当前位置: 首页>>代码示例>>C++>>正文


C++ XmlElement::getChildElement方法代码示例

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


在下文中一共展示了XmlElement::getChildElement方法的13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: load

Error CollisionResource::load(const ResourceFilename& filename)
{
	XmlElement el;
	XmlDocument doc;
	ANKI_CHECK(openFileParseXml(filename, doc));

	XmlElement collEl;
	ANKI_CHECK(doc.getChildElement("collisionShape", collEl));

	ANKI_CHECK(collEl.getChildElement("type", el));
	CString type;
	ANKI_CHECK(el.getText(type));

	XmlElement valEl;
	ANKI_CHECK(collEl.getChildElement("value", valEl));

	PhysicsWorld& physics = getManager().getPhysicsWorld();
	PhysicsCollisionShapeInitInfo csInit;

	if(type == "sphere")
	{
		F64 tmp;
		ANKI_CHECK(valEl.getF64(tmp));
		m_physicsShape = physics.newInstance<PhysicsSphere>(csInit, tmp);
	}
	else if(type == "box")
	{
		Vec3 extend;
		ANKI_CHECK(valEl.getVec3(extend));
		m_physicsShape = physics.newInstance<PhysicsBox>(csInit, extend);
	}
	else if(type == "staticMesh")
	{
		CString meshfname;
		ANKI_CHECK(valEl.getText(meshfname));

		MeshLoader loader(&getManager());
		ANKI_CHECK(loader.load(meshfname));

		m_physicsShape = physics.newInstance<PhysicsTriangleSoup>(csInit,
			reinterpret_cast<const Vec3*>(loader.getVertexData()),
			loader.getVertexSize(),
			reinterpret_cast<const U16*>(loader.getIndexData()),
			loader.getHeader().m_totalIndicesCount);
	}
	else
	{
		ANKI_LOGE("Incorrect collision type");
		return ErrorCode::USER_DATA;
	}

	return ErrorCode::NONE;
}
开发者ID:,项目名称:,代码行数:53,代码来源:

示例2: loadKeyMappings

//------------------------------------------------------------------------------
void StupidWindow::loadKeyMappings()
{
	int i;
	OscMappingManager *oscManager = mainPanel->getOscMappingManager();
	MidiMappingManager *midiManager = mainPanel->getMidiMappingManager();
	File mappingsFile = JuceHelperStuff::getAppDataFolder().getChildFile("AppMappings.xml");

	if(mappingsFile.existsAsFile())
	{
		ScopedPointer<XmlElement> rootXml(XmlDocument::parse(mappingsFile));

		if(rootXml)
		{
			XmlElement *keyMappings = rootXml->getChildByName("KEYMAPPINGS");
			XmlElement *midiMappings = rootXml->getChildByName("MidiMappings");
			XmlElement *oscMappings = rootXml->getChildByName("OscMappings");

			if(keyMappings)
				commandManager.getKeyMappings()->restoreFromXml(*keyMappings);
			if(midiMappings)
			{
				for(i=0;i<midiMappings->getNumChildElements();++i)
				{
					XmlElement *tempEl = midiMappings->getChildElement(i);

					if(tempEl->hasTagName("MidiAppMapping"))
					{
						MidiAppMapping *newMapping = new MidiAppMapping(midiManager, tempEl);
						midiManager->registerAppMapping(newMapping);
					}
				}
			}
			if(oscMappings)
			{
				for(i=0;i<oscMappings->getNumChildElements();++i)
				{
					XmlElement *tempEl = oscMappings->getChildElement(i);

					if(tempEl->hasTagName("OscAppMapping"))
					{
						OscAppMapping *newMapping = new OscAppMapping(oscManager, tempEl);
						oscManager->registerAppMapping(newMapping);
					}
				}
			}
		}
	}
}
开发者ID:eriser,项目名称:guitareffectvst,代码行数:49,代码来源:App.cpp

示例3: load

//==============================================================================
void Skeleton::load(const CString& filename, ResourceInitializer& init)
{
	XmlDocument doc;
	doc.loadFile(filename, init.m_tempAlloc);

	XmlElement rootEl = doc.getChildElement("skeleton");
	XmlElement bonesEl = rootEl.getChildElement("bones");

	// count the bones count
	U bonesCount = 0;

