当前位置: 首页>>代码示例>>C++>>正文


C++ TransformKeyFrame::getTime方法代码示例

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


在下文中一共展示了TransformKeyFrame::getTime方法的3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: bake

    SkeletonPtr MergeSkeleton::bake()
    {    
        MeshCombiner::getSingleton().log( 
             "Baking: New Skeleton started" );

        SkeletonPtr sp = SkeletonManager::getSingleton().create( "mergeSkeleton", 
             ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true );
        
        for( std::vector< Ogre::SkeletonPtr >::iterator it = m_Skeletons.begin();
             it != m_Skeletons.end(); ++it )
        {   
            if(  it == m_Skeletons.begin() )
            {
                MeshCombiner::getSingleton().log( 
                    "Baking: using " + (*it)->getName() + " as the base skeleton"   );

                MeshCombiner::getSingleton().log( 
                    "Baking: adding bones"   );
                Skeleton::BoneIterator bit = (*it)->getBoneIterator();
                while( bit.hasMoreElements() )
                {
                    Bone* bone = bit.getNext();
                    Bone* newbone = sp->createBone( bone->getName(), bone->getHandle() );
                    newbone->setScale( bone->getScale() );
                    newbone->setOrientation( bone->getOrientation() );
                    newbone->setPosition( bone->getPosition() );
                }
                MeshCombiner::getSingleton().log( 
                    "Baking: building bone hierarchy"   );
                // bone hierarchy
                bit = (*it)->getBoneIterator();
                while( bit.hasMoreElements() )
                {
                    Bone* bone = bit.getNext();
                    Node* pnode = bone->getParent();
                    if( pnode != NULL )
                    {
                        Bone* pbone = static_cast<Bone*>( pnode );
                        sp->getBone( pbone->getHandle() )->addChild( sp->getBone( bone->getHandle() ) );
                    }
                }
            }   

            MeshCombiner::getSingleton().log( 
                "Baking: adding animations for " + (*it)->getName() );

            // insert all animations
            for (unsigned short a=0; a < (*it)->getNumAnimations(); ++a )
            {
                Animation* anim = (*it)->getAnimation( a );
                Animation* newanim = sp->createAnimation( anim->getName(), anim->getLength() );

                if( anim->getNumNodeTracks() > 0 )
                    MeshCombiner::getSingleton().log( 
                        "Baking: adding node tracks" );
                for( unsigned short na=0; na < anim->getNumNodeTracks(); ++na )
                {
                    if( anim->hasNodeTrack( na ) )
                    {
                        NodeAnimationTrack* nat = anim->getNodeTrack( na );
                        NodeAnimationTrack* newnat = newanim->createNodeTrack( na );
                        // all key frames
                        for( unsigned short nf=0; nf < nat->getNumKeyFrames(); ++nf )
                        {
                            TransformKeyFrame* tkf = nat->getNodeKeyFrame( nf );
                            TransformKeyFrame* newtkf = newnat->createNodeKeyFrame( tkf->getTime() );
                            newtkf->setRotation( tkf->getRotation() );
                            newtkf->setTranslate( tkf->getTranslate() );
                            newtkf->setScale( tkf->getScale() );
                        }

                        newnat->setAssociatedNode( sp->getBone( nat->getHandle() ) );
                    }
                }

                if( anim->getNumNumericTracks() > 0 )
                    MeshCombiner::getSingleton().log( 
                        "Baking: adding numeric tracks" );
                for( unsigned short na=0; na < anim->getNumNumericTracks(); ++na )
                {
                    if( anim->hasNumericTrack( na ) )
                    {
                        NumericAnimationTrack* nat = anim->getNumericTrack( na );
                        NumericAnimationTrack* newnat = newanim->createNumericTrack( na );

                        // all key frames
                        for( unsigned short nf=0; nf < nat->getNumKeyFrames(); ++nf )
                        {
                            NumericKeyFrame* nkf = nat->getNumericKeyFrame( nf );
                            NumericKeyFrame* newnkf = newnat->createNumericKeyFrame( nkf->getTime() );
                            newnkf->setValue( nkf->getValue() );
                        }
                    }
                }

                if( anim->getNumVertexTracks() > 0 )
                    MeshCombiner::getSingleton().log( 
                        "Baking: adding vertex tracks" );
                for( unsigned short va=0; va < anim->getNumVertexTracks(); ++va )
                {
//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:dsa-hl-svn,代码行数:101,代码来源:MergeSkeleton.cpp

示例2: _dumpContents

    //---------------------------------------------------------------------
    void Skeleton::_dumpContents(const String& filename)
    {
        std::ofstream of;

        Quaternion q;
        Radian angle;
        Vector3 axis;
        of.open(filename.c_str());

        of << "-= Debug output of skeleton " << mName << " =-" << std::endl << std::endl;
        of << "== Bones ==" << std::endl;
        of << "Number of bones: " << (unsigned int)mBoneList.size() << std::endl;
        
