本文整理汇总了C++中XYZGen::Update方法的典型用法代码示例。如果您正苦于以下问题:C++ XYZGen::Update方法的具体用法?C++ XYZGen::Update怎么用?C++ XYZGen::Update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XYZGen
的用法示例。
在下文中一共展示了XYZGen::Update方法的9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
// This method is called before rendering begins to allow the plug-in
// to evaluate anything prior to the render so it can store this information.
void Planet::Update(TimeValue t, Interval& ivalid) {
if (!texValidity.InInterval(t)) {
texValidity.SetInfinite();
xyzGen->Update(t, texValidity);
for (int i = 0; i < NUM_COLORS; i++) {
// pblock->GetValue(i+PB_COL1, t, col[i], texValidity);
pblock->GetValue(i+planet_color1, t, col[i], texValidity);
col[i].ClampMinMax();
}
// pblock->GetValue(PB_SIZE, t, size, texValidity);
pblock->GetValue(planet_size, t, size, texValidity);
ClampFloat(size, MIN_SIZE, MAX_SIZE);
// pblock->GetValue(PB_ISLAND, t, island, texValidity);
pblock->GetValue(planet_island, t, island, texValidity);
ClampFloat(island, MIN_ISLAND, MAX_ISLAND);
// pblock->GetValue(PB_PERCENT, t, percent, texValidity);
pblock->GetValue(planet_percent, t, percent, texValidity);
ClampFloat(percent, MIN_PERCENT, MAX_PERCENT);
land = percent/100.0f;
// pblock->GetValue(PB_SEED, t, seed, texValidity);
pblock->GetValue(planet_seed, t, seed, texValidity);
ClampInt(seed, (int) MIN_SEED, (int) MAX_SEED);
pblock->GetValue(planet_blend, t, blend, texValidity);
}
ivalid &= texValidity;
}
示例2: Update
// This method is called before rendering begins to allow the plug-in
// to evaluate anything prior to the render so it can store this information.
void Speckle::Update(TimeValue t, Interval& ivalid) {
if (!texValidity.InInterval(t)) {
texValidity.SetInfinite();
xyzGen->Update(t, texValidity);
// pblock->GetValue(PB_COL1, t, col[0], texValidity);
pblock->GetValue(speckle_color1, t, col[0], texValidity);
col[0].ClampMinMax();
// pblock->GetValue(PB_COL2, t, col[1], texValidity);
pblock->GetValue(speckle_color2, t, col[1], texValidity);
col[1].ClampMinMax();
// pblock->GetValue(PB_SIZE, t, size, texValidity);
pblock->GetValue(speckle_size, t, size, texValidity);
pblock->GetValue(speckle_mapon1, t, mapOn[0], texValidity);
pblock->GetValue(speckle_mapon2, t, mapOn[1], texValidity);
ClampFloat(size, MIN_SIZE, MAX_SIZE);
NotifyDependents(FOREVER, PART_TEXMAP, REFMSG_DISPLAY_MATERIAL_CHANGE);
}
if (!mapValid.InInterval(t))
{
mapValid.SetInfinite();
for (int i = 0; i < NUM_SUB_TEXMAPS; i++) {
if (subTex[i])
subTex[i]->Update(t, mapValid);
}
}
ivalid &= texValidity;
ivalid &= mapValid;
}
示例3: Update
// This method is called before rendering begins to allow the plug-in
// to evaluate anything prior to the render so it can store this information.
void Stucco::Update(TimeValue t, Interval& ivalid) {
if (!texValidity.InInterval(t)) {
texValidity.SetInfinite();
xyzGen->Update(t, texValidity);
// pblock->GetValue(PB_COL1, t, col[0], texValidity);
pblock->GetValue(stucco_color1, t, col[0], texValidity);
col[0].ClampMinMax();
// pblock->GetValue(PB_COL2, t, col[1], texValidity);
pblock->GetValue(stucco_color2, t, col[1], texValidity);
col[1].ClampMinMax();
// pblock->GetValue(PB_SIZE, t, size, texValidity);
pblock->GetValue(stucco_size, t, size, texValidity);
ClampFloat(size, MIN_SIZE, MAX_SIZE);
// pblock->GetValue(PB_THRESH, t, thresh, texValidity);
pblock->GetValue(stucco_threshold, t, thresh, texValidity);
ClampFloat(thresh, MIN_THRESH, MAX_THRESH);
// pblock->GetValue(PB_THICK, t, thick, texValidity);
pblock->GetValue(stucco_thickness, t, thick, texValidity);
pblock->GetValue(stucco_mapon1, t, mapOn[0], texValidity);
pblock->GetValue(stucco_mapon2, t, mapOn[1], texValidity);
ClampFloat(thick, MIN_THICK, MAX_THICK);
for (int i = 0; i < NUM_SUB_TEXMAPS; i++) {
if (subTex[i])
subTex[i]->Update(t, texValidity);
}
}
ivalid &= texValidity;
}
示例4: Update
// This method is called before rendering begins to allow the plug-in
// to evaluate anything prior to the render so it can store this information.
