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C++ MapLayer类代码示例

本文整理汇总了C++中MapLayer的典型用法代码示例。如果您正苦于以下问题:C++ MapLayer类的具体用法?C++ MapLayer怎么用?C++ MapLayer使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了MapLayer类的15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: doGameEnd

void GameLayer::doGameEnd(CCNode* pSender){
	CCDirector* pDirector = CCDirector::sharedDirector();
	CCSize winSize = pDirector->getWinSize();

	//stop all acitons
	isGameEnded = true;
	heroLayer->unscheduleUpdate();
	heroLayer->unscheduleAllSelectors();
	_enemyAI->unscheduleUpdate();
	_enemyAI->unscheduleAllSelectors();

	//check game win or not
	CCSprite* resultPad = NULL;
	if (my_hero->getLife() <= 0){
		//game lose
		resultPad = CCSprite::create("ui/lose.png");
	}
	else{
		//game win
		resultPad = CCSprite::create("ui/win.png");
		MapLayer* thisMap = MapLayer::getMap();
		thisMap->unlockNextLevel();
		thisMap->setLevelAccomp();
	}
	this->addChild(resultPad, 101);
	resultPad->setPosition(ccp(winSize.width / 2, 
		winSize.height / 2 + resultPad->getContentSize().height / 3));

	//disable touches except back to menu
	CCLayerColor* maskLayer = CCLayerColor::create(ccc4(255, 255, 255, 160), winSize.width, winSize.height);
	this->setZOrder(1);
	this->addChild(maskLayer, 100);
	backIcon->setZOrder(101);
	backIcon->setPosition(ccp(winSize.width / 2, winSize.height / 2 - backIcon->getContentSize().height));
}
开发者ID:houssemeddinelassoued,项目名称:PuppetWars,代码行数:35,代码来源:GameLayer.cpp

示例2: position

/**
 * ÄLÄ VITTU KOSKE IKINÄ TÄHÄN
 */
void TileMap::draw(SpriteBatch *batch, SDL_Rect *camera) {
	SDL_Rect from;
	SDL_Rect viewPoint;
	viewPoint.x = (camera->x + camera->w) / tileEngine.tileWidth  ;
	viewPoint.y = (camera->y + camera->h)  / tileEngine.tileHeight ;
	from.x = std::max(0, camera->x / tileEngine.tileWidth - 1);
	from.y = std::max(0, camera->y / tileEngine.tileHeight - 1);
	int toX = std::min(viewPoint.x + 1, tileEngine.width);
	int toY = std::min(viewPoint.y  + 1 , tileEngine.height);
	SDL_Rect to;
	to.x = toX;
	to.y = toY;
	Vector position(0,0);
	for (int layer = layers.size()-1; layer >= 0; layer--) {
		MapLayer mapLayer = layers[layer];
		for (int y = from.y; y < to.y; ++y) {
			position.y = y * tileEngine.tileHeight  - camera->y;
			for (int x = from.x; x < to.x; ++x) {
				if (mapLayer.getTile(y,x)->textureX >= 0) {
					position.x = x * tileEngine.tileWidth - camera->x;
					batch->draw(mapLayer.sheet->sheet, &position, mapLayer.getSource(y,x));
				}
			}
		}
	}

}
开发者ID:siquel,项目名称:BuginenLastenMan,代码行数:30,代码来源:TileMap.cpp

示例3: GetTilesetFromTileId

void j1Map::Draw()
{
	if(map_loaded == false)
		return;
	//STL CHANGE
	list<MapLayer*>::iterator item = data.layers.begin();

	for(; item != data.layers.end(); ++item)
	{
		MapLayer* layer = *item;

		if(layer->properties.Get("Nodraw") != 0)
			continue;

		for(int y = 0; y < data.height; ++y)
		{
			for(int x = 0; x < data.width; ++x)
			{
				int tile_id = layer->Get(x, y);
				if(tile_id > 0)
				{
					TileSet* tileset = GetTilesetFromTileId(tile_id);

