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C++ ExportContext::IsSkeletal方法代码示例

本文整理汇总了C++中ExportContext::IsSkeletal方法的典型用法代码示例。如果您正苦于以下问题:C++ ExportContext::IsSkeletal方法的具体用法?C++ ExportContext::IsSkeletal怎么用?C++ ExportContext::IsSkeletal使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ExportContext的用法示例。


在下文中一共展示了ExportContext::IsSkeletal方法的2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: ExportMeshLod

static void ExportMeshLod(ExportContext& Context, const CBaseMeshLod& Lod, const CMeshVertex* Verts, FArchive& Ar, FArchive& Ar2)
{
	guard(ExportMeshLod);

	// Opening brace
	Ar.Printf("{\n");

	// Asset
	Ar.Printf(
		"  \"asset\" : {\n"
		"    \"generator\" : \"UE Viewer (umodel) build %s\",\n"
		"    \"version\" : \"2.0\"\n"
		"  },\n",
		STR(GIT_REVISION));

	// Scene
	Ar.Printf(
		"  \"scene\" : 0,\n"
		"  \"scenes\" : [\n"
		"    {\n"
		"      \"nodes\" : [ 0 ]\n"
		"    }\n"
		"  ],\n"
	);

	// Nodes
	if (!Context.IsSkeletal())
	{
		Ar.Printf(
			"  \"nodes\" : [\n"
			"    {\n"
			"      \"name\" : \"%s\",\n"
			"      \"mesh\" : 0\n"
			"    }\n"
			"  ],\n",
			Context.MeshName
		);
	}
	else
	{
		ExportSkinData(Context, static_cast<const CSkelMeshLod&>(Lod), Ar);
	}

	// Materials
	Ar.Printf("  \"materials\" : [\n");
	for (int i = 0; i < Lod.Sections.Num(); i++)
	{
		ExportMaterial(Lod.Sections[i].Material, Ar, i, i == Lod.Sections.Num() - 1);
	}
	Ar.Printf("  ],\n");

	// Meshes
	Ar.Printf(
		"  \"meshes\" : [\n"
		"    {\n"
		"      \"primitives\" : [\n"
	);
	for (int i = 0; i < Lod.Sections.Num(); i++)
	{
		ExportSection(Context, Lod, Verts, i, Ar);
	}
	Ar.Printf(
		"      ],\n"
		"      \"name\" : \"%s\"\n"
		"    }\n"
		"  ],\n",
		Context.MeshName
	);

	// Write animations
	if (Context.IsSkeletal() && Context.SkelMesh->Anim)
	{
		ExportAnimations(Context, Ar);
	}

	// Write buffers
	int bufferLength = 0;
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		bufferLength += Context.Data[i].DataSize;
	}

	Ar.Printf(
		"  \"buffers\" : [\n"
		"    {\n"
		"      \"uri\" : \"%s.bin\",\n"
		"      \"byteLength\" : %d\n"
		"    }\n"
		"  ],\n",
		Context.MeshName, bufferLength
	);

	// Write bufferViews
	Ar.Printf(
		"  \"bufferViews\" : [\n"
	);
	int bufferOffset = 0;
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		const BufferData& B = Context.Data[i];
//.........这里部分代码省略.........
开发者ID:gildor2,项目名称:UModel,代码行数:101,代码来源:ExportGLTF.cpp

示例2: ExportSection

static void ExportSection(ExportContext& Context, const CBaseMeshLod& Lod, const CMeshVertex* Verts, int SectonIndex, FArchive& Ar)
{
	guard(ExportSection);

	int VertexSize = Context.IsSkeletal() ? sizeof(CSkelMeshVertex) : sizeof(CStaticMeshVertex);

	const CMeshSection& S = Lod.Sections[SectonIndex];
	bool bLast = (SectonIndex == Lod.Sections.Num()-1);

