本文整理汇总了C++中LLUUID::parseUUID方法的典型用法代码示例。如果您正苦于以下问题:C++ LLUUID::parseUUID方法的具体用法?C++ LLUUID::parseUUID怎么用?C++ LLUUID::parseUUID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LLUUID
的用法示例。
在下文中一共展示了LLUUID::parseUUID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: result
//If we get back a normal response, handle it here
void retrieveWindlightSettings::result(const LLSD& content)
{
//Clear the lists first
WLFloaterManager::mMinAltParamList.clear();
WLFloaterManager::mMaxAltParamList.clear();
WLFloaterManager::mFadeParamList.clear();
WLFloaterManager::mWLParamList.clear();
WLFloaterManager::mWaterParamList.clear();
WLFloaterManager::mWaterNormalParamList.clear();
for(LLSD::array_const_iterator wls = content["WindLight"].beginArray();
wls != content["WindLight"].endArray();
++wls)
{
LLSD windLightLLSD = *wls;
LLWaterParamSet* mWater;
LLWLParamSet* mSky;
LLUUID* mWaterNormal;
mWater = new LLWaterParamSet();
mSky = new LLWLParamSet();
mWaterNormal = new LLUUID();
mWater->set("waterFogColor",
windLightLLSD["waterColorX"].asReal() / 256.f,
windLightLLSD["waterColorY"].asReal() / 256.f,
windLightLLSD["waterColorZ"].asReal() / 256.f,
windLightLLSD["waterColorW"].asReal() / 256.f);
mWater->set("waterFogDensity", windLightLLSD["waterFogDensityExponent"].asReal());
mWater->set("underWaterFogMod", windLightLLSD["underwaterFogModifier"].asReal());
mWater->set("normScale", windLightLLSD["reflectionWaveletScaleX"].asReal(),
windLightLLSD["reflectionWaveletScaleY"].asReal(),
windLightLLSD["reflectionWaveletScaleZ"].asReal());
mWater->set("fresnelScale", windLightLLSD["fresnelScale"].asReal());
mWater->set("fresnelOffset", windLightLLSD["fresnelOffset"].asReal());
mWater->set("scaleAbove", windLightLLSD["refractScaleAbove"].asReal());
mWater->set("scaleBelow", windLightLLSD["refractScaleBelow"].asReal());
mWater->set("blurMultiplier", windLightLLSD["blurMultiplier"].asReal());
mWater->set("wave2Dir", windLightLLSD["bigWaveDirectionX"].asReal(),
windLightLLSD["bigWaveDirectionY"].asReal());
mWater->set("wave1Dir", windLightLLSD["littleWaveDirectionX"].asReal(),
windLightLLSD["littleWaveDirectionY"].asReal());
mWaterNormal->parseUUID(windLightLLSD["normalMapTexture"].asUUID().asString(), mWaterNormal);
mSky->setSunAngle(windLightLLSD["sunMoonPosition"].asReal());
mSky->setEastAngle(windLightLLSD["eastAngle"].asReal());
mSky->set("sunlight_color",
windLightLLSD["sunMoonColorX"].asReal() * 3.0f,
windLightLLSD["sunMoonColorY"].asReal() * 3.0f,
windLightLLSD["sunMoonColorZ"].asReal() * 3.0f,
windLightLLSD["sunMoonColorW"].asReal() * 3.0f);
mSky->set("ambient",
windLightLLSD["ambientX"].asReal() * 3.0f,
windLightLLSD["ambientY"].asReal() * 3.0f,
windLightLLSD["ambientZ"].asReal() * 3.0f,
windLightLLSD["ambientW"].asReal() * 3.0f);
mSky->set("blue_horizon",
windLightLLSD["horizonX"].asReal() * 2.0f,
windLightLLSD["horizonY"].asReal() * 2.0f,
windLightLLSD["horizonZ"].asReal() * 2.0f,
windLightLLSD["horizonW"].asReal() * 2.0f);
mSky->set("blue_density",
windLightLLSD["blueDensityX"].asReal(),
windLightLLSD["blueDensityY"].asReal(),
windLightLLSD["blueDensityZ"].asReal(),
1.0);
mSky->set("haze_horizon",
windLightLLSD["hazeHorizon"].asReal(),
windLightLLSD["hazeHorizon"].asReal(),
windLightLLSD["hazeHorizon"].asReal(),
1.f);
mSky->set("haze_density",
windLightLLSD["hazeDensity"].asReal(),
0.f, 0.f, 1.f);
mSky->set("cloud_shadow",
windLightLLSD["cloudCoverage"].asReal(),
0.f, 0.f, 1.f);
mSky->set("density_multiplier",
windLightLLSD["densityMultiplier"].asReal() / 1000.0f,
0.f, 0.f, 1.f);
mSky->set("distance_multiplier",
windLightLLSD["distanceMultiplier"].asReal(),
0.f, 0.f, 1.f);
mSky->set("max_y",
windLightLLSD["maxAltitude"].asReal(),
0.f, 0.f, 1.f);
mSky->set("cloud_color",
windLightLLSD["cloudColorX"].asReal(),
//.........这里部分代码省略.........