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C++ rangelim函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了rangelim函数的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: rangelim

float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
	float steepness, float height_select)
{
	float base   = 1 + terrain_base;
	float higher = 1 + terrain_higher;

	// Limit higher ground level to at least base
	if(higher < base)
		higher = base;

	// Steepness factor of cliffs
	float b = steepness;
	b = rangelim(b, 0.0, 1000.0);
	b = 5 * b * b * b * b * b * b * b;
	b = rangelim(b, 0.5, 1000.0);

	// Values 1.5...100 give quite horrible looking slopes
	if (b > 1.5 && b < 100.0)
		b = (b < 10.0) ? 1.5 : 100.0;

	float a_off = -0.20; // Offset to more low
	float a = 0.5 + b * (a_off + height_select);
	a = rangelim(a, 0.0, 1.0); // Limit

	return base * (1.0 - a) + higher * a;
}
开发者ID:Wayward1,项目名称:freeminer,代码行数:26,代码来源:mapgen_v6.cpp


示例2: v3f

void CaveFractal::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
{
	node_min = nmin;
	node_max = nmax;
	main_direction = v3f(0, 0, 0);

	// Allowed route area size in nodes
	ar = node_max - node_min + v3s16(1, 1, 1);
	// Area starting point in nodes
	of = node_min;

	// Allow a bit more
	//(this should be more than the maximum radius of the tunnel)
	s16 insure = 10;
	s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
	ar += v3s16(1,0,1) * more * 2;
	of -= v3s16(1,0,1) * more;

	route_y_min = 0;
	// Allow half a diameter + 7 over stone surface
	route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;

	// Limit maximum to area
	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);

	s16 min = 0;
		if (node_min.Y < water_level && node_max.Y > water_level) {
			min = water_level - max_tunnel_diameter/3 - of.Y;
			route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
		}
	route_y_min = ps->range(min, min + max_tunnel_diameter);
	route_y_min = rangelim(route_y_min, 0, route_y_max);

	s16 route_start_y_min = route_y_min;
	s16 route_start_y_max = route_y_max;

	route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
	route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);

	// Randomize starting position
	orp = v3f(
		(float)(ps->next() % ar.X) + 0.5,
		(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
		(float)(ps->next() % ar.Z) + 0.5
	);

	// Add generation notify begin event
	v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
	mg->gennotify.addEvent(notifytype, abs_pos);

	// Generate some tunnel starting from orp
	for (u16 j = 0; j < tunnel_routepoints; j++)
		makeTunnel(j % dswitchint == 0);

	// Add generation notify end event
	abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	notifytype = GENNOTIFY_LARGECAVE_END;
	mg->gennotify.addEvent(notifytype, abs_pos);
}
开发者ID:bsmr-xcraft,项目名称:freeminer,代码行数:60,代码来源:cavegen.cpp


示例3: checkobject

// set_eye_offset(self, v3f first pv, v3f third pv)
int ObjectRef::l_set_eye_offset(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	RemotePlayer *player = getplayer(ref);
	if (player == NULL)
		return 0;
	// Do it
	v3f offset_first = v3f(0, 0, 0);
	v3f offset_third = v3f(0, 0, 0);

	if (!lua_isnil(L, 2))
		offset_first = read_v3f(L, 2);
	if (!lua_isnil(L, 3))
		offset_third = read_v3f(L, 3);

	// Prevent abuse of offset values (keep player always visible)
	offset_third.X = rangelim(offset_third.X,-10,10);
	offset_third.Z = rangelim(offset_third.Z,-5,5);
	/* TODO: if possible: improve the camera colision detetion to allow Y <= -1.5) */
	offset_third.Y = rangelim(offset_third.Y,-10,15); //1.5*BS

	getServer(L)->setPlayerEyeOffset(player, offset_first, offset_third);
	lua_pushboolean(L, true);
	return 1;
}
开发者ID:rubenwardy,项目名称:minetest,代码行数:27,代码来源:l_object.cpp


