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C++ core::array类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中core::array的典型用法代码示例。如果您正苦于以下问题:C++ array类的具体用法?C++ array怎么用?C++ array使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了array类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: setTexture

void CSoftwareRenderTarget::setTexture(const core::array<ITexture*>& texture, ITexture* depthStencil)
{
	if (Texture != texture)
	{
		if (Texture[0])
			Texture[0]->drop();

		bool textureDetected = false;

		for (u32 i = 0; i < texture.size(); ++i)
		{
			if (texture[i] && texture[i]->getDriverType() == EDT_SOFTWARE)
			{
				Texture[0] = texture[i];
				Texture[0]->grab();
				textureDetected = true;

				break;
			}
		}

		if (!textureDetected)
			Texture[0] = 0;
	}
}
开发者ID:vgck,项目名称:irrnacht,代码行数:25,代码来源:CSoftwareTexture.cpp


示例2: makeFastFace

static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                         v3f p, v3s16 dir, v3f scale, u8 light_source, core::array<FastFace> &dest)
{
    FastFace face;

    // Position is at the center of the cube.
    v3f pos = p * BS;

    v3f vertex_pos[4];
    v3s16 vertex_dirs[4];
    getNodeVertexDirs(dir, vertex_dirs);
    for(u16 i=0; i<4; i++)
    {
        vertex_pos[i] = v3f(
                            BS/2*vertex_dirs[i].X,
                            BS/2*vertex_dirs[i].Y,
                            BS/2*vertex_dirs[i].Z
                        );
    }

    for(u16 i=0; i<4; i++)
    {
        vertex_pos[i].X *= scale.X;
        vertex_pos[i].Y *= scale.Y;
        vertex_pos[i].Z *= scale.Z;
        vertex_pos[i] += pos;
    }

    f32 abs_scale = 1.;
    if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
    else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
    else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;

    v3f normal(dir.X, dir.Y, dir.Z);

    u8 alpha = tile.alpha;

    float x0 = tile.texture.pos.X;
    float y0 = tile.texture.pos.Y;
    float w = tile.texture.size.X;
    float h = tile.texture.size.Y;

    face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
                                        MapBlock_LightColor(alpha, li0, light_source),
                                        core::vector2d<f32>(x0+w*abs_scale, y0+h));
    face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
                                        MapBlock_LightColor(alpha, li1, light_source),
                                        core::vector2d<f32>(x0, y0+h));
    face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
                                        MapBlock_LightColor(alpha, li2, light_source),
                                        core::vector2d<f32>(x0, y0));
    face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
                                        MapBlock_LightColor(alpha, li3, light_source),
                                        core::vector2d<f32>(x0+w*abs_scale, y0));

    face.tile = tile;

    dest.push_back(face);
}
开发者ID:jnumm,项目名称:minetest,代码行数:59,代码来源:mapblock_mesh.cpp


示例3: addUsableSlotArray

//! Adds the slots in the array to the usable slots
void CGUIIcon::addUsableSlotArray(const core::array<IGUIElement*>& slotArray)
{
    s32 arraySize = slotArray.size();
    for(s32 i = 0; i < arraySize; i++)
    {
        UsableSlots->push_back(slotArray[i]);
    }

}
开发者ID:huytd,项目名称:fosengine,代码行数:10,代码来源:CGUIIcon.cpp


示例4: getBlocks

void MapSector::getBlocks(core::array<MapBlock*> &dest)
{
	core::map<s16, MapBlock*>::Iterator bi;

	bi = m_blocks.getIterator();
	for(; bi.atEnd() == false; bi++)
	{
		MapBlock *b = bi.getNode()->getValue();
		dest.push_back(b);
	}
}
开发者ID:DMV27,项目名称:minetest,代码行数:11,代码来源:mapsector.cpp


示例5: activateJoysticks

//! Activate any joysticks, and generate events for them.
bool CIrrDeviceSDL::activateJoysticks(core::array<SJoystickInfo> & joystickInfo)
{
#if defined(_IRR_COMPILE_WITH_JOYSTICK_EVENTS_)
	joystickInfo.clear();

