本文整理汇总了C++中MeshPtr::addBoneAssignment方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshPtr::addBoneAssignment方法的具体用法?C++ MeshPtr::addBoneAssignment怎么用?C++ MeshPtr::addBoneAssignment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MeshPtr
的用法示例。
在下文中一共展示了MeshPtr::addBoneAssignment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: merge
MeshPtr MeshMergeTool::merge(const Ogre::String& name, const Ogre::String& resourceGroupName)
{
print("Baking: New Mesh started", V_HIGH);
MeshPtr mp = MeshManager::getSingleton().createManual(name, resourceGroupName);
if (!mBaseSkeleton.isNull())
{
mp->setSkeletonName(mBaseSkeleton->getName());
}
AxisAlignedBox totalBounds = AxisAlignedBox();
for (std::vector<Ogre::MeshPtr>::iterator it = mMeshes.begin(); it != mMeshes.end(); ++it)
{
print("Baking: adding submeshes for " + (*it)->getName(), V_HIGH);
// insert all submeshes
for (Ogre::ushort sid = 0; sid < (*it)->getNumSubMeshes(); ++sid)
{
SubMesh* sub = (*it)->getSubMesh(sid);
const String name = findSubmeshName((*it), sid);
// create submesh with correct name
SubMesh* newsub;
if (name.length() == 0)
{
newsub = mp->createSubMesh();
}
else
{
/// @todo check if a submesh with this name has been created before
newsub = mp->createSubMesh(name);
}
newsub->useSharedVertices = sub->useSharedVertices;
// add index
newsub->indexData = sub->indexData->clone();
// add geometry
if (!newsub->useSharedVertices)
{
newsub->vertexData = sub->vertexData->clone();
if (!mBaseSkeleton.isNull())
{
// build bone assignments
SubMesh::BoneAssignmentIterator bit = sub->getBoneAssignmentIterator();
while (bit.hasMoreElements())
{
VertexBoneAssignment vba = bit.getNext();
newsub->addBoneAssignment(vba);
}
}
}
newsub->setMaterialName(sub->getMaterialName());
// Add vertex animations for this submesh
Animation *anim = 0;
for (unsigned short i = 0; i < (*it)->getNumAnimations(); ++i)
{
anim = (*it)->getAnimation(i);
// get or create the animation for the new mesh
Animation *newanim;
if (mp->hasAnimation(anim->getName()))
{
newanim = mp->getAnimation(anim->getName());
}
else
{
newanim = mp->createAnimation(anim->getName(), anim->getLength());
}
print("Baking: adding vertex animation "
+ anim->getName() + " for " + (*it)->getName(), V_HIGH);
Animation::VertexTrackIterator vti=anim->getVertexTrackIterator();
while (vti.hasMoreElements())
{
VertexAnimationTrack *vt = vti.getNext();
// handle=0 targets the main mesh, handle i (where i>0) targets submesh i-1.
// In this case there are only submeshes so index 0 will not be used.
unsigned short handle = mp->getNumSubMeshes();
VertexAnimationTrack* newvt = newanim->createVertexTrack(
handle,
vt->getAssociatedVertexData()->clone(),
vt->getAnimationType());
for (int keyFrameIndex = 0; keyFrameIndex < vt->getNumKeyFrames();
++keyFrameIndex)
{
switch (vt->getAnimationType())
{
case VAT_MORPH:
{
// copy the keyframe vertex buffer
VertexMorphKeyFrame *kf =
vt->getVertexMorphKeyFrame(keyFrameIndex);
//.........这里部分代码省略.........
示例2: bake
MeshPtr MergeMesh::bake()
{
log(
"Baking: New Mesh started" );
MeshPtr mp = MeshManager::getSingleton().
createManual( "mergedMesh", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
mp->setSkeletonName( m_BaseSkeleton->getName() );
AxisAlignedBox totalBounds = AxisAlignedBox();
for( std::vector< Ogre::MeshPtr >::iterator it = m_Meshes.begin();
it != m_Meshes.end(); ++it )
{
log(
"Baking: adding submeshes for " + (*it)->getName() );
// insert all submeshes
for( Ogre::ushort sid = 0; sid < (*it)->getNumSubMeshes(); ++sid )
{
SubMesh* sub = (*it)->getSubMesh( sid );
const String name = findSubmeshName( (*it), sid );
// create submesh with correct name
SubMesh* newsub;
if( name.length() == 0 )
newsub = mp->createSubMesh( );
else
/// @todo check if a submesh with this name has been created before
newsub = mp->createSubMesh( name );
newsub->useSharedVertices = sub->useSharedVertices;
// add index
newsub->indexData = sub->indexData->clone();
// add geometry
if( !newsub->useSharedVertices )
{
newsub->vertexData = sub->vertexData->clone();
// build bone assignments
SubMesh::BoneAssignmentIterator bit = sub->getBoneAssignmentIterator();
while (bit.hasMoreElements())
{
VertexBoneAssignment vba = bit.getNext();
newsub->addBoneAssignment(vba);
}
}
newsub->setMaterialName( sub->getMaterialName() );
log("Baking: adding submesh '" + name + "' with material " + sub->getMaterialName());
}
// sharedvertices
if ((*it)->sharedVertexData)
{
/// @todo merge with existing sharedVertexData
if (!mp->sharedVertexData)
{
mp->sharedVertexData = (*it)->sharedVertexData->clone();
}
Mesh::BoneAssignmentIterator bit = (*it)->getBoneAssignmentIterator();
while (bit.hasMoreElements())
{
VertexBoneAssignment vba = bit.getNext();
mp->addBoneAssignment(vba);
}
}
log("Baking: adding bounds for " + (*it)->getName());
// add bounds
totalBounds.merge((*it)->getBounds());
}
mp->_setBounds( totalBounds );
/// @todo merge submeshes with same material
/// @todo add parameters
mp->buildEdgeList();
log(
"Baking: Finished" );
return mp;
}