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C++ CConversionMesh类代码示例

本文整理汇总了C++中CConversionMesh的典型用法代码示例。如果您正苦于以下问题:C++ CConversionMesh类的具体用法?C++ CConversionMesh怎么用?C++ CConversionMesh使用的例子?那么, 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CConversionMesh类的15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: RenderSetupSceneNode

void CAOGenerator::RenderSetupSceneNode(CConversionSceneNode* pNode, tvector<tvector<float>>& aaflVerts)
{
    if (!pNode)
        return;

    for (size_t c = 0; c < pNode->GetNumChildren(); c++)
        RenderSetupSceneNode(pNode->GetChild(c), aaflVerts);

    for (size_t m = 0; m < pNode->GetNumMeshInstances(); m++)
    {
        CConversionMeshInstance* pMeshInstance = pNode->GetMeshInstance(m);
        CConversionMesh* pMesh = pMeshInstance->GetMesh();
        for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
        {
            CConversionFace* pFace = pMesh->GetFace(f);

            size_t iMaterial = pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial;
            while (aaflVerts.size() <= iMaterial)
                aaflVerts.push_back();

            CConversionVertex* pVertex0 = pFace->GetVertex(0);

            for (size_t k = 2; k < pFace->GetNumVertices(); k++)
            {
                CConversionVertex* pVertex1 = pFace->GetVertex(k-1);
                CConversionVertex* pVertex2 = pFace->GetVertex(k);

                AddRenderedVertex(aaflVerts[iMaterial], pMeshInstance->GetVertex(pVertex0->v), pMesh->GetUV(pVertex0->vu));
                AddRenderedVertex(aaflVerts[iMaterial], pMeshInstance->GetVertex(pVertex1->v), pMesh->GetUV(pVertex1->vu));
                AddRenderedVertex(aaflVerts[iMaterial], pMeshInstance->GetVertex(pVertex2->v), pMesh->GetUV(pVertex2->vu));
            }
        }
    }
}
开发者ID:ezhangle,项目名称:SMAK,代码行数:34,代码来源:ao.cpp

示例2: LoadMeshInstanceIntoToyPhysics

void CGeppetto::LoadMeshInstanceIntoToyPhysics(CConversionScene* pScene, CConversionMeshInstance* pMeshInstance, const Matrix4x4& mParentTransformations, CToyUtil* pToy)
{
	if (!pMeshInstance->IsVisible())
		return;

	CConversionMesh* pMesh = pMeshInstance->GetMesh();

	size_t iVertsSize = pToy->GetNumPhysVerts();

	for (size_t v = 0; v < pMesh->GetNumVertices(); v++)
		pToy->AddPhysVertex(mParentTransformations * pMesh->GetVertex(v));

	for (size_t j = 0; j < pMesh->GetNumFaces(); j++)
	{
		size_t k;
		CConversionFace* pFace = pMesh->GetFace(j);

		CConversionVertex* pVertex0 = pFace->GetVertex(0);

		for (k = 2; k < pFace->GetNumVertices(); k++)
		{
			CConversionVertex* pVertex1 = pFace->GetVertex(k-1);
			CConversionVertex* pVertex2 = pFace->GetVertex(k);

			pToy->AddPhysTriangle(iVertsSize + pVertex0->v, iVertsSize + pVertex1->v, iVertsSize + pVertex2->v);
		}
	}
}
开发者ID:BSVino,项目名称:Digitanks,代码行数:28,代码来源:toy_physics.cpp

示例3: GenerateNodeByTexel

void CAOGenerator::GenerateNodeByTexel(CConversionSceneNode* pNode, raytrace::CRaytracer* pTracer, size_t& iRendered)
{
    for (size_t c = 0; c < pNode->GetNumChildren(); c++)
        GenerateNodeByTexel(pNode->GetChild(c), pTracer, iRendered);

    for (size_t m = 0; m < pNode->GetNumMeshInstances(); m++)
    {
        CConversionMeshInstance* pMeshInstance = pNode->GetMeshInstance(m);
        CConversionMesh* pMesh = pMeshInstance->GetMesh();

        if (!pMesh->GetNumUVs())
            continue;

        for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
        {
            CConversionFace* pFace = pMesh->GetFace(f);

            if (pFace->m != ~0)
            {
                if (!pMeshInstance->GetMappedMaterial(pFace->m)->IsVisible())
                    continue;

                CConversionMaterial* pMaterial = m_pScene->GetMaterial(pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial);
                if (pMaterial && !pMaterial->IsVisible())
                    continue;
            }

            tvector<Vector> avecPoints;
            tvector<size_t> aiPoints;
            for (size_t t = 0; t < pFace->GetNumVertices(); t++)
            {
                avecPoints.push_back(pMeshInstance->GetVertex(pFace->GetVertex(t)->v));
                aiPoints.push_back(t);
            }

            while (avecPoints.size() > 3)
            {
                size_t iEar = FindEar(avecPoints);
                size_t iLast = iEar==0?avecPoints.size()-1:iEar-1;
                size_t iNext = iEar==avecPoints.size()-1?0:iEar+1;
                GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[iLast], aiPoints[iEar], aiPoints[iNext], pTracer, iRendered);
                avecPoints.erase(avecPoints.begin()+iEar);
                aiPoints.erase(aiPoints.begin()+iEar);
                if (m_bStopGenerating)
                    break;
            }
            GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[0], aiPoints[1], aiPoints[2], pTracer, iRendered);
            if (m_bStopGenerating)
                break;
        }
        if (m_bStopGenerating)
            break;
    }
}
开发者ID:ezhangle,项目名称:SMAK,代码行数:54,代码来源:ao.cpp

