本文整理汇总了C++中LandscapeNode::GetTextureTiling方法的典型用法代码示例。如果您正苦于以下问题:C++ LandscapeNode::GetTextureTiling方法的具体用法?C++ LandscapeNode::GetTextureTiling怎么用?C++ LandscapeNode::GetTextureTiling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LandscapeNode
的用法示例。
在下文中一共展示了LandscapeNode::GetTextureTiling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: ReadFrom
void LandscapePropertyControl::ReadFrom(SceneNode * sceneNode)
{
NodesPropertyControl::ReadFrom(sceneNode);
LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (sceneNode);
DVASSERT(landscape);
propertyList->AddSection("property.landscape.landscape", GetHeaderState("property.landscape.landscape", true));
propertyList->AddFloatProperty("property.landscape.size", PropertyList::PROPERTY_IS_EDITABLE);
propertyList->AddFloatProperty("property.landscape.height", PropertyList::PROPERTY_IS_EDITABLE);
Vector3 size(445.0f, 445.0f, 50.f);
AABBox3 bbox = landscape->GetBoundingBox();
AABBox3 emptyBox;
if((emptyBox.min != bbox.min) && (emptyBox.max != bbox.max))
{
AABBox3 transformedBox;
bbox.GetTransformedBox(landscape->GetWorldTransform(), transformedBox);
size = transformedBox.max - transformedBox.min;
}
propertyList->SetFloatPropertyValue("property.landscape.size", size.x);
propertyList->SetFloatPropertyValue("property.landscape.height", size.z);
propertyList->AddComboProperty("property.landscape.tilemode", tiledModes);
propertyList->SetComboPropertyIndex("property.landscape.tilemode", landscape->GetTiledShaderMode());
propertyList->AddFilepathProperty("property.landscape.heightmap", ".png;.heightmap", false, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetFilepathPropertyValue("property.landscape.heightmap", landscape->GetHeightmapPathname());
propertyList->AddSubsection("property.landscape.subsection.textures");
AddFilepathProperty(String("property.landscape.texture.color"), String(".png;.pvr"), LandscapeNode::TEXTURE_COLOR);
AddFilepathProperty(String("property.landscape.texture.tile0"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE0);
AddFilepathProperty(String("property.landscape.texture.tile1"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE1);
AddFilepathProperty(String("property.landscape.texture.tile2"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE2);
AddFilepathProperty(String("property.landscape.texture.tile3"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE3);
AddFilepathProperty(String("property.landscape.texture.tilemask"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE_MASK);
AddFilepathProperty(String("property.landscape.texture.tiledtexture"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE_FULL);
propertyList->AddMessageProperty(String("property.landscape.generatefulltiled"),
Message(this, &LandscapePropertyControl::GenerateFullTiledTexture));
propertyList->AddSubsection("property.landscape.subsection.build_mask");
propertyList->AddFilepathProperty("property.landscape.lightmap", String(".png;.pvr"), true, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->AddFilepathProperty("property.landscape.alphamask", String(".png;.pvr"), true, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetFilepathPropertyValue("property.landscape.lightmap", String(""));
propertyList->SetFilepathPropertyValue("property.landscape.alphamask", String(""));
propertyList->AddBoolProperty("property.landscape.showgrid", PropertyList::PROPERTY_IS_EDITABLE);
bool showGrid = (0 != (landscape->GetDebugFlags() & SceneNode::DEBUG_DRAW_GRID));
propertyList->SetBoolPropertyValue("property.landscape.showgrid", showGrid);
propertyList->AddIntProperty("lightmap.size");
propertyList->SetIntPropertyValue("lightmap.size", currentSceneNode->GetCustomProperties()->GetInt32("lightmap.size", 1024));
propertyList->AddFloatProperty("property.landscape.texture0.tilex");
propertyList->SetFloatPropertyValue("property.landscape.texture0.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE0).x);
propertyList->AddFloatProperty("property.landscape.texture0.tiley");
propertyList->SetFloatPropertyValue("property.landscape.texture0.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE0).y);
propertyList->AddFloatProperty("property.landscape.texture1.tilex");
propertyList->SetFloatPropertyValue("property.landscape.texture1.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE1).x);
propertyList->AddFloatProperty("property.landscape.texture1.tiley");
propertyList->SetFloatPropertyValue("property.landscape.texture1.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE1).y);
propertyList->AddFloatProperty("property.landscape.texture2.tilex");
propertyList->SetFloatPropertyValue("property.landscape.texture2.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE2).x);
propertyList->AddFloatProperty("property.landscape.texture2.tiley");
propertyList->SetFloatPropertyValue("property.landscape.texture2.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE2).y);
propertyList->AddFloatProperty("property.landscape.texture3.tilex");
propertyList->SetFloatPropertyValue("property.landscape.texture3.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE3).x);
propertyList->AddFloatProperty("property.landscape.texture3.tiley");
propertyList->SetFloatPropertyValue("property.landscape.texture3.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE3).y);
ControlsFactory::AddFogSubsection(propertyList, landscape->IsFogEnabled(), landscape->GetFogDensity(), landscape->GetFogColor());
}
示例2: ReadFrom
void LandscapePropertyControl::ReadFrom(SceneNode * sceneNode)
{
NodesPropertyControl::ReadFrom(sceneNode);
LandscapeNode *landscape = GetLandscape();
if (!landscape)
