本文整理汇总了C++中TerrainBlock::getWorldTransform方法的典型用法代码示例。如果您正苦于以下问题:C++ TerrainBlock::getWorldTransform方法的具体用法?C++ TerrainBlock::getWorldTransform怎么用?C++ TerrainBlock::getWorldTransform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::getWorldTransform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: getTerrainUnderWorldPoint
//RBP - Global function declared in Terrdata.h
TerrainBlock* getTerrainUnderWorldPoint(const Point3F & wPos)
{
// Cast a ray straight down from the world position and see which
// Terrain is the closest to our starting point
Point3F startPnt = wPos;
Point3F endPnt = wPos + Point3F(0.0f, 0.0f, -10000.0f);
S32 blockIndex = -1;
F32 nearT = 1.0f;
SimpleQueryList queryList;
gServerContainer.findObjects( TerrainObjectType, SimpleQueryList::insertionCallback, &queryList);
for (U32 i = 0; i < queryList.mList.size(); i++)
{
Point3F tStartPnt, tEndPnt;
TerrainBlock* terrBlock = dynamic_cast<TerrainBlock*>(queryList.mList[i]);
terrBlock->getWorldTransform().mulP(startPnt, &tStartPnt);
terrBlock->getWorldTransform().mulP(endPnt, &tEndPnt);
RayInfo ri;
if (terrBlock->castRayI(tStartPnt, tEndPnt, &ri, true))
{
if (ri.t < nearT)
{
blockIndex = i;
nearT = ri.t;
}
}
}
if (blockIndex > -1)
return (TerrainBlock*)(queryList.mList[blockIndex]);
return NULL;
}
示例2: isOccludedByTerrain
bool SceneCullingState::isOccludedByTerrain( SceneObject* object ) const
{
PROFILE_SCOPE( SceneCullingState_isOccludedByTerrain );
// Don't try to occlude globally bounded objects.
if( object->isGlobalBounds() )
return false;
const Vector< SceneObject* >& terrains = getSceneManager()->getContainer()->getTerrains();
const U32 numTerrains = terrains.size();
for( U32 terrainIdx = 0; terrainIdx < numTerrains; ++ terrainIdx )
{
TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( terrains[ terrainIdx ] );
if( !terrain )
continue;
MatrixF terrWorldTransform = terrain->getWorldTransform();
Point3F localCamPos = getCameraState().getViewPosition();
terrWorldTransform.mulP(localCamPos);
F32 height;
terrain->getHeight( Point2F( localCamPos.x, localCamPos.y ), &height );
bool aboveTerrain = ( height <= localCamPos.z );
// Don't occlude if we're below the terrain. This prevents problems when
// looking out from underground bases...
if( !aboveTerrain )
continue;
const Box3F& oBox = object->getObjBox();
F32 minSide = getMin(oBox.len_x(), oBox.len_y());
if (minSide > 85.0f)
continue;
const Box3F& rBox = object->getWorldBox();
Point3F ul(rBox.minExtents.x, rBox.minExtents.y, rBox.maxExtents.z);
Point3F ur(rBox.minExtents.x, rBox.maxExtents.y, rBox.maxExtents.z);
Point3F ll(rBox.maxExtents.x, rBox.minExtents.y, rBox.maxExtents.z);
Point3F lr(rBox.maxExtents.x, rBox.maxExtents.y, rBox.maxExtents.z);
terrWorldTransform.mulP(ul);
terrWorldTransform.mulP(ur);
terrWorldTransform.mulP(ll);
terrWorldTransform.mulP(lr);
Point3F xBaseL0_s = ul - localCamPos;
Point3F xBaseL0_e = lr - localCamPos;
Point3F xBaseL1_s = ur - localCamPos;
Point3F xBaseL1_e = ll - localCamPos;
static F32 checkPoints[3] = {0.75, 0.5, 0.25};
RayInfo rinfo;
for( U32 i = 0; i < 3; i ++ )
{
Point3F start = (xBaseL0_s * checkPoints[i]) + localCamPos;
Point3F end = (xBaseL0_e * checkPoints[i]) + localCamPos;
if (terrain->castRay(start, end, &rinfo))
continue;
terrain->getHeight(Point2F(start.x, start.y), &height);
if ((height <= start.z) == aboveTerrain)
continue;
start = (xBaseL1_s * checkPoints[i]) + localCamPos;
end = (xBaseL1_e * checkPoints[i]) + localCamPos;
if (terrain->castRay(start, end, &rinfo))
continue;
Point3F test = (start + end) * 0.5;
if (terrain->castRay(localCamPos, test, &rinfo) == false)
continue;
return true;
}
}
return false;
}