示例4: RaytraceSetupThreads

void CAOGenerator::GenerateByTexel()
{
    if (m_eAOMethod == AOMETHOD_RAYTRACE)
        RaytraceSetupThreads();

    float flTotalArea = 0;

    for (size_t m = 0; m < m_pScene->GetNumMeshes(); m++)
    {
        CConversionMesh* pMesh = m_pScene->GetMesh(m);
        for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
        {
            CConversionFace* pFace = pMesh->GetFace(f);
            flTotalArea += pFace->GetUVArea();
        }
    }

    raytrace::CRaytracer* pTracer = NULL;

    if (m_eAOMethod == AOMETHOD_RAYTRACE)
    {
        m_pWorkListener->SetAction("Building tree", 0);

        pTracer = new raytrace::CRaytracer(m_pScene);
        pTracer->AddMeshesFromNode(m_pScene->GetScene(0));
        pTracer->BuildTree();

        srand((unsigned int)time(0));
    }

    if (m_eAOMethod == AOMETHOD_RAYTRACE && GetNumberOfProcessors() > 1)
        m_pWorkListener->SetAction("Dispatching jobs", (size_t)(flTotalArea*m_iWidth*m_iHeight));
    else
        m_pWorkListener->SetAction("Rendering", (size_t)(flTotalArea*m_iWidth*m_iHeight));

    size_t iRendered = 0;

    if (m_pScene->GetNumScenes())
        GenerateNodeByTexel(m_pScene->GetScene(0), pTracer, iRendered);

    if (m_eAOMethod == AOMETHOD_RAYTRACE)
    {
        RaytraceJoinThreads();
        RaytraceCleanupThreads();
        delete pTracer;
    }
}
开发者ID:ezhangle,项目名称:SMAK,代码行数:47,代码来源:ao.cpp

示例5: ShadowMapSetupSceneNode

void CAOGenerator::ShadowMapSetupSceneNode(CConversionSceneNode* pNode, tvector<float>& aflVerts, bool bDepth)
{
    if (!pNode)
        return;

    for (size_t c = 0; c < pNode->GetNumChildren(); c++)
        ShadowMapSetupSceneNode(pNode->GetChild(c), aflVerts, bDepth);

    for (size_t m = 0; m < pNode->GetNumMeshInstances(); m++)
    {
        CConversionMeshInstance* pMeshInstance = pNode->GetMeshInstance(m);
        CConversionMesh* pMesh = pMeshInstance->GetMesh();
        for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
        {
            CConversionFace* pFace = pMesh->GetFace(f);

            if (!bDepth)
            {
                // Allow this in the depth model so that it still projects a shadow, but we don't produce a map for it.
                if (pFace->m != ~0 && pMeshInstance->GetMappedMaterial(pFace->m))
                {
                    if (!pMeshInstance->GetMappedMaterial(pFace->m)->IsVisible())
                        continue;

                    CConversionMaterial* pMaterial = m_pScene->GetMaterial(pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial);
                    if (pMaterial && !pMaterial->IsVisible())
                        continue;
                }
            }

            CConversionVertex* pVertex0 = pFace->GetVertex(0);

            for (size_t k = 2; k < pFace->GetNumVertices(); k++)
            {
                CConversionVertex* pVertex1 = pFace->GetVertex(k-1);
                CConversionVertex* pVertex2 = pFace->GetVertex(k);

                AddShadowMapVertex(aflVerts, pMeshInstance->GetVertex(pVertex0->v), pMeshInstance->GetNormal(pVertex0->vn), pMesh->GetUV(pVertex0->vu));
                AddShadowMapVertex(aflVerts, pMeshInstance->GetVertex(pVertex1->v), pMeshInstance->GetNormal(pVertex1->vn), pMesh->GetUV(pVertex1->vu));
                AddShadowMapVertex(aflVerts, pMeshInstance->GetVertex(pVertex2->v), pMeshInstance->GetNormal(pVertex2->vn), pMesh->GetUV(pVertex2->vu));
            }
        }
    }
}
开发者ID:ezhangle,项目名称:SMAK,代码行数:44,代码来源:ao.cpp

示例6: LoadMeshInstanceIntoToy

void LoadMeshInstanceIntoToy(CConversionScene* pScene, CConversionMeshInstance* pMeshInstance, const Matrix4x4& mParentTransformations)
{
	if (!pMeshInstance->IsVisible())
		return;

	CConversionMesh* pMesh = pMeshInstance->GetMesh();

	for (size_t m = 0; m < pScene->GetNumMaterials(); m++)
	{
		for (size_t j = 0; j < pMesh->GetNumFaces(); j++)
		{
			size_t k;
			CConversionFace* pFace = pMesh->GetFace(j);

			if (pFace->m == ~0)
				continue;

			CConversionMaterial* pMaterial = NULL;
			CConversionMaterialMap* pConversionMaterialMap = pMeshInstance->GetMappedMaterial(pFace->m);

			if (!pConversionMaterialMap)
				continue;

			if (!pConversionMaterialMap->IsVisible())
				continue;

			if (pConversionMaterialMap->m_iMaterial != m)
				continue;

			while (g_asTextures.size() <= pConversionMaterialMap->m_iMaterial)
			{
				g_asTextures.push_back(pScene->GetMaterial(pConversionMaterialMap->m_iMaterial)->GetDiffuseTexture());
				g_aaflData.push_back();
			}

			size_t iMaterial = pConversionMaterialMap->m_iMaterial;

			CConversionVertex* pVertex0 = pFace->GetVertex(0);

			for (k = 2; k < pFace->GetNumVertices(); k++)
			{
				CConversionVertex* pVertex1 = pFace->GetVertex(k-1);
				CConversionVertex* pVertex2 = pFace->GetVertex(k);

