void ParticleSystemParticleTrailGenerator::onCreate(const ParticleTrailGenerator *Id) { // assemble default material PointChunkRecPtr pointChunk = PointChunk::create(); pointChunk->setSmooth(true); BlendChunkRecPtr blendChunk = BlendChunk::create(); //Particle System Material MaterialChunkRecPtr materialChunkChunk = MaterialChunk::create(); materialChunkChunk->setAmbient(Color4f(0.5f,0.5f,0.5f,1.0f)); materialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f)); materialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f)); materialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); // Assembling materials ChunkMaterialRecPtr mat = ChunkMaterial::create(); mat->addChunk(materialChunkChunk); mat->addChunk(pointChunk); mat->addChunk(blendChunk); PointParticleSystemDrawerRecPtr theDrawer = PointParticleSystemDrawer::create(); theDrawer->setForcePerParticleSizing(true); ParticleSystemRecPtr newPS = ParticleSystem::create(); newPS->setDynamic(true); setParticleSystem(newPS); ParticleSystemCoreRecPtr newCore = ParticleSystemCore::create(); newCore->setSystem(newPS); newCore->setMaterial(mat); newCore->setDrawer(theDrawer); setCore(newCore); }
void VisionWindow::updateClassificationCheck(bool value) { doingClassification_ = value; if (doingClassification_ && getImageProcessor(bigImage)->getImg() == NULL){ std::cout << "No classification without raw images!" << std::endl; doingClassification_ = false; } if (doingClassification_ && !streaming_) emit setCore(true); redrawImages(); }
// RPGRulebookHeader functions RPGRulebookHeader::RPGRulebookHeader() { setCore(true); setGameName(QString()); setVersion(0.0); setIcon(QIcon()); setGameId(QString()); setGameCopyright(QString()); setGameDescription(QString()); setRulebookName(QString()); setRulebookFilename(QString()); setRulebookCopyright(QString()); setRulebookDescription(QString()); }
int main(int argc, char *argv[], char* envp[]) { char options[] = "pisuU:dvV:cC:"; int c, dflg = 0, fflg = 0, gflg = 0; char *f_ptr, *g_ptr; while ((c = getopt(argc, argv, options)) != EOF) { switch (c) { case 'i': printRealAndEffectiveId(); break; case 's': makeMeLeader(); break; case 'p': printProcessId(); break; case 'u': printUlimit(); break; case 'U': setUlimit(optarg); break; case 'd': printCurrentDirectory(); break; case 'v': printEviron(); break; case 'V': setEnviron(optarg); break; case 'c': printCore(); break; case 'C': setCore(optarg); break; case '?': printf("invalid option is %c\n", optopt); } } }
void Borg::Ship::setupCore(WarpSystem::Core *core) { setCore(core); }
void Federation::Starfleet::Ship::setupCore(WarpSystem::Core* core) { setCore(core); say("The core is set."); }
void Federation::Ship::setupCore(WarpSystem::Core* core) { setCore(core); speak("The core is set."); }