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C++ VertexList::pop方法代码示例

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


在下文中一共展示了VertexList::pop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: streamSubmesh


//.........这里部分代码省略.........
		of << "\t\t\t\t<vertexbuffer positions=\"true\" normals=\"" << exportNormals << "\" colours_diffuse=\"" << m_config.getExportVertexColours() << "\" texture_coords=\"" << texMaps.Count() << "\"";
		
		for (int i=0; i<texMaps.Count(); i++)
			of << " texture_coords_dimensions_" << i << "=\"2\"";
		
		of << ">" << std::endl;

		int numVerts = vertexList.size();
		for (int i=0; i < numVerts; i++) 
		{
			const Vertex& v = vertexList.front();

			of << "\t\t\t\t\t<vertex>" << std::endl;
			of << std::showpoint;

			const Ogre::Vector3& p = v.getPosition();
			float x = p.x;
			float y = p.y;
			float z = p.z;

			of << "\t\t\t\t\t\t<position x=\"" << x << "\" y=\"" << y << "\" z=\"" << z << "\" />" << std::endl;

			if (m_config.getExportVertexColours()) 
			{

				float r = v.getColour().r;
				float g = v.getColour().g;
				float b = v.getColour().b;

				of << "\t\t\t\t\t\t<colour_diffuse value=\"\t" << r << "\t" << g << "\t" << b << "\" />" << std::endl;
			}

			if (exportNormals) {

				const Ogre::Vector3& n = v.getNormal();
				float x = n.x;
				float y = n.y;
				float z = n.z;

				of << "\t\t\t\t\t\t<normal x=\"" << x << "\" y=\"" << y << "\" z=\"" << z << "\" />" << std::endl;
			}

			// output the tex coords for each map used
			for (int ti=0; ti<texMaps.Count(); ti++) {
				int texMap = texMaps[ti];

				const Ogre::Vector3& uvw = v.getUVW(texMap); 

				switch (m_config.getTexCoord2D()) {
					case OgreMax::UV:
						of << "\t\t\t\t\t\t<texcoord u=\"" << uvw.x << "\" v=\"" << (1.0 - uvw.y) << "\" />" << std::endl; 
						break;
					case OgreMax::VW:
						of << "\t\t\t\t\t\t<texcoord v=\"" << uvw.y << "\" w=\"" << (1.0 - uvw.z) << "\" />" << std::endl; 
						break;
					case OgreMax::WU:
						of << "\t\t\t\t\t\t<texcoord w=\"" << uvw.z << "\" u=\"" << (1.0 - uvw.x) << "\" />" << std::endl; 
						break;
				}
			}
			
			of << std::noshowpoint;
			of << "\t\t\t\t\t</vertex>" << std::endl;
			vertexList.pop();
		}

		of << "\t\t\t\t</vertexbuffer>" << std::endl;
		// *************** End Export Vertex Buffer ***************

		of << "\t\t\t</geometry>" << std::endl;
		// *************** End Export Geometry ***********

		of << "\t\t</submesh>" << std::endl;

		// this skin extraction code based on an article found here:
		// http://www.cfxweb.net/modules.php?name=News&file=article&sid=1029
/*		Object *oRef = node->GetObjectRef();

		if (oRef->SuperClassID() == GEN_DERIVOB_CLASS_ID) {
			IDerivedObject *dObj = (IDerivedObject *)oRef;
			Modifier *oMod = dObj->GetModifier(0);

			if (oMod->ClassID() == SKIN_CLASSID) {

				// flag the export of a skeleton link element
				m_createSkeletonLink = true;

				// stream the boneassignments element
				streamBoneAssignments(of, oMod, node);
			}
		}

		of << "\t\t</submesh>" << std::endl;

		if (obj != tri)
			delete tri;
*/
//		node->ReleaseIGameObject();
		return true;
	}
开发者ID:sdfwds4,项目名称:ogre3d-game-editor,代码行数:101,代码来源:OgreMaxMeshXMLExport.cpp


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