示例#1
0
void QCSXCAD::clear()
{
	ContinuousStructure::clear();
	GUIUpdate();
	setModified();
	bModified=false;
}
示例#2
0
/**
 * AppLoop()
 */
int AppLoop()
{	
	// monitor input
	Input::GetDIDState();

	// CameraController
	FPCameraControl(Time::deltaTime);
	//HoverCameraControl(cubie.mesh.position, Time::deltaTime);


	if(Input::GetKey(DIK_UP))
		cubie.material.uvOffset += 0.0001f;
	if(Input::GetKey(DIK_DOWN))
		cubie.material.uvOffset -= 0.0001f;

	if(cubie.material.uvOffset < 0)
		cubie.material.uvOffset = 0;

	if(Input::GetKeyDown(DIK_NUMPAD0)){
		cubie.shader = Specular;
		cubie.material = mtlBrickS;
	}
	if(Input::GetKeyDown(DIK_NUMPAD1)){
		cubie.shader = BumpSpecular;
		cubie.material = mtlBrickN;
	}
	if(Input::GetKeyDown(DIK_NUMPAD2)){
		cubie.shader = BumpHSpecular;
		cubie.material = mtlBrickB;
	}
	if(Input::GetKeyDown(DIK_NUMPAD3)){
		cubie.shader = BumpPHSpecular;
		cubie.material = mtlBrickPH;
	}
	if(Input::GetKeyDown(DIK_NUMPAD4)){
		cubie.shader = BumpPSpecular;
		cubie.material = mtlBrickP;
	}
	if(Input::GetKeyDown(DIK_NUMPAD5)){
		cubie.shader = BumpPOMSpecular;
		cubie.material = mtlBrickPOM;
	}

	GUIUpdate();
	scene.Update();
	scene.Render();

	return true;
}