	// we can name up to 256 different joysticks
	const int numJoysticks = core::min_(SDL_NumJoysticks(), 256);
	Joysticks.reallocate(numJoysticks);
	joystickInfo.reallocate(numJoysticks);

	int joystick = 0;
	for (; joystick<numJoysticks; ++joystick)
	{
		Joysticks.push_back(SDL_JoystickOpen(joystick));
		SJoystickInfo info;

		info.Joystick = joystick;
		info.Axes = SDL_JoystickNumAxes(Joysticks[joystick]);
		info.Buttons = SDL_JoystickNumButtons(Joysticks[joystick]);
		info.Name = SDL_JoystickName(joystick);
		info.PovHat = (SDL_JoystickNumHats(Joysticks[joystick]) > 0)
						? SJoystickInfo::POV_HAT_PRESENT : SJoystickInfo::POV_HAT_ABSENT;

		joystickInfo.push_back(info);
	}

	for(joystick = 0; joystick < (int)joystickInfo.size(); ++joystick)
	{
		char logString[256];
		(void)sprintf(logString, "Found joystick %d, %d axes, %d buttons '%s'",
		 joystick, joystickInfo[joystick].Axes,
   joystickInfo[joystick].Buttons, joystickInfo[joystick].Name.c_str());
		os::Printer::log(logString, ELL_INFORMATION);
	}

	return true;

#endif // _IRR_COMPILE_WITH_JOYSTICK_EVENTS_

	return false;
}
开发者ID:AwkwardDev,项目名称:pseuwow,代码行数:42,代码来源:CIrrDeviceSDL.cpp


示例6: createBoxTower

// Create a tower of the specified number of boxes
void createBoxTower(IPhysxManager* physxManager, scene::ISceneManager* smgr, video::IVideoDriver* driver, core::array<SPhysxAndNodePair*>& objects, f32 towerSize, f32 density, const core::vector3df& position) {

    const core::vector3df scale(4,4,4);
    const f32 spacing = -2.0f*physxManager->getSkinWidth();
    core::vector3df pos = position + core::vector3df(0.0f, scale.Y/2.0f, 0.0f);

    while (towerSize > 0) {
        objects.push_back(createBox(physxManager, smgr, driver, pos, scale, density));
        pos.Y += (scale.Y + spacing);
        towerSize--;
    }

}
开发者ID:bdbdonp,项目名称:tubras,代码行数:14,代码来源:irrphysxFuncs.cpp


示例7: v2s32

/*
	Here is an example traditional set-up sequence for a DrawSpec list:

	std::string furnace_inv_id = "nodemetadata:0,1,2";
	core::array<GUIInventoryMenu::DrawSpec> draw_spec;
	draw_spec.push_back(GUIInventoryMenu::DrawSpec(
			"list", furnace_inv_id, "fuel",
			v2s32(2, 3), v2s32(1, 1)));
	draw_spec.push_back(GUIInventoryMenu::DrawSpec(
			"list", furnace_inv_id, "src",
			v2s32(2, 1), v2s32(1, 1)));
	draw_spec.push_back(GUIInventoryMenu::DrawSpec(
			"list", furnace_inv_id, "dst",
			v2s32(5, 1), v2s32(2, 2)));
	draw_spec.push_back(GUIInventoryMenu::DrawSpec(
			"list", "current_player", "main",
			v2s32(0, 5), v2s32(8, 4)));
	setDrawSpec(draw_spec);

	Here is the string for creating the same DrawSpec list (a single line,
	spread to multiple lines here):

	GUIInventoryMenu::makeDrawSpecArrayFromString(
			draw_spec,
			"nodemetadata:0,1,2",
			"invsize[8,9;]"
			"list[current_name;fuel;2,3;1,1;]"
			"list[current_name;src;2,1;1,1;]"
			"list[current_name;dst;5,1;2,2;]"
			"list[current_player;main;0,5;8,4;]");

