本文整理汇总了C++中colladafw::MeshPrimitive::getNormalIndices方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshPrimitive::getNormalIndices方法的具体用法?C++ MeshPrimitive::getNormalIndices怎么用?C++ MeshPrimitive::getNormalIndices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colladafw::MeshPrimitive
的用法示例。
在下文中一共展示了MeshPrimitive::getNormalIndices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: Load
SubMesh* ColladaSubMeshReader::Load( void )
{
COLLADAFW::MeshPrimitiveArray& primitives = m_pMesh->getMeshPrimitives();
//若没有几何图元信息
if( 0 == primitives.getCount() )
{
return NULL;
}
COLLADAFW::MeshPrimitive* pPrimitive = primitives[0];
if( COLLADAFW::MeshPrimitive::TRIANGLES != pPrimitive->getPrimitiveType() )
{
return NULL;
}
COLLADAFW::UIntValuesArray& positionIndices = pPrimitive->getPositionIndices();
//若没有位置索引 则直接退出
if( 0 == positionIndices.getCount() )
{
return NULL;
}
COLLADAFW::UIntValuesArray& normalIndices = pPrimitive->getNormalIndices();
m_bHasNormals = ( normalIndices.getCount() != 0 );
COLLADAFW::UIntValuesArray& tangentIndices = pPrimitive->getTangentIndices();
m_bHasTangents = ( tangentIndices.getCount() != 0 );
COLLADAFW::UIntValuesArray& binormalIndices = pPrimitive->getBinormalIndices();
m_bHasBinormals = ( binormalIndices.getCount() != 0 );
COLLADAFW::IndexList* pUVs = NULL;
if( pPrimitive->getUVCoordIndicesArray().getCount() )
{
pUVs = pPrimitive->getUVCoordIndicesArray()[0];
m_bHasUVs = ( pUVs->getIndices().getCount() != 0 );
}
SubMesh* pSubMesh = new SubMesh;
pSubMesh->SetName( m_pMesh->getName() );
Resource::Material* pMaterial = Resource::MaterialManager::GetInstance()->CreateOrRetrieveMaterial( m_pMesh->getName() );
pSubMesh->SetMaterial( pMaterial );
Render::VertexBuffer& vertexBuf = pSubMesh->RenderData().VertexBuf();
pSubMesh->RenderData().PrimitiveType( Render::TYPE_TRIANGLES );
vertexBuf.ChannelFlag() = Render::POSITION_CH;
if( m_bHasNormals )
{
vertexBuf.ChannelFlag() |= Render::NORMAL_CH;
}
if( m_bHasUVs )
{
vertexBuf.ChannelFlag() |= Render::TEXCOORD_CH;
}
if( m_bHasTangents )
{
vertexBuf.ChannelFlag() |= Render::TANGENT_CH;
}
if( m_bHasBinormals )
{
vertexBuf.ChannelFlag() |= Render::BINORMAL_CH;
}
unsigned int uiCurrIndex = 0;
unsigned int uiIndicesCount = positionIndices.getCount();
for( unsigned int uiIndex = 0 ; uiIndex < uiIndicesCount ; uiIndex++ )
{
Tuple tuple;
tuple.m_posIndex = positionIndices[uiIndex];
if( m_bHasNormals )
{
tuple.m_normIndex = normalIndices[uiIndex];
}
if( m_bHasUVs )
{
tuple.m_uvIndex = pUVs->getIndices()[uiIndex];
}
if( m_bHasTangents )
{
tuple.m_tangentIndex = tangentIndices[uiIndex];
}
if( m_bHasBinormals )
{
tuple.m_binormalIndex = binormalIndices[uiIndex];
}
indicesTable_t::iterator itIndex = m_indicesMap.find(tuple);
if( itIndex == m_indicesMap.end() )
{
Render::Vertex newVert;
LoadVertexByTuple( tuple , newVert );
vertexBuf.AppendVertex( newVert );
m_indicesMap.insert( std::make_pair( tuple , uiCurrIndex ) );
pSubMesh->RenderData().AppendIndex( uiCurrIndex );
uiCurrIndex++;
}else{
pSubMesh->RenderData().AppendIndex( itIndex->second );
}
//.........这里部分代码省略.........
