShader = gl::GlslProg( loadAsset( "Kaleidoscope.vert" ),
                                loadAsset( "Kaleidoscope.frag" ) );
    }
    catch ( gl::GlslProgCompileExc &exc )
    {
        console() << exc.what() << endl;
    }
}
开发者ID:gaborpapp,项目名称:apps,代码行数:27,代码来源:KaleidoscopeApp.cpp

示例10: setup

void SpirographApp::setup()
{
	mLoc = Vec2f(getWindowWidth()/2, getWindowHeight()/2);
	
	mSpirograph = new SpirographPoint();
	
	// Base Spirograph parameters
	mAngle = 0.0f;
	mRadius = 65.0f;
	
	mIncAngle = 0.02f;
	
	
	// Setup the parameters
	mParams = params::InterfaceGl("Spirograph Parameters", Vec2i(100, 200));
	
	mParams.addParam("Angle", &mAngle);
	mParams.addParam("Increment Angle", &mIncAngle);
	mParams.addParam("Radius", &mRadius);
	mParams.addSeparator();
	mParams.addParam("Spirograph Angle", &mSpirograph->mAngle);
	mParams.addParam("Spirograph Radius", &mSpirograph->mRadius);
	
	
	mSaveFrames = false;
	
	
	// Opengl blending
	glEnable(GL_BLEND);
	
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	glEnable(GL_POLYGON_SMOOTH);
	glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); // GL_FASTEST	
}
开发者ID:jasonm23,项目名称:Spirograph,代码行数:35,代码来源:SpirographApp.cpp

示例11: setup

void AssimpApp::setup()
{
	mAssimpLoader = assimp::AssimpLoader( getAssetPath( "astroboy_walk.dae" ) );
	mAssimpLoader.setAnimation( 0 );


	CameraPersp cam;
	cam.setPerspective( 60, getWindowAspectRatio(), 0.1f, 1000.0f );
	cam.setEyePoint( Vec3f( 0, 7, 20 ) );
	cam.setCenterOfInterestPoint( Vec3f( 0, 7, 0 ) );
	mMayaCam.setCurrentCam( cam );

	mParams = params::InterfaceGl( "Parameters", Vec2i( 200, 300 ) );
	mEnableWireframe = false;
	mParams.addParam( "Wireframe", &mEnableWireframe );
	mEnableTextures = true;
	mParams.addParam( "Textures", &mEnableTextures );
	mEnableSkinning = true;
	mParams.addParam( "Skinning", &mEnableSkinning );
	mEnableAnimation = false;
	mParams.addParam( "Animation", &mEnableAnimation );
	mDrawBBox = false;
	mParams.addParam( "Bounding box", &mDrawBBox );
	mParams.addSeparator();
	mParams.addParam( "Fps", &mFps, "", true );
}
开发者ID:Dewb,项目名称:Cinder-Assimp,代码行数:26,代码来源:AssimpApp.cpp

示例12: setup

void ArmyDemoApp::setup()
{

	mSender.bind();
#if ! USE_UDP
	mSender.connect();
#endif

	model::Skeleton::sRenderMode = model::Skeleton::RenderMode::CLEANED;

	mLightPos = vec3(10.0f, 20.0f, 20.0f);
	mMouseHorizontalPos = 0;
	mMeshIndex = 0;
	mParams = params::InterfaceGl( "Parameters", ivec2( 200, 250 ) );
	mParams.addParam( "Fps", &mFps, "", true );
	mParams.addSeparator();
	mDrawMesh = true;
	mParams.addParam( "Draw Mesh", &mDrawMesh );
	mDrawSkeleton = false;
	mParams.addParam( "Draw Skeleton", &mDrawSkeleton );
	mDrawAbsolute = true;
	mParams.addParam( "Relative/Abolute skeleton", &mDrawAbsolute );
	mEnableWireframe = false;
	mParams.addParam( "Wireframe", &mEnableWireframe );
	
	gl::enableDepthWrite();
	gl::enableDepthRead();
	gl::enableAlphaBlending();
	
	mSkeletalMesh = model::SkeletalMesh::create( model::AssimpLoader( loadAsset( "maggot3.md5mesh" ) ) );
}
开发者ID:PetrosKataras,项目名称:Cinder-CMakeBlockApp,代码行数:31,代码来源:BlockApp.cpp

