本文整理汇总了C++中NiNodeRef::GetWorldTransform方法的典型用法代码示例。如果您正苦于以下问题:C++ NiNodeRef::GetWorldTransform方法的具体用法?C++ NiNodeRef::GetWorldTransform怎么用?C++ NiNodeRef::GetWorldTransform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NiNodeRef
的用法示例。
在下文中一共展示了NiNodeRef::GetWorldTransform方法的5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: CalcScale
static float CalcScale(INode *bone, NiNodeRef node, vector<NiNodeRef>& children)
{
int n = bone->NumberOfChildren();
if (n > 0)
{
float len1 = 0.0f;
float len2 = 0.0f;
Matrix3 m = bone->GetNodeTM(0);
Matrix3 m2 = TOMATRIX3(node->GetWorldTransform());
for (int i = 0; i<n; i++)
{
INode *child = bone->GetChildNode(i);
LPCTSTR name = child->GetName();
if (HasBipedPosDOF(name))
continue;
Matrix3 cm = child->GetObjectTM(0);
len1 += Length(m.GetTrans()-cm.GetTrans());
if (NiNodeRef child2 = FindNodeByName(children, string(child->GetName()))){
Matrix3 cm2 = TOMATRIX3(child2->GetWorldTransform());
len2 += Length(m2.GetTrans()-cm2.GetTrans());
}
}
return (len2 != 0.0f && len1 != 0.0f) ? (len2/len1) : 1.0f;
}
return 1.0f;
}
示例2: CalcTransform
static AngAxis CalcTransform(INode *bone, NiNodeRef node, vector<NiNodeRef>& children)
{
Matrix3 mr(TRUE);
int n = bone->NumberOfChildren();
if (n > 0)
{
int c = 0;
Point3 vs(0.0f, 0.0f, 0.0f), vf(0.0f, 0.0f, 0.0f);
Matrix3 m = bone->GetNodeTM(0);
Matrix3 m2 = TOMATRIX3(node->GetWorldTransform());
for (int i = 0; i<n; i++)
{
INode *child = bone->GetChildNode(i);
LPCTSTR name = child->GetName();
if (HasBipedPosDOF(name))
continue;
Matrix3 cm = child->GetObjectTM(0);
vs += (m.GetTrans()-cm.GetTrans());
if (NiNodeRef child2 = FindNodeByName(children, string(child->GetName()))){
Matrix3 cm2 = TOMATRIX3(child2->GetWorldTransform());
vf += (m2.GetTrans()-cm2.GetTrans());
}
++c;
}
vs = FNormalize(vs);
vf = FNormalize(vf);
Point3 cross = CrossProd(vs, vf);
if (fabs(cross.x) < 0.01 && fabs(cross.y) < 0.01 && fabs(cross.z) < 0.01)
return AngAxis(Point3(0.0f, 0.0f, 0.0f), 0.0f);
float dot = DotProd(vs, vf);
return AngAxis( cross, acos( dot ) );
}
return mr;
}
示例3: ImportMultipleGeometry
bool NifImporter::ImportMultipleGeometry(NiNodeRef parent, vector<NiTriBasedGeomRef>& glist)
{
bool ok = true;
if (glist.empty()) return false;
ImpNode *node = i->CreateNode();
if(!node) return false;
INode *inode = node->GetINode();
TriObject *triObject = CreateNewTriObject();
node->Reference(triObject);
string name = parent->GetName();
node->SetName(wide(name).c_str());
// Texture
Mesh& mesh = triObject->GetMesh();
vector< pair<int, int> > vert_range, tri_range;
vector<Triangle> tris;
vector<Vector3> verts;
int submats = glist.size();
// Build list of vertices and triangles. Optional components like normals will be handled later.
