本文整理匯總了C++中Billboard類的典型用法代碼示例。如果您正苦於以下問題:C++ Billboard類的具體用法?C++ Billboard怎麽用?C++ Billboard使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。
在下文中一共展示了Billboard類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: m_time
NavLights::NavLights(SceneGraph::Model *model, float period)
: m_time(0.f)
, m_period(period)
, m_enabled(false)
{
PROFILE_SCOPED();
assert(g_initted);
Graphics::Renderer *renderer = model->GetRenderer();
using SceneGraph::Node;
using SceneGraph::MatrixTransform;
using SceneGraph::Billboard;
//This will find all matrix transforms meant for navlights.
SceneGraph::FindNodeVisitor lightFinder(SceneGraph::FindNodeVisitor::MATCH_NAME_STARTSWITH, "navlight_");
model->GetRoot()->Accept(lightFinder);
const std::vector<Node*> &results = lightFinder.GetResults();
//attach light billboards
for (unsigned int i=0; i < results.size(); i++) {
MatrixTransform *mt = dynamic_cast<MatrixTransform*>(results.at(i));
assert(mt);
Billboard *bblight = new Billboard(model, renderer, BILLBOARD_SIZE);
Uint32 group = 0;
Uint8 mask = 0xff; //always on
Uint8 color = NAVLIGHT_BLUE;
if (mt->GetName().substr(9, 3) == "red") {
mask = 0x0f;
color = NAVLIGHT_RED;
} else if (mt->GetName().substr(9, 5) == "green") {
mask = 0xf0;
color = NAVLIGHT_GREEN;
} else if (mt->GetName().substr(9, 3) == "pad") {
//group by pad number
// due to this problem: http://stackoverflow.com/questions/15825254/why-is-scanfhhu-char-overwriting-other-variables-when-they-are-local
// where MSVC is still using a C89 compiler the format identifer %hhu is not recognised. Therefore I've switched to Uint32 for group.
PiVerify(1 == sscanf(mt->GetName().c_str(), "navlight_pad%u", &group));
mask = 0xf0;
}
bblight->SetColorUVoffset(get_color(color));
GroupLightsVecIter glit = std::find_if(m_groupLights.begin(), m_groupLights.end(), GroupMatch(group));
if(glit == m_groupLights.end()) {
// didn't find group, create a new one
m_groupLights.push_back(TGroupLights(group));
// now use it
glit = (m_groupLights.end() - 1);
}
assert(glit != m_groupLights.end());
glit->m_lights.push_back(LightBulb(group, mask, color, bblight));
mt->SetNodeMask(SceneGraph::NODE_TRANSPARENT);
mt->AddChild(bblight);
}
}
示例2: mNode
BillboardSprite::BillboardSprite(SceneNode* node, BillboardSet* bs, int row, int col, int unitWidth, int unitHeight)
: mNode(node), mBillboards(bs), mRow(row), mCol(col), mUnitWidth(unitWidth), mUnitHeight(unitHeight),
mIsFinished(false)
{
mWidth = row * unitWidth;
mHeight = col * unitHeight;
Billboard* b = mBillboards->getBillboard(0);
if (b)
b->setTexcoordRect(0, 0, 1 / (float)mRow, 1 / (float)mCol);
}
示例3: addBillboard
bool addBillboard(AddBillboard::Request &req, AddBillboard::Response &res)
{
ROS_INFO("ADDING BILLBOARD");
InteractiveMarker tmp;
if ((imServer->get(req.name, tmp)) || (primitives.count(req.name) != 0))
{
ROS_ERROR("Object with that name already exists! Please remove it first.");
return false;
}
Billboard *billboard = new Billboard(imServer, req.frame_id, req.name);
billboard->setType(req.type);
billboard->setPoseType(req.pose_type);
billboard->setPose(req.pose);
billboard->setScale(req.scale);
billboard->setDescription(req.description);
billboard->setDirection(req.direction);
billboard->setVelocity(req.velocity);
billboard->insert();
imServer->applyChanges();
primitives.insert(make_pair(req.name, billboard));
ROS_INFO("..... DONE");
return true;
}
示例4: checkCellType
void Monster::harmCheck(float timeSinceLastFrame)
{
/// 先檢查地形,更新怪物信息
