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C++ Model::GetGeometry方法代码示例

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


在下文中一共展示了Model::GetGeometry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: GetTileGeometry

void NavigationMesh::GetTileGeometry(NavBuildData* build, Vector<NavigationGeometryInfo>& geometryList, BoundingBox& box)
{
    Matrix3x4 inverse = node_->GetWorldTransform().Inverse();

    for (unsigned i = 0; i < geometryList.Size(); ++i)
    {
        if (box.IsInsideFast(geometryList[i].boundingBox_) != OUTSIDE)
        {
            const Matrix3x4& transform = geometryList[i].transform_;

            if (geometryList[i].component_->GetType() == OffMeshConnection::GetTypeStatic())
            {
                OffMeshConnection* connection = static_cast<OffMeshConnection*>(geometryList[i].component_);
                Vector3 start = inverse * connection->GetNode()->GetWorldPosition();
                Vector3 end = inverse * connection->GetEndPoint()->GetWorldPosition();

                build->offMeshVertices_.Push(start);
                build->offMeshVertices_.Push(end);
                build->offMeshRadii_.Push(connection->GetRadius());
                build->offMeshFlags_.Push((unsigned short)connection->GetMask());
                build->offMeshAreas_.Push((unsigned char)connection->GetAreaID());
                build->offMeshDir_.Push((unsigned char)(connection->IsBidirectional() ? DT_OFFMESH_CON_BIDIR : 0));
                continue;
            }
            else if (geometryList[i].component_->GetType() == NavArea::GetTypeStatic())
            {
                NavArea* area = static_cast<NavArea*>(geometryList[i].component_);
                NavAreaStub stub;
                stub.areaID_ = (unsigned char)area->GetAreaID();
                stub.bounds_ = area->GetWorldBoundingBox();
                build->navAreas_.Push(stub);
                continue;
            }

#ifdef ATOMIC_PHYSICS
            CollisionShape* shape = dynamic_cast<CollisionShape*>(geometryList[i].component_);
            if (shape)
            {
                switch (shape->GetShapeType())
                {
                case SHAPE_TRIANGLEMESH:
                    {
                        Model* model = shape->GetModel();
                        if (!model)
                            continue;

                        unsigned lodLevel = shape->GetLodLevel();
                        for (unsigned j = 0; j < model->GetNumGeometries(); ++j)
                            AddTriMeshGeometry(build, model->GetGeometry(j, lodLevel), transform);
                    }
                    break;

                case SHAPE_CONVEXHULL:
                    {
                        ConvexData* data = static_cast<ConvexData*>(shape->GetGeometryData());
                        if (!data)
                            continue;

                        unsigned numVertices = data->vertexCount_;
                        unsigned numIndices = data->indexCount_;
                        unsigned destVertexStart = build->vertices_.Size();

                        for (unsigned j = 0; j < numVertices; ++j)
                            build->vertices_.Push(transform * data->vertexData_[j]);

                        for (unsigned j = 0; j < numIndices; ++j)
                            build->indices_.Push(data->indexData_[j] + destVertexStart);
                    }
                    break;

                case SHAPE_BOX:
                    {
                        unsigned destVertexStart = build->vertices_.Size();

                        build->vertices_.Push(transform * Vector3(-0.5f, 0.5f, -0.5f));
                        build->vertices_.Push(transform * Vector3(0.5f, 0.5f, -0.5f));
                        build->vertices_.Push(transform * Vector3(0.5f, -0.5f, -0.5f));
                        build->vertices_.Push(transform * Vector3(-0.5f, -0.5f, -0.5f));
                        build->vertices_.Push(transform * Vector3(-0.5f, 0.5f, 0.5f));
                        build->vertices_.Push(transform * Vector3(0.5f, 0.5f, 0.5f));
                        build->vertices_.Push(transform * Vector3(0.5f, -0.5f, 0.5f));
                        build->vertices_.Push(transform * Vector3(-0.5f, -0.5f, 0.5f));

                        const unsigned indices[] = {
                            0, 1, 2, 0, 2, 3, 1, 5, 6, 1, 6, 2, 4, 5, 1, 4, 1, 0, 5, 4, 7, 5, 7, 6,
                            4, 0, 3, 4, 3, 7, 1, 0, 4, 1, 4, 5
                        };

