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📄 testik.h

📁 《3D游戏引擎设计》的源码
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License.html/free.pdf

#ifndef TESTIK_H
#define TESTIK_H

#include <MgcApplication.pkg>
#include <MgcAnimation.pkg>
#include <MgcCore.pkg>
#include <MgcEngine.pkg>
#include <MgcOglRenderer.pkg>


class TestIK : public MgcApplication
{
public:
    TestIK ();

    virtual bool Initialize ();
    virtual void OnIdle ();
    virtual void Terminate ();
    virtual bool WmChar (char cCharCode, long lKeyData);
    bool Transform (char cCharCode, long lKeyData);

protected:
    void CreateAlphaState ();
    void CreateTextureState ();
    void CreateWireframeState ();
    void CreateZBufferState ();

    MgcNode* CreateJointAndArm ();
    MgcTriMesh* CreateCylinder (MgcReal fRadius, MgcReal fHalfHeight);

    MgcRendererPtr m_spkRenderer;
    MgcCameraPtr m_spkCamera;

    // camera turret
    MgcTurret m_kTurret;
    MgcReal m_fTrnSpeed;
    MgcReal m_fRotSpeed;

    // test model
    MgcNodePtr m_spkScene;
    MgcAlphaStatePtr m_spkAlphaState;
    MgcTextureStatePtr m_spkTextureState;
    MgcWireframeStatePtr m_spkWireframeState;
    MgcZBufferStatePtr m_spkZBufferState;
    MgcSpatial* m_pkObject;
};

#endif

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