checkCellType();
checkMonsterIsChange();
mCheckMethod->bulletHarmCheck(mMonsterState->getBulletState(), mBulletHarmValue, mBulletHarmTime, mBlood, mSpeedPre, mSpeedCurrent, mSpeedTemp, timeSinceLastFrame);
mCheckMethod->terrainHarmCheck(mMonsterState->getTerrainState(), mTerrainHarmvalue, mBlood, mSpeedPre, mSpeedCurrent, mSpeedTemp, timeSinceLastFrame);
/// 狀態恢複
stateRecover();
/// 判斷是否死亡
//mIsDead = mCheckMethod->checkIsDead(mBlood);
if (!mIsDead && mCheckMethod->checkIsDead(mBlood))
{
mIsDead = true;
Stage::playSound("../Media/Sound/dead.wav", false);
}
/// 根據地形改地圖
changeMazeByTerrain(mMonsterState->getTerrainState());
/// 改變頭頂血量顯示
Billboard* health = mHealthHUD->getBillboard(0);
float healthPer = mBlood / mMaxBlood;
float healthLength = healthPer * mHealthHUD->getDefaultWidth();
health->setDimensions(healthLength, mHealthHUD->getDefaultHeight());
ColourValue maxHealthCol = ColourValue(0, 0.8f, 0);
ColourValue minHealthCol = ColourValue(1, 0, 0);
ColourValue currHealthCol = maxHealthCol * healthPer + minHealthCol * (1 - healthPer);
health->setColour(currHealthCol);
// 設置是否顯示著火和冰凍
if (!mFrozenPs)
mFrozenPs = (ParticleSystem*)mNode->getAttachedObject(mNode->getName() + "frozen");
if (!mBurnPs)
mBurnPs = (ParticleSystem*)mNode->getAttachedObject(mNode->getName() + "burn");
if (mMonsterState->getBulletState() == "ice")
{
mBurnPs->setVisible(false);
mFrozenPs->setVisible(true);
}
else if (mMonsterState->getBulletState() == "fire")
{
mBurnPs->setVisible(true);
mFrozenPs->setVisible(false);
}
else
{
mBurnPs->setVisible(false);
mFrozenPs->setVisible(false);
}
}
示例5: execSyncV
void BillboardBase::execSyncV( FieldContainer &oFrom,
ConstFieldMaskArg whichField,
AspectOffsetStore &oOffsets,
ConstFieldMaskArg syncMode,
const UInt32 uiSyncInfo)
{
Billboard *pThis = static_cast<Billboard *>(this);
pThis->execSync(static_cast<Billboard *>(&oFrom),
whichField,
oOffsets,
syncMode,
uiSyncInfo);
}
示例6: Init
void Billboard_Test::Init(Scene * scene)
{
BillboardPtr ptr = scene->AddBillboard();
Billboard * b = ptr.Get();
b->SetSize(20.0f, 20.0f);
b->UseDiffuseTexture(true);
b->SetDiffuseTexture("assets/fire.png");
StaticVert verts[4];
verts[0].pos = Vector3(-1.0f, -1.0f, 0.0f);
verts[1].pos = Vector3(-1.0f, 1.0f, 0.0f);
verts[2].pos = Vector3(1.0f, 1.0f, 0.0f);
verts[3].pos = Vector3(1.0f, -1.0f, 0.0f);
verts[0].u = 0.0f;
verts[0].v = 1.0f;
verts[1].u = 0.0f;
verts[1].v = 0.0f;
verts[2].u = 1.0f;
verts[2].v = 0.0f;
verts[3].u = 1.0f;
verts[3].v = 1.0f;
unsigned int ind[] = { 0, 1, 3, 1, 3, 2 };
ModelCreator<StaticVert> creator;
creator.StartMesh();
creator.SetTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
creator.SetDrawMethod(DM_DRAW_INDEXED);
creator.SetVertexBuffer(verts, sizeof(verts), sizeof(StaticVert));
creator.SetIndexBuffer(ind, 6);
creator.EndMesh();
StaticEntityPtr triPtr = scene->AddStaticEntity(creator, "tri");
StaticEntity * tri = triPtr.Get();
tri->Illuminate(false);
tri->SetPosition(50.0f, 0.0f, 0.0f);
tri->SetScale(20.0f, 20.0f, 2.0f);
Material * mat = tri->GetMaterial(0);
mat->UseDiffuseMap(true);
mat->SetDiffuseMap("assets/fire.png");
mat->SetEmmisivePower(1);
}
示例7: m_time
NavLights::NavLights(SceneGraph::Model *model, float period)
: m_time(0.f)
, m_period(period)
, m_enabled(false)
{
assert(g_initted);
Graphics::Renderer *renderer = model->GetRenderer();
using SceneGraph::Node;
using SceneGraph::MatrixTransform;
using SceneGraph::Billboard;
//This will find all matrix transforms meant for navlights.
