本文整理汇总了C++中Geometry::GetPrimitiveType方法的典型用法代码示例。如果您正苦于以下问题:C++ Geometry::GetPrimitiveType方法的具体用法?C++ Geometry::GetPrimitiveType怎么用?C++ Geometry::GetPrimitiveType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Geometry
的用法示例。
在下文中一共展示了Geometry::GetPrimitiveType方法的4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: ret
SharedPtr<Model> Model::Clone(const String& cloneName) const
{
SharedPtr<Model> ret(new Model(context_));
ret->SetName(cloneName);
ret->boundingBox_ = boundingBox_;
ret->skeleton_ = skeleton_;
ret->geometryBoneMappings_ = geometryBoneMappings_;
ret->geometryCenters_ = geometryCenters_;
ret->morphs_ = morphs_;
ret->morphRangeStarts_ = morphRangeStarts_;
ret->morphRangeCounts_ = morphRangeCounts_;
// Deep copy vertex/index buffers
HashMap<VertexBuffer*, VertexBuffer*> vbMapping;
for (Vector<SharedPtr<VertexBuffer> >::ConstIterator i = vertexBuffers_.Begin(); i != vertexBuffers_.End(); ++i)
{
VertexBuffer* origBuffer = *i;
SharedPtr<VertexBuffer> cloneBuffer;
if (origBuffer)
{
cloneBuffer = new VertexBuffer(context_);
cloneBuffer->SetSize(origBuffer->GetVertexCount(), origBuffer->GetElementMask(), origBuffer->IsDynamic());
cloneBuffer->SetShadowed(origBuffer->IsShadowed());
if (origBuffer->IsShadowed())
cloneBuffer->SetData(origBuffer->GetShadowData());
else
{
void* origData = origBuffer->Lock(0, origBuffer->GetVertexCount());
if (origData)
cloneBuffer->SetData(origData);
else
URHO3D_LOGERROR("Failed to lock original vertex buffer for copying");
}
vbMapping[origBuffer] = cloneBuffer;
}
ret->vertexBuffers_.Push(cloneBuffer);
}
HashMap<IndexBuffer*, IndexBuffer*> ibMapping;
for (Vector<SharedPtr<IndexBuffer> >::ConstIterator i = indexBuffers_.Begin(); i != indexBuffers_.End(); ++i)
{
IndexBuffer* origBuffer = *i;
SharedPtr<IndexBuffer> cloneBuffer;
if (origBuffer)
{
cloneBuffer = new IndexBuffer(context_);
cloneBuffer->SetSize(origBuffer->GetIndexCount(), origBuffer->GetIndexSize() == sizeof(unsigned),
origBuffer->IsDynamic());
cloneBuffer->SetShadowed(origBuffer->IsShadowed());
if (origBuffer->IsShadowed())
cloneBuffer->SetData(origBuffer->GetShadowData());
else
{
void* origData = origBuffer->Lock(0, origBuffer->GetIndexCount());
if (origData)
cloneBuffer->SetData(origData);
else
URHO3D_LOGERROR("Failed to lock original index buffer for copying");
}
ibMapping[origBuffer] = cloneBuffer;
}
ret->indexBuffers_.Push(cloneBuffer);
}
// Deep copy all the geometry LOD levels and refer to the copied vertex/index buffers
ret->geometries_.Resize(geometries_.Size());
for (unsigned i = 0; i < geometries_.Size(); ++i)
{
ret->geometries_[i].Resize(geometries_[i].Size());
for (unsigned j = 0; j < geometries_[i].Size(); ++j)
{
SharedPtr<Geometry> cloneGeometry;
Geometry* origGeometry = geometries_[i][j];
if (origGeometry)
{
cloneGeometry = new Geometry(context_);
cloneGeometry->SetIndexBuffer(ibMapping[origGeometry->GetIndexBuffer()]);
unsigned numVbs = origGeometry->GetNumVertexBuffers();
for (unsigned k = 0; k < numVbs; ++k)
{
cloneGeometry->SetVertexBuffer(k, vbMapping[origGeometry->GetVertexBuffer(k)]);
}
cloneGeometry->SetDrawRange(origGeometry->GetPrimitiveType(), origGeometry->GetIndexStart(),
origGeometry->GetIndexCount(), origGeometry->GetVertexStart(), origGeometry->GetVertexCount(), false);
cloneGeometry->SetLodDistance(origGeometry->GetLodDistance());
}
ret->geometries_[i][j] = cloneGeometry;
}
}
// Deep copy the morph data (if any) to allow modifying it
for (Vector<ModelMorph>::Iterator i = ret->morphs_.Begin(); i != ret->morphs_.End(); ++i)
//.........这里部分代码省略.........