void Splat::Update(TimeValue t, Interval& ivalid) {
if (!texValidity.InInterval(t)) {
texValidity.SetInfinite();
xyzGen->Update(t, texValidity);
// pblock->GetValue(PB_COL1, t, col[0], texValidity);
pblock->GetValue(splat_color1, t, col[0], texValidity);
col[0].ClampMinMax();
// pblock->GetValue(PB_COL2, t, col[1], texValidity);
pblock->GetValue(splat_color2, t, col[1], texValidity);
col[1].ClampMinMax();
// pblock->GetValue(PB_SIZE, t, size, texValidity);
pblock->GetValue(splat_size, t, size, texValidity);
ClampFloat(size, MIN_SIZE, MAX_SIZE);
// pblock->GetValue(PB_THRESH, t, thresh, texValidity);
pblock->GetValue(splat_threshold, t, thresh, texValidity);
ClampFloat(thresh, MIN_THRESH, MAX_THRESH);
// pblock->GetValue(PB_ITER, t, iter, texValidity);
pblock->GetValue(splat_iteration, t, iter, texValidity);
pblock->GetValue(splat_mapon1, t, mapOn[0], texValidity);
pblock->GetValue(splat_mapon2, t, mapOn[1], texValidity);
ClampInt(iter, (int) MIN_ITER, (int) MAX_ITER);
for (int i = 0; i < NUM_SUB_TEXMAPS; i++) {
if (subTex[i])
subTex[i]->Update(t, texValidity);
}
}
ivalid &= texValidity;
}
示例5: Update
// This method is called before rendering begins to allow the plug-in
// to evaluate anything prior to the render so it can store this information.
void Water::Update(TimeValue t, Interval& ivalid) {
if (!texValidity.InInterval(t)) {
texValidity.SetInfinite();
xyzGen->Update(t, texValidity);
// pblock->GetValue(PB_COL1, t, col[0], texValidity);
pblock->GetValue(water_color1, t, col[0], texValidity);
col[0].ClampMinMax();
// pblock->GetValue(PB_COL2, t, col[1], texValidity);
pblock->GetValue(water_color2, t, col[1], texValidity);
col[1].ClampMinMax();
// pblock->GetValue(PB_NUM, t, count, texValidity);
pblock->GetValue(water_num, t, count, texValidity);
ClampInt(count, (int) MIN_NUM, (int) MAX_NUM);
// pblock->GetValue(PB_SIZE, t, size, texValidity);
pblock->GetValue(water_size, t, size, texValidity);
ClampFloat(size, MIN_SIZE, MAX_SIZE);
// pblock->GetValue(PB_LEN_MIN, t, minperiod, texValidity);
pblock->GetValue(water_len_min, t, minperiod, texValidity);
ClampFloat(minperiod, MIN_LEN_MIN, MAX_LEN_MIN); // > 6/11/02 - 2:42pm --MQM-- typo, was MIN_LEN_MIN, MAX_LEN_MAX
// pblock->GetValue(PB_LEN_MAX, t, maxperiod, texValidity);
pblock->GetValue(water_len_max, t, maxperiod, texValidity);
ClampFloat(maxperiod, MIN_LEN_MAX, MAX_LEN_MAX);
// pblock->GetValue(PB_AMP, t, amp, texValidity);
pblock->GetValue(water_amp, t, amp, texValidity);
ClampFloat(amp, MIN_AMP, MAX_AMP);
// pblock->GetValue(PB_PHASE, t, phase, texValidity);
// pblock->GetValue(PB_TYPE, t, type, texValidity);
pblock->GetValue(water_phase, t, phase, texValidity);
pblock->GetValue(water_type, t, type, texValidity);
for (int i = 0; i < NUM_SUB_TEXMAPS; i++) {
if (subTex[i])
subTex[i]->Update(t, texValidity);
// pblock->GetValue(PB_SEED, t, randSeed, texValidity);
pblock->GetValue(water_seed, t, randSeed, texValidity);
pblock->GetValue(water_mapon1, t, mapOn[0], texValidity);
pblock->GetValue(water_mapon2, t, mapOn[1], texValidity);
ReInit();
}
}
ivalid &= texValidity;
}
示例6: Update
// This method is called before rendering begins to allow the plug-in
// to evaluate anything prior to the render so it can store this information.
