• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    公众号

C++ GetMaterial函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetMaterial函数的典型用法代码示例。如果您正苦于以下问题:C++ GetMaterial函数的具体用法?C++ GetMaterial怎么用?C++ GetMaterial使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了GetMaterial函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: CreateBurnMark

global func CreateBurnMark(int iX, int iY, int iLevel, int Count) 
{
  var boom;
  if(!ObjectCount(BOOM)) boom = CreateObject(BOOM,0,0,-1);
  else boom = FindObject(BOOM);
  
  var angle=Random(360/Count); //variablen für die überprüfung
  var type;
  for(var z; z < Count; z++)
	{
    angle += Max(1,360/Count);

    // Check: Sky or Solid/Liquid
    var x = iX+Cos(angle,iLevel);
    var y = iY+Sin(angle,iLevel);
    if((GetMaterialVal("Density","Material",GetMaterial(x,y)) != 0) || (GetMaterial(x,y) == -1))
      continue;

    type = 1+Random(3);
    var size = BurnMarkCheck(angle,RandomX(iLevel/2,iLevel*2),iX,iY);
    var sin = Sin(angle,(size-iLevel)/2+iLevel+Random(3));
    var cos = Cos(angle,(size-iLevel)/2+iLevel+Random(3));

    CreateParticle("BurnMark",iX+cos,iY+sin,Cos(angle+RandomX(-5,5),50),Sin(angle+RandomX(-5,5),50),size*5+Random(25),RGBa(0,0,0,64),boom,1); 
  }
}
开发者ID:lluchs,项目名称:ClonkMars,代码行数:26,代码来源:Script.c


示例2: GetMaterial

	void PointCloud::NotifyMouseClicked( const Events::MouseEvent& event )
	{
		// If we are scrolling == Zooming
		if(event.GetType() == Events::MouseEventType::SCROLL_DOWN)
		{
			glm::vec3 cameraPosition = Atum::SceneManager::SceneManager::GetInstance().GetCurrentScene()->GetCurrentCamera()->GetPosition();
			glm::vec3 objectPosition = m_transform.GetPosition();
			float distance = glm::length(objectPosition - cameraPosition);
			float pointSize = 20.0f/(distance+1.0f);

			LowLevelGraphics::LowLevelAPI::BindShaders(GetMaterial()->GetShaderList());
			GetMaterial()->GetShaderList()->GetShaderProgram()->UpdateShaderParameterWithName("pointSize", &pointSize, SHADER_FLOAT);
		}
		else if(event.GetType() == Events::MouseEventType::SCROLL_UP)
		{
			glm::vec3 cameraPosition = Atum::SceneManager::SceneManager::GetInstance().GetCurrentScene()->GetCurrentCamera()->GetPosition();
			glm::vec3 objectPosition = m_transform.GetPosition();
			float distance = glm::length(objectPosition - cameraPosition);
			float pointSize = 20.0f/(distance+1.0f);

			LowLevelGraphics::LowLevelAPI::BindShaders(GetMaterial()->GetShaderList());
			GetMaterial()->GetShaderList()->GetShaderProgram()->UpdateShaderParameterWithName("pointSize", &pointSize, SHADER_FLOAT);
		}

		LowLevelGraphics::ShaderProgram::UpdateGlobalShaderParameter(LowLevelGraphics::VIEWMATRIX, glm::value_ptr(Atum::SceneManager::SceneManager::GetInstance().GetCurrentScene()->GetCurrentCamera()->GetViewMatrix()), SHADER_MATRIX44);
	}
开发者ID:Tetriste,项目名称:LudumDare29,代码行数:26,代码来源:PointCloud.cpp