示例2: GetFaces
void DecalSet::GetFaces(Vector<PODVector<DecalVertex> >& faces, Drawable* target, unsigned batchIndex, const Frustum& frustum,
const Vector3& decalNormal, float normalCutoff)
{
// Try to use the most accurate LOD level if possible
Geometry* geometry = target->GetLodGeometry(batchIndex, 0);
if (!geometry || geometry->GetPrimitiveType() != TRIANGLE_LIST)
return;
const unsigned char* positionData = 0;
const unsigned char* normalData = 0;
const unsigned char* skinningData = 0;
const unsigned char* indexData = 0;
unsigned positionStride = 0;
unsigned normalStride = 0;
unsigned skinningStride = 0;
unsigned indexStride = 0;
IndexBuffer* ib = geometry->GetIndexBuffer();
if (ib)
{
indexData = ib->GetShadowData();
indexStride = ib->GetIndexSize();
}
// For morphed models positions, normals and skinning may be in different buffers
for (unsigned i = 0; i < geometry->GetNumVertexBuffers(); ++i)
{
VertexBuffer* vb = geometry->GetVertexBuffer(i);
if (!vb)
continue;
unsigned elementMask = vb->GetElementMask();
unsigned char* data = vb->GetShadowData();
if (!data)
continue;
if (elementMask & MASK_POSITION)
{
positionData = data;
positionStride = vb->GetVertexSize();
}
if (elementMask & MASK_NORMAL)
{
normalData = data + vb->GetElementOffset(SEM_NORMAL);
normalStride = vb->GetVertexSize();
}
if (elementMask & MASK_BLENDWEIGHTS)
{
skinningData = data + vb->GetElementOffset(SEM_BLENDWEIGHTS);
skinningStride = vb->GetVertexSize();
}
}
// Positions and indices are needed
if (!positionData)
{
// As a fallback, try to get the geometry's raw vertex/index data
const PODVector<VertexElement>* elements;
geometry->GetRawData(positionData, positionStride, indexData, indexStride, elements);
if (!positionData)
{
URHO3D_LOGWARNING("Can not add decal, target drawable has no CPU-side geometry data");
return;
}
}
if (indexData)
{
unsigned indexStart = geometry->GetIndexStart();
unsigned indexCount = geometry->GetIndexCount();
// 16-bit indices
if (indexStride == sizeof(unsigned short))
{
const unsigned short* indices = ((const unsigned short*)indexData) + indexStart;
const unsigned short* indicesEnd = indices + indexCount;
while (indices < indicesEnd)
{
GetFace(faces, target, batchIndex, indices[0], indices[1], indices[2], positionData, normalData, skinningData,
positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
indices += 3;
}
}
else
// 32-bit indices
{
const unsigned* indices = ((const unsigned*)indexData) + indexStart;
const unsigned* indicesEnd = indices + indexCount;
while (indices < indicesEnd)
{
GetFace(faces, target, batchIndex, indices[0], indices[1], indices[2], positionData, normalData, skinningData,
positionStride, normalStride, skinningStride, frustum, decalNormal, normalCutoff);
indices += 3;
}
}
}
else
{
//.........这里部分代码省略.........
