本文整理汇总了C++中MeshBuilder::AddVertex方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshBuilder::AddVertex方法的具体用法?C++ MeshBuilder::AddVertex怎么用?C++ MeshBuilder::AddVertex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MeshBuilder
的用法示例。
在下文中一共展示了MeshBuilder::AddVertex方法的5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: DrawVertexArray
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= DrawMode::QUADS*/)
{
if (numVertexes == 0)
{
return;
}
MeshBuilder builder;
builder.Begin();
for (int i = 0; i < numVertexes; ++i)
{
builder.SetColor(vertexes[i].color);
builder.SetUV(vertexes[i].texCoords);
builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
builder.AddVertex(vertexes[i].pos);
builder.AddIndex(i);
}
builder.End();
Mesh* mesh = new Mesh();
builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);
mesh->m_drawMode = drawMode;
MeshRenderer* thingToRender = new MeshRenderer(mesh, m_defaultMaterial);
m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
GL_CHECK_ERROR();
thingToRender->Render();
delete mesh;
}
示例2: ImportVertex
//-----------------------------------------------------------------------------------
static void ImportVertex(MeshBuilder& builder, const Matrix4x4& transform, FbxMesh* mesh, int polyIndex, int vertIndex, std::vector<SkinWeight>& skinWeights)
{
Vector3 normal;
if (GetNormal(normal, transform, mesh, polyIndex, vertIndex))
{
builder.SetNormal(normal);
//Temporary hack to get around not supporting multiple vertex definitions
Vector3 bitangent = Vector3::UP;
if (normal == bitangent)
{
bitangent = Vector3::FORWARD;
}
Vector3 tangent = Vector3::Cross(bitangent, normal);
bitangent = Vector3::Cross(normal, tangent);
builder.SetTangent(tangent);
builder.SetBitangent(bitangent);
}
RGBA color;
if (GetColor(color, mesh, polyIndex, vertIndex))
{
builder.SetColor(color);
}
Vector2 uv;
if (GetUV(uv, mesh, polyIndex, vertIndex, 0))
{
builder.SetUV(uv);
}
//Set Skin Weights
int controlIndex = mesh->GetPolygonVertex(polyIndex, vertIndex);
if (controlIndex < skinWeights.size())
{
builder.SetBoneWeights(skinWeights[controlIndex].indices, skinWeights[controlIndex].weights);
builder.RenormalizeSkinWeights(); //Just to be safe.
}
else
{
builder.ClearBoneWeights();
}
Vector3 position;
if (GetPosition(&position, transform, mesh, polyIndex, vertIndex))
{
builder.AddVertex(position);
}
}
示例3: DrawVertexArray
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
// if (!texture)
// {
// texture = m_defaultTexture;
// }
// BindTexture(*texture);
// glEnableClientState(GL_VERTEX_ARRAY);
// glEnableClientState(GL_COLOR_ARRAY);
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//
// glVertexPointer(3, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].pos);
// glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex_PCT), &vertexes[0].color);
// glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].texCoords);
//
// glDrawArrays(GetDrawMode(drawMode), 0, numVertexes);
//
// glDisableClientState(GL_VERTEX_ARRAY);
// glDisableClientState(GL_COLOR_ARRAY);
// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// UnbindTexture();
if (numVertexes == 0)
{
return;
}
MeshBuilder builder;
builder.Begin();
for (int i = 0; i < numVertexes; ++i)
{
builder.SetColor(vertexes[i].color);
builder.SetUV(vertexes[i].texCoords);
builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
builder.AddVertex(vertexes[i].pos);
builder.AddIndex(i);
}
builder.End();
Mesh* mesh = new Mesh();
builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
mesh->m_drawMode = drawMode;
MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
GL_CHECK_ERROR();
thingToRender.Render();
delete mesh;
}
示例4: DrawVertexArrayModern
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArrayModern(const Vertex_PCT* vertexes, int numVertexes, Renderer::DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
MeshBuilder builder;
builder.Begin();
for (int i = 0; i < numVertexes; ++i)
{
builder.SetColor(vertexes[i].color);