示例4: MapgenBasic

MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
	: MapgenBasic(mapgenid, params, emerge)
{
	// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
	this->m_bgen = (BiomeGenOriginal *)biomegen;

	this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
			g_settings->getU16("map_generation_limit"));

	MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
	BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;

	this->spflags            = sp->spflags;
	this->altitude_chill     = sp->altitude_chill;
	this->large_cave_depth   = sp->large_cave_depth;
	this->lava_features_lim  = rangelim(sp->lava_features, 0, 10);
	this->massive_cave_depth = sp->massive_cave_depth;
	this->river_depth_bed    = sp->river_depth + 1.f;
	this->river_size_factor  = sp->river_size / 100.f;
	this->water_features_lim = rangelim(sp->water_features, 0, 10);
	this->cave_width         = sp->cave_width;

	//// 2D Terrain noise
	noise_filler_depth       = new Noise(&sp->np_filler_depth,       seed, csize.X, csize.Z);
	noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
	noise_rivers             = new Noise(&sp->np_rivers,             seed, csize.X, csize.Z);
	noise_terrain_height     = new Noise(&sp->np_terrain_height,     seed, csize.X, csize.Z);
	noise_valley_depth       = new Noise(&sp->np_valley_depth,       seed, csize.X, csize.Z);
	noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);

	//// 3D Terrain noise
	// 1-up 1-down overgeneration
	noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
	// 1-down overgeneraion
	noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
	noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
	noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);

	this->humid_rivers       = (spflags & MGVALLEYS_HUMID_RIVERS);
	this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
	this->humidity_adjust    = bp->np_humidity.offset - 50.f;

	// a small chance of overflows if the settings are very high
	this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
	this->lava_max_height       = water_level + MYMAX(0, lava_features_lim - 4) * 50;

	tcave_cache = new float[csize.Y + 2];

	// Resolve content to be used
	c_lava_source = ndef->getId("mapgen_lava_source");
	c_sand        = ndef->getId("mapgen_sand");

	// Fall back to more basic content if not defined
	if (c_sand == CONTENT_IGNORE)
		c_sand = c_stone;
}
开发者ID:IAmRasputin,项目名称:minetest,代码行数:56,代码来源:mapgen_valleys.cpp


示例5: base_rock_level_2d

double base_rock_level_2d(u64 seed, v2s16 p)
{
	// The base ground level
	double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
			+ 20. * noise2d_perlin(
			0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
			(seed>>32)+654879876, 6, 0.6);

	/*// A bit hillier one
	double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
			(seed>>27)+90340, 6, 0.69);
	if(base2 > base)
		base = base2;*/
#if 1
	// Higher ground level
	double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
			seed+85039, 5, 0.69);
	//higher = 30; // For debugging

	// Limit higher to at least base
	if(higher < base)
		higher = base;

	// Steepness factor of cliffs
	double b = 1.0 + 1.0 * noise2d_perlin(
			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
			seed-932, 7, 0.7);
	b = rangelim(b, 0.0, 1000.0);
	b = pow(b, 5);
	b *= 7;
	b = rangelim(b, 3.0, 1000.0);
	//dstream<<"b="<<b<<std::endl;
	//double b = 20;

	// Offset to more low
	double a_off = -0.2;
	// High/low selector
	/*double a = 0.5 + b * (a_off + noise2d_perlin(
			0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
			seed-359, 6, 0.7));*/
	double a = (double)0.5 + b * (a_off + noise2d_perlin(
			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
			seed-359, 5, 0.60));
	// Limit
	a = rangelim(a, 0.0, 1.0);

	//dstream<<"a="<<a<<std::endl;

	double h = base*(1.0-a) + higher*a;
#else
	double h = base;
#endif
	return h;
}
开发者ID:WantedGames,项目名称:freeminer,代码行数:56,代码来源:mapgen_v5.cpp


