本文整理汇总了C++中USkeletalMesh::ConvertMesh方法的典型用法代码示例。如果您正苦于以下问题:C++ USkeletalMesh::ConvertMesh方法的具体用法?C++ USkeletalMesh::ConvertMesh怎么用?C++ USkeletalMesh::ConvertMesh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USkeletalMesh
的用法示例。
在下文中一共展示了USkeletalMesh::ConvertMesh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: Serialize
//.........这里部分代码省略.........
B->BonePos.Position = BaseAnim[i].KeyPos[0];
}
// copy vertices
int VertexCount = sm->VertexCount = src.verts.Num();
sm->Points.Empty(VertexCount);
for (i = 0; i < VertexCount; i++)
{
const RVertex &v1 = src.verts[i];
FVector *V = new(sm->Points) FVector;
// transform point from local bone space to model space
BoneCoords[v1.joint1].UnTransformPoint(CVT(v1.point1), CVT(*V));
}
// copy triangles and create wedges
// here we create 3 wedges for each triangle.
// it is possible to reduce number of wedges by finding duplicates, but we don't
// need it here ...
int TrisCount = src.tris.Num();
sm->Triangles.Empty(TrisCount);
sm->Wedges.Empty(TrisCount * 3);
int numMaterials = 0; // should detect real material count
for (i = 0; i < TrisCount; i++)
{
const RTriangle &tri = src.tris[i];
// create triangle
VTriangle *T = new(sm->Triangles) VTriangle;
T->MatIndex = tri.polygroup;
if (numMaterials <= tri.polygroup)
numMaterials = tri.polygroup+1;
// create wedges
for (j = 0; j < 3; j++)
{
T->WedgeIndex[j] = sm->Wedges.Num();
FMeshWedge *W = new(sm->Wedges) FMeshWedge;
W->iVertex = tri.vIndex[j];
W->TexUV = tri.tex[j];
}
// reverse order of triangle vertices
Exchange(T->WedgeIndex[0], T->WedgeIndex[1]);
}
// build influences
for (i = 0; i < VertexCount; i++)
{
const RVertex &v1 = src.verts[i];
FVertInfluence *Inf = new(sm->VertInfluences) FVertInfluence;
Inf->PointIndex = i;
Inf->BoneIndex = v1.joint1;
Inf->Weight = v1.weight1;
if (Inf->Weight != 1.0f)
{
// influence for 2nd bone
Inf = new(sm->VertInfluences) FVertInfluence;
Inf->PointIndex = i;
Inf->BoneIndex = v1.joint2;
Inf->Weight = 1.0f - v1.weight1;
}
}
// create materials
for (i = 0; i < numMaterials; i++)
{
const char *texName = src.PolyGroupSkinNames[i];
FMeshMaterial *M1 = new(sm->Materials) FMeshMaterial;
M1->PolyFlags = src.GroupFlags[i];
M1->TextureIndex = sm->Textures.Num();
if (strcmp(texName, "None") == 0)
{
// texture should be set from script
sm->Textures.Add(NULL);
continue;
}
// find texture in object's package
int texExportIdx = Package->FindExport(texName);
if (texExportIdx == INDEX_NONE)
{
appPrintf("ERROR: unable to find export \"%s\" for mesh \"%s\" (%d)\n",
texName, Name, modelIdx);
continue;
}
// load and remember texture
UMaterial *Tex = static_cast<UMaterial*>(Package->CreateExport(texExportIdx));
sm->Textures.Add(Tex);
}
// setup UPrimitive properties using 1st animation frame
// note: this->BoundingBox and this->BoundingSphere are null
const RAnimFrame &F = frames[0];
assert(strcmp(AnimSeqs[0].Name, "baseframe") == 0 && AnimSeqs[0].StartFrame == 0);
CVec3 mins, maxs;
sm->BoundingBox = F.bounds;
mins = CVT(F.bounds.Min);
maxs = CVT(F.bounds.Max);
CVec3 ¢er = CVT(sm->BoundingSphere);
for (i = 0; i < 3; i++)
center[i] = (mins[i] + maxs[i]) / 2;
sm->BoundingSphere.R = VectorDistance(center, mins);
// create CSkeletalMesh
sm->ConvertMesh();
}
unguard;
}