void Speckle::Update(TimeValue t, Interval& ivalid) {
if (!texValidity.InInterval(t)) {
texValidity.SetInfinite();
xyzGen->Update(t, texValidity);
// pblock->GetValue(PB_COL1, t, col[0], texValidity);
pblock->GetValue(speckle_color1, t, col[0], texValidity);
col[0].ClampMinMax();
// pblock->GetValue(PB_COL2, t, col[1], texValidity);
pblock->GetValue(speckle_color2, t, col[1], texValidity);
col[1].ClampMinMax();
// pblock->GetValue(PB_SIZE, t, size, texValidity);
pblock->GetValue(speckle_size, t, size, texValidity);
pblock->GetValue(speckle_mapon1, t, mapOn[0], texValidity);
pblock->GetValue(speckle_mapon2, t, mapOn[1], texValidity);
ClampFloat(size, MIN_SIZE, MAX_SIZE);
for (int i = 0; i < NUM_SUB_TEXMAPS; i++) {
if (subTex[i])
subTex[i]->Update(t, texValidity);
}
}
ivalid &= texValidity;
}
示例7: Update
void Noise::Update(TimeValue t, Interval& valid) {
if (pblock == NULL) return;
if (!ivalid.InInterval(t)) {
ivalid.SetInfinite();
if (xyzGen != NULL)
xyzGen->Update(t,ivalid);
if (texout != NULL)
texout->Update(t,ivalid);
pblock->GetValue( noise_color1, t, col[0], ivalid );
col[0].ClampMinMax();
pblock->GetValue( noise_color2, t, col[1], ivalid );
col[1].ClampMinMax();
pblock->GetValue( noise_size, t, size, ivalid );
pblock->GetValue( noise_phase, t, phase, ivalid );
pblock->GetValue( noise_levels, t, levels, ivalid );
for (int i=0; i<NSUBTEX; i++) {
if (subTex[i])
subTex[i]->Update(t,ivalid);
}
pblock->GetValue( noise_hithresh, t, high, ivalid );
pblock->GetValue( noise_lowthresh, t, low, ivalid );
if (high<low) {
float tmp = low;
low = high;
high = tmp;
}
pblock->GetValue( noise_map1_on, t, mapOn[0], ivalid);
pblock->GetValue( noise_map2_on, t, mapOn[1], ivalid);
pblock->GetValue( noise_type, t, noiseType, ivalid);
//ComputeAvgValue(); // moved to UpdateCache DDS 10/3/00
EnableStuff();
}
valid &= ivalid;
}
示例8: Update
// This method is called before rendering begins to allow the plug-in
// to evaluate anything prior to the render so it can store this information.