					SDL_Rect r = tileset->GetTileRect(tile_id);
					iPoint pos = MapToWorld(x, y);

					App->render->Blit(tileset->texture, pos.x, pos.y, &r);
				}
			}
		}
	}
}
开发者ID:JaviSaba7,项目名称:Pixel_Mirror--Diablo_II,代码行数:32,代码来源:j1Map.cpp

示例4: GetTilesetFromTileId

void j1Map::Draw()
{
	if(map_loaded == false)
		return;

	p2List_item<MapLayer*>* item = data.layers.start;

	for(; item != NULL; item = item->next)
	{
		MapLayer* layer = item->data;

		if(layer->properties.Get("Nodraw") != 0)
			continue;

		for(int y = 0; y < data.height; ++y)
		{
			for(int x = 0; x < data.width; ++x)
			{
				int tile_id = layer->Get(x, y);
				if(tile_id > 0)
				{
					TileSet* tileset = GetTilesetFromTileId(tile_id);

					SDL_Rect r = tileset->GetTileRect(tile_id);
					iPoint pos = MapToWorld(x, y);

					App->render->Blit(tileset->texture, pos.x, pos.y, &r);
				}
			}
		}
	}
}
开发者ID:thedoctormarc,项目名称:Dev_Repos,代码行数:32,代码来源:j1Map.cpp

示例5: MapToWorld

void j1Map::Draw()
{
	if(map_loaded == false)
		return;

	// TODO 5: Prepare the loop to draw all tilesets + Blit
	MapLayer* layer = data.layers.start->data;

	for(int y = 0; y < data.height; ++y)
	{
		for(int x = 0; x < data.width; ++x)
		{
			int tile_id = layer->Get(x, y);
			if(tile_id > 0)
			{
				// TODO 10(old): Complete the draw function
				TileSet* tileset = data.tilesets.start->data;

				SDL_Rect r = tileset->GetTileRect(tile_id);
				iPoint pos = MapToWorld(x, y);

				App->render->Blit(tileset->texture, pos.x, pos.y, &r);
			}
		}
	}
}
开发者ID:AlexisCosano,项目名称:Development,代码行数:26,代码来源:j1Map.cpp

示例6: MapLayer

MapLayer *MapLayer::create(Level *level)
{
    MapLayer *mapLayer = new MapLayer();
    if (mapLayer->initWithLevel(level)) {
        mapLayer->autorelease();
        return mapLayer;
    }
    CC_SAFE_RELEASE(mapLayer);
    return NULL;
}
开发者ID:zhu410289616,项目名称:Carrier,代码行数:10,代码来源:MapLayer.cpp

示例7: if

void j1Map::Draw()
{
	if(map_loaded == false)
		return;
	//STL CHANGE
	//NOTE: well
	//Camera Culling
	//----------------------
	SDL_Rect cam = App->render->camera;
	//----------------------

	list<MapLayer*>::iterator item = data.layers.begin();

	for(; item != data.layers.end(); ++item)
	{
		MapLayer* layer = *item;


		//NOTE: when drawing navigation map, framerate drops to the half
		if (!App->debug)
			if(layer->properties.Get("Nodraw") != 0)
				continue;

		for(int y = 0; y < data.height; ++y)
		{
			for(int x = 0; x < data.width; ++x)
			{
				int tile_id = layer->Get(x, y);
				if(tile_id > 0)
				{
					TileSet* tileset = GetTilesetFromTileId(tile_id);

					SDL_Rect r = tileset->GetTileRect(tile_id);
					iPoint pos = MapToWorld(x, y);

					//NOTE: Maybe this has to be implemented on Render.cpp
					//NOTE: changing the offset of the tiles because Ric cheated with the original, think about make it general for any map
					//NOTE: because of test sake
					//----------------------

						if (layer->name == "Background")
							App->render->Blit(tileset->texture, pos.x - data.tile_width / 2 + tileset->offset_x, pos.y, &r);
						else if (layer->name == "Navigation")
							App->render->Blit(tileset->texture, pos.x - data.tile_width / 2 , pos.y, &r);
						
