本文整理汇总了C++中SubMesh::setMapChannelOffset方法的典型用法代码示例。如果您正苦于以下问题:C++ SubMesh::setMapChannelOffset方法的具体用法?C++ SubMesh::setMapChannelOffset怎么用?C++ SubMesh::setMapChannelOffset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SubMesh
的用法示例。
在下文中一共展示了SubMesh::setMapChannelOffset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: createSubMesh
static void createSubMesh(const aiScene * scene, const aiNode * nd, Mesh * mesh, SubMesh * subMeshs, unsigned int * count, const Matrix4x4 & parentMatrix)
{
aiMatrix4x4 nodeMat = nd->mTransformation;
aiTransposeMatrix4(&nodeMat);
Matrix4x4 matrix = parentMatrix * Matrix4x4((float*)&nodeMat);
unsigned int m;
for(m=0; m<nd->mNumMeshes; m++)
{
unsigned int i;
const aiMesh * nodeMesh = scene->mMeshes[nd->mMeshes[m]];
if(nodeMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
continue;
// current sub mesh
SubMesh * subMesh = &(subMeshs[*count]);
// vertices
Vector3 * vertices = subMesh->allocVertices(nodeMesh->mNumVertices);
for(i=0; i<nodeMesh->mNumVertices; i++)
vertices[i] = matrix * Vector3(nodeMesh->mVertices[i].x, nodeMesh->mVertices[i].y, nodeMesh->mVertices[i].z);
// normals
if(nodeMesh->mNormals)
{
Vector3 * normals = subMesh->allocNormals(nodeMesh->mNumVertices);
for(i=0; i<nodeMesh->mNumVertices; i++)
normals[i] = matrix.getRotatedVector3(Vector3(nodeMesh->mNormals[i].x, nodeMesh->mNormals[i].y, nodeMesh->mNormals[i].z)).getNormalized();
}
// tangents
if(nodeMesh->mTangents)
{
Vector3 * tangents = subMesh->allocTangents(nodeMesh->mNumVertices);
for(i=0; i<nodeMesh->mNumVertices; i++)
tangents[i] = matrix.getRotatedVector3(Vector3(nodeMesh->mTangents[i].x, nodeMesh->mTangents[i].y, nodeMesh->mTangents[i].z)).getNormalized();
}
// colors
if(nodeMesh->mColors[0])
{
Color * colors = subMesh->allocColors(nodeMesh->mNumVertices);
for(i=0; i<nodeMesh->mNumVertices; i++)
colors[i] = Color(nodeMesh->mColors[0][i].r, nodeMesh->mColors[0][i].g, nodeMesh->mColors[0][i].b, nodeMesh->mColors[0][i].a);
}
// uvcoords
{
unsigned int t, nb_texLayers = 0;
for(t=0; t<AI_MAX_NUMBER_OF_TEXTURECOORDS; t++)
{
if(nodeMesh->mTextureCoords[t])
nb_texLayers++;
}
Vector2 * uvCoords = subMesh->allocTexCoords(nodeMesh->mNumVertices*nb_texLayers);
nb_texLayers = 0;
for(t=0; t<AI_MAX_NUMBER_OF_TEXTURECOORDS; t++)
{
if(nodeMesh->mTextureCoords[t])
{
unsigned int offset = nodeMesh->mNumVertices*nb_texLayers;
subMesh->setMapChannelOffset(t, offset);
for(i=0; i<nodeMesh->mNumVertices; i++){
uvCoords[offset+i] = Vector2(nodeMesh->mTextureCoords[t][i].x, 1-nodeMesh->mTextureCoords[t][i].y);
}
nb_texLayers++;
}
}
}
// indices
{
unsigned int f;
if(nodeMesh->mNumVertices < 65536)
{
unsigned short * indices = (unsigned short *)subMesh->allocIndices(nodeMesh->mNumFaces*3, VAR_USHORT);
for(f=0; f<nodeMesh->mNumFaces; f++)
{
aiFace * face = &nodeMesh->mFaces[f];
for(i=0; i<3; i++){
indices[f*3+i] = face->mIndices[i];
}
}
}
else
{
unsigned int * indices = (unsigned int *)subMesh->allocIndices(nodeMesh->mNumFaces*3, VAR_UINT);
for(f=0; f<nodeMesh->mNumFaces; f++)
{
aiFace * face = &nodeMesh->mFaces[f];
for(i=0; i<3; i++){
//.........这里部分代码省略.........