void Smoke::Update(TimeValue t, Interval& ivalid) {
if (!texValidity.InInterval(t)) {
texValidity.SetInfinite();
xyzGen->Update(t, texValidity);
// pblock->GetValue(PB_COL1, t, col[0], texValidity);
pblock->GetValue(smoke_color1, t, col[0], texValidity);
col[0].ClampMinMax();
// pblock->GetValue(PB_COL2, t, col[1], texValidity);
pblock->GetValue(smoke_color2, t, col[1], texValidity);
col[1].ClampMinMax();
// pblock->GetValue(PB_SIZE, t, size, texValidity);
pblock->GetValue(smoke_size, t, size, texValidity);
ClampFloat(size, MIN_SIZE, MAX_SIZE);
// pblock->GetValue(PB_EXP, t, power, texValidity);
pblock->GetValue(smoke_exponent, t, power, texValidity);
ClampFloat(power, MIN_EXP, MAX_EXP);
// pblock->GetValue(PB_PHASE, t, phase, texValidity);
// pblock->GetValue(PB_ITER, t, iter, texValidity);
pblock->GetValue(smoke_phase, t, phase, texValidity);
pblock->GetValue(smoke_iteration, t, iter, texValidity);
ClampInt(iter, (int) MIN_ITER, (int) MAX_ITER);
pblock->GetValue(smoke_mapon1, t, mapOn[0], texValidity);
pblock->GetValue(smoke_mapon2, t, mapOn[1], texValidity);
NotifyDependents(FOREVER, PART_TEXMAP, REFMSG_DISPLAY_MATERIAL_CHANGE);
}
if (!mapValid.InInterval(t))
{
mapValid.SetInfinite();
for (int i = 0; i < NUM_SUB_TEXMAPS; i++) {
if (subTex[i])
subTex[i]->Update(t, mapValid);
}
}
ivalid &= texValidity;
ivalid &= mapValid;
}
示例9: Update
void CellTex::Update(TimeValue t, Interval& valid)
{
EnterCriticalSection(&csect);
if (!ivalid.InInterval(t)) {
ivalid = FOREVER;
xyzGen->Update(t,ivalid);
texout->Update(t,ivalid);
/*
pblock->GetValue(PB_CELLCOL,t,cellCol,ivalid);
pblock->GetValue(PB_DIVCOL1,t,divCol1,ivalid);
pblock->GetValue(PB_DIVCOL2,t,divCol2,ivalid);
pblock->GetValue(PB_VAR,t,var,ivalid);
pblock->GetValue(PB_SIZE,t,size,ivalid);
pblock->GetValue(PB_SPREAD,t,spread,ivalid);
pblock->GetValue(PB_LOW,t,low,ivalid);
pblock->GetValue(PB_MID,t,mid,ivalid);
pblock->GetValue(PB_HIGH,t,high,ivalid);
pblock->GetValue(PB_TYPE,t,type,ivalid);
pblock->GetValue(PB_FRACT,t,fract,ivalid);
pblock->GetValue(PB_ITER,t,iterations,ivalid);
pblock->GetValue(PB_USECELLMAP,t,useCellMap,ivalid);
pblock->GetValue(PB_USEDIV1MAP,t,useDiv1Map,ivalid);
pblock->GetValue(PB_USEDIV2MAP,t,useDiv2Map,ivalid);
pblock->GetValue(PB_ROUGH,t,rough,ivalid);
pblock->GetValue(PB_SMOOTH,t,smooth,ivalid);
pblock->GetValue(PB_ADAPT,t,adapt,ivalid);
*/
pblock->GetValue(cellular_celcolor,t,cellCol,ivalid);
pblock->GetValue(cellular_divcol1,t,divCol1,ivalid);
pblock->GetValue(cellular_divcol2,t,divCol2,ivalid);
pblock->GetValue(cellular_variation,t,var,ivalid);
pblock->GetValue(cellular_size,t,size,ivalid);
pblock->GetValue(cellular_spread,t,spread,ivalid);
pblock->GetValue(cellular_lowthresh,t,low,ivalid);
pblock->GetValue(cellular_midthresh,t,mid,ivalid);
pblock->GetValue(cellular_highthresh,t,high,ivalid);
pblock->GetValue(cellular_type,t,type,ivalid);
pblock->GetValue(cellular_fractal,t,fract,ivalid);
pblock->GetValue(cellular_iteration,t,iterations,ivalid);
pblock->GetValue(cellular_map1_on,t,useCellMap,ivalid);
pblock->GetValue(cellular_map2_on,t,useDiv1Map,ivalid);
pblock->GetValue(cellular_map3_on,t,useDiv2Map,ivalid);
pblock->GetValue(cellular_rough,t,rough,ivalid);
pblock->GetValue(cellular_smooth,t,smooth,ivalid);
pblock->GetValue(cellular_adaptive,t,adapt,ivalid);
smooth *= 0.7f;
rough = 2.0f-rough;
highMinuslow = high-low;
midMinuslow = mid - low;
highMinusmid = high - mid;
if (type) {
spread = spread/2.0f;
}
var /= 50.0f;
varOff = 1.0f-var * 0.5f;
for (int i=0; i<NSUBTEX; i++) {
if (subTex[i])
subTex[i]->Update(t,ivalid);
}
}
valid &= ivalid;
LeaveCriticalSection(&csect);
}