	Returns inventory menu size defined by invsize[].
*/
v2s16 GUIInventoryMenu::makeDrawSpecArrayFromString(
		core::array<GUIInventoryMenu::DrawSpec> &draw_spec,
		const std::string &data,
		const std::string &current_name)
{
	v2s16 invsize(8,9);
	Strfnd f(data);
	while(f.atend() == false)
	{
		std::string type = trim(f.next("["));
		//infostream<<"type="<<type<<std::endl;
		if(type == "list")
		{
			std::string name = f.next(";");
			if(name == "current_name")
				name = current_name;
			std::string subname = f.next(";");
			s32 pos_x = stoi(f.next(","));
			s32 pos_y = stoi(f.next(";"));
			s32 geom_x = stoi(f.next(","));
			s32 geom_y = stoi(f.next(";"));
			infostream<<"list name="<<name<<", subname="<<subname
					<<", pos=("<<pos_x<<","<<pos_y<<")"
					<<", geom=("<<geom_x<<","<<geom_y<<")"
					<<std::endl;
			draw_spec.push_back(GUIInventoryMenu::DrawSpec(
					type, name, subname,
					v2s32(pos_x,pos_y),v2s32(geom_x,geom_y)));
			f.next("]");
		}
		else if(type == "invsize")
		{
			invsize.X = stoi(f.next(","));
			invsize.Y = stoi(f.next(";"));
			infostream<<"invsize ("<<invsize.X<<","<<invsize.Y<<")"<<std::endl;
			f.next("]");
		}
		else
		{
			// Ignore others
			std::string ts = f.next("]");
			infostream<<"Unknown DrawSpec: type="<<type<<", data=\""<<ts<<"\""
					<<std::endl;
		}
	}

	return invsize;
}
开发者ID:ray8888,项目名称:MINETEST-Minetest-classic-remoboray,代码行数:81,代码来源:guiInventoryMenu.cpp


示例8: create

void CFontTextTag::create( IExtendedText* text, const core::stringw& tag, const core::array<core::stringw>& params )
{
    if ( params.size() == 0 )
    {
        text->setCurrentFont( text->getDefaultFont() );
    }
    else
    {
        core::map<core::stringw,IGUIFont*>::Node* node = FontMap.find( params[0] );
        
        if ( node != NULL )
        {
            text->setCurrentFont( node->getValue() );
        }
    }
}
开发者ID:tecan,项目名称:Luna,代码行数:16,代码来源:CFontTextTag.cpp


示例9: setFramesDirectionSet

void CSceneNodeAnimatorTexture::setFramesDirectionSet(
	u32 direction_idx, const core::array<SAnimationFrame> &frames)
{
	if (direction_idx >= m_DirectionSets.size())
		for (u32 d = m_DirectionSets.size(); d <= direction_idx; d++)
			m_DirectionSets.push_back(core::array<SAnimationFrame>());
	u32 i=0;
	for (i=0; i < m_DirectionSets[direction_idx].size(); ++i)
        SAFE_DROP(m_DirectionSets[direction_idx][i].Texture);
	m_DirectionSets[direction_idx].set_used(0);
	for (i = 0; i < frames.size(); ++i)
    {
        m_DirectionSets[direction_idx].push_back(frames[i]);
		SAFE_GRAB(frames[i].Texture);
    }
}
开发者ID:zdementor,项目名称:my-base,代码行数:16,代码来源:CSceneNodeAnimatorTexture.cpp


示例10: Loop

//! constructor
CSceneNodeAnimatorTexture::CSceneNodeAnimatorTexture(const core::array<video::ITexture*>& textures,
                                                     s32 timePerFrame, bool loop, u32 now)
	: Loop(loop), StartTime(now), TimePerFrame(timePerFrame)
{
	#ifdef _DEBUG
	setDebugName("CSceneNodeAnimatorTexture");
	#endif

	for (u32 i=0; i<textures.size(); ++i)
	{
		if (textures[i])
			textures[i]->grab();