	XmlElement boneEl = bonesEl.getChildElement("bone");

	do
	{
		++bonesCount;
		boneEl = boneEl.getNextSiblingElement("bone");
	} while(boneEl);

	// Alloc the vector
	m_bones = std::move(ResourceVector<Bone>(init.m_alloc));
	m_bones.resize(bonesCount, Bone(init.m_alloc));

	// Load every bone
	boneEl = bonesEl.getChildElement("bone");
	bonesCount = 0;
	do
	{
		Bone& bone = m_bones[bonesCount++];

		// <name>
		XmlElement nameEl = boneEl.getChildElement("name");
		bone.m_name = nameEl.getText();

		// <transform>
		XmlElement trfEl = boneEl.getChildElement("transform");
		bone.m_transform = trfEl.getMat4();

		// Advance 
		boneEl = boneEl.getNextSiblingElement("bone");
	} while(boneEl);
}
开发者ID:ezhangle,项目名称:anki-3d-engine,代码行数:43,代码来源:Skeleton.cpp

示例4: parseProgramsTag

//==============================================================================
void MaterialProgramCreator::parseProgramsTag(const XmlElement& el)
{
	//
	// First gather all the inputs
	//
	XmlElement programEl = el.getChildElement("program"_cstr);
	do
	{
		parseInputsTag(programEl);

		programEl = programEl.getNextSiblingElement("program"_cstr);
	} while(programEl);

	// Sort them by name to decrease the change of creating unique shaders
	std::sort(m_inputs.begin(), m_inputs.end(), InputSortFunctor());

	//
	// Then parse the includes, operations and other parts of the program
	//
	programEl = el.getChildElement("program"_cstr);
	do
	{
		parseProgramTag(programEl);

		programEl = programEl.getNextSiblingElement("program"_cstr);
	} while(programEl);

	//
	// Sanity checks
	//

	// Check that all input is referenced
	for(Input& in : m_inputs)
	{
		if(in.m_shaderDefinedMask != in.m_shaderReferencedMask)
		{
			throw ANKI_EXCEPTION("Variable not referenced or not defined %s", 
				&in.m_name[0]);
		}
	}
}
开发者ID:ezhangle,项目名称:anki-3d-engine,代码行数:42,代码来源:MaterialProgramCreator.cpp

示例5: loadXml

bool pspSpatConfig::loadXml(File xmlFile){
    XmlDocument myDocument (xmlFile);
    XmlElement* mainElement = myDocument.getDocumentElement();
    if(!mainElement->hasTagName("SpatConfig")){
        AlertWindow::showMessageBoxAsync (AlertWindow::WarningIcon, "xml file doesn't contain room config data", "", "OK");
        //delete mainElement;
        return false;
    }
    else{
        if(XmlElement* myConfig = mainElement->getChildElement(0)){
            getAttributesFromElement(myConfig);
        }
    }
    
    delete mainElement;
    return true;
}
开发者ID:avperrotta,项目名称:MPSP-GIT,代码行数:17,代码来源:pspSpatConfig.cpp

示例6: parseMaterialTag

//==============================================================================
Error Material::parseMaterialTag(const XmlElement& materialEl,
	ResourceInitializer& rinit)
{
	Error err = ErrorCode::NONE;
	XmlElement el;

	// levelsOfDetail
	//
	XmlElement lodEl;
	ANKI_CHECK(materialEl.getChildElementOptional("levelsOfDetail", lodEl));

	if(lodEl)
	{
		I64 tmp;
		ANKI_CHECK(lodEl.getI64(tmp));
		m_lodsCount = (tmp < 1) ? 1 : tmp;
	}
	else
	{
		m_lodsCount = 1;
	}

	// shadow
	//
	XmlElement shadowEl;
	ANKI_CHECK(materialEl.getChildElementOptional("shadow", shadowEl));

	if(shadowEl)
	{
		I64 tmp;
		ANKI_CHECK(shadowEl.getI64(tmp));
		m_shadow = tmp;
	}

	// blendFunctions
	//
	XmlElement blendFunctionsEl;
	ANKI_CHECK(
		materialEl.getChildElementOptional("blendFunctions", blendFunctionsEl));

	if(blendFunctionsEl)
	{
		CString cstr;

