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Fazendo um jogo 3D com Ogre - Carregando um Scene

ParamName String = getAttrib (XMLNode, "MorphLODFactorParamName"); Se {terrainConfig + = "MorphLODFactorParamName =" (morphLODFactorParamName.size () = 0!); terrainConfig + = morphLODFactorParamName; terrainConfig + = "\\ n"; }

morphLODFactorParamIndex String = getAttrib (XMLNode, "MorphLODFactorParamIndex"); Se {terrainConfig + = "MorphLODFactorParamIndex =" (morphLODFactorParamIndex.size () = 0!); terrainConfig + = morphLODFactorParamIndex; terrainConfig + = "\\ n"; }

lodMorphStart String = getAttrib (XMLNode, "LODMorphStart"); se (lodMorphStart.

size () = 0!) + = {terrainConfig "LODMorphStart ="; terrainConfig + = lodMorphStart; terrainConfig + = "\\ n"; }

void * pMem = OGRE_ALLOC_T (char não assinado, terrainConfig.length () + 1, MEMCATEGORY_GENERAL); memset (pMem, 0, terrainConfig.length () + 1); memcpy (pMem, terrainConfig.c_str (), terrainConfig.length () + 1); DataStreamPtr pStr (novo Ogre :: MemoryDataStream (pMem, terrainConfig.

length () + 1, true));

this-> mSceneMgr-> setWorldGeometry (pStr);}

anular DotSceneLoader :: processUserDataReference (TiXmlElement * XMLNode , SceneNode * pParent) {//! todo Implementar esta}

anular DotSceneLoader :: processOctree (TiXmlElement * XMLNode) {//! todo Implementar esta}

anular DotSceneLoader :: processLight (TiXmlElement * XMLNode, SceneNode * pParent) {//Processo de atributos nome String = getAttrib (XMLNode, "nome"); String id = getAttrib (XMLNode, "id");

//Criar a luz Luz * situação mSceneMgr- => createLight (nome); if (pParent) pParent-> attachObject (situação);

sValue String = getAttrib (XMLNode, "tipo"); if (sValue == "ponto") pLight-> setType (Light :: LT_POINT); else if (sValue == "direcional") pLight-> setType (Light :: LT_DIRECTIONAL); else if (sValue == "spot") pLight-> setType (Light :: LT_SPOTLIGHT); else if (sValue == "radPoint") pLight-> setType (Light :: LT_POINT);

pLight-> setVisible (getAttribBool (XMLNode, "visível", true)); pLight-> setCastShadows (getAttribBool (XMLNode, "castShadows", true));

TiXmlElement * pElement;

//posição Processo pElement = XMLNode-> FirstChildElement ("posição") (?); se (pElement) pLight-> setPosition (parseVector3 (pElement));

//processo normal pElement = XMLNode-> FirstChildElement ("normal") (?); if (pElement) pLight-> setDirection (parseVector3 (pElement)); (?)

//Processo colourDiffuse pElement = XMLNode-> FirstChildElement ("colourDiffuse"); if (pElement) pLight-> setDiffuseColour (parseColo

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