示例6: v3f

void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
	node_min = nmin;
	node_max = nmax;
	max_stone_y = max_stone_height;
	main_direction = v3f(0, 0, 0);

	// Allowed route area size in nodes
	ar = node_max - node_min + v3s16(1, 1, 1);
	// Area starting point in nodes
	of = node_min;

	// Allow a bit more
	//(this should be more than the maximum radius of the tunnel)
	const s16 max_spread_amount = MAP_BLOCKSIZE;
	s16 insure = 10;
	s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
	ar += v3s16(1,0,1) * more * 2;
	of -= v3s16(1,0,1) * more;

	route_y_min = 0;
	// Allow half a diameter + 7 over stone surface
	route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;

	// Limit maximum to area
	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);

	if (large_cave) {
		s16 min = 0;
		if (node_min.Y < water_level && node_max.Y > water_level) {
			min = water_level - max_tunnel_diameter/3 - of.Y;
			route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
		}
		route_y_min = ps->range(min, min + max_tunnel_diameter);
		route_y_min = rangelim(route_y_min, 0, route_y_max);
	}

	s16 route_start_y_min = route_y_min;
	s16 route_start_y_max = route_y_max;

	route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
	route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);

	// Randomize starting position
	orp = v3f(
		(float)(ps->next() % ar.X) + 0.5,
		(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
		(float)(ps->next() % ar.Z) + 0.5
	);

	// Generate some tunnel starting from orp
	for (u16 j = 0; j < tunnel_routepoints; j++)
		makeTunnel(j % dswitchint == 0);
}
开发者ID:Imberflur,项目名称:minetest,代码行数:53,代码来源:cavegen.cpp


示例7: UpdateThread

MeshUpdateThread::MeshUpdateThread(Client *client):
	UpdateThread("Mesh"),
	m_queue_in(client)
{
	m_generation_interval = g_settings->getU16("mesh_generation_interval");
	m_generation_interval = rangelim(m_generation_interval, 0, 50);
}
开发者ID:Caellian,项目名称:minetest,代码行数:7,代码来源:mesh_generator_thread.cpp


示例8: doFades

	void doFades(float dtime)
	{
		m_fade_delay += dtime;

		if (m_fade_delay < 0.1f)
			return;

		float chkGain = 0;
		for (std::unordered_map<int, FadeState>::iterator i = m_sounds_fading.begin();
				i != m_sounds_fading.end();) {
			if (i->second.step < 0.f)
				chkGain = -(i->second.current_gain);
			else
				chkGain = i->second.current_gain;

			if (chkGain < i->second.target_gain) {
				i->second.current_gain += (i->second.step * m_fade_delay);
				i->second.current_gain = rangelim(i->second.current_gain, 0, 1);

				updateSoundGain(i->first, i->second.current_gain);
				++i;
			} else {
				if (i->second.target_gain <= 0.f)
					stopSound(i->first);

				m_sounds_fading.erase(i++);
			}
		}
		m_fade_delay = 0;
	}
开发者ID:EXio4,项目名称:minetest,代码行数:30,代码来源:sound_openal.cpp


示例9: NoisePerlin2D

bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
	float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
	float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
	float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);

	return mnt_n + height_modifier >= 0.6;
}
开发者ID:FunKetApp,项目名称:minetest,代码行数:7,代码来源:mapgen_v7.cpp


示例10: rangelim

void MapgenV7::calculateNoise()
{
	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
	int x = node_min.X;
	int y = node_min.Y;
	int z = node_min.Z;

	noise_height_select->perlinMap2D(x, z);
	noise_terrain_persist->perlinMap2D(x, z);
	float *persistmap = noise_terrain_persist->result;
	for (int i = 0; i != csize.X * csize.Z; i++)
		persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);

	noise_terrain_base->perlinMap2D(x, z, persistmap);
	noise_terrain_alt->perlinMap2D(x, z, persistmap);
	noise_filler_depth->perlinMap2D(x, z);

	if (spflags & MGV7_MOUNTAINS) {
		noise_mountain->perlinMap3D(x, y, z);
		noise_mount_height->perlinMap2D(x, z);
	}

	if (spflags & MGV7_RIDGES) {
		noise_ridge->perlinMap3D(x, y, z);
		noise_ridge_uwater->perlinMap2D(x, z);
	}

	noise_heat->perlinMap2D(x, z);
	noise_humidity->perlinMap2D(x, z);