return;
propertyList->AddSection("property.landscape.landscape", GetHeaderState("property.landscape.landscape", true));
propertyList->AddFloatProperty("property.landscape.size", PropertyList::PROPERTY_IS_EDITABLE);
propertyList->AddFloatProperty("property.landscape.height", PropertyList::PROPERTY_IS_EDITABLE);
Vector3 size(445.0f, 445.0f, 50.f);
AABBox3 bbox = landscape->GetBoundingBox();
AABBox3 emptyBox;
if((emptyBox.min != bbox.min) && (emptyBox.max != bbox.max))
{
AABBox3 transformedBox;
bbox.GetTransformedBox(*landscape->GetWorldTransformPtr(), transformedBox);
size = transformedBox.max - transformedBox.min;
}
propertyList->SetFloatPropertyValue("property.landscape.size", size.x);
propertyList->SetFloatPropertyValue("property.landscape.height", size.z);
propertyList->AddComboProperty("property.landscape.tilemode", tiledModes);
propertyList->SetComboPropertyIndex("property.landscape.tilemode", landscape->GetTiledShaderMode());
propertyList->AddFilepathProperty("property.landscape.heightmap", ".png;.heightmap", false, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetFilepathPropertyValue("property.landscape.heightmap", landscape->GetHeightmapPathname());
propertyList->AddSubsection("property.landscape.subsection.textures");
AddFilepathProperty(String("property.landscape.texture.color"), TextureDescriptor::GetSupportedTextureExtensions(), LandscapeNode::TEXTURE_COLOR);
AddFilepathProperty(String("property.landscape.texture.tile0"), TextureDescriptor::GetSupportedTextureExtensions(), LandscapeNode::TEXTURE_TILE0);
AddFilepathProperty(String("property.landscape.texture.tile1"), TextureDescriptor::GetSupportedTextureExtensions(), LandscapeNode::TEXTURE_TILE1);
AddFilepathProperty(String("property.landscape.texture.tile2"), TextureDescriptor::GetSupportedTextureExtensions(), LandscapeNode::TEXTURE_TILE2);
AddFilepathProperty(String("property.landscape.texture.tile3"), TextureDescriptor::GetSupportedTextureExtensions(), LandscapeNode::TEXTURE_TILE3);
AddFilepathProperty(String("property.landscape.texture.tilemask"), TextureDescriptor::GetSupportedTextureExtensions(), LandscapeNode::TEXTURE_TILE_MASK);
AddFilepathProperty(String("property.landscape.texture.tiledtexture"), TextureDescriptor::GetSupportedTextureExtensions(), LandscapeNode::TEXTURE_TILE_FULL);
propertyList->AddColorProperty("property.landscape.texture.tilecolor0");
propertyList->SetColorPropertyValue("property.landscape.texture.tilecolor0", landscape->GetTileColor(LandscapeNode::TEXTURE_TILE0));
propertyList->AddColorProperty("property.landscape.texture.tilecolor1");
propertyList->SetColorPropertyValue("property.landscape.texture.tilecolor1", landscape->GetTileColor(LandscapeNode::TEXTURE_TILE1));
propertyList->AddColorProperty("property.landscape.texture.tilecolor2");
propertyList->SetColorPropertyValue("property.landscape.texture.tilecolor2", landscape->GetTileColor(LandscapeNode::TEXTURE_TILE2));
propertyList->AddColorProperty("property.landscape.texture.tilecolor3");
propertyList->SetColorPropertyValue("property.landscape.texture.tilecolor3", landscape->GetTileColor(LandscapeNode::TEXTURE_TILE3));
propertyList->AddMessageProperty(String("property.landscape.generatefulltiled"),
Message(this, &LandscapePropertyControl::GenerateFullTiledTexture));
propertyList->AddMessageProperty(String("property.landscape.saveheightmaptopng"),
Message(this, &LandscapePropertyControl::SaveHeightmapToPng));
propertyList->AddBoolProperty("property.landscape.showgrid", PropertyList::PROPERTY_IS_EDITABLE);
// RETURN TO THIS CODE LATER
// bool showGrid = (0 != (landscape->GetDebugFlags() & DebugRenderComponent::DEBUG_DRAW_GRID));
bool showGrid = false;
propertyList->SetBoolPropertyValue("property.landscape.showgrid", showGrid);
propertyList->AddIntProperty("lightmap.size");
propertyList->SetIntPropertyValue("lightmap.size", currentSceneNode->GetCustomProperties()->GetInt32("lightmap.size", 1024));
propertyList->AddFloatProperty("property.landscape.texture0.tilex");
propertyList->SetFloatPropertyValue("property.landscape.texture0.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE0).x);
propertyList->AddFloatProperty("property.landscape.texture0.tiley");
propertyList->SetFloatPropertyValue("property.landscape.texture0.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE0).y);
propertyList->AddFloatProperty("property.landscape.texture1.tilex");
propertyList->SetFloatPropertyValue("property.landscape.texture1.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE1).x);
propertyList->AddFloatProperty("property.landscape.texture1.tiley");
propertyList->SetFloatPropertyValue("property.landscape.texture1.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE1).y);
propertyList->AddFloatProperty("property.landscape.texture2.tilex");
propertyList->SetFloatPropertyValue("property.landscape.texture2.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE2).x);
propertyList->AddFloatProperty("property.landscape.texture2.tiley");
propertyList->SetFloatPropertyValue("property.landscape.texture2.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE2).y);
propertyList->AddFloatProperty("property.landscape.texture3.tilex");
propertyList->SetFloatPropertyValue("property.landscape.texture3.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE3).x);
propertyList->AddFloatProperty("property.landscape.texture3.tiley");
propertyList->SetFloatPropertyValue("property.landscape.texture3.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE3).y);
ControlsFactory::AddFogSubsection(propertyList, landscape->IsFogEnabled(), landscape->GetFogDensity(), landscape->GetFogColor());
}