				AddVertex(iMaterial, mParentTransformations * pMesh->GetVertex(pVertex0->v), pMesh->GetUV(pVertex0->vu));
				AddVertex(iMaterial, mParentTransformations * pMesh->GetVertex(pVertex1->v), pMesh->GetUV(pVertex1->vu));
				AddVertex(iMaterial, mParentTransformations * pMesh->GetVertex(pVertex2->v), pMesh->GetUV(pVertex2->vu));
			}
		}
	}
}
开发者ID:BSVino,项目名称:CodenameInfinite,代码行数:51,代码来源:loadsource.cpp

示例7: tfopen

void CModelConverter::ReadOBJ(const tstring& sFilename)
{
	if (m_pWorkListener)
		m_pWorkListener->BeginProgress();

	FILE* fp = tfopen(sFilename, _T("r"));

	if (!fp)
	{
		printf("No input file. Sorry!\n");
		return;
	}

	CConversionSceneNode* pScene = m_pScene->GetScene(m_pScene->AddScene(GetFilename(sFilename).append(_T(".obj"))));

	CConversionMesh* pMesh = m_pScene->GetMesh(m_pScene->AddMesh(GetFilename(sFilename)));
	// Make sure it exists.
	CConversionSceneNode* pMeshNode = m_pScene->GetDefaultSceneMeshInstance(pScene, pMesh);

	size_t iCurrentMaterial = ~0;
	size_t iSmoothingGroup = ~0;

	bool bSmoothingGroups = false;

	tstring sLastTask;

	int iTotalVertices = 0;
	int iTotalFaces = 0;
	int iVerticesComplete = 0;
	int iFacesComplete = 0;

	if (m_pWorkListener)
		m_pWorkListener->SetAction(_T("Reading file into memory..."), 0);

	fseek(fp, 0L, SEEK_END);
	long iOBJSize = ftell(fp);
	fseek(fp, 0L, SEEK_SET);

	// Make sure we allocate more than we need just in case.
	size_t iFileSize = (iOBJSize+1) * (sizeof(tchar)+1);
	tchar* pszEntireFile = (tchar*)malloc(iFileSize);
	tchar* pszCurrent = pszEntireFile;
	pszCurrent[0] = _T('\0');

	// Read the entire file into an array first for faster processing.
	tstring sLine;
	while (fgetts(sLine, fp))
	{
		tstrncpy(pszCurrent, iFileSize-(pszCurrent-pszEntireFile), sLine.c_str(), sLine.length());
		size_t iLength = sLine.length();

		tchar cLastChar = pszCurrent[iLength-1];
		while (cLastChar == _T('\n') || cLastChar == _T('\r'))
		{
			pszCurrent[iLength-1] = _T('\0');
			iLength--;
			cLastChar = pszCurrent[iLength-1];
		}

		pszCurrent += iLength;
		pszCurrent++;

		if (m_pWorkListener)
			m_pWorkListener->WorkProgress(0);
	}

	pszCurrent[0] = _T('\0');

	fclose(fp);

	const tchar* pszLine = pszEntireFile;
	const tchar* pszNextLine = NULL;
	while (pszLine < pszCurrent)
	{
		if (pszNextLine)
			pszLine = pszNextLine;

		pszNextLine = pszLine + tstrlen(pszLine) + 1;

		// This code used to call StripWhitespace() but that's too slow for very large files w/ millions of lines.
		// Instead we'll just cut the whitespace off the front and deal with whitespace on the end when we come to it.
		while (*pszLine && IsWhitespace(*pszLine))
			pszLine++;

		if (tstrlen(pszLine) == 0)
			continue;

		if (pszLine[0] == '#')
		{
			// ZBrush is kind enough to notate exactly how many vertices and faces we have in the comments at the top of the file.
			if (tstrncmp(pszLine, _T("#Vertex Count"), 13) == 0)
			{
				iTotalVertices = stoi(pszLine+13);
				pMesh->SetTotalVertices(iTotalVertices);
			}

			if (tstrncmp(pszLine, _T("#Face Count"), 11) == 0)
			{
				iTotalFaces = stoi(pszLine+11);
				pMesh->SetTotalFaces(iTotalFaces);
//.........这里部分代码省略.........
开发者ID:dfk789,项目名称:CodenameInfinite,代码行数:101,代码来源:obj.cpp

示例8: ReadSIAShape

const tchar* CModelConverter::ReadSIAShape(const tchar* pszLine, const tchar* pszEnd, CConversionSceneNode* pScene, bool bCare)
{
	size_t iCurrentMaterial = ~0;

	CConversionMesh* pMesh = NULL;
	CConversionSceneNode* pMeshNode = NULL;
	size_t iAddV = 0;
	size_t iAddE = 0;
	size_t iAddUV = 0;
	size_t iAddN = 0;

	tstring sLastTask;
	tstring sToken;

	const tchar* pszNextLine = NULL;
	while (pszLine < pszEnd)
	{
		if (pszNextLine)
			pszLine = pszNextLine;

		size_t iLineLength = tstrlen(pszLine);
		pszNextLine = pszLine + iLineLength + 1;

		// This code used to call StripWhitespace() but that's too slow for very large files w/ millions of lines.
		// Instead we'll just cut the whitespace off the front and deal with whitespace on the end when we come to it.
		while (*pszLine && IsWhitespace(*pszLine))
			pszLine++;

		if (tstrlen(pszLine) == 0)
			continue;

		const tchar* pszToken = pszLine;

		while (*pszToken && *pszToken != ' ')
			pszToken++;

		sToken.reserve(iLineLength);
		sToken.clear();
		sToken.append(pszLine, pszToken-pszLine);
		pszToken = sToken.c_str();

		if (!bCare)
		{
			if (tstrncmp(pszToken, "-endShape", 9) == 0)
				return pszNextLine;
			else
				continue;
		}

		if (tstrncmp(pszToken, "-snam", 5) == 0)
		{
			// We name our mesh.
			tstring sName =pszLine+6;
			tvector<tstring> aName;
			tstrtok(sName, aName, "\"");	// Strip out the quotation marks.

