本文整理汇总了C++中Modifier::ClearSelection方法的典型用法代码示例。如果您正苦于以下问题:C++ Modifier::ClearSelection方法的具体用法?C++ Modifier::ClearSelection怎么用?C++ Modifier::ClearSelection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Modifier
的用法示例。
在下文中一共展示了Modifier::ClearSelection方法的1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: ImportSkin
//.........这里部分代码省略.........
for (int i=0, n=data->GetBoneCount();i<n; ++i){
if (INode *boneRef = bones[i]){
vector<SkinWeight> weights = data->GetBoneWeights(i);
for (vector<SkinWeight>::iterator itr=weights.begin(), end=weights.end(); itr != end; ++itr){
VertexHolder& h = vertexHolders[itr->index];
h.vertIndex = itr->index;
++h.count;
h.weights.Append(1, &itr->weight);
h.boneNodeList.Append(1, &boneRef);
}
}
}
tnode->EvalWorldState(0);
skinMod->DisableModInViews();
skinMod->EnableModInViews();
#if VERSION_3DSMAX < ((5000<<16)+(15<<8)+0) // Version 4
gi->SetCommandPanelTaskMode(TASK_MODE_MODIFY);
gi->SelectNode(tnode);
#endif
// Assign the weights
for (vector<VertexHolder>::iterator itr=vertexHolders.begin(), end=vertexHolders.end(); itr != end; ++itr){
VertexHolder& h = (*itr);
if (h.count){
float sum = 0.0f;
for (int i = 0; i < h.count; ++i)
sum += h.weights[i];
ASSERT(fabs(sum-1.0f) < 0.001f);
BOOL add = iskinImport->AddWeights(tnode, h.vertIndex, h.boneNodeList, h.weights);
add = add; // What was the purpose of this?
}
}
// This is a kludge to get skin transforms to update and avoid jumping around after modifying the transforms.
// Initially they show up incorrectly but magically fix up if you go to the modifier roll up.
// There is still an outstanding issue with skeleton and GetObjectTMBeforeWSM.
skinMod->DisableModInViews();
skinMod->EnableModInViews();
// If BSDismembermentSkinInstance, ...
if ( BSDismemberSkinInstanceRef bsdsi = DynamicCast<BSDismemberSkinInstance>(nifSkin) )
{
Modifier *dismemberSkinMod = GetOrCreateBSDismemberSkin(tnode);
if (IBSDismemberSkinModifier *disSkin = (IBSDismemberSkinModifier *) dismemberSkinMod->GetInterface(I_BSDISMEMBERSKINMODIFIER)){
// Evaluate node ensure the modifier data is created
// ObjectState os = tnode->EvalWorldState(0);
FaceMap faceMap;
int nfaces = m.getNumFaces();
for ( int i=0; i<nfaces; ++i ){
Face f = m.faces[i];
faceMap[ rotate(f) ] = i;
}
Tab<IBSDismemberSkinModifierData*> modData = disSkin->GetModifierData();
for (int i=0; i<modData.Count(); ++i) {
IBSDismemberSkinModifierData* bsdsmd = modData[i];
Tab<BSDSPartitionData> &flags = bsdsmd->GetPartitionFlags();
vector<BodyPartList> partitions = bsdsi->GetPartitions();
if (partitions.empty())
continue;
//bsdsmd->SetActivePartition( partitions.size() - 1 ); // Old Code
for (unsigned int j = 0; j < (partitions.size() - 1); ++j){
bsdsmd->AddPartition();
}
for (unsigned int j=0; j < partitions.size(); ++j ) {
flags[j].bodyPart = (DismemberBodyPartType)partitions[j].bodyPart;
flags[j].partFlag = partitions[j].partFlag;
}
for (int j=0; j < part->GetNumPartitions(); ++j) {
bsdsmd->SetActivePartition( j );
dismemberSkinMod->SelectAll(3); // ensures bitarrays are properly synced to mesh
dismemberSkinMod->ClearSelection(3);
vector<Triangle> triangles = part->GetTriangles(j);
vector<unsigned short> map = part->GetVertexMap(j);
GenericNamedSelSetList& fselSet = bsdsmd->GetFaceSelList();
if ( BitArray* fsel = fselSet.GetSetByIndex(j) )
{
for (vector<Triangle>::iterator itrtri = triangles.begin(); itrtri != triangles.end(); ++itrtri) {
Face f;
f.setVerts( map[(*itrtri).v1], map[(*itrtri).v2], map[(*itrtri).v3] );
FaceMap::iterator fitr = faceMap.find( rotate(f) );
if (fitr != faceMap.end())
fsel->Set((*fitr).second);
}
}
}
bsdsmd->SetActivePartition( 0 );
disSkin->LocalDataChanged();
}
}
}
}
return ok;
}