					
					//----------------------
				}
			}
		}
	}
	
}
开发者ID:joeyGumer,项目名称:Pixel_Mirror--Diablo_II,代码行数:53,代码来源:j1Map.cpp

示例8: new

MapLayer * MapLayer::create(){
    if(instance)
        return instance;
    
    MapLayer *mapLayer = new (std::nothrow) MapLayer();
    if(mapLayer && mapLayer->init()){
        mapLayer->autorelease();
        instance = mapLayer;
        return mapLayer;
    }
    CC_SAFE_DELETE(mapLayer);
    return nullptr;
}
开发者ID:gnosy1590,项目名称:projectWhipping,代码行数:13,代码来源:MapLayer.cpp

示例9: OnTopographiccalculationSideofstream

void CWet_hView::OnTopographiccalculationSideofstream()
   {
      MapLayer *pSourceLayer = gpMapWnd->m_pMap->GetLayer( "Cells" );
		MapLayer *pToLayer = gpMapWnd->m_pMap->GetLayer("STRGRID");
		MapLayer *pFlowDirectionLayer = gpMapWnd->m_pMap->GetLayer("FLOWDIR");
		int colToSet = pSourceLayer->GetFieldCol("SIDE");
 
		int thisCount = pSourceLayer->GetRecordCount();
      int order = -1;
      
      for ( int i=0; i < thisCount; i++ )
			{
			Poly *pPoly = pSourceLayer->GetPolygon(i);
         float test = pPoly->GetArea();
			Vertex centroid = pPoly->GetCentroid();
      //   int colOrder = pSourceLayer->GetFieldCol("ORDER");
            
      //   pSourceLayer->GetData(i,colOrder,order);
         int side = -1;      
     //    if (order == 1)
         //   side = 0;
      //   else
         //   {
		   	int row = 0;
		   	int col = 0;
		   	pFlowDirectionLayer->GetGridCellFromCoord( centroid.x, centroid.y, row, col);
		   	side = pFlowDirectionLayer->GetSideOfStream(row, col, pToLayer);
         //   }

         pSourceLayer->SetData(i, colToSet, side);
         }
   }
开发者ID:johnmetta,项目名称:wethydro,代码行数:32,代码来源:wet_hView.cpp

示例10: ccc4

KDbool MainScene::initWithMapInformation ( KDint nLevel, KDint nStatus, KDint nLife )
{
	if ( !CCLayer::initWithVisibleViewport ( ) )
	{
		return KD_FALSE;
	}

	const CCSize&		tLyrSize = this->getContentSize ( );

	SimpleAudioEngine::sharedEngine ( )->playEffect ( "Sounds/02 start.wav" );

	CCLayerColor*		pBackColor = CCLayerColor::create ( ccc4 ( 192, 192, 192, 255 ), tLyrSize );
	this->addChild ( pBackColor );

	CCSpriteFrameCache::sharedSpriteFrameCache ( )->addSpriteFramesWithFile ( "Images/images.plist" );

	m_pIconArray = CCArray::create ( );
	m_pIconArray->retain ( );

	this->iconTank ( );

	CCSprite*		pLife = CCSprite::createWithSpriteFrameName ( "IP.png" );
	pLife->setPosition ( ccp ( 30, tLyrSize.cy - 50 ) );
	this->addChild ( pLife );
    
    CCSprite*		pLifeIcon = CCSprite::createWithSpriteFrameName ( "p1.png" );
	pLifeIcon->setPosition ( ccp ( 20, tLyrSize.cy - 70 ) );
	pLifeIcon->setScale ( 0.5f );
	this->addChild ( pLifeIcon );
	this->showLife ( nLife );
    
	CCSprite*		pFlag = CCSprite::createWithSpriteFrameName ( "flag.png" );
    pFlag->setPosition ( ccp ( tLyrSize.cx - 50 , tLyrSize.cy - 200 ) );
	this->addChild ( pFlag );
	this->showLevel ( nLevel );

