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C++ DiCullNode::GetOrientation方法代码示例

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));
        }
    }
开发者ID:wangyanxing,项目名称:Demi3D,代码行数:58,代码来源:K2World.cpp


注:本文中的DiCullNode::GetOrientation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。