本文整理汇总了C++中VertexAnimationTrack::createVertexMorphKeyFrame方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexAnimationTrack::createVertexMorphKeyFrame方法的具体用法?C++ VertexAnimationTrack::createVertexMorphKeyFrame怎么用?C++ VertexAnimationTrack::createVertexMorphKeyFrame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VertexAnimationTrack
的用法示例。
在下文中一共展示了VertexAnimationTrack::createVertexMorphKeyFrame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: merge
//.........这里部分代码省略.........
// get or create the animation for the new mesh
Animation *newanim;
if (mp->hasAnimation(anim->getName()))
{
newanim = mp->getAnimation(anim->getName());
}
else
{
newanim = mp->createAnimation(anim->getName(), anim->getLength());
}
print("Baking: adding vertex animation "
+ anim->getName() + " for " + (*it)->getName(), V_HIGH);
Animation::VertexTrackIterator vti=anim->getVertexTrackIterator();
while (vti.hasMoreElements())
{
VertexAnimationTrack *vt = vti.getNext();
// handle=0 targets the main mesh, handle i (where i>0) targets submesh i-1.
// In this case there are only submeshes so index 0 will not be used.
unsigned short handle = mp->getNumSubMeshes();
VertexAnimationTrack* newvt = newanim->createVertexTrack(
handle,
vt->getAssociatedVertexData()->clone(),
vt->getAnimationType());
for (int keyFrameIndex = 0; keyFrameIndex < vt->getNumKeyFrames();
++keyFrameIndex)
{
switch (vt->getAnimationType())
{
case VAT_MORPH:
{
// copy the keyframe vertex buffer
VertexMorphKeyFrame *kf =
vt->getVertexMorphKeyFrame(keyFrameIndex);
VertexMorphKeyFrame *newkf =
newvt->createVertexMorphKeyFrame(kf->getTime());
// This creates a ref to the buffer in the original model
// so don't delete it until the export is completed.
newkf->setVertexBuffer(kf->getVertexBuffer());
break;
}
case VAT_POSE:
{
/// @todo implement pose amination merge
break;
}
case VAT_NONE:
default:
{
break;
}
}
}
}
}
print("Baking: adding submesh '" +
name + "' with material " + sub->getMaterialName(), V_HIGH);
}
// sharedvertices
if ((*it)->sharedVertexData)
{
/// @todo merge with existing sharedVertexData
if (!mp->sharedVertexData)
{
mp->sharedVertexData = (*it)->sharedVertexData->clone();
}
if (!mBaseSkeleton.isNull())
{
Mesh::BoneAssignmentIterator bit = (*it)->getBoneAssignmentIterator();
while (bit.hasMoreElements())
{
VertexBoneAssignment vba = bit.getNext();
mp->addBoneAssignment(vba);
}
}
}
print("Baking: adding bounds for " + (*it)->getName(), V_HIGH);
// add bounds
totalBounds.merge((*it)->getBounds());
}
mp->_setBounds(totalBounds);
/// @todo merge submeshes with same material
/// @todo add parameters
mp->buildEdgeList();
print("Baking: Finished", V_HIGH);
reset();
return mp;
}
示例2: setupContent
//---------------------------------------------------------------------
void PlayPen_testMorphAnimationWithoutNormals::setupContent()
{
bool testStencil = false;
if (testStencil)
mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_MODULATIVE);
mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5));
Vector3 dir(-1, -1, 0.5);
dir.normalise();
Light* l = mSceneMgr->createLight("light1");
l->setType(Light::LT_DIRECTIONAL);
l->setDirection(dir);
MeshPtr mesh = MeshManager::getSingleton().load("sphere.mesh",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
String morphName = "testmorphnonormals.mesh";
mesh = mesh->clone(morphName);
SubMesh* sm = mesh->getSubMesh(0);
// Re-organise geometry since this mesh has no animation and all
// vertex elements are packed into one buffer
VertexDeclaration* newDecl =
sm->vertexData->vertexDeclaration->getAutoOrganisedDeclaration(false, true, false);
