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C++ Modifier::DisableMod方法代码示例

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


在下文中一共展示了Modifier::DisableMod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: GetModifier

/*
====================
ExportSelected
====================
*/
void G3DSExport::ExportSelected( INode* i_node )
{
	if(i_node->Selected() && i_node->Renderable())
	{
		Modifier *modifier = GetModifier(i_node,SKIN_CLASSID);
		if(modifier)
		{
			// disables the modifier in the viewports 
			modifier->DisableMod();

			// gather the skin data
			GatherSkin(i_node);

			// enables the modifier in the history browser 
			modifier->EnableMod();
		}
	}

	// process the child node
	for(int i = 0; i < i_node->NumberOfChildren(); i++)
	{
		ExportSelected(i_node->GetChildNode(i));
	}
}
开发者ID:sundoom,项目名称:glow,代码行数:29,代码来源:G3DSExport.cpp

示例2: loadPoses

	// Load blend shape poses
	bool BlendShape::loadPoses(ParamList &params, std::vector<vertex> &vertices,long numVertices,long offset,long targetIndex)
	{
		if (params.useSharedGeom)
		{
			assert(targetIndex == 0);
			m_target = T_MESH;
		}
		else
		{
			assert(offset == 0);
			poseGroup new_pg;
			m_target = T_SUBMESH;
			new_pg.targetIndex = targetIndex;
			m_poseGroups.insert(std::pair<int,poseGroup>(targetIndex,new_pg));
		}
		poseGroup& pg = m_poseGroups.find(targetIndex)->second;

		if(m_pGameNode && m_pMorphR3)
		{
            // Disable all skin Modifiers.
            std::vector<Modifier*> disabledSkinModifiers;
            IGameObject* pGameObject = m_pGameNode->GetIGameObject();
            if( pGameObject )
            {
                int numModifiers = pGameObject->GetNumModifiers();
                for( int i = 0; i < numModifiers; ++i )
                {
                    IGameModifier* pGameModifier = pGameObject->GetIGameModifier(i);
                    if( pGameModifier )
                    {
                        if( pGameModifier->IsSkin() )
                        {
                            Modifier* pModifier = pGameModifier->GetMaxModifier();
                            if( pModifier )
                            {
                                if( pModifier->IsEnabled() )
                                {
                                    disabledSkinModifiers.push_back(pModifier);
                                    pModifier->DisableMod();
                                }
                            }
                        }
                    }
                }
            }

			// Get the original mesh from the IGameNode.  Not using IGame here
			// since MorphR3 doesn't allow for it.  Also we don't know if our vertices
			// are in object or world space, so we'll just calculate diffs directly from 
			// the Max meshes and modify the coordinate system manually.  
			// Obtained method of getting mesh from 3D Studio Max SDK Training session by
			// David Lanier.
 			bool DeleteObjectWhenDone;
			const ObjectState& objectState = m_pGameNode->GetMaxNode()->EvalWorldState(GetCOREInterface()->GetTime());
			Object *origMeshObj = objectState.obj;
			if (!origMeshObj->CanConvertToType(Class_ID(TRIOBJ_CLASS_ID, 0)))
			{
				FxOgreMaxExporterLog( "Could not access original mesh for morph target comparison.");
				return false;
			}

			// Calculate the DiffTM matrix.  This is the difference between the INode's world transform
			// which is used to calculate the morph verticies, and the IGameNode's world transform, which is used
			// to calculate the Ogre mesh's verticies.
			Matrix3 DiffTM = m_pGameNode->GetObjectTM(GetCOREInterface()->GetTime()).ExtractMatrix3();

			// The below code is not well tested as FaceFX needs content in the native coordinates.
			// I've seen the direction of the morph movement flipped on some content when in Y-up mode 
			// which sets the coordinate system to IGAME_OGL.
			// I can't get this to work on all the morph examples I have however.
			IGameConversionManager* pConversionManager = GetConversionManager();
			if(IGameConversionManager::IGAME_OGL == pConversionManager->GetCoordSystem())
			{			
				Matrix3 conv = Matrix3(Point3(1,0,0), Point3(0,0,1), Point3(0,-1,0), Point3(0,0,0));
				DiffTM = DiffTM * conv;
			}

			TriObject *origMeshTriObj = (TriObject *) origMeshObj->ConvertToType(GetCOREInterface()->GetTime(), Class_ID(TRIOBJ_CLASS_ID, 0));
			if (origMeshObj != origMeshTriObj) DeleteObjectWhenDone = true;
			Mesh& origMesh = origMeshTriObj->GetMesh();
			const int NumVerts = origMesh.getNumVerts();
 

			for( int i = 0; i < m_pMorphR3->chanBank.size() && i < MR3_NUM_CHANNELS; ++i )
			{
				if( m_pMorphR3->chanBank[i].mActive )
				{
					morphChannel* pMorphChannel = &m_pMorphR3->chanBank[i];	
					if( pMorphChannel )
					{
						pMorphChannel->rebuildChannel();

						std::string posename = string_tools::string_cast<ogre_string_type>(pMorphChannel->mName.data());
						int numMorphVertices = pMorphChannel->mNumPoints;
						
						if( numMorphVertices != origMesh.getNumVerts() )
						{
							MessageBox(GetCOREInterface()->GetMAXHWnd(), _T("Morph targets have failed to export becuase the morph vertex count did not match the base mesh.  Collapse the modifier stack prior to export, as smoothing is not supported with morph target export."), _T("Morph Target Export Failed."), MB_OK);
							return false;
//.........这里部分代码省略.........
开发者ID:e-johnson,项目名称:AndroidProject,代码行数:101,代码来源:blendshape.cpp


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