for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr) {
NiTriBasedGeomDataRef triGeomData = StaticCast<NiTriBasedGeomData>((*itr)->GetData());
// Get verts and collapse local transform into them
int nVertices = triGeomData->GetVertexCount();
vector<Vector3> subverts = triGeomData->GetVertices();
Matrix44 transform = (*itr)->GetLocalTransform();
//Apply the transformations
if (transform != Matrix44::IDENTITY) {
for ( unsigned int i = 0; i < subverts.size(); ++i )
subverts[i] = transform * subverts[i];
}
vert_range.push_back( pair<int,int>( verts.size(), verts.size() + subverts.size()) );
verts.insert(verts.end(), subverts.begin(), subverts.end());
vector<Triangle> subtris = triGeomData->GetTriangles();
for (vector<Triangle>::iterator itr = subtris.begin(), end = subtris.end(); itr != end; ++itr) {
(*itr).v1 += nVertices, (*itr).v2 += nVertices, (*itr).v3 += nVertices;
}
tri_range.push_back( pair<int,int>( tris.size(), tris.size() + subtris.size()) );
tris.insert(tris.end(), subtris.begin(), subtris.end());
}
// Transform up-to-parent
Matrix44 baseTM = (importBones) ? Matrix44::IDENTITY : parent->GetWorldTransform();
node->SetTransform(0,TOMATRIX3(baseTM));
// Set vertices and triangles
mesh.setNumVerts(verts.size());
mesh.setNumTVerts(verts.size(), TRUE);
for (int i=0, n=verts.size(); i < n; ++i){
Vector3 &v = verts[i];
mesh.verts[i].Set(v.x, v.y, v.z);
}
mesh.setNumFaces(tris.size());
mesh.setNumTVFaces(tris.size());
for (int submat=0; submat<submats; ++submat) {
int t_start = tri_range[submat].first, t_end = tri_range[submat].second;
for (int i=t_start; i<t_end; ++i) {
Triangle& t = tris[i];
Face& f = mesh.faces[i];
f.setVerts(t.v1, t.v2, t.v3);
f.Show();
f.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS);
f.setMatID(-1);
TVFace& tf = mesh.tvFace[i];
tf.setTVerts(t.v1, t.v2, t.v3);
}
}
mesh.buildNormals();
bool bSpecNorms = false;
MultiMtl *mtl = NULL;
int igeom = 0;
for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr, ++igeom)
{
NiTriBasedGeomDataRef triGeomData = StaticCast<NiTriBasedGeomData>((*itr)->GetData());
int v_start = vert_range[igeom].first, v_end = vert_range[igeom].second;
int t_start = tri_range[igeom].first, t_end = tri_range[igeom].second;
// Normals
vector<Vector3> subnorms = triGeomData->GetNormals();
Matrix44 rotation = (*itr)->GetLocalTransform().GetRotation();
if (rotation != Matrix44::IDENTITY) {
for ( unsigned int i = 0; i < subnorms.size(); ++i )
subnorms[i] = rotation * subnorms[i];
}
if (!subnorms.empty())
{
#if VERSION_3DSMAX > ((5000<<16)+(15<<8)+0) // Version 5
// Initialize normals if necessary
if (!bSpecNorms) {
bSpecNorms = true;
mesh.SpecifyNormals();
MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals();
//.........这里部分代码省略.........
示例4: ImportBones
void NifImporter::ImportBones(NiNodeRef node, bool recurse)
{
try
{
if (uncontrolledDummies)
BuildControllerRefList(node, ctrlCount);
string name = node->GetName();
vector<NiAVObjectRef> children = node->GetChildren();
vector<NiNodeRef> childNodes = DynamicCast<NiNode>(children);
NiAVObject::CollisionType cType = node->GetCollisionMode();
if (children.empty() && name == "Bounding Box")
return;
// Do all node manipulations here
NiNodeRef parent = node->GetParent();
string parentname = (parent ? parent->GetName() : "");
Matrix44 m4 = node->GetWorldTransform();
// Check for Prn strings and change parent if necessary
if (supportPrnStrings) {
list<NiStringExtraDataRef> strings = DynamicCast<NiStringExtraData>(node->GetExtraData());
for (list<NiStringExtraDataRef>::iterator itr = strings.begin(); itr != strings.end(); ++itr){
if (strmatch((*itr)->GetName(), "Prn")) {
parentname = (*itr)->GetData();
if (INode *pn = gi->GetINodeByName(parentname.c_str())){
// Apparently Heads tend to need to be rotated 90 degrees on import for
if (!rotate90Degrees.empty() && wildmatch(rotate90Degrees, parentname)) {
m4 *= TOMATRIX4(RotateYMatrix(TORAD(90)));
}
m4 *= TOMATRIX4(pn->GetObjTMAfterWSM(0, NULL));
}
}
}
}
float len = node->GetLocalTranslation().Magnitude();
// Remove NonAccum nodes and merge into primary bone
if (mergeNonAccum && wildmatch("* NonAccum", name) && parent)
{
string realname = name.substr(0, name.length() - 9);
if (strmatch(realname, parent->GetName()))
{
Matrix44 tm = parent->GetLocalTransform() * node->GetLocalTransform();
name = realname;
len += tm.GetTranslation().Magnitude();
parent = parent->GetParent();
}
}
PosRotScale prs = prsDefault;
Vector3 pos; Matrix33 rot; float scale;
m4.Decompose(pos, rot, scale);
Matrix3 im = TOMATRIX3(m4);
Point3 p = im.GetTrans();
Quat q(im);
//q.Normalize();
Vector3 ppos;
Point3 zAxis(0,0,0);
bool hasChildren = !children.empty();
if (hasChildren) {
float len = 0.0f;
for (vector<NiAVObjectRef>::iterator itr=children.begin(), end = children.end(); itr != end; ++itr) {
len += GetObjectLength(*itr);
}
len /= float(children.size());
ppos = pos + Vector3(len, 0.0f, 0.0f); // just really need magnitude as rotation will take care of positioning
}
else if (parent)
{
ppos = pos + Vector3(len/3.0f, 0.0f, 0.0f);
}
Point3 pp(ppos.x, ppos.y, ppos.z);
Point3 qp = TORAD(TOEULER(im));
INode *bone = NULL;
if (!doNotReuseExistingBones) // Games like BC3 reuse the same bone names
{
bone = FindNode(node);
if (bone == NULL)
bone = gi->GetINodeByName(name.c_str());
}
if (bone)
{
// Is there a better way of "Affect Pivot Only" behaviors?