			if (bCare)
			{
				size_t iMesh = m_pScene->FindMesh(aName[0].c_str());
				if (iMesh == (size_t)~0)
				{
					iMesh = m_pScene->AddMesh(aName[0].c_str());
					pMesh = m_pScene->GetMesh(iMesh);
					pMesh->AddBone(aName[0].c_str());
				}
				else
				{
					pMesh = m_pScene->GetMesh(iMesh);
					iAddV = pMesh->GetNumVertices();
					iAddE = pMesh->GetNumEdges();
					iAddUV = pMesh->GetNumUVs();
					iAddN = pMesh->GetNumNormals();
				}
				// Make sure it exists.
				pMeshNode = m_pScene->GetDefaultSceneMeshInstance(pScene, pMesh);
			}
		}
		else if (tstrncmp(pszToken, "-vert", 5) == 0)
		{
			if (m_pWorkListener)
			{
				if (sLastTask == pszToken)
					m_pWorkListener->WorkProgress(0);
				else
				{
					m_pWorkListener->SetAction("Reading vertex data", 0);
					sLastTask = tstring(pszToken);
				}
			}

			// A vertex.
			float v[3];
			// scanf is pretty slow even for such a short string due to lots of mallocs.
			const tchar* pszToken = pszLine+5;
			int iDimension = 0;
			while (*pszToken)
			{
				while (pszToken[0] == ' ')
					pszToken++;

//.........这里部分代码省略.........
开发者ID:BSVino,项目名称:SMAK,代码行数:101,代码来源:silo.cpp

示例9: GenerateTexel

void CTexelDiffuseMethod::GenerateTexel(size_t iTexel, CConversionMeshInstance* pMeshInstance, CConversionFace* pFace, CConversionVertex* pV1, CConversionVertex* pV2, CConversionVertex* pV3, raytrace::CTraceResult* tr, const Vector& vecUVPosition, raytrace::CRaytracer* pTracer)
{
	CConversionFace* pHitFace = tr->m_pMeshInstance->GetMesh()->GetFace(tr->m_iFace);
	CTexture& oTexture = m_aTextures[tr->m_pMeshInstance->GetMappedMaterial(pHitFace->m)->m_iMaterial];

	if (!oTexture.m_pclrData)
		return;

	CConversionMesh* pHitMesh = tr->m_pMeshInstance->GetMesh();

	// TODO: Use the nearest triangle in this face.
	CConversionVertex* pHitV1 = pHitFace->GetVertex(0);
	CConversionVertex* pHitV2 = pHitFace->GetVertex(1);
	CConversionVertex* pHitV3 = pHitFace->GetVertex(2);

	Vector2D vu1 = pHitMesh->GetUV(pHitV1->vu);
	Vector2D vu2 = pHitMesh->GetUV(pHitV2->vu);
	Vector2D vu3 = pHitMesh->GetUV(pHitV3->vu);

	Vector v1 = tr->m_pMeshInstance->GetVertex(pHitV1->v);
	Vector v2 = tr->m_pMeshInstance->GetVertex(pHitV2->v);
	Vector v3 = tr->m_pMeshInstance->GetVertex(pHitV3->v);

	// Find where the world point is in UV space.

	// First convert to barycentric coordinates.
	Vector u = v2 - v1;
	Vector v = v3 - v1;
	float uu = u.Dot(u);
	float uv = u.Dot(v);
	float vv = v.Dot(v);
	Vector w = tr->m_vecHit - v1;
	float wu = w.Dot(u);
	float wv = w.Dot(v);

	float D = uv * uv - uu * vv;

	float b1, b2, b3;

	b1 = (uv * wu - uu * wv) / D;
	b2 = (uv * wv - vv * wu) / D;
	b3 = 1 - b1 - b2;

	// The position of the traceline's hit in (u, v) texture space
	Vector2D vecWorldPosition = vu1 * b1 + vu2 * b2 + vu3 * b3;

	// Mutex may be dead, try to bail before.
	if (m_pGenerator->IsStopped())
		return;

	size_t iU = (size_t)((vecWorldPosition.x * oTexture.m_iWidth) - 0.5f);
	size_t iV = (size_t)((vecWorldPosition.y * oTexture.m_iHeight) - 0.5f);

	iU %= oTexture.m_iWidth;
	iV %= oTexture.m_iHeight;

	size_t iColorTexel;
	m_pGenerator->Texel(iU, iV, iColorTexel, oTexture.m_iWidth, oTexture.m_iHeight);

	Color clrData = oTexture.m_pclrData[iColorTexel];

	m_pGenerator->GetParallelizer()->LockData();

	m_avecDiffuseValues[iTexel] += Vector(clrData);
	m_aiDiffuseReads[iTexel]++;
	m_pGenerator->MarkTexelUsed(iTexel);

	m_pGenerator->GetParallelizer()->UnlockData();
}
开发者ID:BSVino,项目名称:SMAK,代码行数:69,代码来源:crunch.cpp