示例3: GetMaterial

/*
============
idMapPatch::Write
============
*/
bool idMapPatch::Write( idFile *fp, int primitiveNum, const idVec3 &origin ) const {
	int i, j;
	const idDrawVert *v;

	if ( GetExplicitlySubdivided() ) {
		fp->WriteFloatString( "// primitive %d\n{\n patchDef3\n {\n", primitiveNum );
		fp->WriteFloatString( "  \"%s\"\n  ( %d %d %d %d 0 0 0 )\n", GetMaterial(), GetWidth(), GetHeight(), GetHorzSubdivisions(), GetVertSubdivisions());
	} else {
		fp->WriteFloatString( "// primitive %d\n{\n patchDef2\n {\n", primitiveNum );
		fp->WriteFloatString( "  \"%s\"\n  ( %d %d 0 0 0 )\n", GetMaterial(), GetWidth(), GetHeight());
	}

	fp->WriteFloatString( "  (\n" );
	for ( i = 0; i < GetWidth(); i++ ) {
		fp->WriteFloatString( "   ( " );
		for ( j = 0; j < GetHeight(); j++ ) {
			v = &verts[ j * GetWidth() + i ];
			fp->WriteFloatString( " ( %f %f %f %f %f )", v->xyz[0] + origin[0],
								v->xyz[1] + origin[1], v->xyz[2] + origin[2], v->st[0], v->st[1] );
		}
		fp->WriteFloatString( " )\n" );
	}
	fp->WriteFloatString( "  )\n }\n}\n" );

	return true;
}
开发者ID:Kaan88,项目名称:doom3.gpl,代码行数:31,代码来源:MapFile.cpp


示例4: MaterialDepthCheck

global func MaterialDepthCheck(int x, int y, string mat, int depth)
{
	var travelled;
	var xval = x;
	var yval = y;

	//If depth is equal to zero, the function will always measure the depth of the material.
	//If depth is not equal to zero, the function will return true if the material is as deep or deeper than depth (in pixels).
	if (depth == nil)
		depth = LandscapeHeight();

	while (travelled != depth)
	{
		if (GetMaterial(xval, yval) == Material(mat))
		{
			travelled++;
			yval++;
		}
		if (GetMaterial(xval, yval) != Material(mat))
			return travelled; // Returns depth of material.
	}
	if (travelled == depth)
		return true;
	return false;
}
开发者ID:ckanibal,项目名称:openclonk,代码行数:25,代码来源:Material.c


示例5: GetMaterial

KVIonRangeTableMaterial *KVIonRangeTable::GetMaterialWithPointer(TGeoMaterial *material)
{
    // Returns pointer to material for given TGeoMaterial
    // We try both the name and the title of the TGeoMaterial
    KVIonRangeTableMaterial *mat = GetMaterial(material->GetTitle());
    if(!mat) mat = GetMaterial(material->GetName());
    return mat;
}
开发者ID:pwigg,项目名称:kaliveda,代码行数:8,代码来源:KVIonRangeTable.cpp


示例6: PFOperatorMaterialStatic

RefTargetHandle PFOperatorMaterialStatic::Clone(RemapDir &remap)
{
	PFOperatorMaterialStatic* newOp = new PFOperatorMaterialStatic();
	newOp->ReplaceReference(0, remap.CloneRef(pblock()));
	if (GetMaterial() != NULL) newOp->SetMaterial(GetMaterial());
	BaseClone(this, newOp, remap);
	return newOp;
}
开发者ID:DimondTheCat,项目名称:xray,代码行数:8,代码来源:PFOperatorMaterialStatic.cpp


示例7: PlaceObjects2

/* 
 * Better EarthObj Placement. Besides many new parameters it also does the following:
 * - Leaves at least 10 pixels distance between each placed object
 * - Makes sure they are *really* stuck in the material
 * Parameters:
 *
 * objectid:  Object to be placed
 * quantity: Quantity to be planted
 * rect: Target rect as array [x,y,wdt,hgt], Offset in local calls
 * materials: array of materials it should be placed in. If not set, the objects will be placed in Materials with Soil=1
 * nearbymaterials: material the object has to be somewhat close to
 *
 * Returns:
 * Amount of actually placed objects (algo gives up after 10.000 iterations) 
 *
 * Examples:
 *
 * PlaceObjects2(FLNT, 20, 0, LandscapeHeight()/3, LandscapeWidth(), LandscapeHeight()/3, ["Rock", "Granite"])
 * - Places 20 flints inside rock and granite between 33% and 66% landscape height 
 */
global func PlaceObjects2(id objectid, int quantity, array rect, array inmaterials, int nearbymaterial) {
	var x = rect[0], y = rect[1], wdt = rect[2], hgt = rect[3];
	
	var haveinmaterials = GetType(inmaterials) == C4V_Array;
	
