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C++ HashMap::Size方法代码示例

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;
开发者ID:ElishaMcNutt,项目名称:Clockwork,代码行数:67,代码来源:OgreImporter.cpp


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