sm->vertexData->reorganiseBuffers(newDecl);
if (testStencil)
sm->vertexData->prepareForShadowVolume(); // need to re-prep since reorganised
// get the position buffer (which should now be separate);
const VertexElement* posElem =
sm->vertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
HardwareVertexBufferSharedPtr origbuf =
sm->vertexData->vertexBufferBinding->getBuffer(
posElem->getSource());
// Create a new position & normal buffer with updated values
HardwareVertexBufferSharedPtr newbuf =
HardwareBufferManager::getSingleton().createVertexBuffer(
VertexElement::getTypeSize(VET_FLOAT3),
sm->vertexData->vertexCount,
HardwareBuffer::HBU_STATIC, true);
float* pSrc = static_cast<float*>(origbuf->lock(HardwareBuffer::HBL_READ_ONLY));
float* pDst = static_cast<float*>(newbuf->lock(HardwareBuffer::HBL_DISCARD));
// Make the sphere turn into a cube
// Do this just by clamping each of the directions (we shrink it)
float cubeDimension = 0.3f * mesh->getBoundingSphereRadius();
for (size_t v = 0; v < sm->vertexData->vertexCount; ++v)
{
// x/y/z position
Vector3 pos;
for (int d = 0; d < 3; ++d)
{
if (*pSrc >= 0)
{
pos.ptr()[d] = std::min(cubeDimension, *pSrc++);
}
else
{
pos.ptr()[d] = std::max(-cubeDimension, *pSrc++);
}
*pDst++ = pos.ptr()[d];
}
}
origbuf->unlock();
newbuf->unlock();
// create a morph animation
Animation* anim = mesh->createAnimation("testAnim", 10.0f);
VertexAnimationTrack* vt = anim->createVertexTrack(1, sm->vertexData, VAT_MORPH);
// re-use start positions for frame 0
VertexMorphKeyFrame* kf = vt->createVertexMorphKeyFrame(0);
kf->setVertexBuffer(origbuf);
// Use translated buffer for mid frame
kf = vt->createVertexMorphKeyFrame(4.0f);
kf->setVertexBuffer(newbuf);
// Pause there
kf = vt->createVertexMorphKeyFrame(6.0f);
kf->setVertexBuffer(newbuf);
// re-use start positions for final frame
kf = vt->createVertexMorphKeyFrame(10.0f);
kf->setVertexBuffer(origbuf);
// Export the mesh
DataStreamPtr stream = Root::getSingleton().createFileStream(morphName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true);
MeshSerializer ser;
ser.exportMesh(mesh.get(), stream);
stream->close();
// Unload old mesh to force reload
MeshManager::getSingleton().remove(mesh->getHandle());
mesh->unload();
mesh.setNull();
//.........这里部分代码省略.........
示例3: bake
//.........这里部分代码省略.........
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 )
{
if( anim->hasVertexTrack( va ) )
{
VertexAnimationTrack* vat = anim->getVertexTrack( va );
VertexAnimationTrack* newvat = newanim->createVertexTrack( va, vat->getAnimationType() );
// all key frames
for( unsigned short nf=0; nf < vat->getNumKeyFrames(); ++nf )
{
// all morphs
VertexMorphKeyFrame* vmkf = vat->getVertexMorphKeyFrame( nf );
if( vmkf != NULL )
{
VertexMorphKeyFrame* newvmkf = newvat->createVertexMorphKeyFrame( vmkf->getTime() );
// @todo vertex buffer copying correct??
HardwareVertexBufferSharedPtr buf = vmkf->getVertexBuffer();
HardwareVertexBufferSharedPtr newbuf = HardwareBufferManager::getSingleton().createVertexBuffer(
buf->getVertexSize(), buf->getNumVertices(), buf->getUsage(), buf->hasShadowBuffer() );
newbuf->copyData( *buf.getPointer(), 0, 0, buf->getSizeInBytes() );
}
// all poses
VertexPoseKeyFrame* vpkf = vat->getVertexPoseKeyFrame( nf );
if( vpkf != NULL )
{
VertexPoseKeyFrame* newvpkf = newvat->createVertexPoseKeyFrame( vpkf->getTime() );
VertexPoseKeyFrame::PoseRefIterator pit = vpkf->getPoseReferenceIterator();
while( pit.hasMoreElements() )
{
VertexPoseKeyFrame::PoseRef pr = pit.getNext();
newvpkf->addPoseReference( pr.poseIndex, pr.influence );
}
}
}
}
}
}
}
return sp;
}