	
	// Failsafe
	var attempts = 0;
	var placed = 0;
	
	// Create a dozen random places and try there
	var rndx, rndy, valid, obj, matatpos;
	var objhgt = GetDefHeight(objectid);
	
		
	if (nearbymaterial) {
		while (quantity > 0 && attempts++ < 20000) {
			rndx = x + Random(wdt);
			rndy = y + Random(hgt);
			
			matatpos = GetMaterial(rndx,rndy);
	
			if (matatpos == nearbymaterial) {
				for (var i = 0; i < 8; i++) {
					// Generate a random number between -10 to -4 or 4 to 10
					rndx += RandomX(10, 20) * (Random(2)*2-1);
					rndy += RandomX(10, 20) * (Random(2)*2-1);
					matatpos = GetMaterial(rndx,rndy);
					
					valid = false;
					if (haveinmaterials) {
						for (var mat in inmaterials) {
							if (mat == matatpos && mat != nearbymaterial) { 
								valid = true;
								break;
							}
						}
					} else {
						valid = isMaterialSoil(rndx, rndy);
					}
					
					if (valid) {
						obj = CreateObject(objectid, rndx, rndy + objhgt / 2, -1);
						obj->SetR(Random(360));
					}

					if (Stuck(obj)) {
						placed++;
						quantity--;
						break;
					} else {
						RemoveObject(obj);
					}
				}
			}
		}
	} else {
开发者ID:ev1313,项目名称:Widening-III,代码行数:77,代码来源:Landscape_PlaceObjects2.c


示例8: GetMaterial

inline static IGameMaterial*		GetMaterial(size_t& index, IGameMaterial* pRootMat, IGameMaterial* pParent, int nChildID, IGameMaterial** pParentRet, int* pChildIDRet)
{
    BEATS_ASSERT(pRootMat != NULL);
    BEATS_ASSERT(pParentRet != NULL);

    if(index == 0 && !pRootMat->IsMultiType())
    {
        *pParentRet = pParent;
        *pChildIDRet = nChildID;
        return pRootMat;
    }
    else if(index == 0 && pRootMat->IsMultiType())
    {
        int nSubMatCnt = pRootMat->GetSubMaterialCount();

        for(int x = 0; x < nSubMatCnt; x++)
        {
            IGameMaterial* pSubMat = pRootMat->GetSubMaterial(x);
            pSubMat = GetMaterial(index, pSubMat, pRootMat, x, pParentRet, pChildIDRet);
            if(pSubMat != NULL)
                return pSubMat;
        }
    }
    else if(index != 0 && !pRootMat->IsMultiType())
    {
        index--;

        int nSubMatCnt = pRootMat->GetSubMaterialCount();
        for(int x = 0; x<nSubMatCnt; x++)
        {
            IGameMaterial* pSubMat = pRootMat->GetSubMaterial(x);
            pSubMat = GetMaterial(index, pSubMat, pRootMat, x, pParentRet, pChildIDRet);
            if(pSubMat != NULL)
                return pSubMat;
        }
    }
    else
    {
        int nSubMatCnt = pRootMat->GetSubMaterialCount();
        for(int x = 0; x < nSubMatCnt; x++)
        {
            IGameMaterial* pSubMat = pRootMat->GetSubMaterial(x);
            pSubMat = GetMaterial(index, pSubMat, pRootMat, x, pParentRet, pChildIDRet);
            if(pSubMat != NULL)
                return pSubMat;
        }
    }

    return NULL;
}
开发者ID:alonecat06,项目名称:BeyondEngine,代码行数:50,代码来源:ModelExporter.cpp


示例9: GetMaterial

void CGameMtlLibrary::NameToMtlPair			(LPCSTR name, int& mtl0, int& mtl1)
{
    string256 		buf0, buf1;
    if (_GetItemCount(name,'\\')<2){
        mtl0		= GAMEMTL_NONE_ID;
        mtl1		= GAMEMTL_NONE_ID;
    	return;
    }
    _GetItem		(name,0,buf0,'\\');
    _GetItem		(name,1,buf1,'\\');
    _ChangeSymbol	(buf0,'/','\\');
    _ChangeSymbol	(buf1,'/','\\');
    SGameMtl* M0	= GetMaterial(buf0);	mtl0=M0?M0->GetID():GAMEMTL_NONE_ID;
    SGameMtl* M1	= GetMaterial(buf1);	mtl1=M1?M1->GetID():GAMEMTL_NONE_ID;
}
开发者ID:2asoft,项目名称:xray,代码行数:15,代码来源:GameMtlLib_Editor.cpp


