本文整理汇总了C++中Terrain::GetHeight方法的典型用法代码示例。如果您正苦于以下问题:C++ Terrain::GetHeight方法的具体用法?C++ Terrain::GetHeight怎么用?C++ Terrain::GetHeight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Terrain
的用法示例。
在下文中一共展示了Terrain::GetHeight方法的6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: update
void gs_main_menu::update(StringHash eventType,VariantMap& eventData)
{
float timeStep=eventData[Update::P_TIMESTEP].GetFloat();
weather.update(timeStep);
// Movement speed as world units per second
//float MOVE_SPEED=1.0f;
// Mouse sensitivity as degrees per pixel
const float MOUSE_SENSITIVITY=0.1f;
// camera movement
Input* input=GetSubsystem<Input>();
Node* cameraNode_=globals::instance()->camera->GetNode();
// Let the camera speed high as its position above the terrain. Max 500m/s
Terrain* terr = globals::instance()->scene->GetChild("Terrain")->GetComponent<Terrain>();
Vector3 vv = cameraNode_->GetPosition();
float hh = terr->GetHeight(vv);
float MOVE_SPEED = Clamp(vv.y_ - hh, 5.0f, 500.0f);
if(input->GetQualifierDown(1)) // 1 is shift, 2 is ctrl, 4 is alt
MOVE_SPEED*=20;
if(input->GetKeyDown('W'))
cameraNode_->Translate(Vector3(0,0, 1)*MOVE_SPEED*timeStep);
if(input->GetKeyDown('S'))
cameraNode_->Translate(Vector3(0,0,-1)*MOVE_SPEED*timeStep);
if(input->GetKeyDown('A'))
cameraNode_->Translate(Vector3(-1,0,0)*MOVE_SPEED*timeStep);
if(input->GetKeyDown('D'))
cameraNode_->Translate(Vector3( 1,0,0)*MOVE_SPEED*timeStep);
if(input->GetKeyDown('Q'))
cameraNode_->Translate(Vector3(0,-1,0)*MOVE_SPEED*timeStep);
if(input->GetKeyDown('E'))
cameraNode_->Translate(Vector3(0,1,0)*MOVE_SPEED*timeStep);
if(!GetSubsystem<Input>()->IsMouseVisible())
{
IntVector2 mouseMove=input->GetMouseMove();
if(mouseMove.x_>-2000000000&&mouseMove.y_>-2000000000)
{
static float yaw_=0;
static float pitch_=0;
yaw_+=MOUSE_SENSITIVITY*mouseMove.x_;
pitch_+=MOUSE_SENSITIVITY*mouseMove.y_;
pitch_=Clamp(pitch_,-90.0f,90.0f);
// Reset rotation and set yaw and pitch again
cameraNode_->SetDirection(Vector3::FORWARD);
cameraNode_->Yaw(yaw_);
cameraNode_->Pitch(pitch_);
}
Vector3 v = cameraNode_->GetPosition();
float h = terr->GetHeight(v);
if (v.y_ < h + 1.0f)
{
v.y_ = h + 1.0f;
cameraNode_->SetPosition(v);
}
}
}
示例2: UpdateScene
void DuckHuntMain::UpdateScene(float dt)
{
//
// Control the camera.
//
if (GetAsyncKeyState('W') & 0x8000)
mCam.Walk(10.0f*dt);
if (GetAsyncKeyState('S') & 0x8000)
mCam.Walk(-10.0f*dt);
if (GetAsyncKeyState('A') & 0x8000)
mCam.Strafe(-10.0f*dt);
if (GetAsyncKeyState('D') & 0x8000)
mCam.Strafe(10.0f*dt);
//
// Animate the lights (and hence shadows).
//
////
//// Walk/fly mode
////
//if (GetAsyncKeyState('2') & 0x8000)
// mWalkCamMode = true;
//if (GetAsyncKeyState('3') & 0x8000)
// mWalkCamMode = false;
////
//// Clamp camera to terrain surface in walk mode.
