更新BillboardTest/PlaneGrid3D,支持新的CameraControl::SetPosition/SetTarget,简化初始化设置操作
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@ -1 +1 @@
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Subproject commit d81a9f79f4f33a67d4c2938cb3acdd4ec18feeaf
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Subproject commit 23d74ac1676929b97d3292524a1457d0b3fb0419
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@ -163,23 +163,15 @@ 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 *scene_root=GetSceneRoot(); //取得缺省场景根节点
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SceneNode *scene_root=GetSceneRoot(); //取得缺省场景根节点
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Camera *cur_camera=GetCamera(); //取得缺省相机
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scene_root->Add(CreateSceneNode(prim_plane_grid,mi_plane_grid,pipeline_plane_grid));
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scene_root->Add(CreateSceneNode(prim_plane_grid,mi_plane_grid,pipeline_plane_grid));
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scene_root->Add(new SceneNode(ro_billboard));
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scene_root->Add(new SceneNode(ro_billboard));
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cur_camera->pos=Vector3f(32,32,32);
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CameraControl *camera_control=GetCameraControl();
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CameraControl *camera_control=GetCameraControl();
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if(camera_control
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camera_control->SetPosition(Vector3f(32,32,32));
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&&camera_control->GetControlName()==FirstPersonCameraControl::StaticControlName())
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camera_control->SetTarget(Vector3f(0,0,0));
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{
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FirstPersonCameraControl *fp_cam_ctl=(FirstPersonCameraControl *)camera_control;
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fp_cam_ctl->SetTarget(Vector3f(0,0,0));
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}
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return(true);
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return(true);
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}
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}
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@ -193,7 +185,7 @@ public:
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SAFE_CLEAR(prim_plane_grid);
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SAFE_CLEAR(prim_plane_grid);
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}
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}
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bool Init()
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bool Init() override
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{
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{
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if(!InitPlaneGridMP())
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if(!InitPlaneGridMP())
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return(false);
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return(false);
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@ -94,19 +94,10 @@ private:
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Add(scene_root,material_instance[1],rotate(HGL_RAD_90,0,1,0));
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Add(scene_root,material_instance[1],rotate(HGL_RAD_90,0,1,0));
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Add(scene_root,material_instance[2],rotate(HGL_RAD_90,1,0,0));
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Add(scene_root,material_instance[2],rotate(HGL_RAD_90,1,0,0));
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Camera *cur_camera=GetCamera(); //取得缺省相机
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cur_camera->pos=Vector3f(32,32,32);
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CameraControl *camera_control=GetCameraControl();
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CameraControl *camera_control=GetCameraControl();
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if(camera_control
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camera_control->SetPosition(Vector3f(32,32,32));
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&&camera_control->GetControlName()==FirstPersonCameraControl::StaticControlName())
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camera_control->SetTarget(Vector3f(0,0,0));
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{
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FirstPersonCameraControl *fp_cam_ctl=(FirstPersonCameraControl *)camera_control;
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fp_cam_ctl->SetTarget(Vector3f(0,0,0));
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}
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// camera_control->SetReserveDirection(true,true); //反转x,y
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// camera_control->SetReserveDirection(true,true); //反转x,y
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