示例10: BindArgToEntity

void CPlayerViewProxy::OnBind( void *pC_BaseEntity )
{
	if (!pC_BaseEntity)
		return;

	// Find the view angle between the player and this entity....
	C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
	C_BaseEntity* pPlayer = C_BasePlayer::GetLocalPlayer();
	if (!pPlayer)
		return;

	Vector delta;
	VectorSubtract( pEntity->WorldSpaceCenter(), pPlayer->WorldSpaceCenter(), delta );
	VectorNormalize( delta );

	Vector forward;
	AngleVectors( pPlayer->GetAbsAngles(), &forward );

	Assert( m_pResult );
	SetFloatResult( DotProduct( forward, delta ) * m_Factor );

	if ( ToolsEnabled() )
	{
		ToolFramework_RecordMaterialParams( GetMaterial() );
	}
}
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:26,代码来源:proxyplayer.cpp


示例11: GetNumMaterials

void UDebugSkelMeshComponent::SetShowBoneWeight(bool bNewShowBoneWeight)
{
	// Check we are actually changing it!
	if(bNewShowBoneWeight == bDrawBoneInfluences)
	{
		return;
	}

	// if turning on this mode
	if(bNewShowBoneWeight)
	{
		SkelMaterials.Empty();
		int32 NumMaterials = GetNumMaterials();
		for (int32 i=0; i<NumMaterials; i++)
		{
			// Back up old material
			SkelMaterials.Add(GetMaterial(i));
			// Set special bone weight material
			SetMaterial(i, GEngine->BoneWeightMaterial);
		}
	}
	// if turning it off
	else
	{
		int32 NumMaterials = GetNumMaterials();
		check(NumMaterials == SkelMaterials.Num());
		for (int32 i=0; i<NumMaterials; i++)
		{
			// restore original material
			SetMaterial(i, SkelMaterials[i]);
		}
	}

	bDrawBoneInfluences = bNewShowBoneWeight;
}
开发者ID:VZout,项目名称:Team6UnrealEngine,代码行数:35,代码来源:DebugSkelMeshComponent.cpp


示例12: GetMaterial

Ogre::MaterialPtr Renderer::GetMaterialCopy(const String& originalName, const String& newName)
{
    Ogre::MaterialPtr material = GetMaterial(originalName);
    if (material.isNull())
        return material;
    return material->clone(newName);
}
开发者ID:JamesLinus,项目名称:dawnengine,代码行数:7,代码来源:Renderer.cpp


示例13: GetOpenGLContext

//TODO: need refine!!!
void ctLineBorders::Draw()
{
    //if(!rectDotIndexes) return;
    //glDisable(GL_DEPTH_TEST);
    GetOpenGLContext()->functions()->glBindBuffer(GL_ARRAY_BUFFER, meshVBO);

    if (posAtribLoc != -1)
    {
        GetOpenGLContext()->functions()->glVertexAttribPointer(posAtribLoc, 3, GL_FLOAT, GL_FALSE,
            (3 * sizeof(GLfloat)), (const GLvoid*)0);
        GetOpenGLContext()->functions()->glEnableVertexAttribArray(posAtribLoc);
    }
    else
    {qDebug()<<"isShit pos!!!";}

    m_currentShader->bind();

    m_currentShader->setUniformValue(matrixUniform, GetProjectionMatrix().GetMatrix());
    m_currentShader->setUniformValue(materialUniform, GetMaterial()->GetRGBA());
    m_currentShader->setUniformValue(transformMatrixUniform, GetTransform()->GetGlobalTransformMatrix().GetMatrix());

    glDrawElements(GL_LINE_LOOP, m_dots.count(), GL_UNSIGNED_SHORT, planeIndexes);