                        for (unsigned j = 0; j < 36; ++j)
                            build->indices_.Push(indices[j] + destVertexStart);
                    }
                    break;

                default:
                    break;
                }

                continue;
            }
#endif
//.........这里部分代码省略.........
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:101,代码来源:NavigationMesh.cpp

示例2: CreateScene

void DynamicGeometry::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    scene_ = new Scene(context_);

    // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
    // (-1000, -1000, -1000) to (1000, 1000, 1000)
    scene_->CreateComponent<Octree>();

    // Create a Zone for ambient light & fog control
    Node* zoneNode = scene_->CreateChild("Zone");
    Zone* zone = zoneNode->CreateComponent<Zone>();
    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
    zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
    zone->SetFogStart(200.0f);
    zone->SetFogEnd(300.0f);

    // Create a directional light
    Node* lightNode = scene_->CreateChild("DirectionalLight");
    lightNode->SetDirection(Vector3(-0.6f, -1.0f, -0.8f)); // The direction vector does not need to be normalized
    Light* light = lightNode->CreateComponent<Light>();
    light->SetLightType(LIGHT_DIRECTIONAL);
    light->SetColor(Color(0.4f, 1.0f, 0.4f));
    light->SetSpecularIntensity(1.5f);

    // Get the original model and its unmodified vertices, which are used as source data for the animation
    Model* originalModel = cache->GetResource<Model>("Models/Box.mdl");
    if (!originalModel)
    {
        ATOMIC_LOGERROR("Model not found, cannot initialize example scene");
        return;
    }
    // Get the vertex buffer from the first geometry's first LOD level
    VertexBuffer* buffer = originalModel->GetGeometry(0, 0)->GetVertexBuffer(0);
    const unsigned char* vertexData = (const unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
    if (vertexData)
    {
        unsigned numVertices = buffer->GetVertexCount();
        unsigned vertexSize = buffer->GetVertexSize();
        // Copy the original vertex positions
        for (unsigned i = 0; i < numVertices; ++i)
        {
            const Vector3& src = *reinterpret_cast<const Vector3*>(vertexData + i * vertexSize);
            originalVertices_.Push(src);
        }
        buffer->Unlock();

        // Detect duplicate vertices to allow seamless animation
        vertexDuplicates_.Resize(originalVertices_.Size());
        for (unsigned i = 0; i < originalVertices_.Size(); ++i)
        {
            vertexDuplicates_[i] = i; // Assume not a duplicate
            for (unsigned j = 0; j < i; ++j)
            {
                if (originalVertices_[i].Equals(originalVertices_[j]))
                {
                    vertexDuplicates_[i] = j;
                    break;
                }
            }
        }
    }
    else
    {
        ATOMIC_LOGERROR("Failed to lock the model vertex buffer to get original vertices");
        return;
    }

    // Create StaticModels in the scene. Clone the model for each so that we can modify the vertex data individually
    for (int y = -1; y <= 1; ++y)
    {
        for (int x = -1; x <= 1; ++x)
        {
            Node* node = scene_->CreateChild("Object");
            node->SetPosition(Vector3(x * 2.0f, 0.0f, y * 2.0f));
            StaticModel* object = node->CreateComponent<StaticModel>();
            SharedPtr<Model> cloneModel = originalModel->Clone();
            object->SetModel(cloneModel);
            // Store the cloned vertex buffer that we will modify when animating
            animatingBuffers_.Push(SharedPtr<VertexBuffer>(cloneModel->GetGeometry(0, 0)->GetVertexBuffer(0)));
        }
    }

    // Finally create one model (pyramid shape) and a StaticModel to display it from scratch
    // Note: there are duplicated vertices to enable face normals. We will calculate normals programmatically
    {
        const unsigned numVertices = 18;

        float vertexData[] = {
            // Position             Normal
            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.5f,      0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, -0.5f,     0.0f, 0.0f, 0.0f,

            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.5f,      0.0f, 0.0f, 0.0f,

            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
//.........这里部分代码省略.........
开发者ID:LumaDigital,项目名称:AtomicExamples,代码行数:101,代码来源:DynamicGeometry.cpp

