本文整理汇总了C++中TriMesh::AttachController方法的典型用法代码示例。如果您正苦于以下问题:C++ TriMesh::AttachController方法的具体用法?C++ TriMesh::AttachController怎么用?C++ TriMesh::AttachController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TriMesh
的用法示例。
在下文中一共展示了TriMesh::AttachController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: GetMesh
//----------------------------------------------------------------------------
TriMesh* SkinnedBiped::GetMesh (const std::string& name, Node* biped)
{
// Load the triangle indices and material.
std::string filename = name + ".triangle.raw";
std::string path = Environment::GetPathR(filename);
FileIO inFile(path, FileIO::FM_DEFAULT_READ);
int numTriangles;
inFile.Read(sizeof(int), &numTriangles);
int numIndices = 3*numTriangles;
IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
int* indices = (int*)ibuffer->GetData();
inFile.Read(sizeof(int), numIndices, indices);
Material* material = new0 Material();
Float4 emissive, ambient, diffuse, specular;
inFile.Read(sizeof(float), 3, &material->Emissive);
material->Emissive[3] = 1.0f;
inFile.Read(sizeof(float), 3, &material->Ambient);
material->Ambient[3] = 1.0f;
inFile.Read(sizeof(float), 3, &material->Diffuse);
material->Diffuse[3] = 1.0f;
inFile.Read(sizeof(float), 3, &material->Specular);
material->Specular[3] = 0.0f;
inFile.Close();
// Load the skin controller.
filename = name + ".skin.raw";
path = Environment::GetPathR(filename);
inFile.Open(path, FileIO::FM_DEFAULT_READ);
int repeat;
float minTime, maxTime, phase, frequency;
inFile.Read(sizeof(float), &repeat);
inFile.Read(sizeof(float), &minTime);
inFile.Read(sizeof(float), &maxTime);
inFile.Read(sizeof(float), &phase);
inFile.Read(sizeof(float), &frequency);
int numVertices, numBones;
inFile.Read(sizeof(int), &numVertices);
inFile.Read(sizeof(int), &numBones);
SkinController* ctrl = new0 SkinController(numVertices, numBones);
ctrl->Repeat = (Controller::RepeatType)repeat;
ctrl->MinTime = (double)minTime;
ctrl->MaxTime = (double)maxTime;
ctrl->Phase = (double)phase;
ctrl->Frequency = (double)frequency;
Node** bones = ctrl->GetBones();
int i;
for (i = 0; i < numBones; ++i)
{
int length;
inFile.Read(sizeof(int), &length);
char* boneName = new1<char>(length + 1);
inFile.Read(sizeof(char), length, boneName);
boneName[length] = 0;
bones[i] = (Node*)biped->GetObjectByName(boneName);
assertion(bones[i] != 0, "Failed to find bone.\n");
delete1(boneName);
}
float** weights = ctrl->GetWeights();
APoint** offsets = ctrl->GetOffsets();
for (int j = 0; j < numVertices; ++j)
{
for (i = 0; i < numBones; ++i)
{
inFile.Read(sizeof(float), &weights[j][i]);
inFile.Read(sizeof(float), 3, &offsets[j][i]);
}
}
inFile.Close();
int vstride = mVFormat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
// Set positions and normals to zero for now. The controller update
// will set the initial values.
memset(vbuffer->GetData(), 0, numVertices*vstride);
TriMesh* mesh = new0 TriMesh(mVFormat, vbuffer, ibuffer);
mesh->SetName(name);
mesh->AttachController(ctrl);
mesh->SetEffectInstance(LightDirPerVerEffect::CreateUniqueInstance(
mLight, material));
return mesh;
}