	MapLayer*		pMapLayer = MapLayer::create ( nLevel, nStatus, nLife );
	pMapLayer->setDelegate ( this );
	this->addChild ( pMapLayer );

	InputLayer*		pInputLayer = InputLayer::create ( );
	pInputLayer->setMapLayer ( pMapLayer );
	this->addChild ( pInputLayer );

	return KD_TRUE;
}
开发者ID:mcodegeeks,项目名称:OpenKODE-Framework,代码行数:46,代码来源:MainScene.cpp

示例11: GetFPDistGrid

void CWet_hView::GetFPDistGrid()
   {
   MapLayer *pFlowDir = gpMapWnd->m_pMap->GetLayer( "FLOWDIR" );
   MapLayer *pStreamGrid = gpMapWnd->m_pMap->GetLayer( "STRGRID" );
   MapLayer *pDEM = gpMapWnd->m_pMap->GetLayer( "DEM" );
   MapLayer *pFPDistGrid = gpMapWnd->m_pMap->GetLayer( "FLOWDIRX" );
   
 //  pFPDistGrid->m_name = "FP DistGrad";
   MapLayer *pWatershed = gpMapWnd->m_pMap->GetLayer( "CATCH" );


   float flowPathDistance=0.0f;
   int flowPathCount=0;

   int rows = pDEM->GetRowCount();
   int cols = pDEM->GetColCount();
   for ( int row=0; row < rows; row++ )
      {
      for ( int col=0; col < cols; col++ )
         {
         float distance = pFlowDir->GetDownFlowPathDistance( row, col, pStreamGrid );
         pFPDistGrid->m_pData->Set(col, row, (distance));
         }  // end of:  for ( col < cols )
      }  // end of:  for ( row < rows )
      pFPDistGrid->SaveGridFile("c:\\research\\maimai\\nato\\fpDist.grd");
   }
开发者ID:johnmetta,项目名称:wethydro,代码行数:26,代码来源:wet_hView.cpp

示例12: LayerProperty

void CusefulView::OnShpFileOpen()
{
	// TODO: 在此添加命令处理程序代码
	CusefulDoc *pDoc = this->GetDocument();
	FeatureClass *pFeatureClass = pDoc->load_shapefile_file();
	if ( pFeatureClass == 0 ) return ;

	Layers& layers = m_pMapControl->GetLayers();
	LayerProperty *pLayerProperty = new LayerProperty(layers.Count()+1,pFeatureClass->GetName());
	pLayerProperty->SetRelateDataSet( pFeatureClass);
	MapLayer *pMapLayer = new MapLayer( pLayerProperty );
	pMapLayer->SetRender( new ShpRender( pMapLayer) );
	layers.Add( pMapLayer );

	this->m_pMapControl->Reset();
	CRect clientRect;
	this->GetClientRect(&clientRect);
	this->m_pMapControl->ReDraw(clientRect.left,clientRect.top,clientRect.Width(),clientRect.Height());
	this->Invalidate(false);
}
开发者ID:wuweiFrank,项目名称:useful,代码行数:20,代码来源:usefulView.cpp

示例13: movieSaveDlg

		/*
	//read Willamette Shapefile
    //read data with 365 rows and 9 cols.  1 column for each major subwatershed (minus the middle Willamette, for which we don't have data. 1 row for each day in year
    //for each day, classify map according to data
    //append to avi file
    //finish
    BOOL m_saveEmfOutput = TRUE;
    if (m_saveEmfOutput)
         { 
         numMovies = 1;
         movieFrameRate = 30;
         AVIGenerators = new CAVIGenerator*[numMovies];  // array of pointers to AVI generators
         auxMovieStuff = new AuxMovieStuff[numMovies];
         CDC* dc = gpView->GetWindowDC();
         // get the window's dimensions
         CRect rect;
         gpView->GetWindowRect(rect);
         for(int i = 0; i < numMovies; i++)
            {
            // get output filename from user
            CFileDialog movieSaveDlg(FALSE, "avi", NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, "Movie Files (*.avi)|*.avi");
            CString movieFileName;
            if (movieSaveDlg.DoModal() == IDOK)
               {
               movieFileName = movieSaveDlg.GetPathName();
               }
            // need to handle canceling out of the file dialog box somehow