	//printf("calculateNoise: %dus\n", t.stop());
}
开发者ID:KodexKy,项目名称:minetest,代码行数:32,代码来源:mapgen_v7.cpp


示例11: rangelim

float MapgenV7::baseTerrainLevelFromMap(int index) {
	float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
	float height_base = noise_terrain_base->result[index];
	float height_alt  = noise_terrain_alt->result[index];

	if (height_alt > height_base)
		return height_alt;

	return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
开发者ID:FunKetApp,项目名称:minetest,代码行数:10,代码来源:mapgen_v7.cpp


示例12: updateViewingRange

void Camera::updateViewingRange()
{
	f32 viewing_range = g_settings->getFloat("viewing_range");
	f32 near_plane = g_settings->getFloat("near_plane");
	m_draw_control.wanted_range = viewing_range;
	m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
	if (m_draw_control.range_all) {
		m_cameranode->setFarValue(100000.0);
		return;
	}
	m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
}
开发者ID:EXio4,项目名称:minetest,代码行数:12,代码来源:camera.cpp


示例13: set_light_table

/** Initialize or update the light value tables using the specified \p gamma.
 *  If \p gamma == 1.0 then the light table is linear.  Typically values for
 *  gamma range between 1.8 and 2.2.
 *
 *  @note The value for gamma will be restricted to the range 1.1 <= gamma <= 3.0.
 *
 *  @note This function is not, currently, a simple linear to gamma encoding
 *        because adjustments are made so that a gamma of 1.8 gives the same
 *        results as those hardcoded for use by the server.
 */
void set_light_table(float gamma)
{
	static const float brightness_step = 255.0f / (LIGHT_MAX + 1);

	/* These are adjustment values that are added to the calculated light value
	 * after gamma is applied.  Currently they are used so that given a gamma
	 * of 1.8 the light values set by this function are the same as those
	 * hardcoded in the initalizer list for the declaration of light_LUT.
	 */
	static const int adjustments[LIGHT_MAX + 1] = {
		 7,
		 7,
		 7,
		 5,
		 2,
		 0,
		-7,
		-20,
		-31,
		-39,
		-43,
		-45,
		-40,
		-25,
		0
	};

	gamma = rangelim(gamma, 1.0, 3.0);

	float brightness = brightness_step;

	for (size_t i = 0; i < LIGHT_MAX; i++) {
		light_LUT[i] = (u8)(255 * powf(brightness / 255.0f,  gamma));
		light_LUT[i] = rangelim(light_LUT[i] + adjustments[i], 0, 255);
		if (i > 1 && light_LUT[i] < light_LUT[i-1])
			light_LUT[i] = light_LUT[i-1] + 1;
		brightness += brightness_step;
	}
	light_LUT[LIGHT_MAX] = 255;
}
开发者ID:hondalyfe88,项目名称:MultiCraft,代码行数:50,代码来源:light.cpp


示例14: MYSQUARE

// This keeps us from having to maintain two similar sets of
//  complicated code to determine ground level.
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
{
	// The square function changes the behaviour of this noise:
	//  very often small, and sometimes very high.
	float valley_d = MYSQUARE(*tn->valley);

	// valley_d is here because terrain is generally higher where valleys
	//  are deep (mountains). base represents the height of the
	//  rivers, most of the surface is above.
	float base = tn->terrain_height + valley_d;

	// "river" represents the distance from the river, in arbitrary units.
	float river = fabs(*tn->rivers) - river_size_factor;

	// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
	//  Making "a" vary (0 < a <= 1) changes the shape of the valleys.
	//  Try it with a geometry software !
	//   (here x = "river" and a = valley_profile).
	//  "valley" represents the height of the terrain, from the rivers.
	{
		float t = river / tn->valley_profile;
		*tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
	}

	// approximate height of the terrain at this point
	float mount = base + *tn->valley;

	*tn->slope *= *tn->valley;

	// Rivers are placed where "river" is negative, so where the original
	//  noise value is close to zero.
	// Base ground is returned as rivers since it's basically the water table.
	*tn->rivers = base;
	if (river < 0.f) {
		// Use the the function -sqrt(1-x^2) which models a circle.
		float depth;
		{
			float t = river / river_size_factor + 1;
			depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
		}

		// base - depth : height of the bottom of the river
		// water_level - 6 : don't make rivers below 6 nodes under the surface
		mount = rangelim(base - depth, (float) (water_level - 6), mount);

		// Slope has no influence on rivers.
		*tn->slope = 0.f;
	}

	return mount;
}
开发者ID:BrunoMine,项目名称:minetest,代码行数:53,代码来源:mapgen_valleys.cpp


示例15: NoisePerlin2D

s16 BiomeDefManager::calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime) {

	f32 humidity = NoisePerlin2D(np_humidity, p.X, p.Z, seed);

	f32 seasonv = totaltime;
	seasonv /= 86400 * 2; // bad weather change speed (2 days)
	seasonv += (f32)p.Z / 300;
	humidity += 30 * sin(seasonv * M_PI);

	humidity += -12 * (sin(cycle_shift(timeofday, -0.1) * M_PI) - 0.5);
	humidity = rangelim(humidity, 0, 100);
	
	return humidity;
}
开发者ID:BpTsTG,项目名称:minetest,代码行数:14,代码来源:biome.cpp


示例16: getHitParams

HitParams getHitParams(const ItemGroupList &armor_groups,
		const ToolCapabilities *tp, float time_from_last_punch)
{
	s16 damage = 0;
	float full_punch_interval = tp->full_punch_interval;

	for(std::map<std::string, s16>::const_iterator
			i = tp->damageGroups.begin(); i != tp->damageGroups.end(); i++){
		s16 armor = itemgroup_get(armor_groups, i->first);
		damage += i->second * rangelim(time_from_last_punch * full_punch_interval, 0.0, 1.0)
				* armor / 100.0;
	}

	return HitParams(damage, 0);
}
开发者ID:0gb-us,项目名称:minetest,代码行数:15,代码来源:tool.cpp


示例17: NoisePerlin2D

s16 BiomeManager::calcBlockHumidity(v3POS p, uint64_t seed, float timeofday, float totaltime, bool use_weather) {

	auto humidity = NoisePerlin2D(&(mapgen_params->np_biome_humidity), p.X, p.Z, seed);
	humidity *= 1.0 - ((float)p.Y / MAX_MAP_GENERATION_LIMIT);

	if (use_weather) {
		f32 seasonv = totaltime;
		seasonv /= 86400 * weather_humidity_days; // bad weather change speed (2 days)
		seasonv += (f32)p.Z / weather_humidity_width;
		humidity += weather_humidity_season * sin(seasonv * M_PI);
		humidity += weather_humidity_daily * (sin(cycle_shift(timeofday, -0.1) * M_PI) - 0.5);
	}

	humidity = rangelim(humidity, 0, 100);

	return humidity;
}
开发者ID:proller,项目名称:freeminer,代码行数:17,代码来源:mg_biome.cpp


示例18: v2u32

Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
		gui::IGUIEnvironment* guienv, gui::IGUIFont *font,
		u32 text_height, IGameDef *gamedef,
		LocalPlayer *player, Inventory *inventory) {
	this->driver      = driver;
	this->smgr        = smgr;
	this->guienv      = guienv;
	this->font        = font;
	this->text_height = text_height;
	this->gamedef     = gamedef;
	this->player      = player;
	this->inventory   = inventory;