	// Remap section indices to local indices
	CIndexBuffer::IndexAccessor_t GetIndex = Lod.Indices.GetAccessor();
	TArray<int> indexRemap; // old vertex index -> new vertex index
	indexRemap.Init(-1, Lod.NumVerts);
	int numLocalVerts = 0;
	int numLocalIndices = S.NumFaces * 3;
	for (int idx = 0; idx < numLocalIndices; idx++)
	{
		int vertIndex = GetIndex(S.FirstIndex + idx);
		if (indexRemap[vertIndex] == -1)
		{
			indexRemap[vertIndex] = numLocalVerts++;
		}
	}

	// Prepare buffers
	int IndexBufIndex = Context.Data.AddZeroed();
	int PositionBufIndex = Context.Data.AddZeroed();
	int NormalBufIndex = Context.Data.AddZeroed();
	int TangentBufIndex = Context.Data.AddZeroed();

	int BonesBufIndex = -1;
	int WeightsBufIndex = -1;
	if (Context.IsSkeletal())
	{
		BonesBufIndex = Context.Data.AddZeroed();
		WeightsBufIndex = Context.Data.AddZeroed();
	}

	int UVBufIndex[MAX_MESH_UV_SETS];
	for (int i = 0; i < Lod.NumTexCoords; i++)
	{
		UVBufIndex[i] = Context.Data.AddZeroed();
	}

	BufferData& IndexBuf = Context.Data[IndexBufIndex];
	BufferData& PositionBuf = Context.Data[PositionBufIndex];
	BufferData& NormalBuf = Context.Data[NormalBufIndex];
	BufferData& TangentBuf = Context.Data[TangentBufIndex];
	BufferData* UVBuf[MAX_MESH_UV_SETS];
	BufferData* BonesBuf = NULL;
	BufferData* WeightsBuf = NULL;

	PositionBuf.Setup(numLocalVerts, "VEC3", BufferData::FLOAT, sizeof(CVec3));
	NormalBuf.Setup(numLocalVerts, "VEC3", BufferData::FLOAT, sizeof(CVec3));
	TangentBuf.Setup(numLocalVerts, "VEC4", BufferData::FLOAT, sizeof(CVec4));
	for (int i = 0; i < Lod.NumTexCoords; i++)
	{
		UVBuf[i] = &Context.Data[UVBufIndex[i]];
		UVBuf[i]->Setup(numLocalVerts, "VEC2", BufferData::FLOAT, sizeof(CMeshUVFloat));
	}

	if (Context.IsSkeletal())
	{
		BonesBuf = &Context.Data[BonesBufIndex];
		WeightsBuf = &Context.Data[WeightsBufIndex];
		BonesBuf->Setup(numLocalVerts, "VEC4", BufferData::UNSIGNED_SHORT, sizeof(uint16)*4);
		WeightsBuf->Setup(numLocalVerts, "VEC4", BufferData::UNSIGNED_BYTE, sizeof(uint32), /*InNormalized=*/ true);
	}

	// Prepare and build indices
	TArray<int> localIndices;
	localIndices.AddUninitialized(numLocalIndices);
	int* pIndex = localIndices.GetData();
	for (int i = 0; i < numLocalIndices; i++)
	{
		*pIndex++ = GetIndex(S.FirstIndex + i);
	}

	if (numLocalVerts <= 65536)
	{
		IndexBuf.Setup(numLocalIndices, "SCALAR", BufferData::UNSIGNED_SHORT, sizeof(uint16));
		for (int idx = 0; idx < numLocalIndices; idx++)
		{
			IndexBuf.Put<uint16>(indexRemap[localIndices[idx]]);
		}
	}
	else
	{
		IndexBuf.Setup(numLocalIndices, "SCALAR", BufferData::UNSIGNED_INT, sizeof(uint32));
		for (int idx = 0; idx < numLocalIndices; idx++)
		{
			IndexBuf.Put<uint32>(indexRemap[localIndices[idx]]);
		}
	}

	// Build reverse index map for fast lookup of vertex by its new index.
	// It maps new vertex index to old vertex index.
	TArray<int> revIndexMap;
	revIndexMap.AddUninitialized(numLocalVerts);
	for (int i = 0; i < indexRemap.Num(); i++)
//.........这里部分代码省略.........
开发者ID:gildor2,项目名称:UModel,代码行数:101,代码来源:ExportGLTF.cpp


注:本文中的ExportContext::IsSkeletal方法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。