本文整理汇总了C++中StreamReaderLE::GetI2方法的典型用法代码示例。如果您正苦于以下问题:C++ StreamReaderLE::GetI2方法的具体用法?C++ StreamReaderLE::GetI2怎么用?C++ StreamReaderLE::GetI2使用的例子?那么恭喜您, 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StreamReaderLE
的用法示例。
在下文中一共展示了StreamReaderLE::GetI2方法的6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: ReadString_Binary
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadString_Binary(std::string& out, StreamReaderLE& reader)
{
out.resize( reader.GetI2());
for(char& c : out) {
c = reader.GetI1();
}
}
示例2: ReadBasicNodeInfo_Binary
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadBasicNodeInfo_Binary(Node& msh, StreamReaderLE& reader, const ChunkInfo& /*nfo*/)
{
const unsigned int dupes = reader.GetI2();
ReadString_Binary(msh.name,reader);
msh.name = format(msh.name)<<'_'<<dupes;
// skip local axes for the moment
reader.IncPtr(48);
msh.transform = aiMatrix4x4();
for(unsigned int y = 0; y < 3; ++y) {
for(unsigned int x =0; x < 4; ++x) {
msh.transform[y][x] = reader.GetF4();
}
}
}
示例3: ReadCame_Binary
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadCame_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
if(nfo.version > 2) {
return UnsupportedChunk_Binary(reader,nfo,"Came");
}
const chunk_guard cn(nfo,reader);
out.nodes.push_back(std::shared_ptr<Camera>(new Camera()));
Camera& msh = (Camera&)(*out.nodes.back().get());
msh = nfo;
ReadBasicNodeInfo_Binary(msh,reader,nfo);
// the rest is not interesting for us, so we skip over it.
if(nfo.version > 1) {
if (reader.GetI2()==512) {
reader.IncPtr(42);
}
}
}
示例4: ReadUnit_Binary
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadUnit_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
if(nfo.version > 1) {
return UnsupportedChunk_Binary(reader,nfo,"Unit");
}
const chunk_guard cn(nfo,reader);
// parent chunks preceede their childs, so we should have the
// corresponding chunk already.
for(std::shared_ptr< Node >& nd : out.nodes) {
if (nd->id == nfo.parent_id) {
const unsigned int t=reader.GetI2();
nd->unit_scale = t>=sizeof(units)/sizeof(units[0])?(
ASSIMP_LOG_WARN_F(t," is not a valid value for `Units` attribute in `Unit chunk` ", nfo.id)
,1.f):units[t];
return;
}
}
ASSIMP_LOG_WARN_F( "`Unit` chunk ", nfo.id, " is a child of ", nfo.parent_id, " which does not exist");
}
示例5: UnsupportedChunk_Binary
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadMat1_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
if(nfo.version > 8) {
return UnsupportedChunk_Binary(reader,nfo,"Mat1");
}
const chunk_guard cn(nfo,reader);
out.materials.push_back(Material());
Material& mat = out.materials.back();
mat = nfo;
mat.matnum = reader.GetI2();
switch(reader.GetI1()) {
case 'f':
mat.type = Material::FLAT;
break;
case 'p':
mat.type = Material::PHONG;
break;
case 'm':
mat.type = Material::METAL;
break;
default:
LogError_Ascii(format("Unrecognized shader type in `Mat1` chunk with id ")<<nfo.id);
mat.type = Material::FLAT;
}
switch(reader.GetI1()) {
case 'f':
mat.autofacet = Material::FACETED;
break;
case 'a':
mat.autofacet = Material::AUTOFACETED;
break;
case 's':
mat.autofacet = Material::SMOOTH;
break;
default:
LogError_Ascii(format("Unrecognized faceting mode in `Mat1` chunk with id ")<<nfo.id);
