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ParticleFX.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\ParticleFX.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html You may use this sample code for anything you like, it is not covered by the LGPL like the rest of the engine. ----------------------------------------------------------------------------- */ /* ----------------------------------------------------------------------------- Filename: ParticleApplication.cpp Description: Specialisation of OGRE's framework application to show the environment mapping feature. ----------------------------------------------------------------------------- */ #include "ExampleApplication.h" // Event handler to add ability to alter curvature class ParticleFrameListener : public ExampleFrameListener { protected: SceneNode* mFountainNode; public: ParticleFrameListener(RenderWindow* win, Camera* cam, SceneNode* fountainNode) : ExampleFrameListener(win, cam) { mFountainNode = fountainNode; } bool frameStarted(const FrameEvent& evt) { if( ExampleFrameListener::frameStarted(evt) == false ) return false; // Rotate fountains mFountainNode->yaw(Degree(evt.timeSinceLastFrame * 30)); // Call default return true; } }; class ParticleApplication : public ExampleApplication { public: ParticleApplication() {} protected: SceneNode* mFountainNode; // Just override the mandatory create scene method void createScene(void) { // Set ambient light mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); Entity *ent = mSceneMgr->createEntity("head", "ogrehead.mesh"); // Add entity to the root scene node mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ent); // Green nimbus around Ogre //mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject( // mSceneMgr->createParticleSystem("Nimbus", "Examples/GreenyNimbus")); // Create some nice fireworks mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject( mSceneMgr->createParticleSystem("Fireworks", "Examples/Fireworks")); // Create shared node for 2 fountains mFountainNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); // fountain 1 ParticleSystem* pSys2 = mSceneMgr->createParticleSystem("fountain1", "Examples/PurpleFountain"); // Point the fountain at an angle SceneNode* fNode = mFountainNode->createChildSceneNode(); fNode->translate(200,-100,0); fNode->rotate(Vector3::UNIT_Z, Degree(20)); fNode->attachObject(pSys2); // fountain 2 ParticleSystem* pSys3 = mSceneMgr->createParticleSystem("fountain2", "Examples/PurpleFountain"); // Point the fountain at an angle fNode = mFountainNode->createChildSceneNode(); fNode->translate(-200,-100,0); fNode->rotate(Vector3::UNIT_Z, Degree(-20)); fNode->attachObject(pSys3); // Create a rainstorm ParticleSystem* pSys4 = mSceneMgr->createParticleSystem("rain", "Examples/Rain"); SceneNode* rNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); rNode->translate(0,1000,0); rNode->attachObject(pSys4); // Fast-forward the rain so it looks more natural pSys4->fastForward(5); // Aureola around Ogre perpendicular to the ground ParticleSystem* pSys5 = mSceneMgr->createParticleSystem("Aureola", "Examples/Aureola"); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pSys5); // Set nonvisible timeout ParticleSystem::setDefaultNonVisibleUpdateTimeout(5); } // Create new frame listener void createFrameListener(void) { mFrameListener= new ParticleFrameListener(mWindow, mCamera, mFountainNode); mRoot->addFrameListener(mFrameListener); } };
ParticleFX.h
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