		// sFactor
		ANKI_CHECK(blendFunctionsEl.getChildElement("sFactor", el));
		ANKI_CHECK(el.getText(cstr));
		m_blendingSfactor = blendToEnum(cstr);
		if(m_blendingSfactor == 0)
		{
			return ErrorCode::USER_DATA;
		}

		// dFactor
		ANKI_CHECK(blendFunctionsEl.getChildElement("dFactor", el));
		ANKI_CHECK(el.getText(cstr));
		m_blendingDfactor = blendToEnum(cstr);
		if(m_blendingDfactor == 0)
		{
			return ErrorCode::USER_DATA;
		}
	}
	else
	{
		m_passesCount = 2;
	}

	// depthTesting
	//
	XmlElement depthTestingEl;
	ANKI_CHECK(
		materialEl.getChildElementOptional("depthTesting", depthTestingEl));

	if(depthTestingEl)
	{
		I64 tmp;
		ANKI_CHECK(depthTestingEl.getI64(tmp));
		m_depthTesting = tmp;
	}

	// wireframe
	//
	XmlElement wireframeEl;
	ANKI_CHECK(materialEl.getChildElementOptional("wireframe", wireframeEl));

	if(wireframeEl)
	{
		I64 tmp;
		ANKI_CHECK(wireframeEl.getI64(tmp));
		m_wireframe = tmp;
	}

	// shaderProgram
	//
	ANKI_CHECK(materialEl.getChildElement("programs", el));
	MaterialProgramCreator loader(rinit.m_tempAlloc);
	ANKI_CHECK(loader.parseProgramsTag(el));

	m_tessellation = loader.hasTessellation();
//.........这里部分代码省略.........
开发者ID:swq0553,项目名称:anki-3d-engine,代码行数:101,代码来源:Material.cpp

示例7: load

//==============================================================================
Error ParticleEmitterResource::load(const CString& filename)
{
	U32 tmp;

	XmlDocument doc;
	ANKI_CHECK(doc.loadFile(filename, getTempAllocator()));
	XmlElement rel; // Root element
	ANKI_CHECK(doc.getChildElement("particleEmitter", rel));

	// XML load
	//
	ANKI_CHECK(xmlF32(rel, "life", m_particle.m_life));
	ANKI_CHECK(xmlF32(rel, "lifeDeviation", m_particle.m_lifeDeviation));

	ANKI_CHECK(xmlF32(rel, "mass", m_particle.m_mass));
	ANKI_CHECK(xmlF32(rel, "massDeviation", m_particle.m_massDeviation));

	ANKI_CHECK(xmlF32(rel, "size", m_particle.m_size));
	ANKI_CHECK(xmlF32(rel, "sizeDeviation", m_particle.m_sizeDeviation));
	ANKI_CHECK(xmlF32(rel, "sizeAnimation", m_particle.m_sizeAnimation));

	ANKI_CHECK(xmlF32(rel, "alpha", m_particle.m_alpha));
	ANKI_CHECK(xmlF32(rel, "alphaDeviation", m_particle.m_alphaDeviation));

	tmp = m_particle.m_alphaAnimation;
	ANKI_CHECK(xmlU32(rel, "alphaAnimationEnabled", tmp));
	m_particle.m_alphaAnimation = tmp;

	ANKI_CHECK(xmlVec3(rel, "forceDirection", m_particle.m_forceDirection));
	ANKI_CHECK(xmlVec3(rel, "forceDirectionDeviation",
		m_particle.m_forceDirectionDeviation));
	ANKI_CHECK(xmlF32(rel, "forceMagnitude", m_particle.m_forceMagnitude));
	ANKI_CHECK(xmlF32(rel, "forceMagnitudeDeviation",
		m_particle.m_forceMagnitudeDeviation));

	ANKI_CHECK(xmlVec3(rel, "gravity", m_particle.m_gravity));
	ANKI_CHECK(xmlVec3(rel, "gravityDeviation", m_particle.m_gravityDeviation));

	ANKI_CHECK(xmlVec3(rel, "startingPosition", m_particle.m_startingPos));
	ANKI_CHECK(xmlVec3(rel, "startingPositionDeviation",
		m_particle.m_startingPosDeviation));

	ANKI_CHECK(xmlU32(rel, "maxNumberOfParticles", m_maxNumOfParticles));