        BoneList::iterator bi;
        for (bi = mBoneList.begin(); bi != mBoneList.end(); ++bi)
        {
            Bone* bone = *bi;

            of << "-- Bone " << bone->getHandle() << " --" << std::endl;
            of << "Position: " << bone->getPosition();
            q = bone->getOrientation();
            of << "Rotation: " << q;
            q.ToAngleAxis(angle, axis);
            of << " = " << angle.valueRadians() << " radians around axis " << axis << std::endl << std::endl;
        }

        of << "== Animations ==" << std::endl;
        of << "Number of animations: " << (unsigned int)mAnimationsList.size() << std::endl;

        AnimationList::iterator ai;
        for (ai = mAnimationsList.begin(); ai != mAnimationsList.end(); ++ai)
        {
            Animation* anim = ai->second;

            of << "-- Animation '" << anim->getName() << "' (length " << anim->getLength() << ") --" << std::endl;
            of << "Number of tracks: " << anim->getNumNodeTracks() << std::endl;

            for (unsigned short ti = 0; ti < anim->getNumNodeTracks(); ++ti)
            {
                NodeAnimationTrack* track = anim->getNodeTrack(ti);
                of << "  -- AnimationTrack " << ti << " --" << std::endl;
                of << "  Affects bone: " << ((Bone*)track->getAssociatedNode())->getHandle() << std::endl;
                of << "  Number of keyframes: " << track->getNumKeyFrames() << std::endl;

                for (unsigned short ki = 0; ki < track->getNumKeyFrames(); ++ki)
                {
                    TransformKeyFrame* key = track->getNodeKeyFrame(ki);
                    of << "    -- KeyFrame " << ki << " --" << std::endl;
                    of << "    Time index: " << key->getTime(); 
                    of << "    Translation: " << key->getTranslate() << std::endl;
                    q = key->getRotation();
                    of << "    Rotation: " << q;
                    q.ToAngleAxis(angle, axis);
                    of << " = " << angle.valueRadians() << " radians around axis " << axis << std::endl;
                }

            }



        }

    }
开发者ID:Strongc,项目名称:game-ui-solution,代码行数:64,代码来源:OgreSkeleton.cpp

示例3: ExportSkeleton

void ModelConverter::ExportSkeleton( const Ogre::Skeleton* pSkeleton, const Ogre::String& filename )
{
	LogManager::getSingleton().logMessage("Populating DOM...");

	// Write main skeleton data
	LogManager::getSingleton().logMessage("Exporting bones..");

	DiMotionPtr mt = Demi::DiAssetManager::GetInstancePtr(
		)->CreateOrReplaceAsset<DiMotion>(pSkeleton->getName().c_str());
	DiSkeleton* skeleton = mt->CreateSkeleton();
	
	// save bones
	WriteSkeleton(pSkeleton,skeleton);

	LogManager::getSingleton().logMessage("Bones exported.");

	unsigned short numAnims = pSkeleton->getNumAnimations();
	String msg = "Exporting animations, count=" + StringConverter::toString(numAnims);
	LogManager::getSingleton().logMessage(msg);

	// save animations
	for (unsigned short i = 0; i < numAnims; ++i)
	{
		Animation* pAnim = pSkeleton->getAnimation(i);
		msg = "Exporting animation: " + pAnim->getName();
		LogManager::getSingleton().logMessage(msg);

		Demi::DiAnimation* anim = mt->CreateAnimation(
			pAnim->getName().c_str(), pAnim->getLength());

		// save tracks
		Animation::NodeTrackIterator trackIt = pAnim->getNodeTrackIterator();
		size_t count = 0;
		while (trackIt.hasMoreElements())
		{
			NodeAnimationTrack* track = trackIt.getNext();

			Bone* bone = (Bone*)track->getAssociatedNode();
			Demi::DiNodeClip* clip = anim->CreateNodeClip(count++,skeleton->GetBone(bone->getHandle()));
			
			// save key frames
			for (unsigned short i = 0; i < track->getNumKeyFrames(); ++i)
			{
				TransformKeyFrame* kf = track->getNodeKeyFrame(i);

				Demi::DiTransformKeyFrame* pKeyframe = clip->CreateNodeKeyFrame(kf->getTime());

				pKeyframe->SetTranslate(Demi::DiVec3(kf->getTranslate().x,
										kf->getTranslate().y,kf->getTranslate().z));
				pKeyframe->SetRotation(Demi::DiQuat(kf->getRotation().w,
										kf->getRotation().x,kf->getRotation().y,kf->getRotation().z));
				pKeyframe->SetScale(Demi::DiVec3(kf->getScale().x,
										kf->getScale().y,kf->getScale().z));
			}
		}

		LogManager::getSingleton().logMessage("Animation exported.");
	}

	if (mt)
	{
		// save to file
		DiMotionSerializer ms;
		ms.ExportMotion(mt,filename);
	}
}
开发者ID:redkaras,项目名称:Demi3D,代码行数:66,代码来源:ModelConverter.cpp


注:本文中的TransformKeyFrame::getTime方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。