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C++ Ref::GetData方法代码示例

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


在下文中一共展示了Ref::GetData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: Init

	bool Init() override
	{
		m_commonGUIStyle = g_commonGUIStyle;
		m_canvas = Utility::MakeRef(new Canvas());

		// Load textures for song select
		m_style = SongSelectStyle::Get(g_application);

		// Split between statistics and selection wheel (in percentage)
		const float screenSplit = 0.4f;

		// Statistics window
		m_statisticsWindow = Ref<SongStatistics>(new SongStatistics(m_style));
		Canvas::Slot* statisticsSlot = m_canvas->Add(m_statisticsWindow.As<GUIElementBase>());
		statisticsSlot->anchor = Anchor(0, 0, screenSplit, 1.0f);
		statisticsSlot->SetZOrder(2);

		// Background
		Panel* background = new Panel();
		background->imageFillMode = FillMode::Fill;
		background->texture = g_application->LoadTexture("bg.png");
		background->color = Color(0.5f);
		Canvas::Slot* bgSlot = m_canvas->Add(background->MakeShared());
		bgSlot->anchor = Anchors::Full;
		bgSlot->SetZOrder(-2);

		LayoutBox* box = new LayoutBox();
		Canvas::Slot* boxSlot = m_canvas->Add(box->MakeShared());
		boxSlot->anchor = Anchor(screenSplit, 0, 1.0f, 1.0f);
		box->layoutDirection = LayoutBox::Vertical;
		{
			m_searchField = Ref<TextInputField>(new TextInputField(m_commonGUIStyle));
			LayoutBox::Slot* searchFieldSlot = box->Add(m_searchField.As<GUIElementBase>());
			searchFieldSlot->fillX = true;
			m_searchField->OnTextUpdated.Add(this, &SongSelect_Impl::OnSearchTermChanged);

			m_selectionWheel = Ref<SelectionWheel>(new SelectionWheel(m_style));
			LayoutBox::Slot* selectionSlot = box->Add(m_selectionWheel.As<GUIElementBase>());
			selectionSlot->fillY = true;
			m_selectionWheel->OnMapSelected.Add(this, &SongSelect_Impl::OnMapSelected);
			m_selectionWheel->OnDifficultySelected.Add(this, &SongSelect_Impl::OnDifficultySelected);
		}

		// Select interface sound
		m_selectSound = g_audio->CreateSample("audio/menu_click.wav");

		// Setup the map database
		m_mapDatabase.AddSearchPath(g_gameConfig.GetString(GameConfigKeys::SongFolder));

		m_mapDatabase.OnMapsAdded.Add(m_selectionWheel.GetData(), &SelectionWheel::OnMapsAdded);
		m_mapDatabase.OnMapsUpdated.Add(m_selectionWheel.GetData(), &SelectionWheel::OnMapsUpdated);
		m_mapDatabase.OnMapsRemoved.Add(m_selectionWheel.GetData(), &SelectionWheel::OnMapsRemoved);
		m_mapDatabase.OnMapsCleared.Add(m_selectionWheel.GetData(), &SelectionWheel::OnMapsCleared);
		m_mapDatabase.StartSearching();

		m_selectionWheel->SelectRandom();

		return true;
	}
开发者ID:guusw,项目名称:unnamed-sdvx-clone,代码行数:59,代码来源:SongSelect.cpp

示例2: runtime_error

NiSkinPartition::NiSkinPartition(Ref<NiTriBasedGeom> shape, int maxBonesPerPartition, int maxBonesPerVertex ) {
   NiSkinInstanceRef skinInst = shape->GetSkinInstance();
   if ( skinInst == NULL ) {
      throw runtime_error( "You must bind a skin before setting generating skin partitions.  No NiSkinInstance found." );
   }
   NiSkinDataRef skinData = skinInst->GetSkinData();
   if ( skinData == NULL ) {
      throw runtime_error( "You must bind a skin before setting generating skin partitions.  No NiSkinData found." );
   }
   NiTriBasedGeomDataRef geomData = DynamicCast<NiTriBasedGeomData>(shape->GetData() );
   if ( geomData == NULL ) {
      throw runtime_error( "Attempted to generate a skin partition on a mesh with no geometry data." );
   }

      // read in the weights from NiSkinData
   vector<Vector3> verts = geomData->GetVertices();
   vector< BoneWeightList > weights;
   if (verts.empty()){
      throw runtime_error( "Attempted to generate a skin partition on a mesh with no vertices." );
   }

   Triangles triangles = geomData->GetTriangles();
   if (triangles.empty()) {
      throw runtime_error( "Attempted to generate a skin partition on a mesh with no triangles." );
   }

   weights.resize( verts.size() );
   int numBones = skinData->GetBoneCount();
   for ( int bone = 0; bone < numBones; bone++ )
   {
      vector<SkinWeight> vertexWeights = skinData->GetBoneWeights(bone);
      for (int r = 0; r < int(vertexWeights.size()); ++r ){
         int vertex = vertexWeights[r].index;
         float weight = vertexWeights[r].weight;
         if ( vertex >= int(weights.size()) )
            throw runtime_error( "bad NiSkinData - vertex count does not match" );
         weights[vertex].insert( weights[vertex].end(), BoneWeight(bone, weight) );
      }
   }

   // count min and max bones per vertex
   int minBones, maxBones;
   minBones = maxBones = weights[0].size();
   for(vector< BoneWeightList >::iterator itr = weights.begin(); itr != weights.end(); ++itr ){
      int n = (*itr).size();
      minBones = min(n, minBones);
      maxBones = max(n, maxBones);
   }

   if ( minBones <= 0 )
      throw runtime_error( "bad NiSkinData - some vertices have no weights at all" );

   // reduce vertex influences if necessary
   if ( maxBones > maxBonesPerVertex )
   {
      int c = 0;
      for ( vector< BoneWeightList >::iterator it = weights.begin(); it != weights.end(); ++it )
      {
         BoneWeightList & lst = *it;
         if ( int(lst.size()) > maxBonesPerVertex )
            c++;

         while ( int(lst.size()) > maxBonesPerVertex ) {
            int j = 0;
            float weight = lst.front().second;
            for ( int i = 0; i < int(lst.size()); i++ )
            {
               if ( lst[i].second < weight )
                  j = i;
            }
            BoneWeightList::iterator jit = lst.begin() + j;
            lst.erase( jit );
         }

         float totalWeight = 0;
         for (BoneWeightList::iterator bw = lst.begin(); bw != lst.end(); ++bw) {
            totalWeight += (*bw).second;
         }
         for (BoneWeightList::iterator bw = lst.begin(); bw != lst.end(); ++bw) {
            (*bw).second /= totalWeight;
         }
      }
      //qWarning() << "reduced" << c << "vertices to" << maxBonesPerVertex << "bone influences (maximum number of bones per vertex was" << maxBones << ")";
   }

   maxBones = maxBonesPerVertex;

   // reduces bone weights so that the triangles fit into the partitions

   typedef multimap<int,int> matchmap;
   typedef pair<matchmap::iterator, matchmap::iterator> matchrange;
   matchmap match;
   bool doMatch = true;

   BoneList tribones;
   int cnt = 0;
   for (Triangles::iterator itr = triangles.begin(); itr != triangles.end(); ++itr) {
      Triangle& tri = (*itr);
      do
      {
//.........这里部分代码省略.........
开发者ID:przemyslaw-szymanski,项目名称:x-source-engine,代码行数:101,代码来源:NiSkinPartition.cpp


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