本文整理汇总了C++中ModelList类的典型用法代码示例。如果您正苦于以下问题:C++ ModelList类的具体用法?C++ ModelList怎么用?C++ ModelList使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ModelList类的8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: initialize
bool GameObjectModel::initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info)
{
ModelList::const_iterator it = model_list.find(info.Displayid);
if (it == model_list.end())
return false;
G3D::AABox mdl_box(it->second.bound);
// ignore models with no bounds
if (mdl_box == G3D::AABox::zero())
{
VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
return false;
}
iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(sWorld->GetDataPath() + "vmaps/", it->second.name);
if (!iModel)
return false;
name = it->second.name;
//flags = VMAP::MOD_M2;
//adtId = 0;
//ID = 0;
iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ());
phasemask = go.GetPhaseMask();
iScale = go.GetObjectScale();
iInvScale = 1.f / iScale;
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
AABox rotated_bounds;
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
// test:
for (int i = 0; i < 8; ++i)
{
Vector3 pos(iBound.corner(i));
go.SummonCreature(1, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN);
}
#endif
return true;
}
示例2: initialize
bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath)
{
ModelList::const_iterator it = model_list.find(modelOwner->GetDisplayId());
if (it == model_list.end())
return false;
G3D::AABox mdl_box(it->second.bound);
// ignore models with no bounds
if (mdl_box == G3D::AABox::zero())
{
VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
return false;
}
iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(dataPath + "vmaps/", it->second.name);
if (!iModel)
return false;
name = it->second.name;
//flags = VMAP::MOD_M2;
//adtId = 0;
//ID = 0;
iPos = modelOwner->GetPosition();
phasemask = modelOwner->GetPhaseMask();
iScale = modelOwner->GetScale();
iInvScale = 1.f / iScale;
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(modelOwner->GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
AABox rotated_bounds;
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
// test:
for (int i = 0; i < 8; ++i)
{
Vector3 pos(iBound.corner(i));
modelOwner->DebugVisualizeCorner(pos);
}
#endif
owner = std::move(modelOwner);
return true;
}
示例3: LoadGameObjectModelList
void LoadGameObjectModelList()
{
FILE* model_list_file = fopen((sWorld->GetDataPath() + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
if (!model_list_file)
return;
uint32 name_length, displayId;
char buff[500];
while (!feof(model_list_file))
{
Vector3 v1, v2;
if (fread(&displayId, sizeof(uint32), 1, model_list_file) != 1
|| fread(&name_length, sizeof(uint32), 1, model_list_file) != 1
|| name_length >= sizeof(buff)
|| fread(&buff, sizeof(char), name_length, model_list_file) != name_length
|| fread(&v1, sizeof(Vector3), 1, model_list_file) != 1
|| fread(&v2, sizeof(Vector3), 1, model_list_file) != 1)
{
printf("\nFile '%s' seems to be corrupted", VMAP::GAMEOBJECT_MODELS);
break;
}
model_list.insert
(
ModelList::value_type( displayId, GameobjectModelData(std::string(buff,name_length),AABox(v1,v2)) )
);
}
fclose(model_list_file);
}
示例4: LoadGameObjectModelList
void LoadGameObjectModelList()
{
//#ifndef NO_CORE_FUNCS
uint32 oldMSTime = getMSTime();
//#endif
FILE* model_list_file = fopen((sWorld->GetDataPath() + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
if (!model_list_file)
{
sLog->outError("Unable to open '%s' file.", VMAP::GAMEOBJECT_MODELS);
return;
}
uint32 name_length, displayId;
char buff[500];
while (true)
{
Vector3 v1, v2;
if (fread(&displayId, sizeof(uint32), 1, model_list_file) != 1)
if (feof(model_list_file)) // EOF flag is only set after failed reading attempt
break;
if (fread(&name_length, sizeof(uint32), 1, model_list_file) != 1
|| name_length >= sizeof(buff)
|| fread(&buff, sizeof(char), name_length, model_list_file) != name_length
|| fread(&v1, sizeof(Vector3), 1, model_list_file) != 1
|| fread(&v2, sizeof(Vector3), 1, model_list_file) != 1)
{
sLog->outError("File '%s' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS);
break;
}
model_list.insert
(
ModelList::value_type( displayId, GameobjectModelData(std::string(buff, name_length), AABox(v1, v2)) )
);
}
fclose(model_list_file);
sLog->outString(">> Loaded %u GameObject models in %u ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
