本文整理汇总了C++中VertexAnimationTrack::createVertexPoseKeyFrame方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexAnimationTrack::createVertexPoseKeyFrame方法的具体用法?C++ VertexAnimationTrack::createVertexPoseKeyFrame怎么用?C++ VertexAnimationTrack::createVertexPoseKeyFrame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::createVertexPoseKeyFrame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: setupContent
//---------------------------------------------------------------------
void PlayPen_testPoseAnimationWithoutNormals::setupContent()
{
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("cube.mesh",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
String newName = "testposenonormals.mesh";
mesh = mesh->clone(newName);
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);
// create 2 poses
Pose* pose = mesh->createPose(1, "pose1");
// Pose1 moves vertices 0, 1, 2 and 3 upward
Vector3 offset1(0, 50, 0);
pose->addVertex(0, offset1);
pose->addVertex(1, offset1);
pose->addVertex(2, offset1);
pose->addVertex(3, offset1);
pose = mesh->createPose(1, "pose2");
// Pose2 moves vertices 3, 4, and 5 to the right
// Note 3 gets affected by both
Vector3 offset2(100, 0, 0);
pose->addVertex(3, offset2);
pose->addVertex(4, offset2);
pose->addVertex(5, offset2);
Animation* anim = mesh->createAnimation("poseanim", 20.0f);
VertexAnimationTrack* vt = anim->createVertexTrack(1, sm->vertexData, VAT_POSE);
// Frame 0 - no effect
VertexPoseKeyFrame* kf = vt->createVertexPoseKeyFrame(0);
// Frame 1 - bring in pose 1 (index 0)
kf = vt->createVertexPoseKeyFrame(3);
kf->addPoseReference(0, 1.0f);
// Frame 2 - remove all
kf = vt->createVertexPoseKeyFrame(6);
// Frame 3 - bring in pose 2 (index 1)
kf = vt->createVertexPoseKeyFrame(9);
kf->addPoseReference(1, 1.0f);
// Frame 4 - remove all
kf = vt->createVertexPoseKeyFrame(12);
// Frame 5 - bring in pose 1 at 50%, pose 2 at 100%
kf = vt->createVertexPoseKeyFrame(15);
kf->addPoseReference(0, 0.5f);
kf->addPoseReference(1, 1.0f);
// Frame 6 - bring in pose 1 at 100%, pose 2 at 50%
kf = vt->createVertexPoseKeyFrame(18);
kf->addPoseReference(0, 1.0f);
kf->addPoseReference(1, 0.5f);
// Frame 7 - reset
kf = vt->createVertexPoseKeyFrame(20);
// Export the mesh
DataStreamPtr stream = Root::getSingleton().createFileStream(newName, 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();
Entity* e;
AnimationState* animState;
// software pose
e = mSceneMgr->createEntity("test2", newName);
mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(150,0,0))->attachObject(e);
animState = e->getAnimationState("poseanim");
animState->setEnabled(true);
animState->setWeight(1.0f);
mAnimStateList.push_back(animState);
// test hardware pose
e = mSceneMgr->createEntity("test", newName);
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(e);
//.........这里部分代码省略.........
示例2: 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;
}