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C2GameScene.cpp - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameFactory\C2Template\C2GameScene.cpp
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#include "C2GameScene.h" #include "EntitySelector.h" //#include "..\SkinnedEntity.h" #include "..\GhostEntity.h" #include "Soldier.h" #include "Tank.h" //#include "ScriptEngine.h" //#include "luabind/luabind.hpp" C2GameScene::C2GameScene(const String& resourceName, SceneManager* pSceneManager, RenderWindow* renderWindow, Camera* camera, NxPhysicsSDK* pPhysicSDK, NxScene* pPhysicScene): GameScene(resourceName,pSceneManager,renderWindow,camera,pPhysicSDK,pPhysicScene){ test = new GhostEntity("cube",Vec3(0.2f,0.9f,0.2f)); int numSoldier; #ifdef _DEBUG numSoldier = 1; #else numSoldier = 5; #endif // _DEBUG for (int i=0;i
SetPosition(Vec3(0-(i%5)*1.0f,-2.0f+(i/5)*1.0f,0)); } int numTank; #ifdef _DEBUG numTank = 1; #else numTank = 2; #endif // _DEBUG for (int i=0;i
SetPosition(Vec3(0-(i%5)*8.0f,-15.0f+(i/5)*1.0f,0)); } //Soldier* marine = new Soldier(); //marine->SetPosition(Vec3(0,0,0)); ////marine->SetOrientation(Quaternion( Radian(Degree(45)), Vec3::UNIT_Z )); //marine->MoveTo(Vec3(2.5f,4.5f,0)); ////SkinnedVisObj::Animation* anim = marine->GetAnimation("run_forward"); ////marine->SetAnimation(anim); //Soldier* marine2 = new Soldier(); //marine2->SetPosition(Vec3(2,2,0)); EntitySelector* unitSelector = new EntitySelector(); ////script testing //// Create a new lua state //lua_State *myLuaState = lua_open(); //// Connect LuaBind to this lua state //luabind::open(myLuaState); //// Define a lua function that we can call //luaL_dostring( // myLuaState, // "function add(first, second)\n" // " return first + second\n" // "end\n" // ); //int result = luabind::call_function
(myLuaState, "add", 2, 3); //lua_close(myLuaState); //ScriptEngine::test(); MaterialPtr matPtr = MaterialManager::getSingleton().getByName("brick12"); matPtr->setReceiveShadows(true); matPtr->setLightingEnabled(true); //MaterialManager::getSingleton().getByName("marine-body"); //matPtr->setReceiveShadows(false); //matPtr->setLightingEnabled(true); } C2GameScene::~C2GameScene(){ int bb = 0; }
C2GameScene.cpp
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