    GetOpenGLContext()->functions()->glBindBuffer(GL_ARRAY_BUFFER, 0);
    m_currentShader->release();
}
开发者ID:vdoom,项目名称:TestAssignment,代码行数:27,代码来源:ctLineBorders.cpp


示例14: Assert

void CWrapMinMaxProxy::OnBind( void *pC_BaseEntity )
{
	Assert( m_pSrc1 && m_pResult );

	if ( m_flMaxVal.GetFloat() <= m_flMinVal.GetFloat() ) // Bad input, just return the min
	{
		SetFloatResult( m_flMinVal.GetFloat() );
	}
	else
	{
		float flResult = ( m_pSrc1->GetFloatValue() - m_flMinVal.GetFloat() ) / ( m_flMaxVal.GetFloat() - m_flMinVal.GetFloat() );

		if ( flResult >= 0.0f )
		{
			flResult -= ( float )( int )flResult;
		}
		else // Negative
		{
			flResult -= ( float )( ( ( int )flResult ) - 1 );
		}

		flResult *= ( m_flMaxVal.GetFloat() - m_flMinVal.GetFloat() );
		flResult += m_flMinVal.GetFloat();

		SetFloatResult( flResult );
	}

	if ( ToolsEnabled() )
	{
		ToolFramework_RecordMaterialParams( GetMaterial() );
	}
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:32,代码来源:mathproxy.cpp


示例15: exp

void CExponentialProxy::OnBind( void *pC_BaseEntity )
{	
	float flVal = m_Scale.GetFloat() * exp(m_pSrc1->GetFloatValue( ) + m_Offset.GetFloat());

	float flMaxVal = m_flMaxVal.GetFloat();
	float flMinVal = m_flMinVal.GetFloat();

	if (flMinVal > flMaxVal)
	{
		float flTemp = flMinVal;
		flMinVal = flMaxVal;
		flMaxVal = flTemp;
	}

	// clamp
	if (flVal < flMinVal)
		flVal = flMinVal;
	else if ( flVal > flMaxVal )
		flVal = flMaxVal;

	SetFloatResult( flVal );

	if ( ToolsEnabled() )
	{
		ToolFramework_RecordMaterialParams( GetMaterial() );
	}
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:27,代码来源:mathproxy.cpp


示例16: if

void CGaussianNoiseProxy::OnBind( void *pC_BaseEntity )
{
	float flMean = m_Mean.GetFloat();
	float flStdDev = m_StdDev.GetFloat();
	float flVal = randomgaussian->RandomFloat( flMean, flStdDev );
	float flMaxVal = m_flMaxVal.GetFloat();
	float flMinVal = m_flMinVal.GetFloat();

	if (flMinVal > flMaxVal)
	{
		float flTemp = flMinVal;
		flMinVal = flMaxVal;
		flMaxVal = flTemp;
	}

	// clamp
	if (flVal < flMinVal)
		flVal = flMinVal;
	else if ( flVal > flMaxVal )
		flVal = flMaxVal;

	SetFloatResult( flVal );

	if ( ToolsEnabled() )
	{
		ToolFramework_RecordMaterialParams( GetMaterial() );
	}
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:28,代码来源:mathproxy.cpp


示例17: Initialize

func Initialize()
{
  var iTimeout,pWipf;
  SetGamma(RGB(15,15,15),RGB(118,118,118),RGB(215,215,215));
  SetSkyParallax(0,15,17,0,0,0,0); 
  //Handgemacht... ;)
  Meeresrauschen(170);
  Meeresrauschen(1100);
  Meeresrauschen(2060);
  Meeresrauschen(2900);
  Meeresrauschen(3800);
  Meeresrauschen(4800);
  Meeresrauschen(5700);
  Moewen(900);
  Moewen(2300);
  Moewen(3900);
  Moewen(5000);
  //Nebel platzieren
  for(var i;i<260;++i) 
    CreateParticle("Fog",Random(LandscapeWidth()),Random(LandscapeHeight()*2/3),RandomX(3,9),0,RandomX(1000,1500));
  //Wipfe platzieren
  while(pWipf=FindObject(WIPF,0,0,0,0,0,0,0,0,pWipf)) {
    iTimeout=0;
    while(Stuck(pWipf)||GetMaterial(GetX(pWipf),GetY(pWipf))!=Material("Tunnel")) {
      SetPosition(Random(LandscapeWidth()),RandomX(LandscapeHeight()*2/3,LandscapeHeight()),pWipf);
      if(iTimeout++ > 50000) { RemoveObject(pWipf); break; }
    }
  }  
  ScriptGo(1);
}
开发者ID:ckanibal,项目名称:clonk-content,代码行数:30,代码来源:Script.c


