本文整理汇总了C++中ContentFeatures::setAllTiles方法的典型用法代码示例。如果您正苦于以下问题:C++ ContentFeatures::setAllTiles方法的具体用法?C++ ContentFeatures::setAllTiles怎么用?C++ ContentFeatures::setAllTiles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ContentFeatures
的用法示例。
在下文中一共展示了ContentFeatures::setAllTiles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: content_mapnode_init
//.........这里部分代码省略.........
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
if(!opaque_water)
f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
g_texturesource->getTextureId("water.png")));
f->special_material->setTexture(0, pa_water1->atlas);
f->special_atlas = pa_water1;
}
#endif
i = CONTENT_WATERSOURCE;
f = &content_features(i);
//f->setInventoryTexture("water.png");
f->setInventoryTextureCube("water.png", "water.png", "water.png");
if(new_style_water)
{
f->solidness = 0; // drawn separately, makes no faces
}
else // old style
{
f->solidness = 1;
#ifndef SERVER
TileSpec t;
if(g_texturesource)
t.texture = g_texturesource->getTexture("water.png");
if(!opaque_water){
t.alpha = WATER_ALPHA;
t.material_type = MATERIAL_ALPHA_VERTEX;
}
t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
#endif
}
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->liquid_type = LIQUID_SOURCE;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->liquid_viscosity = WATER_VISC;
#ifndef SERVER
if(!opaque_water)
f->vertex_alpha = WATER_ALPHA;
f->post_effect_color = video::SColor(64, 100, 100, 200);
if(f->special_material == NULL && g_texturesource)
{
// Flowing water material
f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
g_texturesource->getTextureId("water.png")));
f->special_material->setTexture(0, pa_water1->atlas);
f->special_atlas = pa_water1;
}
#endif
示例2: content_mapnode_init
//.........这里部分代码省略.........
i = CONTENT_WATER;
f = &content_features(i);
f->setInventoryTextureCube("water.png", "water.png", "water.png");
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->solidness = 0; // Drawn separately, makes no faces
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->liquid_type = LIQUID_FLOWING;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
i = CONTENT_WATERSOURCE;
f = &content_features(i);
//f->setInventoryTexture("water.png");
f->setInventoryTextureCube("water.png", "water.png", "water.png");
if(new_style_water)
{
f->solidness = 0; // drawn separately, makes no faces
}
else // old style
{
f->solidness = 1;
TileSpec t;
if(g_texturesource)
t.texture = g_texturesource->getTexture("water.png");
t.alpha = WATER_ALPHA;
t.material_type = MATERIAL_ALPHA_VERTEX;
t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
}
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->liquid_type = LIQUID_SOURCE;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
i = CONTENT_TORCH;
f = &content_features(i);
f->setInventoryTexture("torch_on_floor.png");
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
f->wall_mounted = true;
f->air_equivalent = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->light_source = LIGHT_MAX-1;
f->digging_properties.set("", DiggingProperties(true, 0.0, 0));
i = CONTENT_SIGN_WALL;
f = &content_features(i);
f->setInventoryTexture("sign_wall.png");
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;