mat.autofacet = Material::FACETED;
}
mat.autofacet_angle = static_cast<float>(reader.GetI1());
mat.rgb.r = reader.GetF4();
mat.rgb.g = reader.GetF4();
mat.rgb.b = reader.GetF4();
mat.alpha = reader.GetF4();
mat.ka = reader.GetF4();
mat.ks = reader.GetF4();
mat.exp = reader.GetF4();
mat.ior = reader.GetF4();
char id[2];
id[0] = reader.GetI1(),id[1] = reader.GetI1();
if (id[0] == 'e' && id[1] == ':') {
mat.tex_env.reset(new Texture());
reader.GetI1();
ReadString_Binary(mat.tex_env->path,reader);
// advance to next texture-id
id[0] = reader.GetI1(),id[1] = reader.GetI1();
}
if (id[0] == 't' && id[1] == ':') {
mat.tex_color.reset(new Texture());
reader.GetI1();
ReadString_Binary(mat.tex_color->path,reader);
mat.tex_color->transform.mTranslation.x = reader.GetF4();
mat.tex_color->transform.mTranslation.y = reader.GetF4();
mat.tex_color->transform.mScaling.x = reader.GetF4();
mat.tex_color->transform.mScaling.y = reader.GetF4();
// advance to next texture-id
id[0] = reader.GetI1(),id[1] = reader.GetI1();
}
if (id[0] == 'b' && id[1] == ':') {
mat.tex_bump.reset(new Texture());
reader.GetI1();
ReadString_Binary(mat.tex_bump->path,reader);
mat.tex_bump->transform.mTranslation.x = reader.GetF4();
mat.tex_bump->transform.mTranslation.y = reader.GetF4();
mat.tex_bump->transform.mScaling.x = reader.GetF4();
mat.tex_bump->transform.mScaling.y = reader.GetF4();
// skip amplitude for I don't know its purpose.
reader.GetF4();
}
reader.IncPtr(-2);
//.........这里部分代码省略.........
示例6: ReadPolH_Binary
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadPolH_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
if(nfo.version > 8) {
return UnsupportedChunk_Binary(reader,nfo,"PolH");
}
const chunk_guard cn(nfo,reader);
out.nodes.push_back(std::shared_ptr<Mesh>(new Mesh()));
Mesh& msh = (Mesh&)(*out.nodes.back().get());
msh = nfo;
ReadBasicNodeInfo_Binary(msh,reader,nfo);
msh.vertex_positions.resize(reader.GetI4());
for(aiVector3D& v : msh.vertex_positions) {
v.x = reader.GetF4();
v.y = reader.GetF4();
v.z = reader.GetF4();
}
msh.texture_coords.resize(reader.GetI4());
for(aiVector2D& v : msh.texture_coords) {
v.x = reader.GetF4();
v.y = reader.GetF4();
}
const size_t numf = reader.GetI4();
msh.faces.reserve(numf);
for(size_t i = 0; i < numf; ++i) {
// XXX backface culling flag is 0x10 in flags
// hole?
bool hole;
if ((hole = (reader.GetI1() & 0x08) != 0)) {
// XXX Basically this should just work fine - then triangulator
// should output properly triangulated data even for polygons
// with holes. Test data specific to COB is needed to confirm it.
if (msh.faces.empty()) {
ThrowException(format("A hole is the first entity in the `PolH` chunk with id ") << nfo.id);
}
}
else msh.faces.push_back(Face());
Face& f = msh.faces.back();
const size_t num = reader.GetI2();
f.indices.reserve(f.indices.size() + num);
if(!hole) {
f.material = reader.GetI2();
f.flags = 0;
}
for(size_t x = 0; x < num; ++x) {
f.indices.push_back(VertexIndex());
VertexIndex& v = f.indices.back();
v.pos_idx = reader.GetI4();
v.uv_idx = reader.GetI4();
}
if(hole) {
std::reverse(f.indices.rbegin(),f.indices.rbegin()+num);
}
}
if (nfo.version>4) {
msh.draw_flags = reader.GetI4();
}
nfo.version>5 && nfo.version<8 ? reader.GetI4() : 0;
}