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C++ LLVOVolume::hasLightTexture方法代码示例

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()))
开发者ID:CaseyraeStarfinder,项目名称:Firestorm-Viewer,代码行数:67,代码来源:fsfloaterexport.cpp

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());
			}
开发者ID:JohnMcCaffery,项目名称:Armadillo-Phoenix,代码行数:67,代码来源:fsexport.cpp


注:本文中的LLVOVolume::hasLightTexture方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。