builder.SetUV(vertexes[i].texCoords);
builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
builder.AddVertex(vertexes[i].pos);
builder.AddIndex(i);
}
builder.End();
Mesh* mesh = new Mesh();
builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
mesh->m_drawMode = drawMode;
MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
GL_CHECK_ERROR();
thingToRender.Render();
delete mesh;
}
示例5: shapeName
//--------------------------------------------------------------------
Ptr<TransformNode> Nebula3Writer::writeSkinGeometryData( const NodeData& instanceNodeData,const SkinData& skinData,GeometryData& geometryData )
{
Ptr<TransformNode> transformNode = TransformNode::Create();
MeshBuilder meshBuilder;
Util::String meshFilename ="msh:" + geometryData.mGeometryName;meshFilename.Append(".nvx2");
for (int groupIndex=0;groupIndex<geometryData.mMeshDatas.Size();groupIndex++)
{
/// 设置基本信息
GeometryData::MeshData& meshData = geometryData.mMeshDatas[groupIndex];
Ptr<CharacterSkinNode> shapeNode = CharacterSkinNode::Create();
Util::String shapeName(geometryData.mGeometryName);
shapeName.Append("_s_");
shapeName.AppendInt(groupIndex);
shapeNode->SetName(shapeName);
shapeNode->SetPrimitiveGroupIndex(groupIndex);
shapeNode->SetMeshResourceId(meshFilename);
this->writeMaterialData(instanceNodeData,geometryData,groupIndex,shapeNode.upcast<ModelNode>());
for (int j=0;j< meshData.positionIndices.Size();j+=3 )
{
MeshBuilderVertex vertex01,vertex02,vertex03;
vertex01.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j]]);
vertex02.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j+1]]);
vertex03.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j+2]]);
if( !meshData.normalIndices.IsEmpty())
{
vertex01.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j]]);
vertex02.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j+1]]);
vertex03.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j+2]]);
}
if( !meshData.mDiffMapUVs.IsEmpty())
{
vertex01.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j]]);
vertex02.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j+1]]);
vertex03.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j+2]]);
}
if( !geometryData.mJointIndices.IsEmpty())
{
vertex01.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j]]);
vertex01.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j]]);
vertex02.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j+1]]);
vertex02.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j+1]]);
vertex03.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j+2]]);
vertex03.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j+2]]);
}
meshBuilder.AddVertex(vertex01);
size_t indices01 = meshBuilder.GetNumVertices() -1;
meshBuilder.AddVertex(vertex02);
size_t indices02 = meshBuilder.GetNumVertices() -1;
meshBuilder.AddVertex(vertex03);
size_t indices03 = meshBuilder.GetNumVertices() -1;
MeshBuilderTriangle triangle;
triangle.SetGroupId(groupIndex);
triangle.SetVertexIndices(indices01,indices02,indices03);
meshBuilder.AddTriangle(triangle);
}///end for
transformNode->AddChild(shapeNode.upcast<ModelNode>());
}///end for
/// 保存模型文件
if( !MeshBuilderSaver::SaveNvx2(meshFilename,meshBuilder,Platform::Win32) )
{
n_error("Save [%s] Failed!\n",meshFilename);
}///end if
Math::bbox boundingbox = meshBuilder.ComputeBoundingBox();
transformNode->SetName(geometryData.mGeometryName);
transformNode->SetBoundingBox(boundingbox);
Util::Array<Ptr<ModelNode>> shapeNodes = transformNode->GetChildren();
for (int i=0;i<shapeNodes.Size();i++)
{
shapeNodes[i]->SetBoundingBox(boundingbox);
}///end for
/// 设置位置信息
//Math::vector outTranslate;Math::quaternion outRotate;Math::vector outScale;
//Math::matrix44 matTemp = this->getGeometryMatrix(instanceNodeData.nodeUniqueId);
//matTemp.decompose(outScale,outRotate,outTranslate);
//transformNode->SetPosition(outTranslate);
//transformNode->SetRotation(outRotate);
//transformNode->SetScale(outScale);
return transformNode;
}