示例13: setup

void CinderProjectionTestApp::setup()
{
	mLookEye = Vec3f( 5.0f, 10.0f, 30.0f );
	mSweetEye = Vec3f( 0.0f, 0.0f, 4.0f );
	mProjEye = Vec3f( 2.0f, 3.0f, 3.0f );
	mLookCenter = mSweetCenter = mProjCenter = Vec3f::zero();
	mLookUp = mSweetUp = mProjUp = Vec3f::yAxis();
	
	mLookDistance = 30.0f;
	// setPerspective of cams moved to ::resize()
	
	mActiveCam = CAM_LOOK;
	
	mCubeSize = 1.0f;
	
	mTexture = gl::Texture( loadImage( loadResource( RES_IMAGE ) ) );
    mProjShader = gl::GlslProg( loadResource( RES_TEXTUREPROJECTION_VERT ), loadResource( RES_TEXTUREPROJECTION_FRAG ) );
	mTextureScaling = 1.0f;
	
	vector<string> camEnum;
	camEnum.push_back("Look around (free)");
	camEnum.push_back("'Sweet spot' (fixed)");
	camEnum.push_back("Projector (fixed)");
	
	mParams = params::InterfaceGl( "Texture Projection", Vec2i( 160, 100 ) );
	//mParams.addParam( "Active Cam", camEnum, &mActiveCam ); // ::addParam(..enum..) is not available in Cinder 0.8.2
	//mParams.setOptions("", "iconified=true" ); // ::setOptions is not available in Cinder 0.8.2
	//mParams.setOptions("", "help='Keys [1], [2] and [3] can be used to switch camrea positions'" );
	mParams.addParam( "Avg. FPS", &mFPS, "precision=1", true );
	mParams.addParam( "Tex Scale", &mTextureScaling, "step=0.1" );
	mParams.addParam( "Cube Rot.", &mCubeRotation );
	mParams.addParam( "Cube Size", &mCubeSize, "keyincr=+ keydecr=-" );
	mParams.addSeparator();
	mParams.addParam( "Sweet Eye", &mSweetEye );
}
开发者ID:Maff-,项目名称:CinderProjectionTest,代码行数:35,代码来源:CinderProjectionTestApp.cpp

示例14: setup

void FlockingApp::setup()
{	
	Rand::randomize();
	
	mCenter			= Vec3f( getWindowWidth() * 0.5f, getWindowHeight() * 0.5f, 0.0f );
	mCentralGravity = true;
	mFlatten		= false;
	mSaveFrames		= false;
	mIsRenderingPrint = false;
	mZoneRadius		= 80.0f;
	mLowerThresh	= 0.5f;
	mHigherThresh	= 0.8f;
	mAttractStrength	= 0.004f;
	mRepelStrength		= 0.01f;
	mOrientStrength		= 0.01f;
	
	// SETUP CAMERA
	mCameraDistance = 350.0f;
	mEye			= Vec3f( 0.0f, 0.0f, mCameraDistance );
	mCenter			= Vec3f::zero();
	mUp				= Vec3f::yAxis();
	mCam.setPerspective( 75.0f, getWindowAspectRatio(), 5.0f, 5000.0f );

