多级SceneNode测试成功
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@ -58,7 +58,7 @@ private:
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void InitCamera()
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void InitCamera()
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{
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{
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camera.type=CameraType::Perspective;
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camera.type=CameraType::Perspective;
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camera.center.Set(0,0,0,1);
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camera.center.Set(0,0,30,1);
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camera.eye.Set(100,100,100,1);
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camera.eye.Set(100,100,100,1);
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camera.width=SCREEN_WIDTH;
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camera.width=SCREEN_WIDTH;
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camera.height=SCREEN_HEIGHT;
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camera.height=SCREEN_HEIGHT;
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@ -129,10 +129,10 @@ private:
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bool InitScene()
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bool InitScene()
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{
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{
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SceneNode *cur_node=&render_root;
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SceneNode *cur_node;
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uint size=1;
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uint count;
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uint x=0;
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float size;
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const Vector3f axis(0,0,1);
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const Vector3f axis(0,0,1);
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@ -140,10 +140,16 @@ private:
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for(uint i=0;i<360;i++)
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for(uint i=0;i<360;i++)
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{
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{
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render_root.Add(ri,
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size=(i+1)/100.0f;
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rotate(i/5.0f,axis)*
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translate(i/4.0f,0,0)*
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cur_node=render_root.CreateSubNode( rotate(i/5.0f,axis)*
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scale((i+1)/100.0f));
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translate(i/4.0f,0,0)*
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scale(size));
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count=(rand()%16)+1;
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for(uint n=0;n<count;n++)
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cur_node->Add(ri,translate(0,0,size*n*1.01));
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}
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}
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return(true);
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return(true);
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@ -212,7 +218,7 @@ public:
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Submit(*cb);
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Submit(*cb);
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Matrix4f rot=rotate(GetDoubleTime()-start_time,camera.right_vector);
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Matrix4f rot=rotate(GetDoubleTime()-start_time,camera.up_vector);
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render_root.RefreshMatrix(&rot);
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render_root.RefreshMatrix(&rot);
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render_list.Clear();
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render_list.Clear();
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