            AVIGenerators[i] = new CAVIGenerator(movieFileName, (CView*)gpView, movieFrameRate);

            AVIGenerators[i]->InitEngine();
            auxMovieStuff[i].bitmapDC.CreateCompatibleDC(dc);
            auxMovieStuff[i].bitmap.CreateCompatibleBitmap(dc, rect.Width(), rect.Height());
            auxMovieStuff[i].bitmapDC.SelectObject(&auxMovieStuff[i].bitmap);
            auxMovieStuff[i].bi.bmiHeader = *AVIGenerators[i]->GetBitmapHeader();
            auxMovieStuff[i].lpbi = &auxMovieStuff[i].bi;
            auxMovieStuff[i].bitAddress = new BYTE[3*rect.Width()*rect.Height()];
            }
         gpView->ReleaseDC(dc);
         }
	


    ASSERT ( gpMapWnd != NULL );
    ASSERT ( gpMapWnd->m_pMap != NULL );
	gpMapWnd->m_pMap->AddShapeLayer("c:\\research\\willamette\\will2.shp", true);
	MapLayer *pWill = gpMapWnd->m_pMap->GetLayer(0);
	FDataObj pAsciiData = FDataObj();
	pAsciiData.ReadAscii("c:\\research\\willamette\\willINDI.csv", ',');
	int numDays = pAsciiData.GetRowCount();
	int numWshed = pAsciiData.GetColCount()-1;
	float ti = -1.0f;
    
	gpMapWnd->m_pScatterPrecip = gpMapWnd->AllocateScatter( &pAsciiData, 0 );
	gpMapWnd->m_pScatterPrecip->RedrawWindow();

    for (int i=0;i<numDays;i++)           // for each day of the year (or row in the data)
		{
		int numSheds = pWill->m_pData->GetRowCount();
		float time = -1.0f;
		pAsciiData.Get(0,i,time);
        gpMapWnd->m_pScatterPrecip->UpdateCurrentPos( time );
		//gpMapWnd->m_pScatterPrecip->RedrawWindow();
		for (int j=0;j<numSheds;j++)  // go through each watershed (there are 12 of them)
			{
			float value = -1.0f;                              // and stick the data from pAsciiData into the datatable
			pAsciiData.Get(j+1,i,value);                         //dischargeValue
			pWill->SetData(j,pWill->GetFieldCol("EXTRA_2"),value); //add the value to the correct column in the Maplayer
			
			}
        CString msg;
		COleDateTime t( time );
		CString s = t.Format("%m/%d" );
		msg.Format( "Completed %s" , s );
        gpMain->SetStatusMsg( msg );

		pWill->SetBinColorFlag( BCF_BLUEGREEN );
		pWill->SetBins( -0.2, 0.4, 20 );
		pWill->SetActiveField( pWill->GetFieldCol( "EXTRA_2" ) );
	    pWill->ClassifyData();
        
		if ( gpMapWnd != NULL )
     	   gpMapWnd->RefreshList();

	    gpMapWnd->m_pMapList->RedrawWindow();
	    CDC *dc = gpMapWnd->m_pMap->GetDC();
	    gpMapWnd->m_pMap->DrawMap(*dc);
	    gpMapWnd->m_pMap->ReleaseDC(dc);
   
		if (m_saveEmfOutput)
			{
			CDC* dc = gpView->GetWindowDC();
			CRect rect;
			gpView->GetWindowRect(rect);

			for(int i = 0; i < numMovies; i++)
				{
				// copy from the application window to the new device context (and thus the bitmap)
				BOOL blitSuc = auxMovieStuff[i].bitmapDC.BitBlt(0, 0,
																rect.Width(),
//.........这里部分代码省略.........
开发者ID:johnmetta,项目名称:wethydro,代码行数:101,代码来源:wet_hView.cpp

