本文整理汇总了C++中GMatrix::SetRow方法的典型用法代码示例。如果您正苦于以下问题:C++ GMatrix::SetRow方法的具体用法?C++ GMatrix::SetRow怎么用?C++ GMatrix::SetRow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类GMatrix
的用法示例。
在下文中一共展示了GMatrix::SetRow方法的1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: wFileName
//.........这里部分代码省略.........
parentWTM = parentNode->GetWorldTM( time );
toParentMatrix = parentWTM.Inverse();
worldTM = currentNode->GetWorldTM( time ) * toParentMatrix;
}
}
else
{
worldTM = currentNode->GetWorldTM( time );
}
(*nodeIter)->m_toParentMatrix.push_back( Matrix4x4( worldTM[0], worldTM[1], worldTM[2], worldTM[3] ) );
}
localTM = currentNode->GetWorldTM().Inverse();
(*nodeIter)->m_worldToLocal = Matrix4x4( localTM[0], localTM[1], localTM[2], localTM[3] );
//Save the node
BinaryFile.saveNode( *nodeIter, myFile );
BinaryFile.saveInt( (*nodeIter)->m_triangleBatchesPerMaterial.size() );
for( auto materialIter = m_materialSet.begin(); materialIter != m_materialSet.end(); ++materialIter )
{
//Set the current material's VBO and IBO
//
IGameMaterial* currentMaterial = *materialIter;
TriangleBatch* currentBatch = triangleBatches[ currentMaterial ];
GMatrix localTMNoTrans = localTM;
localTMNoTrans.SetRow( 3, Point4( 0,0,0,1) );
if( currentBatch != nullptr )
{
MaxMaterial* currentMaxMaterial = currentBatch->m_material;
VBO* currentVBO = currentBatch->m_vbo;
IBO* currentIBO = currentBatch->m_ibo;
vector< NodeFace >& faceVector = facesPerMaterial.find( currentMaterial )->second;
//Get texture materials and export them
//
if( currentMaterial != nullptr )
{
int numOfTexMaps = currentMaterial->GetNumberOfTextureMaps();
myFile << "Number of texture maps: " << numOfTexMaps << "\n";
for( int i = 0; i < numOfTexMaps; ++i )
{
IGameTextureMap* gameTextureMap = currentMaterial->GetIGameTextureMap( i );
if( gameTextureMap != nullptr && gameTextureMap->IsEntitySupported() )
{
int stdMapSlot = gameTextureMap->GetStdMapSlot();
if( stdMapSlot == ID_DI )
{
wstring wBitmapFileName;
wBitmapFileName = gameTextureMap->GetBitmapFileName();
if( wBitmapFileName.size() > 0 )
{
BitmapInfo bi( gameTextureMap->GetBitmapFileName() );
BMMGetFullFilename( &bi );
wBitmapFileName = bi.Name();
std::string fullBitmapFileName( wBitmapFileName.begin(), wBitmapFileName.end() );
if( fullBitmapFileName.size() > 0 )