	ANKI_CHECK(xmlF32(rel, "emissionPeriod", m_emissionPeriod));
	ANKI_CHECK(xmlU32(rel, "particlesPerEmittion", m_particlesPerEmittion));
	tmp = m_usePhysicsEngine;
	ANKI_CHECK(xmlU32(rel, "usePhysicsEngine", tmp));
	m_usePhysicsEngine = tmp;

	XmlElement el;
	CString cstr;
	ANKI_CHECK(rel.getChildElement("material", el));
	ANKI_CHECK(el.getText(cstr));
	ANKI_CHECK(m_material.load(cstr, &getManager()));

	// sanity checks
	//

	static const char* ERROR = "Particle emmiter: "
		"Incorrect or missing value %s";

	if(m_particle.m_life <= 0.0)
	{
		ANKI_LOGE(ERROR, "life");
		return ErrorCode::USER_DATA;
	}

	if(m_particle.m_life - m_particle.m_lifeDeviation <= 0.0)
	{
		ANKI_LOGE(ERROR, "lifeDeviation");
		return ErrorCode::USER_DATA;
	}

	if(m_particle.m_size <= 0.0)
	{
		ANKI_LOGE(ERROR, "size");
		return ErrorCode::USER_DATA;
	}

	if(m_maxNumOfParticles < 1)
	{
		ANKI_LOGE(ERROR, "maxNumOfParticles");
		return ErrorCode::USER_DATA;
	}

	if(m_emissionPeriod <= 0.0)
	{
		ANKI_LOGE(ERROR, "emissionPeriod");
		return ErrorCode::USER_DATA;
	}

	if(m_particlesPerEmittion < 1)
	{
		ANKI_LOGE(ERROR, "particlesPerEmission");
		return ErrorCode::USER_DATA;
	}

	// Calc some stuff
//.........这里部分代码省略.........
开发者ID:zhouxh1023,项目名称:anki-3d-engine,代码行数:101,代码来源:ParticleEmitterResource.cpp

示例8: parseOperationTag

//==============================================================================
void MaterialProgramCreator::parseOperationTag(
	const XmlElement& operationTag, GLenum glshader, GLbitfield glshaderbit,
	MPString& out)
{
	static const char OUT[] = {"out"};

	// <id></id>
	I id = operationTag.getChildElement("id").getInt();
	
	// <returnType></returnType>
	XmlElement retTypeEl = operationTag.getChildElement("returnType");
	MPString retType(retTypeEl.getText(), m_alloc);
	MPString operationOut(m_alloc);
	if(retType != "void")
	{
		MPString tmp(MPString::toString(id, m_alloc));
		operationOut = ANKI_STRL(OUT) + tmp;
	}
	
	// <function>functionName</function>
	MPString funcName(
		operationTag.getChildElement("function").getText(), m_alloc);
	
	// <arguments></arguments>
	XmlElement argsEl = operationTag.getChildElementOptional("arguments");
	MPStringList argsList(m_alloc);
	
	if(argsEl)
	{
		// Get all arguments
		XmlElement argEl = argsEl.getChildElement("argument");
		do
		{
			MPString arg(argEl.getText(), m_alloc);

			// Search for all the inputs and mark the appropriate
			Input* input = nullptr;
			for(Input& in : m_inputs)
			{
				// Check that the first part of the string is equal to the 
				// variable and the following char is '['
				if(in.m_name == arg)
				{
					input = &in;
					in.m_shaderReferencedMask = glshaderbit;
					break;
				}
			}

			// The argument should be an input variable or an outXX
			if(!(input != nullptr 
				|| std::strncmp(&arg[0], OUT, sizeof(OUT) - 1) == 0))
			{
				throw ANKI_EXCEPTION("Incorrect argument: %s", &arg[0]);
			}