示例5: UpdatePosition
bool GameObjectModel::UpdatePosition()
{
if (!iModel)
return false;
ModelList::const_iterator it = model_list.find(owner->GetDisplayId());
if (it == model_list.end())
return false;
G3D::AABox mdl_box(it->second.bound);
// ignore models with no bounds
if (mdl_box == G3D::AABox::zero())
{
TC_LOG_ERROR("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
return false;
}
iPos = owner->GetPosition();
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(owner->GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
AABox rotated_bounds;
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
// test:
for (int i = 0; i < 8; ++i)
{
Vector3 pos(iBound.corner(i));
owner->DebugVisualizeCorner(pos);
}
#endif
return true;
}
示例6: Relocate
bool GameObjectModel::Relocate(const GameObject& go)
{
if (!iModel)
return false;
ModelList::const_iterator it = model_list.find(go.GetDisplayId());
if (it == model_list.end())
return false;
G3D::AABox mdl_box(it->second.bound);
// ignore models with no bounds
if (mdl_box == G3D::AABox::zero())
{
VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
return false;
}
iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ());
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
AABox rotated_bounds;
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
// test:
for (int i = 0; i < 8; ++i)
{
Vector3 pos(iBound.corner(i));
go.SummonCreature(1, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN);
}
#endif
return true;
}
示例7: LoadGameObjectModelList
void LoadGameObjectModelList(std::string const& dataPath)
{
#ifndef NO_CORE_FUNCS
uint32 oldMSTime = getMSTime();
#endif
FILE* model_list_file = fopen((dataPath + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
if (!model_list_file)
{
VMAP_ERROR_LOG("misc", "Unable to open '%s' file.", VMAP::GAMEOBJECT_MODELS);
return;
}
uint32 name_length, displayId;
char buff[500];
while (true)
{
Vector3 v1, v2;
if (fread(&displayId, sizeof(uint32), 1, model_list_file) != 1)
if (feof(model_list_file)) // EOF flag is only set after failed reading attempt
break;
if (fread(&name_length, sizeof(uint32), 1, model_list_file) != 1
|| name_length >= sizeof(buff)
|| fread(&buff, sizeof(char), name_length, model_list_file) != name_length
|| fread(&v1, sizeof(Vector3), 1, model_list_file) != 1
|| fread(&v2, sizeof(Vector3), 1, model_list_file) != 1)
{
VMAP_ERROR_LOG("misc", "File '%s' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS);
break;
}
if (v1.isNaN() || v2.isNaN())
{
VMAP_ERROR_LOG("misc", "File '%s' Model '%s' has invalid v1%s v2%s values!", VMAP::GAMEOBJECT_MODELS, std::string(buff, name_length).c_str(), v1.toString().c_str(), v2.toString().c_str());
continue;
}
model_list.insert
(
ModelList::value_type(displayId, GameobjectModelData(std::string(buff, name_length), AABox(v1, v2)))
);
}
fclose(model_list_file);
VMAP_INFO_LOG("server.loading", ">> Loaded %u GameObject models in %u ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime));
}
示例8: CanonicalStateMap
AbstractWordSubstitutionModel::AbstractWordSubstitutionModel(
ModelList& modelList,
const std::string& prefix) :
AbstractParameterAliasable(prefix),
AbstractSubstitutionModel(
modelList.getWordAlphabet(),
new CanonicalStateMap(modelList.getWordAlphabet(), false),
prefix),
new_alphabet_ (true),
VSubMod_ (),
VnestedPrefix_(),
Vrate_ (modelList.size())
{
enableEigenDecomposition(false);
size_t i, j;
size_t n = modelList.size();
// test whether two models are identical
bool flag = 0;
i = 0;
j = 1;
while (!flag && i < (n - 1))
{
if (modelList.getModel(i) == modelList.getModel(j))
flag = 1;
else
{
j++;
if (j == n)
{
i++;
j = i + 1;
}
}
}
if (!flag)
{
for (i = 0; i < n; i++)
{
VSubMod_.push_back(modelList.getModel(i));
VnestedPrefix_.push_back(modelList.getModel(i)->getNamespace());
VSubMod_[i]->setNamespace(prefix + TextTools::toString(i + 1) + "_" + VnestedPrefix_[i]);
addParameters_(VSubMod_[i]->getParameters());
}
}
else
{
string t = "";
for (i = 0; i < n; i++)
{
VSubMod_.push_back(modelList.getModel(0));
VnestedPrefix_.push_back(modelList.getModel(0)->getNamespace());
t += TextTools::toString(i + 1);
}
VSubMod_[0]->setNamespace(prefix + t + "_" + VnestedPrefix_[0]);
addParameters_(VSubMod_[0]->getParameters());
}
for (i = 0; i < n; i++)
{
Vrate_[i] = 1.0 / static_cast<double>(n);
}
}