本文整理汇总了C++中LuaTable::GetFloat4方法的典型用法代码示例。如果您正苦于以下问题:C++ LuaTable::GetFloat4方法的具体用法?C++ LuaTable::GetFloat4怎么用?C++ LuaTable::GetFloat4使用的例子?那么恭喜您, 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LuaTable
的用法示例。
在下文中一共展示了LuaTable::GetFloat4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: ReadSplats
void CMapInfo::ReadSplats()
{
const LuaTable splatsTable = parser->GetRoot().SubTable("splats");
splats.texScales = splatsTable.GetFloat4("texScales", float4(0.02f, 0.02f, 0.02f, 0.02f));
splats.texMults = splatsTable.GetFloat4("texMults", float4(1.0f, 1.0f, 1.0f, 1.0f));
}
示例2: ReadLight
void CMapInfo::ReadLight()
{
const LuaTable lightTable = parser->GetRoot().SubTable("lighting");
light.sunStartAngle = lightTable.GetFloat("sunStartAngle", 0.0f);
light.sunOrbitTime = lightTable.GetFloat("sunOrbitTime", 1440.0f);
light.sunDir = lightTable.GetFloat4("sunDir", float4(0.0f, 1.0f, 2.0f, FLT_MAX));
if (light.sunDir.w == FLT_MAX) { // if four params are not specified for sundir, fallback to the old three param format
light.sunDir = lightTable.GetFloat3("sunDir", float3(0.0f, 1.0f, 2.0f));
light.sunDir.w = FLT_MAX;
}
light.sunDir.ANormalize();
light.groundAmbientColor = lightTable.GetFloat3("groundAmbientColor", float3(0.5f, 0.5f, 0.5f));
light.groundSunColor = lightTable.GetFloat3("groundDiffuseColor", float3(0.5f, 0.5f, 0.5f));
light.groundSpecularColor = lightTable.GetFloat3("groundSpecularColor", float3(0.1f, 0.1f, 0.1f));
light.groundShadowDensity = lightTable.GetFloat("groundShadowDensity", 0.8f);
light.unitAmbientColor = lightTable.GetFloat3("unitAmbientColor", float3(0.4f, 0.4f, 0.4f));
light.unitSunColor = lightTable.GetFloat3("unitDiffuseColor", float3(0.7f, 0.7f, 0.7f));
light.unitSpecularColor = lightTable.GetFloat3("unitSpecularColor", light.unitSunColor);
light.unitShadowDensity = lightTable.GetFloat("unitShadowDensity", 0.8f);
}