			// Add to a list and do something special if instanced
			if(input && input->m_instanced)
			{
				if(glshader == GL_VERTEX_SHADER)
				{
					argsList.push_back(ANKI_STRL(argEl.getText()) 
						+ "[gl_InstanceID]");

					m_instanceIdMask |= glshaderbit;
				}
				else if(glshader == GL_TESS_CONTROL_SHADER)
				{
					argsList.push_back(ANKI_STRL(argEl.getText()) 
						+ "[vInstanceId[0]]");

					m_instanceIdMask |= glshaderbit;
				}
				else if(glshader == GL_TESS_EVALUATION_SHADER)
				{
					argsList.push_back(ANKI_STRL(argEl.getText()) 
						+ "[commonPatch.instanceId]");
					
					m_instanceIdMask |= glshaderbit;
				}
				else if(glshader == GL_FRAGMENT_SHADER)
				{
					argsList.push_back(ANKI_STRL(argEl.getText()) 
						+ "[vInstanceId]");
					
					m_instanceIdMask |= glshaderbit;
				}
				else
				{
					throw ANKI_EXCEPTION(
						"Cannot access the instance ID in all shaders");
				}
			}
			else
			{
				argsList.push_back(MPString(argEl.getText(), m_alloc));
			}

			// Advance
//.........这里部分代码省略.........
开发者ID:ezhangle,项目名称:anki-3d-engine,代码行数:101,代码来源:MaterialProgramCreator.cpp

示例9: parseInputsTag

//==============================================================================
void MaterialProgramCreator::parseInputsTag(const XmlElement& programEl)
{
	XmlElement inputsEl = programEl.getChildElementOptional("inputs");
	if(!inputsEl)
	{
		return;
	}

	// Get shader type
	GLbitfield glshaderbit;
	GLenum glshader;
	U shaderidx;
	getShaderInfo(
		programEl.getChildElement("type").getText(), 
		glshader, glshaderbit, shaderidx);

	XmlElement inputEl = inputsEl.getChildElement("input");
	do
	{
		Input inpvar(m_alloc);

		// <name>
		inpvar.m_name = inputEl.getChildElement("name").getText();

		// <type>
		inpvar.m_type = inputEl.getChildElement("type").getText();

		// <value>
		XmlElement valueEl = inputEl.getChildElement("value");
		if(valueEl.getText())
		{
			inpvar.m_value = MPStringList::splitString(
				valueEl.getText(), ' ', m_alloc);
		}

		// <const>
		XmlElement constEl = inputEl.getChildElementOptional("const");
		inpvar.m_constant = (constEl) ? constEl.getInt() : false;

		// <arraySize>
		XmlElement arrSizeEl = inputEl.getChildElementOptional("arraySize");
		inpvar.m_arraySize = (arrSizeEl) ? arrSizeEl.getInt() : 0;

		// <instanced>
		if(inpvar.m_arraySize == 0)
		{
			XmlElement instancedEl = 
				inputEl.getChildElementOptional("instanced");

			inpvar.m_instanced = (instancedEl) ? instancedEl.getInt() : 0;

			// If one input var is instanced notify the whole program that 
			// it's instanced
			if(inpvar.m_instanced)
			{
				m_instanced = true;
			}
		}

		// Now you have the info to check if duplicate
		Input* duplicateInp = nullptr;
		for(Input& in : m_inputs)
		{
			if(in.m_name == inpvar.m_name)
			{
				duplicateInp = &in;
				break;
			}
		}

		if(duplicateInp != nullptr)
		{
			// Duplicate. Make sure it's the same as the other shader
			Bool same = duplicateInp->m_type == inpvar.m_type
				|| duplicateInp->m_value == inpvar.m_value
				|| duplicateInp->m_constant == inpvar.m_constant
				|| duplicateInp->m_arraySize == inpvar.m_arraySize
				|| duplicateInp->m_instanced == inpvar.m_instanced;

			if(!same)
			{
				throw ANKI_EXCEPTION("Variable defined differently between "
					"shaders: %s", &inpvar.m_name[0]);
			}

			duplicateInp->m_shaderDefinedMask |= glshaderbit;

			goto advance;
		}

		if(inpvar.m_constant == false)
		{
			// Handle NON-consts

			inpvar.m_line = inpvar.m_type + " " + inpvar.m_name;
				
			if(inpvar.m_arraySize > 1)
			{
				MPString tmp(MPString::toString(inpvar.m_arraySize, m_alloc));
//.........这里部分代码省略.........
开发者ID:ezhangle,项目名称:anki-3d-engine,代码行数:101,代码来源:MaterialProgramCreator.cpp

