本文整理汇总了C++中TerrainBlock::getSquareSize方法的典型用法代码示例。如果您正苦于以下问题:C++ TerrainBlock::getSquareSize方法的具体用法?C++ TerrainBlock::getSquareSize怎么用?C++ TerrainBlock::getSquareSize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TerrainBlock
的用法示例。
在下文中一共展示了TerrainBlock::getSquareSize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: getSampleSpacing
virtual float getSampleSpacing()
{
return mBlock->getSquareSize();
}
示例2: process
void SoftSelectAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
{
TerrainBlock *terrBlock = mTerrainEditor->getActiveTerrain();
if ( !terrBlock )
return;
// allow process of current selection
Selection tmpSel;
if(sel == mTerrainEditor->getCurrentSel())
{
tmpSel = *sel;
sel = &tmpSel;
}
if(type == Begin || type == Process)
mFilter.set(1, &mTerrainEditor->mSoftSelectFilter);
//
if(selChanged)
{
F32 radius = mTerrainEditor->mSoftSelectRadius;
if(radius == 0.f)
return;
S32 squareSize = terrBlock->getSquareSize();
U32 offset = U32(radius / F32(squareSize)) + 1;
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo & info = (*sel)[i];
info.mPrimarySelect = true;
info.mWeight = mFilter.getValue(0);
if(!mTerrainEditor->getCurrentSel()->add(info))
mTerrainEditor->getCurrentSel()->setInfo(info);
Point2F infoPos((F32)info.mGridPoint.gridPos.x, (F32)info.mGridPoint.gridPos.y);
//
for(S32 x = info.mGridPoint.gridPos.x - offset; x < info.mGridPoint.gridPos.x + (offset << 1); x++)
for(S32 y = info.mGridPoint.gridPos.y - offset; y < info.mGridPoint.gridPos.y + (offset << 1); y++)
{
//
Point2F pos((F32)x, (F32)y);
F32 dist = Point2F(pos - infoPos).len() * F32(squareSize);
if(dist > radius)
continue;
F32 weight = mFilter.getValue(dist / radius);
//
GridInfo gInfo;
GridPoint gridPoint = info.mGridPoint;
gridPoint.gridPos.set(x, y);
if(mTerrainEditor->getCurrentSel()->getInfo(Point2I(x, y), gInfo))
{
if(gInfo.mPrimarySelect)
continue;
if(gInfo.mWeight < weight)
{
gInfo.mWeight = weight;
mTerrainEditor->getCurrentSel()->setInfo(gInfo);
}
}
else
{
Vector<GridInfo> gInfos;
mTerrainEditor->getGridInfos(gridPoint, gInfos);
for (U32 z = 0; z < gInfos.size(); z++)
{
gInfos[z].mWeight = weight;
gInfos[z].mPrimarySelect = false;
mTerrainEditor->getCurrentSel()->add(gInfos[z]);
}
}
}
}
}
}
示例3: lightVector
void blTerrainProxy::lightVector(LightInfo * light)
{
// Grab our terrain object
TerrainBlock* terrain = getObject();
if (!terrain)
return;
// Get the direction to the light (the inverse of the direction
// the light is pointing)
Point3F lightDir = -light->getDirection();
lightDir.normalize();
// Get the ratio between the light map pixel and world space (used below)
F32 lmTerrRatio = (F32)mTerrainBlockSize / (F32) mLightMapSize;
lmTerrRatio *= terrain->getSquareSize();
// Get the terrain position
Point3F terrPos( terrain->getTransform().getPosition() );
U32 i = 0;
for (U32 y = 0; y < mLightMapSize; y++)
{
for (U32 x = 0; x < mLightMapSize; x++)
{
// Get the relative pixel position and scale it
// by the ratio between lightmap and world space
Point2F pixelPos(x, y);
pixelPos *= lmTerrRatio;
// Start with a default normal of straight up
Point3F normal(0.0f, 0.0f, 1.0f);
// Try to get the actual normal from the terrain.
// Note: this won't change the default normal if
// it can't find a normal.
terrain->getNormal(pixelPos, &normal);
// The terrain lightmap only contains shadows.
F32 shadowed = 0.0f;
// Get the height at the lightmap pixel's position
F32 height = 0.0f;
terrain->getHeight(pixelPos, &height);
// Calculate the 3D position of the pixel
Point3F pixelPos3F(pixelPos.x, pixelPos.y, height);
// Translate that position by the terrain's transform
terrain->getTransform().mulP(pixelPos3F);
// Offset slighting along the normal so that we don't
// raycast into ourself
pixelPos3F += (normal * 0.1f);
// Calculate the light's position.
// If it is a vector light like the sun (no position
// just direction) then translate along that direction
// a reasonable distance to get a point sufficiently
// far away
Point3F lightPos = light->getPosition();
if(light->getType() == LightInfo::Vector)
{
lightPos = 1000.f * lightDir;
lightPos = pixelPos3F + lightPos;
}
// Cast a ray from the world space position of the lightmap pixel to the light source.
// If we hit something then we are in shadow. This allows us to be shadowed by anything
// that supports a castRay operation.
RayInfo info;
if(terrain->getContainer()->castRay(pixelPos3F, lightPos, STATIC_COLLISION_TYPEMASK, &info))
{
// Shadow the pixel.
shadowed = 1.0f;
}
// Set the final lightmap color.
mLightmap[i++] += ColorF::WHITE * mClampF( 1.0f - shadowed, 0.0f, 1.0f );
}
}
}