コード例 #1
0
ファイル: stage.cpp プロジェクト: aonorin/KGLT
void Stage::set_partitioner(AvailablePartitioner partitioner) {
    switch(partitioner) {
        case PARTITIONER_NULL:
            partitioner_ = Partitioner::ptr(new NullPartitioner(*this));
        break;
        case PARTITIONER_OCTREE:
            partitioner_ = Partitioner::ptr(new OctreePartitioner(*this));
        break;
        default: {
            throw std::logic_error("Invalid partitioner type specified");
        }
    }

    assert(partitioner_);

    //Keep the partitioner updated with new meshes and lights
    signal_actor_created().connect(std::bind(&Partitioner::add_actor, partitioner_.get(), std::placeholders::_1));
    signal_actor_destroyed().connect(std::bind(&Partitioner::remove_actor, partitioner_.get(), std::placeholders::_1));

    signal_light_created().connect(std::bind(&Partitioner::add_light, partitioner_.get(), std::placeholders::_1));
    signal_light_destroyed().connect(std::bind(&Partitioner::remove_light, partitioner_.get(), std::placeholders::_1));

    signal_particle_system_created().connect(std::bind(&Partitioner::add_particle_system, partitioner_.get(), std::placeholders::_1));
    signal_particle_system_destroyed().connect(std::bind(&Partitioner::remove_particle_system, partitioner_.get(), std::placeholders::_1));
}
コード例 #2
0
ファイル: stage.cpp プロジェクト: chenbk85/KGLT
void Stage::set_partitioner(Partitioner::ptr partitioner) {
    assert(partitioner);

    partitioner_ = partitioner;

    assert(partitioner_);

    //Keep the partitioner updated with new meshes and lights
    signal_actor_created().connect(sigc::mem_fun(partitioner_.get(), &Partitioner::add_actor));
    signal_actor_destroyed().connect(sigc::mem_fun(partitioner_.get(), &Partitioner::remove_actor));

    signal_light_created().connect(sigc::mem_fun(partitioner_.get(), &Partitioner::add_light));
    signal_light_destroyed().connect(sigc::mem_fun(partitioner_.get(), &Partitioner::remove_light));
}