示例18: GetMaterial

 /// \brief
 ///   Internal function
 inline MeshMaterial_t *GetSharedUVMaterial(int iMaterialIndex) const
 {
   MeshMaterial_t &mat = GetMaterial(iMaterialIndex);
   if (mat.m_iLightmapMergeID==-1) ///< never share
     return NULL;
   for (int i=0;i<iMaterialIndex;i++)
   {
     MeshMaterial_t &other(GetMaterial(i));
     if (i==iMaterialIndex || other.m_iLightmapMergeID!=mat.m_iLightmapMergeID)
       continue;
     if ((other.m_iOverrideFlags&PRIMITIVEFLAG_RECEIVESHADOWS)==0) // this might be a submesh with collapsed UV - don't consider it
       continue; // also works for m_iOverrideFlags==-1
     return &other;
   }
   return NULL;
 }
开发者ID:Arpit007,项目名称:projectanarchy,代码行数:18,代码来源:VLightmapHelper.hpp


示例19: DrawIslands

global func DrawIslands(iX, iY, iWidth, iHeight)
{
 DrawMap(iX, iY, iWidth, iHeight, "map new { overlay { algo=bozo; turbulence=100; loosebounds=1; a=10; } & overlay { algo=rndchecker; turbulence=1000; a=1; mat=Earth; tex=Rough; overlay { algo=random; mat=Earth; tex=Smooth; }; overlay InEarth { grp=1; invert=1;overlay { algo=bozo; a=6; turbulence=1000; } & overlay { algo=rndchecker; a=2;turbulence=1000; mat=Rock; tex=Rough; };}; InEarth & overlay { mat=Gold; tex=Rough; }; InEarth & overlay { mat=Coal; tex=Swirl; };};overlay { algo=poly;point { x=0px; y=0px; };point { x=1px; y=0px; };point { x=1px; y=100%; };point { x=0px; y=100%; };}; overlay { algo=poly;point { x=99%; y=0px; };point { x=100%; y=0px; };point { x=100%; y=100%; };point { x=99%; y=100%; };}; overlay { algo=poly;point { x=0%; y=0px; };point { x=100%; y=0px; };point { x=100%; y=1%; };point { x=0%; y=1%; };};overlay { algo=poly;point { x=0%; y=99%; };point { x=100%; y=99%; };point { x=100%; y=100%; };point { x=0%; y=100%; };}; };");
 for(var x=0; x < iWidth; x++)
   for(var y=0; y < iHeight; y++)
     DrawMaterialQuad (MaterialName(GetMaterial(x+iX, y+iY)), LandscapeWidth()-x-iX, y+iY, LandscapeWidth()-x-iX, y+iY+1, LandscapeWidth()-x-iX+1, y+iY+1, LandscapeWidth()-x-iX+1, y+iY);
}
开发者ID:ckanibal,项目名称:clonk-content,代码行数:7,代码来源:Script.c


示例20: GetMaterial

void MaterialEditor::SelectMaterial(int materialIndex)
{
    Material *mat = GetMaterial(materialIndex);
    if(mat)
    {
        selectedMaterial = materialIndex;

        if(noMaterials->GetParent())
        {
            RemoveControl(noMaterials);
        }

        PreparePropertiesForMaterialType(mat->type);
    }
    else
    {
        selectedMaterial = -1;
        
        if (materialProps->GetParent())
        {
            RemoveControl(materialProps);
        }

        if(!noMaterials->GetParent())
        {
            AddControl(noMaterials);
        }
    }
}
开发者ID:abaradulkin,项目名称:dava.framework,代码行数:29,代码来源:MaterialEditor.cpp



注:本文中的GetMaterial函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C++ GetMatrix函数代码示例发布时间:2022-05-30
下一篇:
C++ GetMarine函数代码示例发布时间:2022-05-30
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap