Exemple #1
0
void RRay::print(QDebug dbg) const {
//    dbg.nospace() << "RRay("
//        << startPoint.x << "," << startPoint.y << " - "
//        << endPoint.x << "," << endPoint.y << ")";
    dbg.nospace() << "RRay(";
    RShape::print(dbg);
    dbg.nospace() << ", basePoint: " << getBasePoint()
                  << ", directionVector: " << getDirectionVector() << ")";
}
Exemple #2
0
/// \brief Set the BasePoint value at a given base point coordinate.
///
/// Set the BasePoint value for the given coordinate on the base
/// point grid.
/// If inserting this BasePoint completes the set of points required
/// to define one or more Segment objects which were not yet defined,
/// new Segment objects are created. If this replaces a point for one
/// or more Segment objects that were already defined, the contents of
/// those Segment objects are invalidated.
/// @param x coordinate on the base point grid.
/// @param y coordinate on the base point grid.
/// @param z BasePoint value to be used at the given coordinate.
void Terrain::setBasePoint(int x, int y, const BasePoint& z)
{
    m_basePoints[x][y] = z;
    bool pointIsSet[3][3];
    BasePoint existingPoint[3][3];
    for(int i = x - 1, ri = 0; i < x + 2; ++i, ++ri) {
        for(int j = y - 1, rj = 0; j < y + 2; ++j, ++rj) {
            pointIsSet[ri][rj] = getBasePoint(i, j, existingPoint[ri][rj]);
        }
    }
    for(int i = x - 1, ri = 0; i < x + 1; ++i, ++ri) {
        for(int j = y - 1, rj = 0; j < y + 1; ++j, ++rj) {
            Segment * s = getSegment(i, j);
            if (s == 0) { 
                bool complete = pointIsSet[ri][rj] &&
                                pointIsSet[ri + 1][rj + 1] &&
                                pointIsSet[ri + 1][rj] &&
                                pointIsSet[ri][rj + 1];
                if (!complete) {
                    continue;
                }
                s = new Segment(i * m_res, j * m_res, m_res);
                Matrix<2, 2, BasePoint> & cp = s->getControlPoints();
                float min = existingPoint[ri][rj].height();
                float max = existingPoint[ri][rj].height();
                for(unsigned int k = 0; k < 2; ++k) {
                    for(unsigned int l = 0; l < 2; ++l) {
                        cp(k, l) = existingPoint[ri + k][rj + l];
                        min = std::min(cp(k, l).height(), min);
                        max = std::max(cp(k, l).height(), max);
                    }
                }
                s->setMinMax(min, max);
                
                Effectorstore::iterator I = m_effectors.begin();
                Effectorstore::iterator Iend = m_effectors.end();
                for (; I != Iend; ++I) {
                    I->first->addToSegment(*s);
                }

                // apply shaders last, after all other data is in place
                if (isShaded()) {
                    addSurfaces(*s);
                }
                
                m_segments[i][j] = s;
                continue;
            }
            s->setCornerPoint(ri ? 0 : 1, rj ? 0 : 1, z);
        }
    }
}
Exemple #3
0
/// \brief Set the BasePoint value at a given base point coordinate.
///
/// Set the BasePoint value for the given coordinate on the base
/// point grid.
/// If inserting this BasePoint completes the set of points required
/// to define one or more Segment objects which were not yet defined,
/// new Segment objects are created. If this replaces a point for one
/// or more Segment objects that were already defined, the contents of
/// those Segment objects are invalidated.
/// @param x coordinate on the base point grid.
/// @param z coordinate on the base point grid.
/// @param y BasePoint value to be used at the given coordinate.
void Terrain::setBasePoint(int x, int z, const BasePoint& y)
{
    m_basePoints[x][z] = y;
    bool pointIsSet[3][3];
    BasePoint existingPoint[3][3];
    for(int i = x - 1, ri = 0; i < x + 2; ++i, ++ri) {
        for(int j = z - 1, rj = 0; j < z + 2; ++j, ++rj) {
            pointIsSet[ri][rj] = getBasePoint(i, j, existingPoint[ri][rj]);
        }
    }
    for(int i = x - 1, ri = 0; i < x + 1; ++i, ++ri) {
        for(int j = z - 1, rj = 0; j < z + 1; ++j, ++rj) {
            Segment * s = getSegmentAtIndex(i, j);
            if (s == 0) { 
                bool complete = pointIsSet[ri][rj] &&
                                pointIsSet[ri + 1][rj + 1] &&
                                pointIsSet[ri + 1][rj] &&
                                pointIsSet[ri][rj + 1];
                if (!complete) {
                    continue;
                }
                s = new Segment(i * m_res, j * m_res, m_res);
                Matrix<2, 2, BasePoint> & cp = s->getControlPoints();
                for(unsigned int k = 0; k < 2; ++k) {
                    for(unsigned int l = 0; l < 2; ++l) {
                        cp(k, l) = existingPoint[ri + k][rj + l];
                    }
                }

                for (auto& entry : m_terrainMods) {
                    const TerrainMod* terrainMod = std::get<0>(entry.second);
                    if (terrainMod->checkIntersects(*s)) {
                        s->updateMod(entry.first, terrainMod);
                    }
                }

                // apply shaders last, after all other data is in place
                if (isShaded()) {
                    addSurfaces(*s);
                }
                
                m_segments[i][j] = s;
                continue;
            }
            s->setCornerPoint(ri ? 0 : 1, rj ? 0 : 1, y);
        }
    }
}
Exemple #4
0
RLine RRay::getClippedLine(const RBox& box) const {
    RLine ret = RXLine::getClippedLine(box);
    ret.setStartPoint(getBasePoint());
    return ret;
}
Exemple #5
0
void RRayEntity::print(QDebug dbg) const {
    dbg.nospace() << "RRayEntity(";
    REntity::print(dbg);
    dbg.nospace() << ", startPoint: " << getBasePoint() << ", endPoint: "
            << getSecondPoint() << ")";
}