	// SETUP PARAMS
	mParams = params::InterfaceGl( "Flocking", Vec2i( 200, 310 ) );
	mParams.addParam( "Scene Rotation", &mSceneRotation, "opened=1" );
	mParams.addSeparator();
	mParams.addParam( "Eye Distance", &mCameraDistance, "min=100.0 max=2000.0 step=50.0 keyIncr=s keyDecr=w" );
	mParams.addParam( "Center Gravity", &mCentralGravity, "keyIncr=g" );
	mParams.addParam( "Flatten", &mFlatten, "keyIncr=f" );
	mParams.addSeparator();
	mParams.addParam( "Zone Radius", &mZoneRadius, "min=10.0 max=100.0 step=1.0 keyIncr=z keyDecr=Z" );
	mParams.addParam( "Lower Thresh", &mLowerThresh, "min=0.025 max=1.0 step=0.025 keyIncr=l keyDecr=L" );
	mParams.addParam( "Higher Thresh", &mHigherThresh, "min=0.025 max=1.0 step=0.025 keyIncr=h keyDecr=H" );
	mParams.addSeparator();
	mParams.addParam( "Attract Strength", &mAttractStrength, "min=0.001 max=0.1 step=0.001 keyIncr=a keyDecr=A" );
	mParams.addParam( "Repel Strength", &mRepelStrength, "min=0.001 max=0.1 step=0.001 keyIncr=r keyDecr=R" );
	mParams.addParam( "Orient Strength", &mOrientStrength, "min=0.001 max=0.1 step=0.001 keyIncr=o keyDecr=O" );
	
	// CREATE PARTICLE CONTROLLER
	mParticleController.addParticles( NUM_INITIAL_PARTICLES );
	mParticleController.addPredators( NUM_INITIAL_PREDATORS );
}
开发者ID:ChadMcKinney,项目名称:Cinder,代码行数:43,代码来源:FlockingApp.cpp

示例15: setup

void TutorialApp::setup()
{	

	mCentralGravity = true;
    mFlatten        = true; //makes it easy to see the effects in 2D...while we are experimenting
	mZoneRadius		= 65.0f;
    mThresh         = 0.65f;
    
    //define the camera
    mCameraDistance = 500.0f;
    mEye    = Vec3f( 0.0f, 0.0f, mCameraDistance ); //position of the camera
    mCenter = Vec3f::zero(); //the location in 3D space that the camera points at
    mUp     = Vec3f::yAxis(); //the camera's up direction

    // Takes four parameters:
    // (1) foV : the smaller the number the tighter the fustrum (usually between 60.0 and 90.0)
    // (2) aspect ratio of the application window
    // (3) near clipping plane
    // (4) far clipping plane
    mCam.setPerspective( 75.0f, getWindowAspectRatio(), 50.0f, 2000.0f ); 
    
    
    // Initialize the Params object
    mParams = params::InterfaceGl( "Flocking", Vec2i( 200, 240 ) );
    // We tell Params that we want it control the mSceneRotation variable...during runtime!
    // It expects the addr in memory of the variable...that's what & is.
    // So, it will include an arc-ball in the scene.
    mParams.addParam( "Scene Rotation", &mSceneRotation, "opened=1" );
    mParams.addSeparator();
    mParams.addParam( "Eye Distance", &mCameraDistance, "min=50.0 max=1500.0 step=50.0 keyIncr=s keyDecr=w" );
    mParams.addParam( "Center Gravity", &mCentralGravity, "keyIncr=g" );
	mParams.addParam( "Flatten", &mFlatten, "keyIncr=f" );
	mParams.addSeparator();
	mParams.addParam( "Zone Radius", &mZoneRadius, "min=10.0 max=100.0 step=1.0 keyIncr=z keyDecr=Z" );
	mParams.addParam( "Thresh", &mThresh, "min=0.025 max=1.0 step=0.025 keyIncr=t keyDecr=T" );    
    
    // CREATE PARTICLE CONTROLLER
	mParticleController.addParticles( NUM_INITIAL_PARTICLES );

    
}
开发者ID:milesmeow,项目名称:cinder_projects,代码行数:41,代码来源:TutorialApp.cpp


注:本文中的params::InterfaceGl::addSeparator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。