示例3: Save
bool Model::Save(Serializer& dest) const
{
// Write ID
if (!dest.WriteFileID("UMD2"))
return false;
// Write vertex buffers
dest.WriteUInt(vertexBuffers_.Size());
for (unsigned i = 0; i < vertexBuffers_.Size(); ++i)
{
VertexBuffer* buffer = vertexBuffers_[i];
dest.WriteUInt(buffer->GetVertexCount());
const PODVector<VertexElement>& elements = buffer->GetElements();
dest.WriteUInt(elements.Size());
for (unsigned j = 0; j < elements.Size(); ++j)
{
unsigned elementDesc = ((unsigned)elements[j].type_) |
(((unsigned)elements[j].semantic_) << 8) |
(((unsigned)elements[j].index_) << 16);
dest.WriteUInt(elementDesc);
}
dest.WriteUInt(morphRangeStarts_[i]);
dest.WriteUInt(morphRangeCounts_[i]);
dest.Write(buffer->GetShadowData(), buffer->GetVertexCount() * buffer->GetVertexSize());
}
// Write index buffers
dest.WriteUInt(indexBuffers_.Size());
for (unsigned i = 0; i < indexBuffers_.Size(); ++i)
{
IndexBuffer* buffer = indexBuffers_[i];
dest.WriteUInt(buffer->GetIndexCount());
dest.WriteUInt(buffer->GetIndexSize());
dest.Write(buffer->GetShadowData(), buffer->GetIndexCount() * buffer->GetIndexSize());
}
// Write geometries
dest.WriteUInt(geometries_.Size());
for (unsigned i = 0; i < geometries_.Size(); ++i)
{
// Write bone mappings
dest.WriteUInt(geometryBoneMappings_[i].Size());
for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
dest.WriteUInt(geometryBoneMappings_[i][j]);
// Write the LOD levels
dest.WriteUInt(geometries_[i].Size());
for (unsigned j = 0; j < geometries_[i].Size(); ++j)
{
Geometry* geometry = geometries_[i][j];
dest.WriteFloat(geometry->GetLodDistance());
dest.WriteUInt(geometry->GetPrimitiveType());
dest.WriteUInt(LookupVertexBuffer(geometry->GetVertexBuffer(0), vertexBuffers_));
dest.WriteUInt(LookupIndexBuffer(geometry->GetIndexBuffer(), indexBuffers_));
dest.WriteUInt(geometry->GetIndexStart());
dest.WriteUInt(geometry->GetIndexCount());
}
}
// Write morphs
dest.WriteUInt(morphs_.Size());
for (unsigned i = 0; i < morphs_.Size(); ++i)
{
dest.WriteString(morphs_[i].name_);
dest.WriteUInt(morphs_[i].buffers_.Size());
// Write morph vertex buffers
for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs_[i].buffers_.Begin();
j != morphs_[i].buffers_.End(); ++j)
{
dest.WriteUInt(j->first_);
dest.WriteUInt(j->second_.elementMask_);
dest.WriteUInt(j->second_.vertexCount_);
// Base size: size of each vertex index
unsigned vertexSize = sizeof(unsigned);
// Add size of individual elements
if (j->second_.elementMask_ & MASK_POSITION)
vertexSize += sizeof(Vector3);
if (j->second_.elementMask_ & MASK_NORMAL)
vertexSize += sizeof(Vector3);
if (j->second_.elementMask_ & MASK_TANGENT)
vertexSize += sizeof(Vector3);
dest.Write(j->second_.morphData_.Get(), vertexSize * j->second_.vertexCount_);
}
}
// Write skeleton
skeleton_.Save(dest);
// Write bounding box
dest.WriteBoundingBox(boundingBox_);
// Write geometry centers
for (unsigned i = 0; i < geometryCenters_.Size(); ++i)
dest.WriteVector3(geometryCenters_[i]);
// Write metadata
if (HasMetadata())
{
File* destFile = dynamic_cast<File*>(&dest);
//.........这里部分代码省略.........
