本文整理汇总了C++中LandscapeNode::SetFogDensity方法的典型用法代码示例。如果您正苦于以下问题:C++ LandscapeNode::SetFogDensity方法的具体用法?C++ LandscapeNode::SetFogDensity怎么用?C++ LandscapeNode::SetFogDensity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::SetFogDensity方法的3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: OnFloatPropertyChanged
void LandscapePropertyControl::OnFloatPropertyChanged(PropertyList *forList, const String &forKey, float newValue)
{
if("property.landscape.size" == forKey || "property.landscape.height" == forKey)
{
LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
Vector3 size(
propertyList->GetFloatPropertyValue("property.landscape.size"),
propertyList->GetFloatPropertyValue("property.landscape.size"),
propertyList->GetFloatPropertyValue("property.landscape.height"));
AABBox3 bbox;
bbox.AddPoint(Vector3(-size.x/2.f, -size.y/2.f, 0.f));
bbox.AddPoint(Vector3(size.x/2.f, size.y/2.f, size.z));
String heightMap = propertyList->GetFilepathPropertyValue("property.landscape.heightmap");
if(EditorSettings::IsValidPath(heightMap) && heightMap.length())
{
landscape->BuildLandscapeFromHeightmapImage(heightMap, bbox);
}
}
if ("property.landscape.texture0.tilex" == forKey || "property.landscape.texture0.tiley" == forKey)
{
LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture0.tilex"),
propertyList->GetFloatPropertyValue("property.landscape.texture0.tiley"));
landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE0, tiling);
}
if ("property.landscape.texture1.tilex" == forKey || "property.landscape.texture1.tiley" == forKey)
{
LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture1.tilex"),
propertyList->GetFloatPropertyValue("property.landscape.texture1.tiley"));
landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE1, tiling);
}
if ("property.landscape.texture2.tilex" == forKey || "property.landscape.texture2.tiley" == forKey)
{
LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture2.tilex"),
propertyList->GetFloatPropertyValue("property.landscape.texture2.tiley"));
landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE2, tiling);
}
if ("property.landscape.texture3.tilex" == forKey || "property.landscape.texture3.tiley" == forKey)
{
LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture3.tilex"),
propertyList->GetFloatPropertyValue("property.landscape.texture3.tiley"));
landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE3, tiling);
}
if ("property.material.dencity" == forKey)
{
LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
landscape->SetFogDensity(newValue);
}
NodesPropertyControl::OnFloatPropertyChanged(forList, forKey, newValue);
}
示例2: SetupFog
void MaterialEditor::SetupFog(bool enabled, float32 dencity, const DAVA::Color &newColor)
{
for(int32 i = 0; i < (int32)materials.size(); ++i)
{
materials[i]->SetFog(enabled);
materials[i]->SetFogDensity(dencity);
materials[i]->SetFogColor(newColor);
}
if(workingScene)
{
EditorScene *editorScene = dynamic_cast<EditorScene *>(workingScene);
if(editorScene)
{
LandscapeNode *landscape = editorScene->GetLandscape(editorScene);
if (landscape)
{
landscape->SetFog(enabled);
landscape->SetFogDensity(dencity);
landscape->SetFogColor(newColor);
}
}
}
}
示例3: OnFloatPropertyChanged
void LandscapePropertyControl::OnFloatPropertyChanged(PropertyList *forList, const String &forKey, float newValue)
{
if("property.landscape.size" == forKey || "property.landscape.height" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (landscape)
{
Vector3 size(
propertyList->GetFloatPropertyValue("property.landscape.size"),
propertyList->GetFloatPropertyValue("property.landscape.size"),
propertyList->GetFloatPropertyValue("property.landscape.height"));
AABBox3 bbox;
bbox.AddPoint(Vector3(-size.x/2.f, -size.y/2.f, 0.f));
bbox.AddPoint(Vector3(size.x/2.f, size.y/2.f, size.z));
Set<String> errorsLog;
String heightMap = propertyList->GetFilepathPropertyValue("property.landscape.heightmap");
if(SceneValidator::Instance()->ValidateHeightmapPathname(heightMap, errorsLog) && heightMap.length())
{
landscape->BuildLandscapeFromHeightmapImage(heightMap, bbox);
}
}
}
if ("property.landscape.texture0.tilex" == forKey || "property.landscape.texture0.tiley" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (landscape)
{
Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture0.tilex"),
propertyList->GetFloatPropertyValue("property.landscape.texture0.tiley"));
landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE0, tiling);
}
}
if ("property.landscape.texture1.tilex" == forKey || "property.landscape.texture1.tiley" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (landscape)
{
Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture1.tilex"),
propertyList->GetFloatPropertyValue("property.landscape.texture1.tiley"));
landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE1, tiling);
}
}
if ("property.landscape.texture2.tilex" == forKey || "property.landscape.texture2.tiley" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (landscape)
{
Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture2.tilex"),
propertyList->GetFloatPropertyValue("property.landscape.texture2.tiley"));
landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE2, tiling);
}
}
if ("property.landscape.texture3.tilex" == forKey || "property.landscape.texture3.tiley" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (landscape)
{
Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture3.tilex"),
propertyList->GetFloatPropertyValue("property.landscape.texture3.tiley"));
landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE3, tiling);
}
}
if ("property.material.dencity" == forKey)
{
LandscapeNode *landscape = GetLandscape();
if (landscape)
landscape->SetFogDensity(newValue);
}
NodesPropertyControl::OnFloatPropertyChanged(forList, forKey, newValue);
}