示例10: parseProgramTag

//==============================================================================
void MaterialProgramCreator::parseProgramTag(
	const XmlElement& programEl)
{
	// <type>
	CString type = programEl.getChildElement("type"_cstr).getText();
	GLbitfield glshaderbit;
	GLenum glshader;
	U shaderidx;
	getShaderInfo(type, glshader, glshaderbit, shaderidx);

	m_source[shaderidx] = MPStringList(m_alloc);
	auto& lines = m_source[shaderidx];
	lines.push_back(ANKI_STRL("#pragma anki type "_cstr) + type);

	if(glshader == GL_TESS_CONTROL_SHADER 
		|| glshader == GL_TESS_EVALUATION_SHADER)
	{
		m_tessellation = true;
	}

	// <includes></includes>
	XmlElement includesEl = programEl.getChildElement("includes"_cstr);
	XmlElement includeEl = includesEl.getChildElement("include"_cstr);

	do
	{
		MPString fname(includeEl.getText(), m_alloc);
		lines.push_back(
			ANKI_STRL("#pragma anki include \""_cstr) + fname + "\""_cstr);

		includeEl = includeEl.getNextSiblingElement("include"_cstr);
	} while(includeEl);

	// Inputs

	// Block
	if(m_uniformBlock.size() > 0 
		&& (m_uniformBlockReferencedMask | glshaderbit))
	{
		// TODO Make block SSB when driver bug is fixed
		lines.push_back(ANKI_STRL(
			"\nlayout(binding = 0, std140) uniform bDefaultBlock\n{"_cstr));

		lines.insert(
			lines.end(), m_uniformBlock.begin(), m_uniformBlock.end());

		lines.push_back(ANKI_STRL("};"));
	}

	// Other variables
	for(Input& in : m_inputs)
	{
		if(!in.m_inBlock && (in.m_shaderDefinedMask | glshaderbit))
		{
			lines.push_back(in.m_line);
		}
	}

	// <operations></operations>
	lines.push_back(ANKI_STRL("\nvoid main()\n{"));

	XmlElement opsEl = programEl.getChildElement("operations");
	XmlElement opEl = opsEl.getChildElement("operation");
	do
	{
		MPString out(m_alloc);
		parseOperationTag(opEl, glshader, glshaderbit, out);
		lines.push_back(out);

		// Advance
		opEl = opEl.getNextSiblingElement("operation");
	} while(opEl);

	lines.push_back(ANKI_STRL("}\n"));
}
开发者ID:ezhangle,项目名称:anki-3d-engine,代码行数:76,代码来源:MaterialProgramCreator.cpp

示例11: load

//==============================================================================
Error Animation::load(const ResourceFilename& filename)
{
	XmlElement el;
	I64 tmp;
	F64 ftmp;

	m_startTime = MAX_F32;
	F32 maxTime = MIN_F32;

	// Document
	XmlDocument doc;
	ANKI_CHECK(openFileParseXml(filename, doc));
	XmlElement rootel;
	ANKI_CHECK(doc.getChildElement("animation", rootel));

	// Count the number of identity keys. If all of the keys are identities
	// drop a vector
	U identPosCount = 0;
	U identRotCount = 0;
	U identScaleCount = 0;

	// <repeat>
	XmlElement repel;
	ANKI_CHECK(rootel.getChildElementOptional("repeat", repel));
	if(repel)
	{
		ANKI_CHECK(repel.getI64(tmp));
		m_repeat = tmp;
	}
	else
	{
		m_repeat = false;
	}

	// <channels>
	XmlElement channelsEl;
	ANKI_CHECK(rootel.getChildElement("channels", channelsEl));
	XmlElement chEl;
	ANKI_CHECK(channelsEl.getChildElement("channel", chEl));

	U32 channelCount = 0;
	ANKI_CHECK(chEl.getSiblingElementsCount(channelCount));
	if(channelCount == 0)
	{
		ANKI_LOGE("Didn't found any channels");
		return ErrorCode::USER_DATA;
	}
	m_channels.create(getAllocator(), channelCount);

	// For all channels
	channelCount = 0;
	do
	{
		AnimationChannel& ch = m_channels[channelCount];

		// <name>
		ANKI_CHECK(chEl.getChildElement("name", el));
		CString strtmp;
		ANKI_CHECK(el.getText(strtmp));
		ch.m_name.create(getAllocator(), strtmp);

		XmlElement keysEl, keyEl;

		// <positionKeys>
		ANKI_CHECK(chEl.getChildElementOptional("positionKeys", keysEl));
		if(keysEl)
		{
			ANKI_CHECK(keysEl.getChildElement("key", keyEl));

