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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"><html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"><title>vtlib library: TParams Class Reference</title><link href="doxygen.css" rel="stylesheet" type="text/css"><link href="tabs.css" rel="stylesheet" type="text/css"></head><body><!-- Generated by Doxygen 1.4.5 --><div class="tabs">  <ul>    <li><a href="index.html"><span>Main&nbsp;Page</span></a></li>    <li><a href="modules.html"><span>Modules</span></a></li>    <li id="current"><a href="annotated.html"><span>Classes</span></a></li>    <li><a href="dirs.html"><span>Directories</span></a></li>  </ul></div><div class="tabs">  <ul>    <li><a href="annotated.html"><span>Class&nbsp;List</span></a></li>    <li><a href="hierarchy.html"><span>Class&nbsp;Hierarchy</span></a></li>    <li><a href="functions.html"><span>Class&nbsp;Members</span></a></li>  </ul></div><h1>TParams Class Reference<br><small>[<a class="el" href="group__terrain.html">Terrain</a>]</small></h1><!-- doxytag: class="TParams" --><!-- doxytag: inherits="vtTagArray" -->Inheritance diagram for TParams:<p><center><img src="classTParams__inherit__graph.png" border="0" usemap="#TParams__inherit__map" alt="Inheritance graph"></center><map name="TParams__inherit__map"><area doxygen="vtdata.tag:../vtdata/" href="../vtdata/classvtTagArray.html" shape="rect" coords="7,7,92,34" alt=""></map><center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="classTParams-members.html">List of all members.</a><hr><a name="_details"></a><h2>Detailed Description</h2>Terrain Parameters. These are all the values which describe how a terrain will be created.<p>This class inherits from <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classvtTagArray.html">vtTagArray</a>, a simple collection of tags with values, which provides the methods to set and get values. A standard set of tags which TParams stores is listed below. Related user documentation for these parameters as they are displayed in the Enviro user interface is at <a href="http://vterrain.org/Doc/Enviro/terrain_creation.html">http://vterrain.org/Doc/Enviro/terrain_creation.html</a><p><dl compact><dt><b>Example of working with parameters:</b></dt><dd><div class="fragment"><pre class="fragment"> <a class="code" href="classTParams.html">TParams</a> params; <span class="keywordtype">int</span> height = params.<a class="codeRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classvtTagArray.html#1fe4660468d60e0b6e28c11bff608dac">GetValueInt</a>(<span class="stringliteral">"Min_Height"</span>); params.<a class="codeRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classvtTagArray.html#6261442a731ee239172acad093f5286f">SetValueInt</a>(<span class="stringliteral">"Min_Height"</span>, 100);</pre></div></dd></dl><dl compact><dt><b>The standard terrain parameter tags:</b></dt><dd></dd></dl><table border="1" cellpadding="4" cellspacing="0" bordercolor="#111111" style="border-collapse: collapse; vertical-align:top"><tr><th>Tag </th><th>Type </th><th>Default </th><th>Description  </th></tr><tr><td>Name </td><td>String </td><td></td><td>The name of the terrain. Example: "Big Island of Hawai'i".  </td></tr><tr><td>Elevation_Filename </td><td>String </td><td></td><td>Filename for source of elevation data.  </td></tr><tr><td>Vertical_Exag </td><td>Float </td><td>1.0 </td><td>Vertical exaggeration, 1.0 to draw the terrain surface at its true elevation.  </td></tr><tr><td>Suppress_Surface </td><td>Bool </td><td>false </td><td>True to not draw the terrain surface at all. It will be loaded, and used for purposes such as planting objects, but not drawn.  </td></tr><tr><td>Min_Height </td><td>Float </td><td>20 </td><td>For navigation, minimum height above the ground in meters.  </td></tr><tr><td>Nav_Style </td><td>Int </td><td>0 </td><td>For navigation, tells the viewer what stlye to use: 0=Normal, 1=Velocity, 2=Grab-Pivot  </td></tr><tr><td>Nav_Speed </td><td>Float </td><td>100 </td><td>For navigation, peak speed in meters per second.  </td></tr><tr><td>Locations_File </td><td>String </td><td></td><td>File which contains the stored camera locations for this terrain.  </td></tr><tr><td>Init_Location </td><td>String </td><td></td><td>Name of the location at which the camera should start when the terrain is first visited.  </td></tr><tr><td>Hither_Distance </td><td>String </td><td>5 </td><td>The hither ("near") clipping plan distance, in meters.  </td></tr><tr><td>Accel </td><td>Bool </td><td>false </td><td>True means to accelerate navigation by the camera's height above the terrain surface.  </td></tr><tr><td>Allow_Roll </td><td>Bool </td><td>false </td><td>True to allow the camera to roll (in addition to pitch and yaw).  </td></tr><tr><td>Surface_Type </td><td>Int </td><td>0 </td><td>The type of input elevation data. 0=single grid, 1=TIN, 2=Tileset  </td></tr><tr><td>LOD_Method </td><td>Int </td><td>0 </td><td>The type of CLOD to use for single elevation grids (Surface_Type=0). See <a class="el" href="group__terrain.html#ge010c5932df88a77dc4acfac0d0bb114">LodMethodEnum</a> for values.  </td></tr><tr><td>Tri_Count </td><td>Int </td><td>10000 </td><td>The number of triangles for the CLOD algorithm to target.  </td></tr><tr><td>Tristrips </td><td>Bool </td><td>true </td><td>For the McNally CLOD, True to use triangle strips.  </td></tr><tr><td>Vert_Count </td><td>Int </td><td>20000 </td><td>For tiled terrain (Surface_Type=2), the number of vertices for the algorithm to target.  </td></tr><tr><td>Tile_Cache_Size </td><td>Int </td><td>80 </td><td>For tiled terrain (Surface_Type=2), the size of the tile cache to keep in host RAM, in MB.  </td></tr><tr><td>Time_On </td><td>Bool </td><td>false </td><td>Try for the time-of-day engine to be on.  </td></tr><tr><td>Init_Time </td><td>String </td><td>104 2 21 10 0 0 </td><td>Initial time for the time-of-day engine. The values are: year (+1900), month (0-based), day, hour, minute, second. The default is 2004, March 21, 10am.  </td></tr><tr><td>Time_Speed </td><td>Float </td><td>1.0 </td><td>Speed of the time-of-day engine. A value of 1 matched reality. A value of 10 means that time moves 10 times faster than reality.  </td></tr><tr><td>Texture </td><td>Int </td><td>0 </td><td>Enumeration for source of ground texture. 0=none, 1=single, 2=4x4tile, 3=derived from elevation, 4=tileset  </td></tr><tr><td>Tile_Size </td><td>Int </td><td>512 </td><td>For the 4x4tile texturing only, the size in texels of each tile.  </td></tr><tr><td>Texture_Filename </td><td>String </td><td></td><td>For the single texture or tileset, the filename to load from.  </td></tr><tr><td>Base_Texture </td><td>String </td><td></td><td>For the 4x4tile texturing, the base of the filename to load from.  </td></tr><tr><td>Texture_4by4 </td><td>String </td><td></td><td>For the 4x4tile texturing, the full filename to load from.  </td></tr><tr><td>MIP_Map </td><td>Bool </td><td>false </td><td>Turn on mipmapping for the ground texture.  </td></tr><tr><td>Request_16_Bit </td><td>Bool </td><td>true </td><td>Tells OpenGL to store the textures on the graphics card with 16-bit depth, which can save some graphics memory at a small cost in quality.  </td></tr><tr><td>Pre-Light </td><td>Bool </td><td>true </td><td>Shades the texture (darking based on the location of the sunlight). This shading directly affects the texels of the ground texture, often called "baked-in" lighting.  </td></tr><tr><td>PreLight_Factor </td><td>Float </td><td>1.0 </td><td>The intensity of the pre-light shading. 1.0 gives full shading, lower values give a more subtle effect.  </td></tr><tr><td>Cast_Shadows </td><td>Bool </td><td>false </td><td>In addition to the normal (dot-product) shading of the texture based on the elevation surface, also cast shadows from the terrain onto itself. This can take up to a few seconds. The time taken is proportional to the number of texels in shadow.  </td></tr></table><p>Remaining to be documented in the table:<p>Color_Map Texture_Retain Detail_Texture DTexture_Name DTexture_Scale DTexture_Distance Roads Road_File Highway Paved Dirt Road_Height Road_Distance Road_Texture Road_Culture Trees Tree_File Tree_Distance Fog Fog_Distance Fog_Color Structure_File Structure_Distance Structure_Shadows Shadow_Resolution Shadow_Darkness Content_File Vehicles Vehicle_Size Vehicle_Speed Sky Sky_Texture Ocean_Plane Ocean_Plane_Level Depress_Ocean Depress_Ocean_Level Horizon Background_Color Distance_Tool_Height HUD_Overlay Scenario_Name<p><h3>Abstract Layers</h3><p>A terrain can have any number of abstract layers, which are (generally) loaded from GIS files on disk, then created in 3D as geometry or floating text labels. Each layer has a number of properties which indicates how the features should appear. See <a class="el" href="classvtAbstractLayer.html">vtAbstractLayer</a> for a description of the properties. <p><table border="0" cellpadding="0" cellspacing="0"><tr><td></td></tr></table><hr size="1"><address style="align: right;"><small>Generated on Mon Jan 14 14:41:00 2008 for vtlib library by&nbsp;<a href="http://www.doxygen.org/index.html"><img src="doxygen.png" alt="doxygen" align="middle" border="0"></a> 1.4.5 </small></address></body></html>

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