示例14: init

bool GameScene::init(){
	if (!Scene::initWithPhysics())
	{
		return false;
	}
	
	SimpleAudioEngine::getInstance()->rewindBackgroundMusic();
	

	//英雄层
	HeroLayer *herolayer = HeroLayer::create();
	herolayer->setName("herolayer");
	this->addChild(herolayer,3);

	//显示边框,注释了就不显示了
	//this->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
	//负数为添加向下的加速度
	this->getPhysicsWorld()->setGravity(Vec2(0,-1100));



	//可视区域大小
	Size visSize = Director::getInstance()->getVisibleSize();

	//背景图片
	Sprite *bg = Sprite::create("bg19a.jpg");
	bg->setScale(2);
	bg->setPosition(Vec2(visSize.width/2,visSize.height/2));
	this->addChild(bg);



	//创建Edge
	Edge *edge = Edge::create();
	//设置边界为整个可是区域
	edge->setPosition(visSize.width/2,visSize.height/2);
	//设置可以参与碰撞
	//edge->getPhysicsBody()->setContactTestBitmask(1);
	//添加到 层上面
	this->addChild(edge);

	//控制层
	ControlLayer *controller = ControlLayer::create();
	controller->setName("controller");
	this->addChild(controller,9);

	//添加 敌人层
	auto enemyLayer = EnemyLayer::create();
	enemyLayer->setName("enemylayer");
	this->addChild(enemyLayer,3);

	//地图
	MapLayer *maplayer = MapLayer::create();
	maplayer->setName("maplayer");
	this->addChild(maplayer,0);


	//逻辑层
	LogicLayer *logic = LogicLayer::create();
	this->addChild(logic);

	//添加动画层
	AnimateLayer * animatelayer = AnimateLayer::create();
	this->addChild(animatelayer);

	//怪物AI层
	auto enemyAILayer = EnemyAILayer::create();
	this->addChild(enemyAILayer);


	//创建一个底面
	auto background = Sprite::create();//就是一个精灵
	background->setTag(2001);
	background->setPhysicsBody(PhysicsBody::createBox(Size(visSize.width,74)));
	background->setTextureRect(Rect(0,0,visSize.width,74));//设置纹理的 宽 高
	background->getPhysicsBody()->setCategoryBitmask(16);
	background->getPhysicsBody()->setCollisionBitmask(31);
	background->getPhysicsBody()->setContactTestBitmask(0);
	background->setPosition(visSize.width/2,5);//设置地板的 位置 
	background->getPhysicsBody()->setDynamic(false);
	background->setOpacity(0);//设置透明度为0
	this->addChild(background);


	//创建积分层
	ScoreLayer *scoreLayer = ScoreLayer::create();
	scoreLayer->setName("scoreLayer");
	this->addChild(scoreLayer,9);

	SkillLayer *skill = SkillLayer::create();
	skill->setName("skilllayer");
	this->addChild(skill,9);

	return true;
}
开发者ID:joyfish,项目名称:TowerTD,代码行数:95,代码来源:GameScene.cpp

示例15: OnTopographiccalculationMeanwatershedelevation

void CWet_hView::OnTopographiccalculationMeanwatershedelevation()
   {
   MapLayer *pFlowDir = gpMapWnd->m_pMap->GetLayer( "FLOWDIR" );
   MapLayer *pStreamGrid = gpMapWnd->m_pMap->GetLayer( "STRGRID" );
   MapLayer *pDEM = gpMapWnd->m_pMap->GetLayer( "DEM" );
   MapLayer *pFPDistGrid = gpMapWnd->m_pMap->CloneLayer( *pDEM );
   pFPDistGrid->m_name = "FP DistGrad";
   MapLayer *pWatershed = gpMapWnd->m_pMap->GetLayer( "Cells" );
   MapLayer *pStreamV = gpMapWnd->m_pMap->GetLayer("Streams");
   