示例10: tstring

void CModelConverter::SaveOBJ(const tstring& sFilename)
{
	tstring sMaterialFileName = tstring(GetDirectory(sFilename).c_str()) + _T("/") + GetFilename(sFilename).c_str() + _T(".mtl");

	std::wofstream sMaterialFile(convertstring<tchar, char>(sMaterialFileName).c_str());
	if (!sMaterialFile.is_open())
		return;

	if (m_pWorkListener)
	{
		m_pWorkListener->BeginProgress();
		m_pWorkListener->SetAction(_T("Writing materials file"), 0);
	}

	for (size_t i = 0; i < m_pScene->GetNumMaterials(); i++)
	{
		CConversionMaterial* pMaterial = m_pScene->GetMaterial(i);
		sMaterialFile << "newmtl " << pMaterial->GetName().c_str() << std::endl;
		sMaterialFile << "Ka " << pMaterial->m_vecAmbient.x << _T(" ") << pMaterial->m_vecAmbient.y << _T(" ") << pMaterial->m_vecAmbient.z << std::endl;
		sMaterialFile << "Kd " << pMaterial->m_vecDiffuse.x << _T(" ") << pMaterial->m_vecDiffuse.y << _T(" ") << pMaterial->m_vecDiffuse.z << std::endl;
		sMaterialFile << "Ks " << pMaterial->m_vecSpecular.x << _T(" ") << pMaterial->m_vecSpecular.y << _T(" ") << pMaterial->m_vecSpecular.z << std::endl;
		sMaterialFile << "d " << pMaterial->m_flTransparency << std::endl;
		sMaterialFile << "Ns " << pMaterial->m_flShininess << std::endl;
		sMaterialFile << "illum " << pMaterial->m_eIllumType << std::endl;
		if (pMaterial->GetDiffuseTexture().length() > 0)
			sMaterialFile << "map_Kd " << pMaterial->GetDiffuseTexture().c_str() << std::endl;
		sMaterialFile << std::endl;
	}

	sMaterialFile.close();

	for (size_t i = 0; i < m_pScene->GetNumMeshes(); i++)
	{
		CConversionMesh* pMesh = m_pScene->GetMesh(i);

		// Find the default scene for this mesh.
		CConversionSceneNode* pScene = NULL;
		for (size_t j = 0; j < m_pScene->GetNumScenes(); j++)
		{
			if (m_pScene->GetScene(j)->GetName() == pMesh->GetName() + _T(".obj"))
			{
				pScene = m_pScene->GetScene(j);
				break;
			}
		}

		tstring sNodeName = pMesh->GetName();

		tstring sOBJFilename = tstring(GetDirectory(sFilename).c_str()) + _T("/") + GetFilename(sNodeName).c_str() + _T(".obj");
		tstring sMTLFilename = tstring(GetFilename(sFilename).c_str()) + _T(".mtl");

		if (m_pScene->GetNumMeshes() == 1)
			sOBJFilename = sFilename;

		std::wofstream sOBJFile(convertstring<tchar, char>(sOBJFilename).c_str());
		sOBJFile.precision(8);
		sOBJFile.setf(std::ios::fixed, std::ios::floatfield);

		sOBJFile << _T("mtllib ") << sMTLFilename.c_str() << std::endl;
		sOBJFile << std::endl;

		sOBJFile << _T("o ") << sNodeName.c_str() << std::endl;

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" vertices...")).c_str(), pMesh->GetNumVertices());

		for (size_t iVertices = 0; iVertices < pMesh->GetNumVertices(); iVertices++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iVertices);

			Vector vecVertex = pMesh->GetVertex(iVertices);
			sOBJFile << _T("v ") << vecVertex.x << _T(" ") << vecVertex.y << _T(" ") << vecVertex.z << std::endl;
		}

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" normals...")).c_str(), pMesh->GetNumNormals());

		for (size_t iNormals = 0; iNormals < pMesh->GetNumNormals(); iNormals++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iNormals);

			Vector vecNormal = pMesh->GetNormal(iNormals);
			sOBJFile << _T("vn ") << vecNormal.x << _T(" ") << vecNormal.y << _T(" ") << vecNormal.z << std::endl;
		}

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" UVs...")).c_str(), pMesh->GetNumUVs());

		for (size_t iUVs = 0; iUVs < pMesh->GetNumUVs(); iUVs++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iUVs);

			Vector vecUV = pMesh->GetUV(iUVs);
			sOBJFile << _T("vt ") << vecUV.x << _T(" ") << vecUV.y << std::endl;
		}

		if (m_pWorkListener)
//.........这里部分代码省略.........
开发者ID:dfk789,项目名称:CodenameInfinite,代码行数:101,代码来源:obj.cpp

示例11: GenerateTriangleByTexel

void CTexelGenerator::GenerateTriangleByTexel(CConversionMeshInstance* pMeshInstance, CConversionFace* pFace, size_t v1, size_t v2, size_t v3, raytrace::CRaytracer* pTracer, size_t& iRendered)
{
	texel_data_t oJob;

	CConversionVertex* pV1 = pFace->GetVertex(v1);
	CConversionVertex* pV2 = pFace->GetVertex(v2);
	CConversionVertex* pV3 = pFace->GetVertex(v3);

	CConversionMesh* pMesh = pMeshInstance->GetMesh();

	oJob.pMeshInstance = pMeshInstance;
	oJob.pFace = pFace;
	oJob.pV1 = pV1;
	oJob.pV2 = pV2;
	oJob.pV3 = pV3;
	oJob.pTracer = pTracer;
	oJob.pGenerator = this;

	Vector vu1 = pMesh->GetUV(pV1->vu);
	Vector vu2 = pMesh->GetUV(pV2->vu);
	Vector vu3 = pMesh->GetUV(pV3->vu);

