本文整理汇总了C++中Chunk::GetGridY方法的典型用法代码示例。如果您正苦于以下问题:C++ Chunk::GetGridY方法的具体用法?C++ Chunk::GetGridY怎么用?C++ Chunk::GetGridY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Chunk
的用法示例。
在下文中一共展示了Chunk::GetGridY方法的3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: abs
bool Chunk::operator<(const Chunk &w) const
{
glm::vec3 cameraPos = m_renderer->GetCamera().GetPosition();
int cameraX = cameraPos.x / (Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE);
int cameraY = cameraPos.y / (Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE);
int cameraZ = cameraPos.z / (Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE);
int distance = abs(cameraX - m_grid.x) + abs(cameraY - m_grid.y) + abs(cameraZ - m_grid.z);
int wDistance = abs(cameraX - w.GetGridX()) + abs(cameraY - w.GetGridY()) + abs(cameraZ - w.GetGridZ());
return(distance < wDistance);
}
示例2: abs
// < Operator (Used for chunk sorting, closest to camera)
bool Chunk::operator<(const Chunk &w) const
{
int playerX = 0;
int playerY = 0;
int playerZ = 0;
if (m_pPlayer != NULL)
{
playerX = m_pPlayer->GetGridX();
playerY = m_pPlayer->GetGridY();
playerZ = m_pPlayer->GetGridZ();
}
int distance = abs(playerX - m_gridX) + abs(playerY - m_gridY) + abs(playerZ - m_gridZ);
int wDistance = abs(playerX - w.GetGridX()) + abs(playerY - w.GetGridY()) + abs(playerZ - w.GetGridZ());
return(distance < wDistance);
}
示例3: UpdatingChunksThread
void ChunkManager::UpdatingChunksThread()
{
while (m_updateThreadActive)
{
while (m_pPlayer == NULL)
{
#ifdef _WIN32
Sleep(100);
#else
usleep(100000);
#endif
}
while (m_stepLockEnabled == true && m_updateStepLock == true)
{
#ifdef _WIN32
Sleep(100);
#else
usleep(100000);
#endif
}
ChunkList updateChunkList;
ChunkCoordKeysList addChunkList;
ChunkList rebuildChunkList;
ChunkList unloadChunkList;
m_ChunkMapMutexLock.lock();
typedef map<ChunkCoordKeys, Chunk*>::iterator it_type;
for (it_type iterator = m_chunksMap.begin(); iterator != m_chunksMap.end(); iterator++)
{
Chunk* pChunk = iterator->second;
updateChunkList.push_back(pChunk);
}
m_ChunkMapMutexLock.unlock();
// Updating chunks
int numAddedChunks = 0;
int MAX_NUM_CHUNKS_ADD = 10;
sort(updateChunkList.begin(), updateChunkList.end(), Chunk::ClosestToCamera);
for (unsigned int i = 0; i < (int)updateChunkList.size(); i++)
{
Chunk* pChunk = updateChunkList[i];
if (pChunk != NULL)
{
pChunk->Update(0.01f);
int gridX = pChunk->GetGridX();
int gridY = pChunk->GetGridY();
int gridZ = pChunk->GetGridZ();
float xPos = gridX * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
float yPos = gridY * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
float zPos = gridZ * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
vec3 chunkCenter = vec3(xPos, yPos, zPos) + vec3(Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE);
vec3 distanceVec = chunkCenter - m_pPlayer->GetCenter();
float lengthValue = length(distanceVec);
if (lengthValue > m_loaderRadius)
{
unloadChunkList.push_back(pChunk);
}
else
{
if (numAddedChunks < MAX_NUM_CHUNKS_ADD)
{
// Check neighbours
if (pChunk->GetNumNeighbours() < 6 && (pChunk->IsEmpty() == false) || (gridY == 0))
{
if (pChunk->GetxMinus() == NULL)
{
ChunkCoordKeys coordKey;
coordKey.x = gridX - 1;
coordKey.y = gridY;
coordKey.z = gridZ;
float xPos = coordKey.x * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
float yPos = coordKey.y * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
float zPos = coordKey.z * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
vec3 chunkCenter = vec3(xPos, yPos, zPos) + vec3(Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE);
vec3 distanceVec = chunkCenter - m_pPlayer->GetCenter();
float lengthValue = length(distanceVec);
if (lengthValue <= m_loaderRadius)
{
addChunkList.push_back(coordKey);
numAddedChunks++;
}
}
if (pChunk->GetxPlus() == NULL)
{
ChunkCoordKeys coordKey;
coordKey.x = gridX + 1;
coordKey.y = gridY;
coordKey.z = gridZ;
float xPos = coordKey.x * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
float yPos = coordKey.y * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
//.........这里部分代码省略.........