示例4: Save
bool Model::Save(Serializer& dest) const
{
// Write ID
if (!dest.WriteFileID("AMDL")) // atomic model specifier
return false;
// Write vertex buffers
dest.WriteUInt(vertexBuffers_.Size());
for (unsigned i = 0; i < vertexBuffers_.Size(); ++i)
{
VertexBuffer* buffer = vertexBuffers_[i];
dest.WriteUInt(buffer->GetVertexCount());
dest.WriteUInt(buffer->GetElementMask());
dest.WriteUInt(morphRangeStarts_[i]);
dest.WriteUInt(morphRangeCounts_[i]);
dest.Write(buffer->GetShadowData(), buffer->GetVertexCount() * buffer->GetVertexSize());
}
// Write index buffers
dest.WriteUInt(indexBuffers_.Size());
for (unsigned i = 0; i < indexBuffers_.Size(); ++i)
{
IndexBuffer* buffer = indexBuffers_[i];
dest.WriteUInt(buffer->GetIndexCount());
dest.WriteUInt(buffer->GetIndexSize());
dest.Write(buffer->GetShadowData(), buffer->GetIndexCount() * buffer->GetIndexSize());
}
// Write geometries
dest.WriteUInt(geometries_.Size());
for (unsigned i = 0; i < geometries_.Size(); ++i)
{
// Write bone mappings
dest.WriteUInt(geometryBoneMappings_[i].Size());
for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
dest.WriteUInt(geometryBoneMappings_[i][j]);
// Write the LOD levels
dest.WriteUInt(geometries_[i].Size());
for (unsigned j = 0; j < geometries_[i].Size(); ++j)
{
Geometry* geometry = geometries_[i][j];
dest.WriteFloat(geometry->GetLodDistance());
dest.WriteUInt(geometry->GetPrimitiveType());
dest.WriteUInt(LookupVertexBuffer(geometry->GetVertexBuffer(0), vertexBuffers_));
dest.WriteUInt(LookupIndexBuffer(geometry->GetIndexBuffer(), indexBuffers_));
dest.WriteUInt(geometry->GetIndexStart());
dest.WriteUInt(geometry->GetIndexCount());
}
}
// Write morphs
dest.WriteUInt(morphs_.Size());
for (unsigned i = 0; i < morphs_.Size(); ++i)
{
dest.WriteString(morphs_[i].name_);
dest.WriteUInt(morphs_[i].buffers_.Size());
// Write morph vertex buffers
for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs_[i].buffers_.Begin();
j != morphs_[i].buffers_.End(); ++j)
{
dest.WriteUInt(j->first_);
dest.WriteUInt(j->second_.elementMask_);
dest.WriteUInt(j->second_.vertexCount_);
// Base size: size of each vertex index
unsigned vertexSize = sizeof(unsigned);
// Add size of individual elements
if (j->second_.elementMask_ & MASK_POSITION)
vertexSize += sizeof(Vector3);
if (j->second_.elementMask_ & MASK_NORMAL)
vertexSize += sizeof(Vector3);
if (j->second_.elementMask_ & MASK_TANGENT)
vertexSize += sizeof(Vector3);
dest.Write(j->second_.morphData_.Get(), vertexSize * j->second_.vertexCount_);
}
}
// Write skeleton
skeleton_.Save(dest);
// Write bounding box
dest.WriteBoundingBox(boundingBox_);
// Write geometry centers
for (unsigned i = 0; i < geometryCenters_.Size(); ++i)
dest.WriteVector3(geometryCenters_[i]);
// ATOMIC BEGIN
dest.WriteUInt(MODEL_VERSION);
// animation resources
ResourceRefList animList(Animation::GetTypeStatic());
animList.names_.Resize(animationsResources_.Size());
for (unsigned i = 0; i < animationsResources_.Size(); ++i)
animList.names_[i] = GetResourceName(animationsResources_[i]);
dest.WriteResourceRefList(animList);
//.........这里部分代码省略.........