	Vector vecLoUV = vu1;
	Vector vecHiUV = vu1;

	if (vu2.x < vecLoUV.x)
		vecLoUV.x = vu2.x;
	if (vu3.x < vecLoUV.x)
		vecLoUV.x = vu3.x;
	if (vu2.x > vecHiUV.x)
		vecHiUV.x = vu2.x;
	if (vu3.x > vecHiUV.x)
		vecHiUV.x = vu3.x;

	if (vu2.y < vecLoUV.y)
		vecLoUV.y = vu2.y;
	if (vu3.y < vecLoUV.y)
		vecLoUV.y = vu3.y;
	if (vu2.y > vecHiUV.y)
		vecHiUV.y = vu2.y;
	if (vu3.y > vecHiUV.y)
		vecHiUV.y = vu3.y;

	size_t iLoX = (size_t)(vecLoUV.x * m_iWidth);
	size_t iLoY = (size_t)(vecLoUV.y * m_iHeight);
	size_t iHiX = (size_t)(vecHiUV.x * m_iWidth);
	size_t iHiY = (size_t)(vecHiUV.y * m_iHeight);

	for (size_t i = iLoX; i <= iHiX; i++)
	{
		for (size_t j = iLoY; j <= iHiY; j++)
		{
			oJob.x = i;
			oJob.y = j;

			m_pWorkParallelizer->AddJob(&oJob, sizeof(oJob));

			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(++iRendered);

			if (m_bStopGenerating)
				break;
		}
		if (m_bStopGenerating)
			break;
	}
}
开发者ID:BSVino,项目名称:SMAK,代码行数:67,代码来源:crunch.cpp

示例12: FindHiResMeshLocation

void CTexelGenerator::FindHiResMeshLocation(CConversionMeshInstance* pMeshInstance, CConversionFace* pFace, CConversionVertex* pV1, CConversionVertex* pV2, CConversionVertex* pV3, size_t i, size_t j, raytrace::CRaytracer* pTracer)
{
	CConversionMesh* pMesh = pMeshInstance->GetMesh();

	Vector vu1 = pMesh->GetUV(pV1->vu);
	Vector vu2 = pMesh->GetUV(pV2->vu);
	Vector vu3 = pMesh->GetUV(pV3->vu);

	float flU = ((float)i + 0.5f)/(float)m_iWidth;
	float flV = ((float)j + 0.5f)/(float)m_iHeight;

	bool bInside = PointInTriangle(Vector(flU,flV,0), vu1, vu2, vu3);

	if (!bInside)
		return;

	Vector v1 = pMeshInstance->GetVertex(pV1->v);
	Vector v2 = pMeshInstance->GetVertex(pV2->v);
	Vector v3 = pMeshInstance->GetVertex(pV3->v);

	// Find where the UV is in world space.

	// First build 2x2 a "matrix" of the UV values.
	float mta = vu2.x - vu1.x;
	float mtb = vu3.x - vu1.x;
	float mtc = vu2.y - vu1.y;
	float mtd = vu3.y - vu1.y;

	// Invert it.
	float d = mta*mtd - mtb*mtc;
	float mtia =  mtd / d;
	float mtib = -mtb / d;
	float mtic = -mtc / d;
	float mtid =  mta / d;

	// Now build a 2x3 "matrix" of the vertices.
	float mva = v2.x - v1.x;
	float mvb = v3.x - v1.x;
	float mvc = v2.y - v1.y;
	float mvd = v3.y - v1.y;
	float mve = v2.z - v1.z;
	float mvf = v3.z - v1.z;

	// Multiply them together.
	// [a b]   [a b]   [a b]
	// [c d] * [c d] = [c d]
	// [e f]           [e f]
	// Really wish I had a matrix math library about now!
	float mra = mva*mtia + mvb*mtic;
	float mrb = mva*mtib + mvb*mtid;
	float mrc = mvc*mtia + mvd*mtic;
	float mrd = mvc*mtib + mvd*mtid;
	float mre = mve*mtia + mvf*mtic;
	float mrf = mve*mtib + mvf*mtid;

	// These vectors should be the U and V axis in world space.
	Vector vecUAxis(mra, mrc, mre);
	Vector vecVAxis(mrb, mrd, mrf);

	Vector vecUVOrigin = v1 - vecUAxis * vu1.x - vecVAxis * vu1.y;

	Vector vecUVPosition = vecUVOrigin + vecUAxis * flU + vecVAxis * flV;

	Vector vecNormal = pFace->GetNormal(vecUVPosition, pMeshInstance);

	size_t iTexel;
	Texel(i, j, iTexel, false);

	// Maybe use a closest-poly check here to eliminate the need for some raytracing?

	raytrace::CTraceResult trFront;
	bool bHitFront = pTracer->Raytrace(Ray(vecUVPosition, vecNormal), &trFront);

	raytrace::CTraceResult trBack;
	bool bHitBack = pTracer->Raytrace(Ray(vecUVPosition, -vecNormal), &trBack);

#ifdef NORMAL_DEBUG
	GetParallelizer()->LockData();
	if (bHitFront && (vecUVPosition - trFront.m_vecHit).LengthSqr() > 0.001f)
		SMAKWindow()->AddDebugLine(vecUVPosition, trFront.m_vecHit);
	if (bHitBack && (vecUVPosition - trBack.m_vecHit).LengthSqr() > 0.001f)
		SMAKWindow()->AddDebugLine(vecUVPosition, trBack.m_vecHit);
	GetParallelizer()->UnlockData();
#endif

	if (!bHitBack && !bHitFront)
		return;

	raytrace::CTraceResult* trFinal;

	if (bHitFront && !bHitBack)
		trFinal = &trFront;
	else if (bHitBack && !bHitFront)
		trFinal = &trBack;
	else
	{
		float flHitFront = (vecUVPosition - trFront.m_vecHit).LengthSqr();
		float flHitBack = (vecUVPosition - trBack.m_vecHit).LengthSqr();

		if (flHitFront < flHitBack)
//.........这里部分代码省略.........
开发者ID:BSVino,项目名称:SMAK,代码行数:101,代码来源:crunch.cpp

