本文整理汇总了C++中VectorBuffer::WriteUByte方法的典型用法代码示例。如果您正苦于以下问题:C++ VectorBuffer::WriteUByte方法的具体用法?C++ VectorBuffer::WriteUByte怎么用?C++ VectorBuffer::WriteUByte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VectorBuffer
的用法示例。
在下文中一共展示了VectorBuffer::WriteUByte方法的2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: GetDecalsAttr
VariantVector DecalSet::GetDecalsAttr() const
{
VariantVector ret;
ret.Push(skinned_);
ret.Push(decals_.Size());
for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
{
ret.Push(i->timer_);
ret.Push(i->timeToLive_);
ret.Push(i->vertices_.Size());
ret.Push(i->indices_.Size());
VectorBuffer geometry;
for (PODVector<DecalVertex>::ConstIterator j = i->vertices_.Begin(); j != i->vertices_.End(); ++j)
{
geometry.WriteVector3(j->position_);
geometry.WriteVector3(j->normal_);
geometry.WriteVector2(j->texCoord_);
geometry.WriteVector4(j->tangent_);
if (skinned_)
{
for (unsigned k = 0; k < 4; ++k)
geometry.WriteFloat(j->blendWeights_[k]);
for (unsigned k = 0; k < 4; ++k)
geometry.WriteUByte(j->blendIndices_[k]);
}
}
for (PODVector<unsigned short>::ConstIterator j = i->indices_.Begin(); j != i->indices_.End(); ++j)
geometry.WriteUShort(*j);
ret.Push(geometry.GetBuffer());
}
if (skinned_)
{
ret.Push(bones_.Size());
for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
{
ret.Push(i->name_);
VectorBuffer boneData;
boneData.WriteUByte(i->collisionMask_);
if (i->collisionMask_ & BONECOLLISION_SPHERE)
boneData.WriteFloat(i->radius_);
if (i->collisionMask_ & BONECOLLISION_BOX)
boneData.WriteBoundingBox(i->boundingBox_);
boneData.Write(i->offsetMatrix_.Data(), sizeof(Matrix3x4));
ret.Push(boneData.GetBuffer());
}
}
return ret;
}
示例2:
PODVector<unsigned char> CustomGeometry::GetGeometryDataAttr() const
{
VectorBuffer ret;
ret.WriteVLE(geometries_.Size());
ret.WriteUInt(elementMask_);
for (unsigned i = 0; i < geometries_.Size(); ++i)
{
unsigned numVertices = vertices_[i].Size();
ret.WriteVLE(numVertices);
ret.WriteUByte(primitiveTypes_[i]);
for (unsigned j = 0; j < numVertices; ++j)
{
if (elementMask_ & MASK_POSITION)
ret.WriteVector3(vertices_[i][j].position_);
if (elementMask_ & MASK_NORMAL)
ret.WriteVector3(vertices_[i][j].normal_);
if (elementMask_ & MASK_COLOR)
ret.WriteUInt(vertices_[i][j].color_);
if (elementMask_ & MASK_TEXCOORD1)
ret.WriteVector2(vertices_[i][j].texCoord_);
if (elementMask_ & MASK_TANGENT)
ret.WriteVector4(vertices_[i][j].tangent_);
}
}
return ret.GetBuffer();
}