virtual bool CommonSetup() { const float HalfHeight = 1.0f; const float Radius = 1.0f; const udword NbCirclePts = GetFromEditBox(60, mEditBox_CylinderTess); mCylinder.Generate(NbCirclePts, Radius, HalfHeight); RegisterRenderer(CreateConvexRenderer(mCylinder.mNbVerts, mCylinder.mVerts)); RegisterRenderer(CreateCylinderRenderer(Radius, HalfHeight*2.0f)); return TestBase::CommonSetup(); }
virtual bool BulldozerTest::CommonSetup() { mAcceleration = 200.0f; mMaxAngularVelocity = 10.0f; mSteeringForce = 10.0f*100.0f; mCamera.mUpOffset = 10.0f; mCamera.mDistToTarget = 10.0f; mClampAngularVelocity = true; mControlCamera = true; const float HalfHeight = 0.5f; const float Radius = 0.6f; const udword NbCirclePts = 16; mInsideCylinder.Generate(NbCirclePts, Radius, HalfHeight); RegisterRenderer(CreateConvexRenderer(mInsideCylinder.mNbVerts, mInsideCylinder.mVerts)); const float HalfHeight2 = 0.15f; const float Radius2 = 1.0f; mOutsideCylinder.Generate(NbCirclePts, Radius2, HalfHeight2); RegisterRenderer(CreateConvexRenderer(mOutsideCylinder.mNbVerts, mOutsideCylinder.mVerts)); return VehicleBase::CommonSetup(); }
void LuaBinding::RegisterClasses(Nz::LuaInstance& instance) { RegisterCore(instance); RegisterMath(instance); RegisterNetwork(instance); RegisterSDK(instance); RegisterUtility(instance); #ifndef NDK_SERVER RegisterAudio(instance); RegisterGraphics(instance); RegisterRenderer(instance); #endif }
void RootWindow::TraverseWidgets(TraverseType ttype) { std::stack<std::shared_ptr<Widget>> stackOfWidgets; auto iter = rootWidget; auto iterChild = iter->GetFirstChild(); auto iterSibling = iter->GetFirstChild(); while (iter) { // process each tree node switch (ttype) { case RootWindow::Drawing: iter->Draw(); break; case RootWindow::EventProcessing: iter->ProcessEvent(currentEvent); break; case RootWindow::RendererRegistration: iter->RegisterRenderer(sdlRenderer); break; } iterChild = iter->GetFirstChild(); if (iterChild) { iterSibling = iter->GetNextSibling(); if (iterSibling) { stackOfWidgets.push(iterSibling); // if there is a sibling we save it for later } iter = iterChild; // if there is a child we traverse down } else { iterSibling = iter->GetNextSibling(); if (!iterSibling) { if (!stackOfWidgets.empty()) { iterSibling = stackOfWidgets.top(); // if we have saved nodes lets try to get them stackOfWidgets.pop(); } } iter = iterSibling; // if there is no child we either go either to the next sibling, next or become empty } } }
PLUGIN_INIT() { RegisterRenderer("opengl", CreateRenderer, DestroyRenderer); return 0; }