本文整理汇总了C++中VertexAnimationTrack::getNumKeyFrames方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexAnimationTrack::getNumKeyFrames方法的具体用法?C++ VertexAnimationTrack::getNumKeyFrames怎么用?C++ VertexAnimationTrack::getNumKeyFrames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::getNumKeyFrames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: 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.........
示例2: bake
SkeletonPtr MergeSkeleton::bake()
{
MeshCombiner::getSingleton().log(
"Baking: New Skeleton started" );
SkeletonPtr sp = SkeletonManager::getSingleton().create( "mergeSkeleton",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true );
for( std::vector< Ogre::SkeletonPtr >::iterator it = m_Skeletons.begin();
it != m_Skeletons.end(); ++it )
{
if( it == m_Skeletons.begin() )
{
MeshCombiner::getSingleton().log(
"Baking: using " + (*it)->getName() + " as the base skeleton" );
MeshCombiner::getSingleton().log(
"Baking: adding bones" );
Skeleton::BoneIterator bit = (*it)->getBoneIterator();
while( bit.hasMoreElements() )
{
Bone* bone = bit.getNext();
Bone* newbone = sp->createBone( bone->getName(), bone->getHandle() );
newbone->setScale( bone->getScale() );
newbone->setOrientation( bone->getOrientation() );
newbone->setPosition( bone->getPosition() );
}
MeshCombiner::getSingleton().log(
"Baking: building bone hierarchy" );
// bone hierarchy
bit = (*it)->getBoneIterator();
while( bit.hasMoreElements() )
{
Bone* bone = bit.getNext();
Node* pnode = bone->getParent();
if( pnode != NULL )
{
Bone* pbone = static_cast<Bone*>( pnode );
sp->getBone( pbone->getHandle() )->addChild( sp->getBone( bone->getHandle() ) );
}
}
}
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 )
{
//.........这里部分代码省略.........