		Textures.push_back(textures[i]);
	}

	EndTime = now + (timePerFrame * Textures.size());
}
开发者ID:jduranmaster,项目名称:ltegameengine,代码行数:19,代码来源:CSceneNodeAnimatorTexture.cpp


示例11: getObjects

void MapBlockObjectList::getObjects(v3f origin, f32 max_d,
		core::array<DistanceSortedObject> &dest)
{
	for(core::map<s16, MapBlockObject*>::Iterator
			i = m_objects.getIterator();
			i.atEnd() == false; i++)
	{
		MapBlockObject *obj = i.getNode()->getValue();

		f32 d = (obj->getRelativeShowPos() - origin).getLength();

		if(d > max_d)
			continue;

		DistanceSortedObject dso(obj, d);

		dest.push_back(dso);
	}
}
开发者ID:DMV27,项目名称:minetest,代码行数:19,代码来源:mapblockobject.cpp


示例12: getActiveObjects

void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
		core::array<DistanceSortedActiveObject> &dest)
{
	for(core::map<u16, ClientActiveObject*>::Iterator
			i = m_active_objects.getIterator();
			i.atEnd()==false; i++)
	{
		ClientActiveObject* obj = i.getNode()->getValue();

		f32 d = (obj->getPosition() - origin).getLength();

		if(d > max_d)
			continue;

		DistanceSortedActiveObject dso(obj, d);

		dest.push_back(dso);
	}
}
开发者ID:MarkTraceur,项目名称:minetest-delta,代码行数:19,代码来源:environment.cpp


示例13: createBoxStack

// Create a stack of boxes, with the bottom row having the specified number of boxes
void createBoxStack(IPhysxManager* physxManager, scene::ISceneManager* smgr, video::IVideoDriver* driver, core::array<SPhysxAndNodePair*>& objects, f32 stackSize, f32 density, const core::vector3df& position) {

    const core::vector3df scale(4,4,4);
    const f32 spacing = -2.0f*physxManager->getSkinWidth();
    core::vector3df pos = position + core::vector3df(0.0f, scale.Y/2.0f, 0.0f);
    f32 offset = -stackSize * (scale.X + spacing) * 0.5f;

    while (stackSize > 0) {
        for (s32 i = 0 ; i < stackSize ; ++i) {
            pos.X = offset + (f32)i * (scale.X + spacing);
            objects.push_back(createBox(physxManager, smgr, driver, pos, scale, density));
        }

        offset += scale.X / 2.0f;
        pos.Y += (scale.Y + spacing);
        stackSize--;
    }

}
开发者ID:bdbdonp,项目名称:tubras,代码行数:20,代码来源:irrphysxFuncs.cpp


示例14: createMeshStack

// Create a stack of meshes, with the bottom row having the specified number of cubes
void createMeshStack(IPhysxManager* physxManager, scene::ISceneManager* smgr, video::IVideoDriver* driver, core::array<SPhysxAndNodePair*>& objects, scene::IMesh* mesh, f32 stackSize, f32 density) {

    const core::vector3df meshSize = mesh->getBoundingBox().getExtent();
    const f32 spacing = -2.0f*physxManager->getSkinWidth();
    core::vector3df pos(0.0f, meshSize.Y/2.0f, 0.0f);
    f32 offset = -stackSize * (meshSize.X + spacing) * 0.5f;

    while (stackSize > 0) {
        for (s32 i = 0 ; i < stackSize ; ++i) {
            pos.X = offset + (f32)i * (meshSize.X + spacing);
            objects.push_back(createMeshBoundingBox(physxManager, smgr, driver, mesh, pos, core::vector3df(1,1,1), density));
        }

        offset += meshSize.X / 2.0f;
        pos.Y += (meshSize.Y + spacing);
        stackSize--;
    }