示例3: AddStaticModelData

//=============================================================================
//=============================================================================
void StaticModelPoolMgr::AddStaticModelData(Node *pNode, StaticModel *pStaticModel)
{
    NvMeshData nvMeshData;
    StaticModelData staticModelData;
    Model *pModel = pStaticModel->GetModel();

    // only one geom currently supprted
    assert( pModel && pModel->GetNumGeometries() == 1 && "multiple gemoetries currently NOT supported" );

    Matrix3x4 objMatrix = pNode->GetTransform();
    Quaternion objRotation = pNode->GetRotation();
    Geometry *pGeometry = pModel->GetGeometry(0, 0);
    VertexBuffer *pVbuffer = pGeometry->GetVertexBuffer(0);

    unsigned uElementMask = pVbuffer->GetElementMask();
    unsigned vertexSize = pVbuffer->GetVertexSize();
    const unsigned char *pVertexData = (const unsigned char*)pVbuffer->Lock(0, pVbuffer->GetVertexCount());

    // get verts, normals, uv, etc.
    if ( pVertexData )
    {
        unsigned numVertices = pVbuffer->GetVertexCount();

        for ( unsigned i = 0; i < numVertices; ++i )
        {
            unsigned char *pDataAlign = (unsigned char *)(pVertexData + i * vertexSize);

            if ( uElementMask & MASK_POSITION )
            {
                const Vector3 vPos = *reinterpret_cast<Vector3*>( pDataAlign );
                pDataAlign += sizeof( Vector3 );

                Vector3 vxformPos = objMatrix * vPos; // xform

                // verts list
                staticModelData.listVerts.Push( vxformPos );
                nvMeshData.listVerts.push_back( Vec3f( vxformPos.x_, vxformPos.y_, vxformPos.z_ ) );
            }
            if ( uElementMask & MASK_NORMAL )
            {
                const Vector3 vNorm = *reinterpret_cast<Vector3*>( pDataAlign );
                pDataAlign += sizeof( Vector3 );

                // normal list
                Vector3 vxformNorm = objRotation * vNorm; // xform

                staticModelData.listNormals.Push( vxformNorm );
                nvMeshData.listNormals.push_back( Vec3f( vxformNorm.x_, vxformNorm.y_, vxformNorm.z_ ) );
            }
            if ( uElementMask & MASK_COLOR )
            {
                const unsigned uColor = *reinterpret_cast<unsigned*>( pDataAlign );
                pDataAlign += sizeof( unsigned );
            }
            if ( uElementMask & MASK_TEXCOORD1 )
            {
                const Vector2 vUV = *reinterpret_cast<Vector2*>( pDataAlign );
                pDataAlign += sizeof( Vector2 );

                // uv list
                staticModelData.listUVs.Push( vUV );
            }

            // skip other mask elements - we got what we wanted
        }

        //unlock
        pVbuffer->Unlock();
    }
    else
    {
        // error
        assert( false && "failed to unlock vertex buffer" );
    }

    // get indeces
    IndexBuffer *pIbuffer = pGeometry->GetIndexBuffer();
    const unsigned *pIndexData = (const unsigned *)pIbuffer->Lock( 0, pIbuffer->GetIndexCount() );
    const unsigned short *pUShortData = (const unsigned short *)pIndexData;

    if ( pUShortData )
    {
        unsigned numIndeces = pIbuffer->GetIndexCount();
        unsigned indexSize = pIbuffer->GetIndexSize();
        assert( indexSize == sizeof(unsigned short) );

        for( unsigned i = 0; i < numIndeces; i += 3 )
        {
            int idx0 = (int)pUShortData[i  ];
            int idx1 = (int)pUShortData[i+1];
            int idx2 = (int)pUShortData[i+2];

            staticModelData.listTris.Push( IntVector3( idx0, idx1, idx2 ) );
            nvMeshData.listTris.push_back( Vec3i( idx0, idx1, idx2 ) );
        }

        //unlock
        pIbuffer->Unlock();
//.........这里部分代码省略.........
开发者ID:Lumak,项目名称:Urho3D-1.4-SphericalHarmonicLighting,代码行数:101,代码来源:StaticModelPoolMgr.cpp


注:本文中的Model::GetGeometry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。