   int method = 2;
  // the third parameter is the method to use.  a 1 simply returns the average fpdist for each polygon
   // a two returns the entire fp distribution
   int watershedCount   = pWatershed->GetRecordCount();
   int reachCount = pStreamV->GetRecordCount();
   gpHydroModel->m_fpDistributionArray.SetSize(reachCount);
   gpHydroModel->m_fpDistributionArrayStream.SetSize(reachCount);
   for (int i=0; i < reachCount; i++ )
		{
      Poly *pStreamPoly = pStreamV->m_polyArray[i];
      int streamID;
      gpHydroModel->m_pStreamLayer->GetData(i,pStreamV->m_pData->GetCol("HYDRO_ID"), streamID);
      for ( int j=0; j < watershedCount; j++ )//this should be for each reach
         {
		   Poly *pThisPoly = pWatershed->m_polyArray[j];
         int watershedID;
         gpHydroModel->m_pCellLayer->GetData(j,pWatershed->m_pData->GetCol("HYDRO_ID"), watershedID);
         if (watershedID==streamID) // this polygon is in the current reach
            {
		      Poly *pThisPoly = pWatershed->m_polyArray[j];
            float flowPathDistance=0.0f;
            int flowPathCount=0;
            
            float flowPathGradient = 0.001f;
            int rows = pDEM->GetRowCount();
            int cols = pDEM->GetColCount();
            for ( int row=0; row < rows; row++ )
               {
               for ( int col=0; col < cols; col++ )
                  {
                  float x = 0;
                  float y = 0;
                  pDEM->GetGridCellCenter(row, col, x, y);
                  
                  Vertex point;
                  point.x = x;
                  point.y = y;       ///the stream grid is smaller than the flowdir grid
                  if (pThisPoly->IsPointInPoly(point))
                     {
                     int flowPathCellCount=0;
                     float distance = pFlowDir->GetDownFlowPathDistance( row, col, pStreamGrid );
                     float gradient = pFlowDir->GetDownFlowPathGradient(row,col,pStreamGrid,pDEM,flowPathCellCount);
                     gradient=gradient/flowPathCellCount;        
                     float dist_grad = distance/gradient;
                     if (distance==pFlowDir->GetNoDataValue())
                        {
                        dist_grad = pFlowDir->GetNoDataValue();
                        gradient = pFlowDir->GetNoDataValue();
                        }
                     pFPDistGrid->m_pData->Set(col, row, (distance/gradient)); 
                     if (method==1)// we just want the average fpdistance
                        {
                        flowPathGradient +=gradient;
                        flowPathDistance +=distance;
                        flowPathCount++;
                        }
                     if (method==2)// we want to maintain the entire distribution
                        {
                        int dist = (int)(distance/gradient);
                        gpHydroModel->m_fpDistributionArray[i].Add(dist);
                        }
                     }
                  }  // end of:  for ( col < cols )
               }  // end of:  for ( row < rows )
            } // end of :  if watershed==streamID
         }// end of j (watershedCount)
   //  we have found all the flowpaths in the jth reach, but want to now find the median value of that distribution
      float median=-1;
      if (method==2)
         {
         int  temp=-1;
         for (int bottom=gpHydroModel->m_fpDistributionArray[i].GetCount()-1; bottom>0;bottom--)
            {
            for (int position=0;position<bottom;position++)
               {
               int val = gpHydroModel->m_fpDistributionArray[i][position+1];
               int val2 = gpHydroModel->m_fpDistributionArray[i][position];
               if (val < val2)
                  {
                  int temp2 = gpHydroModel->m_fpDistributionArray[i][position];
                  gpHydroModel->m_fpDistributionArray[i][position] = gpHydroModel->m_fpDistributionArray[i][position+1];
                  gpHydroModel->m_fpDistributionArray[i][position+1] = temp2;
                  }
               }
            }
         if (gpHydroModel->m_fpDistributionArray[i].GetCount()<=1)//there were no watersheds for this reach
            {
            median = 0.0f;
            }
         else
//.........这里部分代码省略.........
开发者ID:johnmetta,项目名称:wethydro,代码行数:101,代码来源:wet_hView.cpp


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