}
开发者ID:bdbdonp,项目名称:tubras,代码行数:20,代码来源:irrphysxFuncs.cpp


示例15: setVertexShaderConstant

void HWSkinningCallback::OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
{
/*    static const float colors[] = {
        1.0, 0.0, 0.0, 1.0,
        0.0, 1.0, 0.0, 1.0,
        0.0, 0.0, 1.0, 1.0,
        1.0, 1.0, 0.0, 1.0,
        0.0, 1.0, 1.0, 1.0,
        1.0, 0.0, 1.0, 1.0,
        0.0, 0.0, 0.0, 1.0,
        1.0, 1.0, 1.0, 1.0,
    };
    static const int nb_colors = 8;
    //int index = m_used_material

    int index = 4;
    //int index = *reinterpret_cast<const int*>(&m_used_material->MaterialTypeParam);
    //printf("OnSetConstants: index: %d\n", index);
    //index = 4 * (index % nb_colors);

    services->setPixelShaderConstant("debug_color", &colors[index], 4);
*/
    //! Sets a constant for the pixel shader based on a name.
 /** This can be used if you used a high level shader language like GLSL
 or HLSL to create a shader. See setVertexShaderConstant() for an
 example on how to use this.
 \param name Name of the variable
 \param floats Pointer to array of floats
 \param count Amount of floats in array.
 \return True if successful. */
 /*virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count) = 0;*/

    // TODO: cleanup
    // - joints
    scene::ISkinnedMesh* mesh = (scene::ISkinnedMesh*)m_node->getMesh();
    f32 joints_data[55 * 16];
    int copyIncrement = 0;

    const core::array<scene::ISkinnedMesh::SJoint*> joints = mesh->getAllJoints();
    for(u32 i = 0;i < joints.size();++i)
    {
        core::matrix4 joint_vertex_pull(core::matrix4::EM4CONST_NOTHING);
        joint_vertex_pull.setbyproduct(joints[i]->GlobalAnimatedMatrix, joints[i]->GlobalInversedMatrix);

        f32* pointer = joints_data + copyIncrement;
        for(int i = 0;i < 16;++i)
            *pointer++ = joint_vertex_pull[i];

        copyIncrement += 16;
    }

    services->setVertexShaderConstant("JointTransform", joints_data, mesh->getAllJoints().size() * 16);

    // - mWorldViewProj
    // set clip matrix at register 4
/*    core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
    worldViewProj *= driver->getTransform(video::ETS_VIEW);
    worldViewProj *= driver->getTransform(video::ETS_WORLD);
    services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);
*/    // for high level shading languages, this would be another solution:
    //services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);

    // -
}
开发者ID:AkshayGupta94,项目名称:stk-code,代码行数:64,代码来源:hardware_skinning.cpp


示例16: writeOutXMLDescription

void CCombatNPC::writeOutXMLDescription(core::array<core::stringw>& names, core::array<core::stringw>& values) const {
    
	IAIEntity::writeOutXMLDescription(names, values);
  
	core::stringw strw;
	names.push_back(core::stringw(L"waypointGroupName"));
	values.push_back(core::stringw(WaypointGroup->getName()).c_str());
	names.push_back(core::stringw(L"startWaypointID"));
	strw = (CurrentWaypoint ? core::stringw(CurrentWaypoint->getID()) : core::stringw(0));
	values.push_back(strw);
	names.push_back(core::stringw(L"fovDimensions"));
	core::vector3df dim = (FieldOfView ? FieldOfView->getDimensions() : core::vector3df(0,0,0));
	strw = core::stringw(dim.X);
	strw += ",";
	strw += dim.Y;
	strw += ",";
	strw += dim.Z;
	values.push_back(strw);
	names.push_back(core::stringw(L"range"));
	strw = core::stringw(Range);    
	values.push_back(strw);
	names.push_back(core::stringw(L"moveSpeed"));
	strw = core::stringw(MoveSpeed);
	values.push_back(strw);
	names.push_back(core::stringw(L"atDestinationThreshold"));
	strw = core::stringw(AtDestinationThreshold);
	values.push_back(strw);
	names.push_back(core::stringw(L"fovOcclusionCheck"));
	strw = core::stringw(FovOcclusionCheck);
	values.push_back(strw);
	names.push_back(core::stringw(L"checkFovForEnemies"));
	strw = core::stringw(CheckFovForEnemies);
	values.push_back(strw);
	names.push_back(core::stringw(L"checkFovForAllies"));
	strw = core::stringw(CheckFovForAllies);
	values.push_back(strw);
         