示例13: GenerateTriangleByTexel

void CAOGenerator::GenerateTriangleByTexel(CConversionMeshInstance* pMeshInstance, CConversionFace* pFace, size_t v1, size_t v2, size_t v3, raytrace::CRaytracer* pTracer, size_t& iRendered)
{
    CConversionVertex* pV1 = pFace->GetVertex(v1);
    CConversionVertex* pV2 = pFace->GetVertex(v2);
    CConversionVertex* pV3 = pFace->GetVertex(v3);

    CConversionMesh* pMesh = pMeshInstance->GetMesh();

    Vector vu1 = pMesh->GetUV(pV1->vu);
    Vector vu2 = pMesh->GetUV(pV2->vu);
    Vector vu3 = pMesh->GetUV(pV3->vu);

    Vector vecLoUV = vu1;
    Vector vecHiUV = vu1;

    if (vu2.x < vecLoUV.x)
        vecLoUV.x = vu2.x;
    if (vu3.x < vecLoUV.x)
        vecLoUV.x = vu3.x;
    if (vu2.x > vecHiUV.x)
        vecHiUV.x = vu2.x;
    if (vu3.x > vecHiUV.x)
        vecHiUV.x = vu3.x;

    if (vu2.y < vecLoUV.y)
        vecLoUV.y = vu2.y;
    if (vu3.y < vecLoUV.y)
        vecLoUV.y = vu3.y;
    if (vu2.y > vecHiUV.y)
        vecHiUV.y = vu2.y;
    if (vu3.y > vecHiUV.y)
        vecHiUV.y = vu3.y;

    size_t iLoX = (size_t)(vecLoUV.x * m_iWidth);
    size_t iLoY = (size_t)(vecLoUV.y * m_iHeight);
    size_t iHiX = (size_t)(vecHiUV.x * m_iWidth);
    size_t iHiY = (size_t)(vecHiUV.y * m_iHeight);

    for (size_t i = iLoX; i <= iHiX; i++)
    {
        for (size_t j = iLoY; j <= iHiY; j++)
        {
            float flU = ((float)i + 0.5f)/(float)m_iWidth;
            float flV = ((float)j + 0.5f)/(float)m_iHeight;

            bool bInside = PointInTriangle(Vector(flU,flV,0), vu1, vu2, vu3);

            if (!bInside)
                continue;

            Vector v1 = pMeshInstance->GetVertex(pV1->v);
            Vector v2 = pMeshInstance->GetVertex(pV2->v);
            Vector v3 = pMeshInstance->GetVertex(pV3->v);

            Vector vn1 = pMeshInstance->GetNormal(pV1->vn);
            Vector vn2 = pMeshInstance->GetNormal(pV2->vn);
            Vector vn3 = pMeshInstance->GetNormal(pV3->vn);

            // Find where the UV is in world space.

            // First build 2x2 a "matrix" of the UV values.
            float mta = vu2.x - vu1.x;
            float mtb = vu3.x - vu1.x;
            float mtc = vu2.y - vu1.y;
            float mtd = vu3.y - vu1.y;

            // Invert it.
            float d = mta*mtd - mtb*mtc;
            float mtia =  mtd / d;
            float mtib = -mtb / d;
            float mtic = -mtc / d;
            float mtid =  mta / d;

            // Now build a 2x3 "matrix" of the vertices.
            float mva = v2.x - v1.x;
            float mvb = v3.x - v1.x;
            float mvc = v2.y - v1.y;
            float mvd = v3.y - v1.y;
            float mve = v2.z - v1.z;
            float mvf = v3.z - v1.z;

            // Multiply them together.
            // [a b]   [a b]   [a b]
            // [c d] * [c d] = [c d]
            // [e f]           [e f]
            // Really wish I had a matrix math library about now!
            float mra = mva*mtia + mvb*mtic;
            float mrb = mva*mtib + mvb*mtid;
            float mrc = mvc*mtia + mvd*mtic;
            float mrd = mvc*mtib + mvd*mtid;
            float mre = mve*mtia + mvf*mtic;
            float mrf = mve*mtib + mvf*mtid;

            // These vectors should be the U and V axis in world space.
            Vector vecUAxis(mra, mrc, mre);
            Vector vecVAxis(mrb, mrd, mrf);

            Vector vecUVOrigin = v1 - vecUAxis * vu1.x - vecVAxis * vu1.y;

            Vector vecUVPosition = vecUVOrigin + vecUAxis * flU + vecVAxis * flV;
//.........这里部分代码省略.........
开发者ID:ezhangle,项目名称:SMAK,代码行数:101,代码来源:ao.cpp

示例14: LoadMesh

void LoadMesh(CConversionScene* pScene, size_t iMesh)
{
	TAssert(iMesh < pScene->GetNumMeshes());
	if (iMesh >= pScene->GetNumMeshes())
		return;

	// Reserve space for n+1, the last one represents the default material.
	g_aaflData.resize(pScene->GetNumMaterials()+1);

	tvector<Vector> avecPoints;
	tvector<size_t> aiPoints;

	CConversionMesh* pMesh = pScene->GetMesh(iMesh);

	for (size_t j = 0; j < pMesh->GetNumFaces(); j++)
	{
		CConversionFace* pFace = pMesh->GetFace(j);

		size_t iMaterial = pFace->m;
		if (iMaterial == ~0)
			iMaterial = pScene->GetNumMaterials();

		CConversionVertex* pVertex0 = pFace->GetVertex(0);
		CConversionVertex* pVertex1 = pFace->GetVertex(1);

