本文整理汇总了C++中ViewExp::GetGridSize方法的典型用法代码示例。如果您正苦于以下问题:C++ ViewExp::GetGridSize方法的具体用法?C++ ViewExp::GetGridSize怎么用?C++ ViewExp::GetGridSize使用的例子?那么, 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ViewExp
的用法示例。
在下文中一共展示了ViewExp::GetGridSize方法的1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: Snap
void gridSnap::Snap(Object* pobj, IPoint2 *p, TimeValue t)
{
ViewExp *vpt = theman->GetVpt();
if ( ! vpt || ! vpt->IsAlive() )
{
// why are we here
DbgAssert(!_T("Invalid viewport!"));
return;
}
DbgAssert(vpt != NULL);
//local copy of the cursor position
Point2 fp = Point2((float)p->x, (float)p->y);
BOOL got_one= FALSE;
//Get point on the consttruction plane
Point3 local_cp = vpt->GetPointOnCP(*p);
Point3 world_snapped;
Matrix3 tmconst;
vpt->GetConstructionTM( tmconst );
// aszabo|nov.01.05|#596889, #613720, #703875
// In order to allow snapping to the grid sub-divisions computed based on viewport
// the zoom facto, the grid spacing is taken from the viewport.
// When the grid is invisible and the zoom factor changes, the viewport returns
// the grid spacing computed last time the grid was displayed.
// When max starts up with hidden grids (via maxstart.max), the viewport's grid
// spacing will be zero and in that case we take the grid spacing value specified
// in the Grid setting UI.
float gridSpacing = vpt->GetGridSize();
if (!(gridSpacing > 0.0f || gridSpacing < 0.0f)) {
gridSpacing = GetCOREInterface()->GetGridSpacing();
}
//Compute all the hit point candidates
if( GetActive(INT_SUB))
{
float gridZ = 0.f;
#ifdef GAME_VER
float gridSpacing = GetCOREInterface()->GetGridSpacing();
SnapInfo si;
GetCOREInterface()->InitSnapInfo(&si);
if(si.snapType == SNAP_25D)
gridZ = GridCoord(local_cp.z,gridSpacing);
Point3 intsnapped = Point3(GridCoord(local_cp.x,gridSpacing),GridCoord(local_cp.y,gridSpacing),gridZ);
world_snapped = tmconst * intsnapped;//now in world space
got_one = TRUE;
hitmesh = new HitMesh(5);
hitmesh->setVert(0,tmconst * Point3(intsnapped.x,intsnapped.y - gridSpacing,gridZ));
hitmesh->setVert(1,tmconst * Point3(intsnapped.x,intsnapped.y + gridSpacing,gridZ));
hitmesh->setVert(2,tmconst * Point3(intsnapped.x-gridSpacing,intsnapped.y,gridZ));
hitmesh->setVert(3,tmconst * Point3(intsnapped.x + gridSpacing,intsnapped.y,gridZ));
//now register a hit with the osnap manager
//possibly screen for proximity to the foreground
theman->RecordHit(new OsnapHit(world_snapped, this, INT_SUB, hitmesh));
#else //!GAME_VER
// aszabo|sep.15.04|#596889|The gridSpacing spacing shouldn't be zero, but if it is, it can lead to infinite loops
DbgAssert(gridSpacing > 0.0f || gridSpacing < 0.0f);
if (gridSpacing > 0.0f || gridSpacing < 0.0f)
{
// Record all hits that fall in the snap preview area.
// Grids are infinite, so we can't loop through their "vertexes".
// Instead go through only those that are potential snap points, by starting
// at the closest grid point to the mouse and extending in all directions
// using "grid size" steps.
Point3 intsnapped = Point3(GridCoord(local_cp.x,gridSpacing),GridCoord(local_cp.y,gridSpacing),gridZ);
Point3 curIntsnapped(intsnapped);
world_snapped = tmconst * intsnapped;
// set the window transform to identity to guarantee a world-screen transformation.
if (theman->GetVpt() && theman->GetVpt()->getGW()) {
theman->GetVpt()->getGW()->setTransform(Matrix3(TRUE));
}
// Find all snap points on the right side (positive x) of the intsnapped, including the intsnapped
while (CheckPotentialHit(&world_snapped,0, fp))
{
got_one = TRUE;
RecordNewIntSubHit(world_snapped, tmconst, curIntsnapped, gridSpacing);
//ktong|Jan.27.2006|#748560|Limit the number of snap points to search only visibly distinct points.
// If the grid point is too far away to tell it from the next gridpoint, stop searching.
// No point in enumerating snap points a user can't visibly tell apart.
// Check after the first snap point (the closest) is registered to at least have one.
if (TooDistant(theman, world_snapped, gridSpacing)) {
break;
}
// Go down the vertical grid line
curIntsnapped.y -= gridSpacing;
FindVerticalIntSubHit(tmconst, curIntsnapped, fp, (-gridSpacing));
//.........这里部分代码省略.........