}
开发者ID:Assyr,项目名称:PlasmaDefence,代码行数:38,代码来源:CCombatNPC.cpp


示例17: appendBranch

void CTreeGenerator::appendBranch( const core::matrix4& transform, SBranch* branch, f32 lengthScale, f32 radiusScale, s32 level, SMeshBuffer* buffer, core::array<STreeLeaf>& leaves )
{
    if ( level <= 0 )
        return; // Do nothing, this branch is invisible.
    
    // Add this branch
    f32 length = lengthScale * getFloatFromValueRange( branch->Length, Seed++ );
    
    f32 radius = getFloatFromValueRange( branch->Radius, Seed++ );
    
    f32 radiusEndScale = radiusScale * getFloatFromValueRange( branch->RadiusEnd, Seed++ );
    
    f32 radiusEnd = radius * radiusEndScale;
    
    radius = radiusScale * radius;
    
    if ( level == 1 )
        radiusEnd = 0;
    
    s32 radialSegments = (level*(RadialSegments-3))/Levels + 3;
    
    if ( level > CutoffLevel )
    {
        BuildCylinder(
            buffer->Vertices,
            buffer->Indices,
            buffer->BoundingBox,
            
            length,
            radius,
            radiusEnd,
            radialSegments,
            
            transform );
    }
    
    // Add children
    if ( level > 1 )
    {
        core::list<SBranchChild>::Iterator it = branch->Children.begin();
        while ( it != branch->Children.end() )
        {
            SBranchChild* child = &(*it);
            
            it++;
            
            SBranch* childBranch = getBranchWithId( child->IdRef );
            
            if ( childBranch == 0 )
                continue;
            
            if ( !isValueInRange( level, child->LevelRange ) )
                continue;
            
            s32 childLevel = level + getIntFromValueRange( child->RelativeLevel, Seed++ ); // RelativeLevel is usually negative, -1 in particular.
            
            s32 numChildren = getIntFromValueRange( child->Count, Seed++ );
            
            f32 positionRange = child->Position.Max - child->Position.Min;
            
            positionRange /= (f32)numChildren;
            
            f32 orientation = getRandomFloat( Seed++, 0, 360.0f );
            
            for ( s32 i=0; i<numChildren; i++ )
            {
                f32 childLengthScale = lengthScale * getFloatFromValueRange( child->LengthScale, Seed++ );
                
                orientation += getFloatFromValueRange( child->Orientation, Seed++ );
                
                // Clamp value between 0 and 360. This is needed for gravity to work properly
                if ( orientation < 0.0f )
                    orientation += 360.0f;
                else
                if ( orientation > 360.0f )
                    orientation -= 360.0f;
                
                f32 childOrientation = orientation;
                
                f32 gravity = getFloatFromValueRange( child->GravityInfluence, Seed++ );
                
                f32 childPitch = getFloatFromValueRange( child->Pitch, Seed++ );
                
                f32 childPosition = getFloatFromValueRange( child->Position, Seed++ );
                
                f32 position;
                
                if ( child->Position.IsValue )
                    position = child->Position.Value;
                else
                    position = (child->Position.Min + positionRange * i + positionRange * getRandomFloat( Seed++, 0, 1 ));
                
                f32 childRadiusScale = (radiusScale*(1.0f-position) + radiusEndScale*position) * getFloatFromValueRange( child->RadiusScale, Seed++ );
                