		CConversionVertex* pLastVertex = pFace->GetVertex(pFace->GetNumVertices()-1);

		avecPoints.clear();
		aiPoints.clear();

		for (size_t t = 0; t < pFace->GetNumVertices(); t++)
		{
			avecPoints.push_back(pMesh->GetVertex(pFace->GetVertex(t)->v));
			aiPoints.push_back(t);
		}

		CConversionVertex* pVertex2;

		while (avecPoints.size() > 3)
		{
			size_t iEar = FindEar(avecPoints);
			size_t iLast = iEar==0?avecPoints.size()-1:iEar-1;
			size_t iNext = iEar==avecPoints.size()-1?0:iEar+1;

			pVertex0 = pFace->GetVertex(aiPoints[iLast]);
			pVertex1 = pFace->GetVertex(aiPoints[iEar]);
			pVertex2 = pFace->GetVertex(aiPoints[iNext]);

			AddVertex(iMaterial, pMesh->GetVertex(pVertex0->v), pMesh->GetUV(pVertex0->vu));
			AddVertex(iMaterial, pMesh->GetVertex(pVertex1->v), pMesh->GetUV(pVertex1->vu));
			AddVertex(iMaterial, pMesh->GetVertex(pVertex2->v), pMesh->GetUV(pVertex2->vu));

			avecPoints.erase(avecPoints.begin()+iEar);
			aiPoints.erase(aiPoints.begin()+iEar);
		}

		TAssert(aiPoints.size() == 3);
		if (aiPoints.size() != 3)
			continue;

		pVertex0 = pFace->GetVertex(aiPoints[0]);
		pVertex1 = pFace->GetVertex(aiPoints[1]);
		pVertex2 = pFace->GetVertex(aiPoints[2]);

		AddVertex(iMaterial, pMesh->GetVertex(pVertex0->v), pMesh->GetUV(pVertex0->vu));
		AddVertex(iMaterial, pMesh->GetVertex(pVertex1->v), pMesh->GetUV(pVertex1->vu));
		AddVertex(iMaterial, pMesh->GetVertex(pVertex2->v), pMesh->GetUV(pVertex2->vu));
	}
}
开发者ID:BSVino,项目名称:Digitanks,代码行数:69,代码来源:loadsource.cpp

示例15: ReadSIAShape

const tchar* CModelConverter::ReadSIAShape(const tchar* pszLine, const tchar* pszEnd, CConversionSceneNode* pScene, bool bCare)
{
	size_t iCurrentMaterial = ~0;

	CConversionMesh* pMesh = NULL;
	CConversionSceneNode* pMeshNode = NULL;
	size_t iAddV = 0;
	size_t iAddE = 0;
	size_t iAddUV = 0;
	size_t iAddN = 0;

	tstring sLastTask;
	tstring sToken;

	const tchar* pszNextLine = NULL;
	while (pszLine < pszEnd)
	{
		if (pszNextLine)
			pszLine = pszNextLine;

		size_t iLineLength = tstrlen(pszLine);
		pszNextLine = pszLine + iLineLength + 1;

		// This code used to call StripWhitespace() but that's too slow for very large files w/ millions of lines.
		// Instead we'll just cut the whitespace off the front and deal with whitespace on the end when we come to it.
		while (*pszLine && IsWhitespace(*pszLine))
			pszLine++;

		if (tstrlen(pszLine) == 0)
			continue;

		const tchar* pszToken = pszLine;

		while (*pszToken && *pszToken != _T(' '))
			pszToken++;

		sToken.reserve(iLineLength);
		sToken.clear();
		sToken.append(pszLine, pszToken-pszLine);
		sToken[pszToken-pszLine] = _T('\0');
		pszToken = sToken.c_str();

		if (!bCare)
		{
			if (tstrncmp(pszToken, _T("-endShape"), 9) == 0)
				return pszNextLine;
			else
				continue;
		}

		if (tstrncmp(pszToken, _T("-snam"), 5) == 0)
		{
			// We name our mesh.
			tstring sName =pszLine+6;
			eastl::vector<tstring> aName;
			tstrtok(sName, aName, _T("\""));	// Strip out the quotation marks.

			if (bCare)
			{
				size_t iMesh = m_pScene->FindMesh(aName[0].c_str());
				if (iMesh == (size_t)~0)
				{
					iMesh = m_pScene->AddMesh(aName[0].c_str());
					pMesh = m_pScene->GetMesh(iMesh);
					pMesh->AddBone(aName[0].c_str());
				}
				else
				{
					pMesh = m_pScene->GetMesh(iMesh);
					iAddV = pMesh->GetNumVertices();
					iAddE = pMesh->GetNumEdges();
					iAddUV = pMesh->GetNumUVs();
					iAddN = pMesh->GetNumNormals();
				}
				// Make sure it exists.
				pMeshNode = m_pScene->GetDefaultSceneMeshInstance(pScene, pMesh);
			}
		}
		else if (tstrncmp(pszToken, _T("-vert"), 5) == 0)
		{
			if (m_pWorkListener)
			{
				if (sLastTask == pszToken)
					m_pWorkListener->WorkProgress(0);
				else
				{
					m_pWorkListener->SetAction(_T("Reading vertex data"), 0);
					sLastTask = tstring(pszToken);
				}
			}

			// A vertex.
			float v[3];
			// scanf is pretty slow even for such a short string due to lots of mallocs.
			const tchar* pszToken = pszLine+5;
			int iDimension = 0;
			while (*pszToken)
			{
				while (pszToken[0] == _T(' '))
					pszToken++;
//.........这里部分代码省略.........
开发者ID:dfk789,项目名称:CodenameInfinite,代码行数:101,代码来源:silo.cpp


注:本文中的CConversionMesh类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。