INode *pinode = bone->GetParentNode();
if (pinode)
bone->Detach(0,1);
PosRotScaleNode(bone, p, q, scale, prs);
if (pinode)
pinode->AttachChild(bone, 1);
}
else
{
//.........这里部分代码省略.........
示例5: AlignBiped
void NifImporter::AlignBiped(IBipMaster* master, NiNodeRef node)
{
#ifdef USE_BIPED
NiNodeRef parent = node->GetParent();
string name = node->GetName();
vector<NiAVObjectRef> children = node->GetChildren();
vector<NiNodeRef> childNodes = DynamicCast<NiNode>(children);
TSTR s1 = FormatText("Processing %s:", name.c_str());
TSTR s2 = FormatText("Processing %s:", name.c_str());
INode *bone = GetNode(node);
if (bone != NULL)
{
if (uncontrolledDummies)
BuildControllerRefList(node, ctrlCount);
Matrix44 m4 = node->GetWorldTransform();
Vector3 pos; Matrix33 rot; float scale;
m4.Decompose(pos, rot, scale);
Matrix3 m = TOMATRIX3(m4);
Point3 p = m.GetTrans();
Quat q(m);
s1 += FormatText(" ( %s)", PrintMatrix3(m).data());
if (strmatch(name, master->GetRootName()))
{
// Align COM
//PosRotScaleNode(bone, p, q, 1.0f, prsPos);
PosRotScaleBiped(master, bone, p, q, 1.0f, prsPos);
}
else if (INode *pnode = bone->GetParentNode())
{
// Reparent if necessary
if (!strmatch(parent->GetName(), pnode->GetName())) {
if (pnode = FindNode(parent)) {
bone->Detach(0);
pnode->AttachChild(bone);
}
}
// Hack to scale the object until it fits
for (int i=0; i<10; ++i) {
float s = CalcScale(bone, node, childNodes);
if (fabs(s-1.0f) < (FLT_EPSILON*100.0f))
break;
s1 += FormatText(" (%g)", s);
master->SetBipedScale(TRUE, ScaleValue(Point3(s,s,s)), 0, bone);
}
PosRotScale prs = prsDefault;
PosRotScaleBiped(master, bone, p, q, scale, prs);
// Rotation with Clavicle is useless in Figure Mode using the standard interface
// I was tring unsuccessfully to correct for it
//if (wildcmpi("Bip?? ? Clavicle", name.c_str())) {
// AngAxis a1 = CalcTransform(bone, node, childNodes);
// Matrix3 tm1 = GenerateRotMatrix(a1);
// Quat nq = TransformQuat(tm1, q);
// PosRotScaleNode(bone, p, nq, scale, prsRot);
//}
}
s2 += FormatText(" ( %s)", PrintMatrix3(bone->GetNodeTM(0)).data());
}
else
{
ImportBones(node, false);
}
for (char *p = s1; *p != 0; ++p) if (isspace(*p)) *p = ' ';
for (char *p = s2; *p != 0; ++p) if (isspace(*p)) *p = ' ';
OutputDebugString(s1 + "\n");
OutputDebugString(s2 + "\n");
for (vector<NiNodeRef>::iterator itr = childNodes.begin(), end = childNodes.end(); itr != end; ++itr){
AlignBiped(master, *itr);
}
#endif
}