                // Build transformation matrix
                core::matrix4 mat;
                
                mat.setRotationDegrees( core::vector3df(childPitch, childOrientation, 0.0f) );
                
                mat[13] = length * position;
//.........这里部分代码省略.........
开发者ID:3di,项目名称:3di-viewer-rei-libs,代码行数:101,代码来源:CTreeGenerator.cpp


示例18: BuildCylinder

void BuildCylinder(   
        core::array<video::S3DVertex>& vertexArray,
        core::array<u16>& indexArray,
        core::aabbox3d<f32>& boundingBox,
        
        f32 height,
        f32 startRadius,
        f32 endRadius,
        s32 radialSegments,
        
        const core::matrix4& transform,
        
        f32 startTCoordY = 0.0f,
        f32 endTCoordY = 1.0f,
        video::SColor startColor = video::SColor(255,255,255,255),
        video::SColor endColor = video::SColor(255,255,255,255) )
{
    u16 vertexIndex = vertexArray.size();
    
    s32 radialVertices = radialSegments + 1; // We want one additional vertex to make the texture wraps correctly
    
    // Place bottom cap
    for ( s32 i=0; i<radialVertices; i++ )
    {
        f32 angle = 2.0f * core::PI * i / (f32)( radialSegments );
        
        core::vector3df dir;
        dir.X = cos(angle);
        dir.Z = sin(angle);
        
        core::vector3df pos;
        core::vector3df normal = dir;

        pos = dir * startRadius;
        
        // Place bottom vertex
        transform.transformVect( pos );
        transform.rotateVect( normal );
        
        core::vector2df tcoord;
        tcoord.X = (f32)( i ) / (f32)( radialSegments );
        tcoord.Y = startTCoordY;
        
        vertexArray.push_back( video::S3DVertex(
            pos,
            normal,
            startColor,
            tcoord  ) );
        
        boundingBox.addInternalPoint( pos );
    }
    
    // Place top cap and indices
    for ( s32 i=0; i<radialVertices; i++ )
    {
        f32 angle = 2.0f * core::PI * i / (f32)( radialSegments );
        
        core::vector3df dir;
        dir.X = cos(angle);
        dir.Z = sin(angle);
        
        core::vector3df normal = dir;
        core::vector3df pos = dir * endRadius;
        pos.Y = height;
        
        transform.transformVect( pos ); 
        transform.rotateVect( normal );
        
        core::vector2df tcoord;
        tcoord.X = (f32)( i ) / (f32)( radialSegments );
        tcoord.Y = endTCoordY;
        
        vertexArray.push_back( video::S3DVertex(
            pos,
            normal,
            endColor,
            tcoord  ) );
        
        boundingBox.addInternalPoint(pos);
        
        // Add indices
        if ( i != radialVertices-1 )
        {
            s32 i2 = (i+1)%radialVertices;
            // Place the indices
            indexArray.push_back ( vertexIndex + i );
            indexArray.push_back ( vertexIndex + radialVertices + i );
            indexArray.push_back ( vertexIndex + i2 );
            
            indexArray.push_back ( vertexIndex + radialVertices + i );
            indexArray.push_back ( vertexIndex + radialVertices + i2 );
            indexArray.push_back ( vertexIndex + i2 );
        }
    }
}
开发者ID:3di,项目名称:3di-viewer-rei-libs,代码行数:95,代码来源:CTreeGenerator.cpp


示例19: makeFastFace

void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
		v3s16 dir, v3f scale, v3f posRelative_f,
		core::array<FastFace> &dest)
{
	FastFace face;
	
