本文整理汇总了C++中CInifile::r_fvector4方法的典型用法代码示例。如果您正苦于以下问题:C++ CInifile::r_fvector4方法的具体用法?C++ CInifile::r_fvector4怎么用?C++ CInifile::r_fvector4使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CInifile
的用法示例。
在下文中一共展示了CInifile::r_fvector4方法的2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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
void CUILevelMap::Init (shared_str name, CInifile& gameLtx, LPCSTR sh_name)
{
inherited::Init(name, gameLtx, sh_name);
Fvector4 tmp = gameLtx.r_fvector4(MapName(),"global_rect");
m_GlobalRect.set(tmp.x, tmp.y, tmp.z, tmp.w);
#ifdef DEBUG
float kw = m_GlobalRect.width () / BoundRect().width ();
float kh = m_GlobalRect.height () / BoundRect().height ();
if(FALSE==fsimilar(kw,kh,EPS_L)){
Msg(" --incorrect global rect definition for map [%s] kw=%f kh=%f",*MapName(),kw,kh);
Msg(" --try x2=%f or y2=%f",m_GlobalRect.x1+kh*BoundRect().width(), m_GlobalRect.y1+kw*BoundRect().height());
}
#endif
// Msg("Succesfully loaded map %s. Zoom=%f",*name, kw);
/*
if(gameLtx.line_exist(MapName(),"anomalies_texture")){
LPCSTR texture = gameLtx.r_string (MapName(),"anomalies_texture");
Fvector4 tmp = gameLtx.r_fvector4(MapName(),"anomalies_texture_rect"); //lt,wh
Frect rect; rect.set (tmp.x,tmp.y,tmp.x+tmp.z,tmp.y+tmp.w);
m_anomalies_map = xr_new<CUIStatic>();
m_anomalies_map->Init (texture,0.0f,0.0f,0.0f,0.0f);
m_anomalies_map->GetUIStaticItem().SetOriginalRect(rect);
m_anomalies_map->SetStretchTexture (true);
m_anomalies_map->SetAutoDelete (false);
}
*/
}
示例2: load
void CEnvDescriptor::load(CEnvironment& environment, CInifile& config)
{
Ivector3 tm = {0, 0, 0};
sscanf(m_identifier.c_str(), "%d:%d:%d", &tm.x, &tm.y, &tm.z);
R_ASSERT3((tm.x >= 0) && (tm.x < 24) && (tm.y >= 0) && (tm.y < 60) && (tm.z >= 0) && (tm.z < 60), "Incorrect weather time", m_identifier.c_str());
exec_time = tm.x*3600.f + tm.y*60.f + tm.z;
exec_time_loaded = exec_time;
string_path st, st_env;
xr_strcpy(st, config.r_string(m_identifier.c_str(), "sky_texture"));
strconcat(sizeof(st_env), st_env, st, "#small");
sky_texture_name = st;
sky_texture_env_name = st_env;
clouds_texture_name = config.r_string(m_identifier.c_str(), "clouds_texture");
LPCSTR cldclr = config.r_string(m_identifier.c_str(), "clouds_color");
float multiplier = 0, save = 0;
sscanf(cldclr, "%f,%f,%f,%f,%f", &clouds_color.x, &clouds_color.y, &clouds_color.z, &clouds_color.w, &multiplier);
save = clouds_color.w;
clouds_color.mul(.5f*multiplier);
clouds_color.w = save;
sky_color = config.r_fvector3(m_identifier.c_str(), "sky_color");
if (config.line_exist(m_identifier.c_str(), "sky_rotation")) sky_rotation = deg2rad(config.r_float(m_identifier.c_str(), "sky_rotation"));
else sky_rotation = 0;
far_plane = config.r_float(m_identifier.c_str(), "far_plane");
fog_color = config.r_fvector3(m_identifier.c_str(), "fog_color");
fog_density = config.r_float(m_identifier.c_str(), "fog_density");
fog_distance = config.r_float(m_identifier.c_str(), "fog_distance");
rain_density = config.r_float(m_identifier.c_str(), "rain_density");
clamp(rain_density, 0.f, 1.f);
rain_color = config.r_fvector3(m_identifier.c_str(), "rain_color");
wind_velocity = config.r_float(m_identifier.c_str(), "wind_velocity");
wind_direction = deg2rad(config.r_float(m_identifier.c_str(), "wind_direction"));
ambient = config.r_fvector3(m_identifier.c_str(), "ambient_color");
hemi_color = config.r_fvector4(m_identifier.c_str(), "hemisphere_color");
sun_color = config.r_fvector3(m_identifier.c_str(), "sun_color");
// if (config.line_exist(m_identifier.c_str(),"sun_altitude"))
sun_dir.setHP(
deg2rad(config.r_float(m_identifier.c_str(), "sun_altitude")),
deg2rad(config.r_float(m_identifier.c_str(), "sun_longitude"))
);
R_ASSERT(_valid(sun_dir));
// else
// sun_dir.setHP (
// deg2rad(config.r_fvector2(m_identifier.c_str(),"sun_dir").y),
// deg2rad(config.r_fvector2(m_identifier.c_str(),"sun_dir").x)
// );
//AVO: commented to allow COC run in debug. I belive Cromm set longtitude to negative value in AF3 and that's why it is failing here
//VERIFY2(sun_dir.y < 0, "Invalid sun direction settings while loading");
lens_flare_id = environment.eff_LensFlare->AppendDef(environment, environment.m_suns_config, config.r_string(m_identifier.c_str(), "sun"));
tb_id = environment.eff_Thunderbolt->AppendDef(environment, environment.m_thunderbolt_collections_config, environment.m_thunderbolts_config, config.r_string(m_identifier.c_str(), "thunderbolt_collection"));
bolt_period = (tb_id.size()) ? config.r_float(m_identifier.c_str(), "thunderbolt_period") : 0.f;
bolt_duration = (tb_id.size()) ? config.r_float(m_identifier.c_str(), "thunderbolt_duration") : 0.f;
env_ambient = config.line_exist(m_identifier.c_str(), "ambient") ? environment.AppendEnvAmb(config.r_string(m_identifier.c_str(), "ambient")) : 0;
if (config.line_exist(m_identifier.c_str(), "sun_shafts_intensity"))
m_fSunShaftsIntensity = config.r_float(m_identifier.c_str(), "sun_shafts_intensity");
if (config.line_exist(m_identifier.c_str(), "water_intensity"))
m_fWaterIntensity = config.r_float(m_identifier.c_str(), "water_intensity");
#ifdef TREE_WIND_EFFECT
if (config.line_exist(m_identifier.c_str(), "tree_amplitude_intensity"))
m_fTreeAmplitudeIntensity = config.r_float(m_identifier.c_str(), "tree_amplitude_intensity");
#endif
C_CHECK(clouds_color);
C_CHECK(sky_color);
C_CHECK(fog_color);
C_CHECK(rain_color);
C_CHECK(ambient);
C_CHECK(hemi_color);
C_CHECK(sun_color);
on_device_create();
}