	m_screensize       = v2u32(0, 0);
	m_displaycenter    = v2s32(0, 0);
	m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
	m_padding = m_hotbar_imagesize / 12;

	const video::SColor hbar_color(255, 255, 255, 255);
	for (unsigned int i=0; i < 4; i++ ){
		hbar_colors[i] = hbar_color;
	}
	
	tsrc = gamedef->getTextureSource();
	
	v3f crosshair_color = g_settings->getV3F("crosshair_color");
	u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
	u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
	u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
	u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
	crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
	
	v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
	u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
	u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
	u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
	selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
	
	use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");

	hotbar_image = "";
	use_hotbar_image = false;
	hotbar_selected_image = "";
	use_hotbar_selected_image = false;
}
开发者ID:CobaltBlues,项目名称:minetest,代码行数:45,代码来源:hud.cpp


示例19: v2u32

Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
		gui::IGUIEnvironment* guienv, gui::IGUIFont *font,
		u32 text_height, IGameDef *gamedef,
		LocalPlayer *player, Inventory *inventory) {
	this->driver      = driver;
	this->smgr        = smgr;
	this->guienv      = guienv;
	this->font        = font;
	this->text_height = text_height;
	this->gamedef     = gamedef;
	this->player      = player;
	this->inventory   = inventory;
	
	screensize       = v2u32(0, 0);
	displaycenter    = v2s32(0, 0);
	hotbar_imagesize = 48;
	
	tsrc = gamedef->getTextureSource();
	
	v3f crosshair_color = g_settings->getV3F("crosshair_color");
	u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
	u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
	u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
	u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
	crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
	
	v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
	u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
	u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
	u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
	selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
	
	use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");

	hotbar_image = "";
	use_hotbar_image = false;
	hotbar_selected_image = "";
	use_hotbar_selected_image = false;
}
开发者ID:Nate-Devv,项目名称:freeminer,代码行数:39,代码来源:hud.cpp


示例20: getPosition


//.........这里部分代码省略.........

	/*
		Collision uncertainty radius
		Make it a bit larger than the maximum distance of movement
	*/
	//f32 d = pos_max_d * 1.1;
	// A fairly large value in here makes moving smoother
	f32 d = 0.15*BS;

	// This should always apply, otherwise there are glitches
	assert(d > pos_max_d);

	float player_radius = BS*0.35;
	float player_height = BS*1.7;
	
	// Maximum distance over border for sneaking
	f32 sneak_max = BS*0.4;

	/*
		If sneaking, player has larger collision radius to keep from
		falling
	*/
	/*if(control.sneak)
		player_radius = sneak_max + d*1.1;*/
	
	/*
		If sneaking, keep in range from the last walked node and don't
		fall off from it
	*/
	if(control.sneak && m_sneak_node_exists)
	{
		f32 maxd = 0.5*BS + sneak_max;
		v3f lwn_f = intToFloat(m_sneak_node, BS);
		position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
		position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
		
		f32 min_y = lwn_f.Y + 0.5*BS;
		if(position.Y < min_y)
		{
			position.Y = min_y;

			//v3f old_speed = m_speed;

			if(m_speed.Y < 0)
				m_speed.Y = 0;

			/*if(collision_info)
			{
				// Report fall collision
				if(old_speed.Y < m_speed.Y - 0.1)
				{
					CollisionInfo info;
					info.t = COLLISION_FALL;
					info.speed = m_speed.Y - old_speed.Y;
					collision_info->push_back(info);
				}
			}*/
		}
	}

	/*
		Calculate player collision box (new and old)
	*/
	core::aabbox3d<f32> playerbox(
		position.X - player_radius,
		position.Y - 0.0,
开发者ID:11ph22il,项目名称:minetest,代码行数:67,代码来源:player.cpp



注:本文中的rangelim函数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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