SceneGraph::FindNodeVisitor lightFinder(SceneGraph::FindNodeVisitor::MATCH_NAME_STARTSWITH, "navlight_");
model->GetRoot()->Accept(lightFinder);
const std::vector<Node*> &results = lightFinder.GetResults();
//attach light billboards
for (unsigned int i=0; i < results.size(); i++) {
MatrixTransform *mt = dynamic_cast<MatrixTransform*>(results.at(i));
assert(mt);
Billboard *bblight = new Billboard(renderer, matBlue, vector3f(0.f), BILLBOARD_SIZE);
Uint8 group = 0;
Uint8 mask = 0xff; //always on
Uint8 color = NAVLIGHT_BLUE;
if (mt->GetName().substr(9, 3) == "red") {
bblight->SetMaterial(matRed);
mask = 0x0f;
color = NAVLIGHT_RED;
} else if (mt->GetName().substr(9, 5) == "green") {
mask = 0xf0;
color = NAVLIGHT_GREEN;
} else if (mt->GetName().substr(9, 3) == "pad") {
//group by pad number
group = atoi(mt->GetName().substr(12, 1).c_str());
mask = 0xf0;
}
bblight->SetMaterial(get_material(color));
m_lights.push_back(LightBulb(group, mask, color, bblight));
mt->SetNodeMask(SceneGraph::NODE_TRANSPARENT);
mt->AddChild(bblight);
}
}
示例8: createBillboard
void BillboardSetComponent::createBillboard(const PonykartParsers::BillboardBlock* const block)
{
Billboard* bb = billboardSet->createBillboard(block->getVectorProperty("Position")); // make our billboard
// set its color if it has one, and a rotation
auto quatIt=block->getQuatTokens().find("colour");
if (quatIt != block->getQuatTokens().end())
bb->setColour(toColourValue(quatIt->second));
bb->setRotation(Degree(block->getFloatProperty("Rotation", 0)));
auto rectQIt = block->getQuatTokens().find("texturecoords");
if (rectQIt != block->getQuatTokens().end())
bb->setTexcoordRect(rectQIt->second.x, rectQIt->second.y, rectQIt->second.z, rectQIt->second.w);
// It's best to not do this unless we really need to since it makes it less efficient
auto fTokens = block->getFloatTokens();
auto heightIt=fTokens.find("height"), widthIt=fTokens.find("width");
if (heightIt!=fTokens.end() && widthIt!=fTokens.end())
bb->setDimensions(widthIt->second, heightIt->second);
}
示例9: assert
void DemoState::Draw()
{
Game::iterator it = Game::iterator("Camera");
if (!it.seekName("DemoCam"))
{
assert(0);
}
GameObject* GO = it;
((Camera*)GO)->Use();
Game::instance()->DrawObjects();
timer += DisplayManager::instance()->getDtSecs();
if (timer < 0)
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glMatrixMode(GL_PROJECTION);
GLfloat f[16] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
glGetFloatv(GL_PROJECTION_MATRIX,f);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Splash->UseThisTexture();
Billboard b;
b.Draw();
Splash->UseNoTexture();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(f);
}
if (timer > 1)
{
timer = -1;
}
}
示例10: billboardRenderEnter
OSG_USING_NAMESPACE
Action::ResultE ShadingCallbacks::billboardRenderEnter(CNodePtr &pNode,
Action *action)
{
ShadingAction *pAct = dynamic_cast<ShadingAction *>(action );
Billboard *pBB = dynamic_cast<Billboard *>(pNode.getCPtr());
Matrix mMat;
// cerr << "BB::render" << std::endl;
pBB->calcMatrix(pAct, pAct->top_matrix(), mMat);
pAct->push_matrix(mMat);
// !!! can't use visibles, as ToWorld gives garbage leading to wrong culling
// pAct->selectVisibles();
return Action::Continue;
}
示例11: GetPos
bool FuelCell::Load(File*)
{
Vec3f p = GetPos();
float s = 5.0f; // TODO CONFIG
