本文整理汇总了C++中HashMap::Size方法的典型用法代码示例。如果您正苦于以下问题:C++ HashMap::Size方法的具体用法?C++ HashMap::Size怎么用?C++ HashMap::Size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HashMap
的用法示例。
在下文中一共展示了HashMap::Size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: LoadMesh
//.........这里部分代码省略.........
Vector2 vec(x, y);
vBuf->vertices_[vertexNum].texCoord2_ = vec;
}
}
}
vertexNum++;
vertex = vertex.GetNext("vertex");
}
}
bufferDef = bufferDef.GetNext("vertexbuffer");
}
unsigned triangles = faces.GetInt("count");
unsigned indices = triangles * 3;
XMLElement triangle = faces.GetChild("face");
while (triangle)
{
unsigned v1 = triangle.GetInt("v1");
unsigned v2 = triangle.GetInt("v2");
unsigned v3 = triangle.GetInt("v3");
iBuf->indices_.Push(v3 + vertexStart);
iBuf->indices_.Push(v2 + vertexStart);
iBuf->indices_.Push(v1 + vertexStart);
triangle = triangle.GetNext("face");
}
subGeometryLodLevel.indexStart_ = indexStart;
subGeometryLodLevel.indexCount_ = indices;
if (vertexStart + vertices > 65535)
iBuf->indexSize_ = sizeof(unsigned);
XMLElement boneAssignments = subMesh.GetChild("boneassignments");
if (bones_.Size())
{
if (boneAssignments)
{
XMLElement boneAssignment = boneAssignments.GetChild("vertexboneassignment");
while (boneAssignment)
{
unsigned vertex = boneAssignment.GetInt("vertexindex") + vertexStart;
unsigned bone = boneAssignment.GetInt("boneindex");
float weight = boneAssignment.GetFloat("weight");
BoneWeightAssignment assign;
assign.boneIndex_ = bone;
assign.weight_ = weight;
// Source data might have 0 weights. Disregard these
if (assign.weight_ > 0.0f)
{
subGeometryLodLevel.boneWeights_[vertex].Push(assign);
// Require skinning weight to be sufficiently large before vertex contributes to bone hitbox
if (assign.weight_ > 0.33f)
{
// Check distance of vertex from bone to get bone max. radius information
Vector3 bonePos = bones_[bone].derivedPosition_;
Vector3 vertexPos = vBuf->vertices_[vertex].position_;
float distance = (bonePos - vertexPos).Length();
if (distance > bones_[bone].radius_)
{
bones_[bone].collisionMask_ |= 1;
bones_[bone].radius_ = distance;