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C++ Chunk::GetGridY方法代码示例

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);
}
开发者ID:ggtucker,项目名称:SugoiEngine,代码行数:12,代码来源:Chunk.cpp

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);
}
开发者ID:CodeMason,项目名称:Vox,代码行数:18,代码来源:Chunk.cpp

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.........
开发者ID:CodeMason,项目名称:Vox,代码行数:101,代码来源:ChunkManager.cpp


注:本文中的Chunk::GetGridY方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。