////
XMFLOAT3 camPos = mCam.GetPosition();
float y = mTerrain.GetHeight(camPos.x, camPos.z);
mCam.SetPosition(camPos.x, y + 2.0f, camPos.z);
BuildShadowTransform();
mCam.UpdateViewMatrix();
mSystem->update();
}
示例3: myInit
void myInit()
{
glActiveTexture(GL_TEXTURE0);
//make the background look like the sky
float blue[4] = {0.5,0.5,1.0,0.0};
glClearColor(0.5, 0.5, 1.0, 0.0);
glShadeModel(GL_SMOOTH);
glEnable(GL_FOG);
glFogfv(GL_FOG_COLOR,blue);
glFogf(GL_FOG_MODE, GL_EXP2);
glFogf(GL_FOG_START, 200);
glFogf(GL_FOG_END, 1000);
glFogf(GL_FOG_DENSITY, gFogDensity);
//initial terrain
myTerrain.initializeTerrain("../Data/Texture/Terrain/sand.tga", "../Data/Texture/Terrain/cactus.tga");
//initial ground collision square
groundCollSquare.setParameters(TVector(0.0, 1.0, 0.0), gCenterPoint);
//initial tank
tankHeightPos = myTerrain.GetHeight(gCenterPoint.X()+100.0, gCenterPoint.Z());
myTank.setParameters("T-90.3DS", "../T-90/",TVector(gCenterPoint.X()-600.0, tankHeightPos + 9.0, gCenterPoint.Z()-20), 0.0, &myTerrain, &collisionBoxArray, &wall);
myTank.initTank();
unsigned int brickTexture;
createTexture("../Data/Texture/Brick/brick.bmp", brickTexture);
wall.Init(myTank.getPosition().X() + 50, myTank.getPosition().Y()-8, myTank.getPosition().Z() + 20, NUM_BRICKS, brickTexture, &myTerrain);
}
示例4: CreateScene
void VehicleDemo::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create scene subsystem components
scene_->CreateComponent<Octree>();
scene_->CreateComponent<PhysicsWorld>();
// Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
// so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
cameraNode_ = new Node(context_);
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(500.0f);
GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
// Create static scene content. First create a zone for ambient lighting and fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(300.0f);
zone->SetFogEnd(500.0f);
zone->SetBoundingBox(BoundingBox(-2000.0f, 2000.0f));
// Create a directional light with cascaded shadow mapping
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
// Create heightmap terrain with collision
Node* terrainNode = scene_->CreateChild("Terrain");
terrainNode->SetPosition(Vector3::ZERO);
Terrain* terrain = terrainNode->CreateComponent<Terrain>();
terrain->SetPatchSize(64);
terrain->SetSpacing(Vector3(2.0f, 0.1f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
terrain->SetSmoothing(true);
terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
// The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
// terrain patches and other objects behind it
terrain->SetOccluder(true);
RigidBody* body = terrainNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2); // Use layer bitmask 2 for static geometry
CollisionShape* shape = terrainNode->CreateComponent<CollisionShape>();
shape->SetTerrain();
// Create 1000 mushrooms in the terrain. Always face outward along the terrain normal
const unsigned NUM_MUSHROOMS = 1000;
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
{
Node* objectNode = scene_->CreateChild("Mushroom");
Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
position.y_ = terrain->GetHeight(position) - 0.1f;
objectNode->SetPosition(position);
// Create a rotation quaternion from up vector to terrain normal
objectNode->SetRotation(Quaternion(Vector3::UP, terrain->GetNormal(position)));
objectNode->SetScale(3.0f);
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
object->SetCastShadows(true);
RigidBody* body = objectNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2);
CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
shape->SetTriangleMesh(object->GetModel(), 0);
}
}
示例5: CreateScene
void Water::CreateScene()
{
ResourceCache* cache = GetContext()->m_ResourceCache.get();
scene_ = new Scene(GetContext());
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
scene_->CreateComponent<Octree>();
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
zone->SetFogStart(500.0f);
zone->SetFogEnd(750.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
// Apply slightly overbright lighting to match the skybox
light->SetColor(Color(1.2f, 1.2f, 1.2f));
// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
// generate the necessary 3D texture coordinates for cube mapping
Node* skyNode = scene_->CreateChild("Sky");
skyNode->SetScale(500.0f); // The scale actually does not matter
Skybox* skybox = skyNode->CreateComponent<Skybox>();
skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));
// Create heightmap terrain
Node* terrainNode = scene_->CreateChild("Terrain");
