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C++ VertexAnimationTrack::getAssociatedVertexData方法代码示例

本文整理汇总了C++中VertexAnimationTrack::getAssociatedVertexData方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexAnimationTrack::getAssociatedVertexData方法的具体用法?C++ VertexAnimationTrack::getAssociatedVertexData怎么用?C++ VertexAnimationTrack::getAssociatedVertexData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VertexAnimationTrack的用法示例。


在下文中一共展示了VertexAnimationTrack::getAssociatedVertexData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: merge

	MeshPtr MeshMergeTool::merge(const Ogre::String& name, const Ogre::String& resourceGroupName)
	{
		print("Baking: New Mesh started", V_HIGH);

		MeshPtr mp = MeshManager::getSingleton().createManual(name, resourceGroupName);

		if (!mBaseSkeleton.isNull())
		{
			mp->setSkeletonName(mBaseSkeleton->getName());
		}

		AxisAlignedBox totalBounds = AxisAlignedBox();
		for (std::vector<Ogre::MeshPtr>::iterator it = mMeshes.begin(); it != mMeshes.end(); ++it)
		{
			print("Baking: adding submeshes for " + (*it)->getName(), V_HIGH);

			// insert all submeshes
			for (Ogre::ushort sid = 0; sid < (*it)->getNumSubMeshes(); ++sid)
			{
				SubMesh* sub = (*it)->getSubMesh(sid);
				const String name = findSubmeshName((*it), sid);

				// create submesh with correct name
				SubMesh* newsub;
				if (name.length() == 0)
				{
					newsub = mp->createSubMesh();
				}
				else
				{
					/// @todo check if a submesh with this name has been created before
					newsub = mp->createSubMesh(name);
				}

				newsub->useSharedVertices = sub->useSharedVertices;

				// add index
				newsub->indexData = sub->indexData->clone();

				// add geometry
				if (!newsub->useSharedVertices)
				{
					newsub->vertexData = sub->vertexData->clone();

					if (!mBaseSkeleton.isNull())
					{
						// build bone assignments
						SubMesh::BoneAssignmentIterator bit = sub->getBoneAssignmentIterator();
						while (bit.hasMoreElements())
						{
							VertexBoneAssignment vba = bit.getNext();
							newsub->addBoneAssignment(vba);
						}
					}
				}

				newsub->setMaterialName(sub->getMaterialName());

				// Add vertex animations for this submesh
				Animation *anim = 0;
				for (unsigned short i = 0; i < (*it)->getNumAnimations(); ++i)
				{
					anim = (*it)->getAnimation(i);

					// 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);
//.........这里部分代码省略.........
开发者ID:EternalWind,项目名称:Ogitor-Facade,代码行数:101,代码来源:MmMeshMergeTool.cpp


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