本文整理汇总了C++中DiCullNode::GetOrientation方法的典型用法代码示例。如果您正苦于以下问题:C++ DiCullNode::GetOrientation方法的具体用法?C++ DiCullNode::GetOrientation怎么用?C++ DiCullNode::GetOrientation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DiCullNode
的用法示例。
在下文中一共展示了DiCullNode::GetOrientation方法的1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: transl
void DiK2World::ProcessCliff(DiK2RenderObject* renderObj)
{
DiK2ModelPtr model = renderObj->GetModel();
model->SetBatchGroup(BATCH_TERRAIN);
DiCullNode* node = renderObj->GetNode();
DiVec3 pos = node->GetPosition();
DiQuat rot = node->GetOrientation();
DiTerrainDescPtr terDesc = mTerrain->GetDesc();
float cliffsize = terDesc->mCliffSize * terDesc->mGridSize / 2.0f;
DiVec3 transl(-cliffsize, 0, cliffsize);
pos += rot * transl;
DiTerrainDescPtr desc = mTerrain->GetDesc();
int gridx = pos.x / CHUNK_GRID_SIZE;
int gridy = pos.z / CHUNK_GRID_SIZE;
int gridSizeX = (CHUNK_GRID_SIZE * desc->mSizeX);
int gridSizeY = (CHUNK_GRID_SIZE * desc->mSizeY);
int realGrid = gridx + gridy * gridSizeX;
realGrid = DiMath::Clamp(realGrid, 0, gridSizeX*gridSizeY - 1);
uint16 diftexid = desc->mTextureIDMap->GetBuffer(0)[realGrid].diffuseID;
uint16 normtexid = desc->mTextureIDMap->GetBuffer(0)[realGrid].normalID;
DiString diffuse = desc->mTextureTable[diftexid];
DiString normal = desc->mTextureTable[normtexid];
DiTexturePtr textureDif = DiAssetManager::GetInstance().ManualLoadAsset<DiTexture>(diffuse);
#if DEMI_PLATFORM == DEMI_PLATFORM_IOS
DiTexturePtr textureNor = DiAssetManager::GetInstance().ManualLoadAsset<DiTexture>(normal);
#else
DiTexturePtr textureNor = DiAssetManager::GetInstance().ManualLoadAsset<DiTexture>(normal + "_rxgb");
DiTexturePtr textureSpe = DiAssetManager::GetInstance().ManualLoadAsset<DiTexture>(normal + "_s");
#endif
uint32 submodels = model->GetNumSubModels();
for (uint32 i = 0; i < submodels; ++i)
{
DiSubModel* sm = model->GetSubModel(i);
auto material = sm->GetMaterial();
auto newMat = material->Clone();
sm->SetMaterial(newMat);
DiShaderParameter* shaderparam = newMat->GetShaderParameter();
shaderparam->WriteTexture2D("terrainMap", textureDif);
shaderparam->WriteTexture2D("terrainNormalMap", textureNor);
#if DEMI_PLATFORM != DEMI_PLATFORM_IOS
shaderparam->WriteTexture2D("terrainSpecularMap", textureSpe);
#endif
shaderparam->WriteFloat("cliffUVScale", 1.0f / (terDesc->mTextureScale * terDesc->mGridSize));
}
}