コード例 #1
0
    InstancesManagerImpl::InstancesManagerImpl(osg::Node* prototype, const std::string& anim_file_name, size_t  const  max_instances)
        : srcModel_     (prototype)
        , instNum_ (0)
        , animDataLoaded_(false)
        , maxInstances_(max_instances)
    { 

        _initData();
        animDataLoaded_ = _loadAnimationData(anim_file_name);

        instGeode_  = _createGeode();

        auto tr = srcModel_->asTransform();
        if(tr->asPositionAttitudeTransform())
        {
            srcQuat_ = tr->asPositionAttitudeTransform()->getAttitude();
            srcScale_  = tr->asPositionAttitudeTransform()->getScale();
        }
        else
            if(tr->asMatrixTransform())
            {
                srcQuat_ = tr->asMatrixTransform()->getMatrix().getRotate();
            }

        instGeode_->setCullCallback(Utils::makeNodeCallback(instGeode_.get(), this, &InstancesManagerImpl::cull));
    }
コード例 #2
0
bool EXDynamicLightLayer::init()
{
    if ( !CCLayer::init() )
        return false;
    
    _initData();
    return true;
}
コード例 #3
0
ファイル: Chunk.cpp プロジェクト: DrakonPL/MultiCraft
void Chunk::Generate()
{
	if(_fresh)
	{
		if (_blocks == 0)
			_initData();

		//TerrainGenerator::CreateFlatTerrain(this);
		TerrainGenerator::Instace()->GenerateChunk(this);

		//here should be something like chunkprovidermanager
		//that have abstract chunkprovider

		_fresh = false;
	}
}
コード例 #4
0
	void DataManager::create(const int &nx, const int &ny, const int &nz)
	{
		remove();

		mNx = nx; mNy = ny; mNz = nz;

		mFFRandom = new FastFakeRandom(1024, 0, 1);

		_initData(nx, ny, nz);

		for (int k = 0; k < 2; k++)
		{
			_createVolTexture(static_cast<VolTextureId>(k), nx, ny, nz);
		}

		_updateVolTextureData(mCellsCurrent, VOL_TEX0, mNx, mNy, mNz);
		_updateVolTextureData(mCellsCurrent, VOL_TEX1, mNx, mNy, mNz);

		mCreated = true;
	}
コード例 #5
0
CXTPReportColumn::CXTPReportColumn(int nItemIndex, LPCTSTR strDisplayName, LPCTSTR strInternalName, int nWidth, BOOL bAutoSize, int nIconID, BOOL bSortable, BOOL bVisible)
{
	_initData(nItemIndex, strDisplayName, strInternalName, nWidth, bAutoSize,
		nIconID, bSortable, bVisible);
}