terrainNode->SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Terrain* terrain = terrainNode->CreateComponent<Terrain>();
terrain->SetPatchSize(64);
terrain->SetSpacing(Vector3(2.0f, 0.5f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
terrain->SetSmoothing(true);
terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
// The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
// terrain patches and other objects behind it
terrain->SetOccluder(true);
// Create 1000 boxes in the terrain. Always face outward along the terrain normal
unsigned NUM_OBJECTS = 1000;
for (unsigned i = 0; i < NUM_OBJECTS; ++i)
{
Node* objectNode = scene_->CreateChild("Box");
Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
position.y_ = terrain->GetHeight(position) + 2.25f;
objectNode->SetPosition(position);
// Create a rotation quaternion from up vector to terrain normal
objectNode->SetRotation(Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain->GetNormal(position)));
objectNode->SetScale(5.0f);
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
object->SetCastShadows(true);
}
Node* shipNode = scene_->CreateChild("Ship");
shipNode->SetPosition(Vector3(0.0f, 4.6f, 0.0f));
//shipNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
shipNode->SetScale(0.5f + Random(2.0f));
StaticModel* shipObject = shipNode->CreateComponent<StaticModel>();
shipObject->SetModel(cache->GetResource<Model>("Models/ship04.mdl"));
shipObject->SetMaterial(0,cache->GetResource<Material>("Materials/ship04_Material0.xml"));
shipObject->SetMaterial(1,cache->GetResource<Material>("Materials/ship04_Material1.xml"));
shipObject->SetMaterial(2,cache->GetResource<Material>("Materials/ship04_Material2.xml"));
shipObject->SetCastShadows(true);
// Create a water plane object that is as large as the terrain
waterNode_ = scene_->CreateChild("Water");
waterNode_->SetScale(Vector3(2048.0f, 1.0f, 2048.0f));
waterNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
StaticModel* water = waterNode_->CreateComponent<StaticModel>();
water->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
water->SetMaterial(cache->GetResource<Material>("Materials/Water.xml"));
// Set a different viewmask on the water plane to be able to hide it from the reflection camera
water->SetViewMask(0x80000000);
// Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside
// the scene, because we want it to be unaffected by scene load / save
cameraNode_ = new Node(GetContext());
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->setFarClipDistance(750.0f);
// Set an initial position for the camera scene node above the ground
cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -20.0f));
}
示例6: UpdateScene
//.........这里部分代码省略.........
// mShadowMapSize = 1024;
// mShadowMap->setResolution(mDirect3D->GetDevice(), mShadowMapSize, mShadowMapSize);
// }
//
// if(GetAsyncKeyState('4') & 0x8000)
// {
// mShadowMapSize = 2048;
// mShadowMap->setResolution(mDirect3D->GetDevice(), mShadowMapSize, mShadowMapSize);
// }
//
// if(GetAsyncKeyState('5') & 0x8000)
// {
// mShadowMapSize = 4096;
// mShadowMap->setResolution(mDirect3D->GetDevice(), mShadowMapSize, mShadowMapSize);
// }
//
// if(GetAsyncKeyState('6') & 0x8000)
// {
// mShadowMapSize = 8192;
// mShadowMap->setResolution(mDirect3D->GetDevice(), mShadowMapSize, mShadowMapSize);
// }
// Walk/fly mode
// if(GetAsyncKeyState('Z') & 0x8000)
// mWalkCamMode = true;
// if(GetAsyncKeyState('X') & 0x8000)
// mWalkCamMode = false;
// Walk mode
if (mWalkCamMode)
{
XMFLOAT3 camPos = mPlayer.GetCamera()->getPosition();
float y = mTerrain.GetHeight(camPos.x, camPos.z);
mPlayer.GetCamera()->setPosition(camPos.x, y + 2.0f, camPos.z);
}
// Update particle systems
mFire.update(dt, mTimer.getTimeElapsedS());
// Build shadow map transform
buildShadowTransform();
// Update camera
mPlayer.GetCamera()->updateViewMatrix();
//------------------------------------------------------------------
// Frustum culling
//------------------------------------------------------------------
mVisibleObjectCount = 0;
if (mFrustumCullingEnabled)
{
XMVECTOR detView = XMMatrixDeterminant(mPlayer.GetCamera()->getViewMatrix());
XMMATRIX invView = XMMatrixInverse(&detView, mPlayer.GetCamera()->getViewMatrix());
for (UINT i = 0; i < mGenericInstances.size(); ++i)
{
mGenericInstances[i].isVisible = false;
XMMATRIX W = XMLoadFloat4x4(&mGenericInstances[i].world);
XMMATRIX invWorld = XMMatrixInverse(&XMMatrixDeterminant(W), W);
// View space to the object's local space.
XMMATRIX toLocal = XMMatrixMultiply(invView, invWorld);