	// Position is at the center of the cube.
	v3f pos = p * BS;
	posRelative_f *= BS;

	v3f vertex_pos[4];
	v3s16 vertex_dirs[4];
	getNodeVertexDirs(dir, vertex_dirs);
	for(u16 i=0; i<4; i++)
	{
		vertex_pos[i] = v3f(
				BS/2*vertex_dirs[i].X,
				BS/2*vertex_dirs[i].Y,
				BS/2*vertex_dirs[i].Z
		);
	}

	for(u16 i=0; i<4; i++)
	{
		vertex_pos[i].X *= scale.X;
		vertex_pos[i].Y *= scale.Y;
		vertex_pos[i].Z *= scale.Z;
		vertex_pos[i] += pos + posRelative_f;
	}

	f32 abs_scale = 1.;
	if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
	else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
	else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;

	v3f zerovector = v3f(0,0,0);
	
	u8 alpha = tile.alpha;
	/*u8 alpha = 255;
	if(tile.id == TILE_WATER)
		alpha = WATER_ALPHA;*/

	float x0 = tile.texture.pos.X;
	float y0 = tile.texture.pos.Y;
	float w = tile.texture.size.X;
	float h = tile.texture.size.Y;

	/*video::SColor c = lightColor(alpha, li);

	face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
			core::vector2d<f32>(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
			core::vector2d<f32>(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
			core::vector2d<f32>(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
			core::vector2d<f32>(x0+w*abs_scale, y0));*/

	face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
			lightColor(alpha, li0),
			core::vector2d<f32>(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
			lightColor(alpha, li1),
			core::vector2d<f32>(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
			lightColor(alpha, li2),
			core::vector2d<f32>(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
			lightColor(alpha, li3),
			core::vector2d<f32>(x0+w*abs_scale, y0));

	face.tile = tile;
	//DEBUG
	//f->tile = TILE_STONE;
	
	dest.push_back(face);
}
开发者ID:asiekierka,项目名称:minetest-delta,代码行数:77,代码来源:mapblock_mesh.cpp


示例20: drawBatches

void CGUISpriteBank::draw2DSpriteBatch(	const core::array<u32>& indices,
										const core::array<core::position2di>& pos,
										const core::rect<s32>* clip,
										const video::SColor& color,
										u32 starttime, u32 currenttime,
										bool loop, bool center)
{
	const irr::u32 drawCount = core::min_<u32>(indices.size(), pos.size());

	if (!getTextureCount())
		return;
	core::array<SDrawBatch> drawBatches(getTextureCount());
	for (u32 i=0; i < Textures.size(); ++i)
	{
		drawBatches.push_back(SDrawBatch());
		drawBatches[i].positions.reallocate(drawCount);
		drawBatches[i].sourceRects.reallocate(drawCount);
	}

	for (u32 i = 0; i < drawCount; ++i)
	{
		const u32 index = indices[i];

		if (index >= Sprites.size() || Sprites[index].Frames.empty() )
			continue;

		// work out frame number
		u32 frame = 0;
		if (Sprites[index].frameTime)
		{
			u32 f = ((currenttime - starttime) / Sprites[index].frameTime);
			if (loop)
				frame = f % Sprites[index].Frames.size();
			else
				frame = (f >= Sprites[index].Frames.size()) ? Sprites[index].Frames.size()-1 : f;
		}

		const u32 texNum = Sprites[index].Frames[frame].textureNumber;
		SDrawBatch& currentBatch = drawBatches[texNum];

		const u32 rn = Sprites[index].Frames[frame].rectNumber;
		if (rn >= Rectangles.size())
			return;

		const core::rect<s32>& r = Rectangles[rn];

		if (center)
		{
			core::position2di p = pos[i];
			p -= r.getSize() / 2;

			currentBatch.positions.push_back(p);
			currentBatch.sourceRects.push_back(r);
		}
		else
		{
			currentBatch.positions.push_back(pos[i]);
			currentBatch.sourceRects.push_back(r);
		}
	}

	for(u32 i = 0;i < drawBatches.size();i++)
	{
		if(!drawBatches[i].positions.empty() && !drawBatches[i].sourceRects.empty())
			Driver->draw2DImageBatch(getTexture(i), drawBatches[i].positions,
				drawBatches[i].sourceRects, clip, color, true);
	}
}
开发者ID:Smile-DK,项目名称:ygopro-222DIY-mobile,代码行数:68,代码来源:CGUISpriteBank.cpp



注:本文中的core::array类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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