			U32 count = 0;
			ANKI_CHECK(keyEl.getSiblingElementsCount(count));
			ch.m_positions.create(getAllocator(), count);

			count = 0;
			do
			{
				Key<Vec3>& key = ch.m_positions[count++];

				// <time>
				ANKI_CHECK(keyEl.getChildElement("time", el));
				ANKI_CHECK(el.getF64(ftmp));
				key.m_time = ftmp;
				m_startTime = std::min(m_startTime, key.m_time);
				maxTime = std::max(maxTime, key.m_time);

				// <value>
				ANKI_CHECK(keyEl.getChildElement("value", el));
				ANKI_CHECK(el.getVec3(key.m_value));

				// Check ident
				if(key.m_value == Vec3(0.0))
				{
					++identPosCount;
				}

				// Move to next
				ANKI_CHECK(keyEl.getNextSiblingElement("key", keyEl));
			} while(keyEl);
		}
//.........这里部分代码省略.........
开发者ID:Al1a123,项目名称:anki-3d-engine,代码行数:101,代码来源:Animation.cpp

示例12: toXml

		void toXml (XmlElement & node)
		{
			node.addChildElement (new XmlElement ("Media"));
			node.getChildElement (node.getNumChildElements()-1)->setAttribute ("path", filePath);
			node.getChildElement (node.getNumChildElements()-1)->setAttribute ("duration", duration);
		}
开发者ID:cyberCBM,项目名称:ScPlayer,代码行数:6,代码来源:Configurations.hpp

示例13: parseMaterialTag

//==============================================================================
void Material::parseMaterialTag(const XmlElement& materialEl,
	ResourceInitializer& rinit)
{
	// levelsOfDetail
	//
	XmlElement lodEl = materialEl.getChildElementOptional("levelsOfDetail");

	if(lodEl)
	{
		I tmp = lodEl.getInt();
		m_lodsCount = (tmp < 1) ? 1 : tmp;
	}
	else
	{
		m_lodsCount = 1;
	}

	// shadow
	//
	XmlElement shadowEl = materialEl.getChildElementOptional("shadow");

	if(shadowEl)
	{
		m_shadow = shadowEl.getInt();
	}

	// blendFunctions
	//
	XmlElement blendFunctionsEl =
		materialEl.getChildElementOptional("blendFunctions");

	if(blendFunctionsEl)
	{
		// sFactor
		m_blendingSfactor = blendToEnum(
			blendFunctionsEl.getChildElement("sFactor").getText());

		// dFactor
		m_blendingDfactor = blendToEnum(
			blendFunctionsEl.getChildElement("dFactor").getText());
	}
	else
	{
		m_passesCount = 2;
	}

	// depthTesting
	//
	XmlElement depthTestingEl =
		materialEl.getChildElementOptional("depthTesting");

	if(depthTestingEl)
	{
		m_depthTesting = depthTestingEl.getInt();
	}

	// wireframe
	//
	XmlElement wireframeEl = materialEl.getChildElementOptional("wireframe");

	if(wireframeEl)
	{
		m_wireframe = wireframeEl.getInt();
	}

	// shaderProgram
	//
	MaterialProgramCreator mspc(
		materialEl.getChildElement("programs"),
		rinit.m_tempAlloc);

	m_tessellation = mspc.hasTessellation();
	U tessCount = m_tessellation ? 2 : 1;

	// Alloc program vector
	U progCount = 0;
	progCount += m_passesCount * m_lodsCount * tessCount;
	if(m_tessellation)
	{
		progCount += m_passesCount * m_lodsCount * 2;
	}
	progCount += m_passesCount * m_lodsCount;
	m_progs.resize(progCount);

	// Aloc progam descriptors
	m_pplines.resize(m_passesCount * m_lodsCount * tessCount);

	m_hash = 0;
	for(U shader = 0; shader < 5; shader++)
	{
		if(!m_tessellation && (shader == 1 || shader == 2))
		{
			continue;
		}

		if(shader == 3)
		{
			continue;
		}
//.........这里部分代码省略.........
开发者ID:ezhangle,项目名称:anki-3d-engine,代码行数:101,代码来源:Material.cpp


注:本文中的XmlElement::getChildElement方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。