m_aabb.Set(p.x - s, p.x + s, p.y - s, p.y + s, p.z - s, p.z + s);
FuelNode* sm = new FuelNode;
sm->SetAABB(m_aabb);
SetSceneNode(sm);
Billboard* bb = new Billboard;
Texture* tex = (Texture*)TheResourceManager::Instance()->GetRes("flare.png");
bb->SetTexture(tex);
bb->SetSize(30.0f); // TODO CONFIG
bb->SetAABB(m_aabb);
sm->AddChild(bb);
return true;
}
示例12: GetEditor
void EntityEx::Create( const String& entityName, const String& meshName, const String& mtlName )
{
mpSceneMgr = GetEditor()->GetSceneManager();
// create main model
msEntityName = entityName;
mpSceneNode = mpSceneMgr->getRootSceneNode()->createChildSceneNode();
mpEntity = mpSceneMgr->createEntity( msEntityName, meshName );
mpEntity->setUserAny( Ogre::Any(this) );
mbVisible = false;
mpTipNode = static_cast<SceneNode*>(mpSceneNode->createChild());
msBillboardName = entityName + "bbinfo";
mpTipBoard = mpSceneMgr->createBillboardSet(msBillboardName);
Billboard* pTip = mpTipBoard->createBillboard(Vector3(0, 50, 0));
pTip->setDimensions( 20.0f, 20.0f );
if ( mtlName != "NULL" )
{
mpEntity->setMaterialName(mtlName);
mpTipBoard->setMaterialName(mtlName);
}
}
示例13: apply
void IntersectVisitor::apply(Billboard& node)
{
if (!enterNode(node)) return;
// IntersectVisitor doesn't have getEyeLocal(), can we use NodeVisitor::getEyePoint()?
const Vec3& eye_local = getEyePoint();
for(unsigned int i = 0; i < node.getNumDrawables(); i++ )
{
const Vec3& pos = node.getPosition(i);
osg::ref_ptr<RefMatrix> billboard_matrix = new RefMatrix;
node.computeMatrix(*billboard_matrix,eye_local,pos);
pushMatrix(billboard_matrix.get(), osg::Transform::RELATIVE_RF);
intersect(*node.getDrawable(i));
popMatrix();
}
leaveNode();
}
示例14: GetElapsedTime
//----------------------------------------------------------------------------
bool BillboardController::Update (double applicationTime)
{
// module update
if (!EffectableController::Update(applicationTime))
return false;
Billboard *billboard = DynamicCast<Billboard>(mObject);
float elapsedTime = GetElapsedTime();
if (IsPlaying())
{
if (!mBillboardObject)
{
mBillboardObject = new0 EffectObject();
EffectableController::OnNewAEffectObject(mBillboardObject);
}
ModulesUpdateEffectObject(mBillboardObject);
mBillboardObject->Update(billboard, elapsedTime);
}
else if (billboard->IsDoAlphaDisAfterStop())
{
if (mBillboardObject)
{
float curAlpha = mBillboardObject->Alpha;
float speed = billboard->GetDoAlphaDisAfterStopSpeed();
if (curAlpha > 0.0f)
{
curAlpha -= speed*elapsedTime;
if (curAlpha < 0.0f)
curAlpha = 0.0f;
mBillboardObject->Alpha = curAlpha;
}
}
}
if (billboard->IsDynamic())
{
billboard->GenBuffers();
}
else
{
if (!billboard->IsBufferEverGenerated())
{
billboard->GenBuffers();
}
}
return true;
}
示例15: onTimeStep
void Projectile::onTimeStep() {
Object::onTimeStep();
Billboard* billboard = billboards_->getBillboard(0);
billboard->setRotation(billboard->getRotation() + Radian(0.2f));
time_ += 0.1f;
float width = billboard->getOwnWidth();
float height = billboard->getOwnWidth();
if (hit_) {
if (target_) node_->setPosition(target_->getPosition());
width = min(2.0f, width + 0.2f); // Grow the projectile
height = min(2.0f, height + 0.2f);
} else {
width = 0.2f * sinf(time_) + 1.0f; // Make the projectile oscillate in size
height = 0.2f * sinf(time_) + 1.0f;
}
billboard->setDimensions(width, height);
}