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C++ MDagPath::getPath方法代码示例

本文整理汇总了C++中MDagPath::getPath方法的典型用法代码示例。如果您正苦于以下问题:C++ MDagPath::getPath方法的具体用法?C++ MDagPath::getPath怎么用?C++ MDagPath::getPath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MDagPath的用法示例。


在下文中一共展示了MDagPath::getPath方法的3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: writer


//.........这里部分代码省略.........
		write_float(0);// translation z
		
		write_float(1);//scale x
		write_float(1);//scale y
		write_float(1);//scale z
		
		write_float(0);// rotation  x
		write_float(0);// rotation  y
		write_float(0);// rotation  z
		write_float(0);// rotation  w
		
#else
#endif
		



		int pos_objet=0,pos_nouvel_objet;
		MString nom_objet_precedent;


 	

		// create an iterator to go through all transforms
		//MItDag it(MItDag::depth, MFn::kTransform); 
		MItDag it(MItDag::kDepthFirst, MFn::kTransform);
		// keep looping until done
		int position_hierarchie=0;
		int pos=0;
		while(!it.isDone())
		{
  				MString temp;
				MDagPath path;
				it.getPath(path);
				MFnTransform trans(path);	
				MObject obj=it.item();

	
			
		

				MStringArray chemin_split;
			MString chemin=path.fullPathName();

		
			chemin.split((char)'|',chemin_split);

			pos=chemin_split.length();
			//temp=pos;

			//MGlobal::displayInfo(temp);
		
			if(obj.apiType()== MFn::kTransform && path.child(0).apiType()== MFn::kMesh){
						//MGlobal::displayInfo("Transform trouvé avec child Kmesh");
						//écriture du node avec transform
						//incrément de la hierarchie
						if(pos<position_hierarchie || pos==position_hierarchie){
							//MGlobal::displayInfo("fermeture des nodes précédents");
							for(int i=position_hierarchie;i>pos-1;i--){
							//temp = i;
							//MGlobal::displayInfo(temp);

							EndChunck();
							}//fin for
						
						}//fin if
开发者ID:LordShion,项目名称:B3DMayaExporterPlugin,代码行数:67,代码来源:last_good_2_12_10_08.cpp

示例2: exportLights

    //---------------------------------------------------------------
    void LightExporter::exportLights ( SceneElement* sceneElement )
    {
        // If we have a external reference, we don't need to export the data here.
        if ( !sceneElement->getIsLocal() ) return;
        if ( !sceneElement->getIsExportNode () ) return;

        // Check if it is a light.
        SceneElement::Type sceneElementType = sceneElement->getType();
        if ( sceneElementType == SceneElement::LIGHT )
        {
            // Get the current dag path
            MDagPath dagPath = sceneElement->getPath();

            // Check if the current scene element isn't already exported.
            SceneGraph* sceneGraph = mDocumentExporter->getSceneGraph();
            if ( sceneGraph->findExportedElement ( dagPath ) ) return;

            // Check if the current element is an instance. 
            // We don't need to export instances, because we export the original instanced element.
            bool isInstance = ( dagPath.isInstanced() && dagPath.instanceNumber() > 0 );

            // If the original instanced element isn't already exported, we have to export it now.
            if ( isInstance )
            {
                // Get the original instanced element.
                MDagPath instancedPath;
                dagPath.getPath ( instancedPath, 0 );

                // Check if the original instanced element is already exported.
                SceneGraph* sceneGraph = mDocumentExporter->getSceneGraph();
                SceneElement* exportedElement = sceneGraph->findExportedElement ( instancedPath );
				if (exportedElement == 0)
				{
					// Export the original instanced element and push it in the exported scene graph. 
					if (exportLight(instancedPath))
					{
						SceneElement* instancedSceneElement = sceneGraph->findElement(instancedPath);
						SceneGraph* sceneGraph = mDocumentExporter->getSceneGraph();
						sceneGraph->addExportedElement(instancedSceneElement);
					}
				}
            }
            else
            {
                // Export the element and push it in the exported scene graph. 
                if ( exportLight ( dagPath ) )
                {
                    SceneGraph* sceneGraph = mDocumentExporter->getSceneGraph();
                    sceneGraph->addExportedElement( sceneElement );
                }
            }
        }


        // Recursive call for all the child elements
        for ( uint i=0; i<sceneElement->getChildCount(); ++i )
        {
            SceneElement* childElement = sceneElement->getChild ( i );
            exportLights ( childElement );
        }
    }
开发者ID:KhronosGroup,项目名称:OpenCOLLADA,代码行数:62,代码来源:COLLADAMayaLightExporter.cpp

示例3: writeDagNodes

void maTranslator::writeDagNodes(fstream& f)
{
	fParentingRequired.clear();

	MItDag		dagIter;

	dagIter.traverseUnderWorld(true);

	MDagPath	worldPath;

	dagIter.getPath(worldPath);

	//
	// We step over the world node before starting the loop, because it
	// doesn't get written out.
	//
	for (dagIter.next(); !dagIter.isDone(); dagIter.next())
	{
		MDagPath	path;
		dagIter.getPath(path);

		//
		// If the node has already been written, then all of its descendants
		// must have been written, or at least checked, as well, so prune
		// this branch of the tree from the iteration.
		//
		MFnDagNode	dagNodeFn(path);

		if (dagNodeFn.isFlagSet(fCreateFlag))
		{
			dagIter.prune();
			continue;
		}

		//
		// If this is a default node, it will be written out later, so skip
		// it.
		//
		if (dagNodeFn.isDefaultNode()) continue;

		//
		// If this node is not writable, and is not a shared node, then mark
		// it as having been written, and skip it.
		//
		if (!dagNodeFn.canBeWritten() && !dagNodeFn.isShared())
		{
			dagNodeFn.setFlag(fCreateFlag, true);
			continue;
		}

		unsigned int	numParents = dagNodeFn.parentCount();

		if (dagNodeFn.isFromReferencedFile())
		{
			//
			// We don't issue 'creatNode' commands for nodes from referenced
			// files, but if the node has any parents which are not from
			// referenced files, other than the world, then make a note that
			// we'll need to issue extra 'parent' commands for it later on.
			//
			unsigned int i;

			for (i = 0; i < numParents; i++)
			{
				MObject		altParent = dagNodeFn.parent(i);
				MFnDagNode	altParentFn(altParent);

				if (!altParentFn.isFromReferencedFile()
				&&	(altParentFn.object() != worldPath.node()))
				{
					fParentingRequired.append(path);
					break;
				}
			}
		}
		else
		{
			//
			// Find the node's parent.
			//
			MDagPath	parentPath = worldPath;

			if (path.length() > 1)
			{
				//
				// Get the parent's path.
				//
				parentPath = path;
				parentPath.pop();

				//
				// If the parent is in the underworld, then find the closest
				// ancestor which is not.
				//
				if (parentPath.pathCount() > 1)
				{
					//
					// The first segment of the path contains whatever
					// portion of the path exists in the world.  So the closest
					// worldly ancestor is simply the one at the end of that
//.........这里部分代码省略.........
开发者ID:DimondTheCat,项目名称:xray,代码行数:101,代码来源:maTranslator.cpp


注:本文中的MDagPath::getPath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。