本文整理汇总了C++中LLVOVolume::hasLightTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVOVolume::hasLightTexture方法的具体用法?C++ LLVOVolume::hasLightTexture怎么用?C++ LLVOVolume::hasLightTexture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LLVOVolume
的用法示例。
在下文中一共展示了LLVOVolume::hasLightTexture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: addPrim
//.........这里部分代码省略.........
else
{
if (exportTexture(sculpt_params->getSculptTexture()))
{
prim["sculpt"] = sculpt_params->asLLSD();
}
else
{
LLSculptParams default_sculpt;
prim["sculpt"] = default_sculpt.asLLSD();
}
}
}
}
if(volobjp->isFlexible())
{
const LLFlexibleObjectData *flexible_param_block = (const LLFlexibleObjectData *)object->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
if (flexible_param_block)
{
prim["flexible"] = flexible_param_block->asLLSD();
}
}
if (volobjp->getIsLight())
{
const LLLightParams *light_param_block = (const LLLightParams *)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT);
if (light_param_block)
{
prim["light"] = light_param_block->asLLSD();
}
}
if (volobjp->hasLightTexture())
{
const LLLightImageParams* light_image_param_block = (const LLLightImageParams*)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE);
if (light_image_param_block)
{
prim["light_texture"] = light_image_param_block->asLLSD();
}
}
}
if(object->isParticleSource())
{
LLViewerPartSourceScript* partSourceScript = object->getPartSourceScript();
prim["particle"] = partSourceScript->mPartSysData.asLLSD();
if (!exportTexture(partSourceScript->mPartSysData.mPartImageID))
{
prim["particle"]["PartImageID"] = LLUUID::null.asString();
}
}
U8 texture_count = object->getNumTEs();
for(U8 i = 0; i < texture_count; ++i)
{
LLTextureEntry *checkTE = object->getTE(i);
LL_DEBUGS("export") << "Checking texture number " << (S32)i
<< ", ID " << checkTE->getID() << LL_ENDL;
if (FSCommon::isDefaultTexture(checkTE->getID())) // <FS:CR> Check against default textures
{
LL_DEBUGS("export") << "...is a default texture." << LL_ENDL;
prim["texture"].append(checkTE->asLLSD());
}
else if (exportTexture(checkTE->getID()))
示例2: addPrim
//.........这里部分代码省略.........
else
{
if (exportTexture(sculpt_params->getSculptTexture()))
{
prim["sculpt"] = sculpt_params->asLLSD();
}
else
{
LLSculptParams default_sculpt;
prim["sculpt"] = default_sculpt.asLLSD();
}
}
}
}
if(volobjp->isFlexible())
{
const LLFlexibleObjectData *flexible_param_block = (const LLFlexibleObjectData *)object->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
if (flexible_param_block)
{
prim["flexible"] = flexible_param_block->asLLSD();
}
}
if (volobjp->getIsLight())
{
const LLLightParams *light_param_block = (const LLLightParams *)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT);
if (light_param_block)
{
prim["light"] = light_param_block->asLLSD();
}
}
if (volobjp->hasLightTexture())
{
const LLLightImageParams* light_image_param_block = (const LLLightImageParams*)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE);
if (light_image_param_block)
{
prim["light_texture"] = light_image_param_block->asLLSD();
}
}
}
if(object->isParticleSource())
{
LLViewerPartSourceScript* partSourceScript = object->getPartSourceScript();
prim["particle"] = partSourceScript->mPartSysData.asLLSD();
if (!exportTexture(partSourceScript->mPartSysData.mPartImageID))
{
prim["particle"]["PartImageID"] = LLUUID::null.asString();
}
}
U8 texture_count = object->getNumTEs();
for(U8 i = 0; i < texture_count; ++i)
{
if (exportTexture(object->getTE(i)->getID()))
{
prim["texture"].append(object->getTE(i)->asLLSD());
}
else
{
LLTextureEntry te(LL_DEFAULT_WOOD_UUID); // TODO: use user option of default texture.
prim["texture"].append(te.asLLSD());
}