示例2: read_polys
// =======================================================================
// Read all faces from TRIANGLES, TRIANGLE_FANS, POLYLIST, POLYGON
// Important: This function MUST be called before read_lines()
// Otherwise we will loose all edges from faces (see read_lines() above)
//
// TODO: import uv set names
// ========================================================================
void MeshImporter::read_polys(COLLADAFW::Mesh *collada_mesh, Mesh *me)
{
unsigned int i;
allocate_poly_data(collada_mesh, me);
UVDataWrapper uvs(collada_mesh->getUVCoords());
VCOLDataWrapper vcol(collada_mesh->getColors());
MPoly *mpoly = me->mpoly;
MLoop *mloop = me->mloop;
int loop_index = 0;
MaterialIdPrimitiveArrayMap mat_prim_map;
COLLADAFW::MeshPrimitiveArray& prim_arr = collada_mesh->getMeshPrimitives();
COLLADAFW::MeshVertexData& nor = collada_mesh->getNormals();
for (i = 0; i < prim_arr.getCount(); i++) {
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
// faces
size_t prim_totpoly = mp->getFaceCount();
unsigned int *position_indices = mp->getPositionIndices().getData();
unsigned int *normal_indices = mp->getNormalIndices().getData();
bool mp_has_normals = primitive_has_useable_normals(mp);
bool mp_has_faces = primitive_has_faces(mp);
int collada_meshtype = mp->getPrimitiveType();
// since we cannot set mpoly->mat_nr here, we store a portion of me->mpoly in Primitive
Primitive prim = {mpoly, 0};
// If MeshPrimitive is TRIANGLE_FANS we split it into triangles
// The first trifan vertex will be the first vertex in every triangle
// XXX The proper function of TRIANGLE_FANS is not tested!!!
// XXX In particular the handling of the normal_indices looks very wrong to me
if (collada_meshtype == COLLADAFW::MeshPrimitive::TRIANGLE_FANS) {
unsigned grouped_vertex_count = mp->getGroupedVertexElementsCount();
for (unsigned int group_index = 0; group_index < grouped_vertex_count; group_index++) {
unsigned int first_vertex = position_indices[0]; // Store first trifan vertex
unsigned int first_normal = normal_indices[0]; // Store first trifan vertex normal
unsigned int vertex_count = mp->getGroupedVerticesVertexCount(group_index);
for (unsigned int vertex_index = 0; vertex_index < vertex_count - 2; vertex_index++) {
// For each triangle store indeces of its 3 vertices
unsigned int triangle_vertex_indices[3] = {first_vertex, position_indices[1], position_indices[2]};
set_poly_indices(mpoly, mloop, loop_index, triangle_vertex_indices, 3);
if (mp_has_normals) { // vertex normals, same inplementation as for the triangles
// the same for vertces normals
unsigned int vertex_normal_indices[3] = {first_normal, normal_indices[1], normal_indices[2]};
if (!is_flat_face(vertex_normal_indices, nor, 3))
mpoly->flag |= ME_SMOOTH;
normal_indices++;
}
mpoly++;
mloop += 3;
loop_index += 3;
prim.totpoly++;
}
// Moving cursor to the next triangle fan.
if (mp_has_normals)
normal_indices += 2;
position_indices += 2;
}
}
if (collada_meshtype == COLLADAFW::MeshPrimitive::POLYLIST ||
collada_meshtype == COLLADAFW::MeshPrimitive::POLYGONS ||
collada_meshtype == COLLADAFW::MeshPrimitive::TRIANGLES) {
COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons *)mp;
unsigned int start_index = 0;
COLLADAFW::IndexListArray& index_list_array_uvcoord = mp->getUVCoordIndicesArray();
COLLADAFW::IndexListArray& index_list_array_vcolor = mp->getColorIndicesArray();
for (unsigned int j = 0; j < prim_totpoly; j++) {
// Vertices in polygon:
int vcount = get_vertex_count(mpvc, j);
set_poly_indices(mpoly, mloop, loop_index, position_indices, vcount);
for (unsigned int uvset_index = 0; uvset_index < index_list_array_uvcoord.getCount(); uvset_index++) {
// get mtface by face index and uv set index
//.........这里部分代码省略.........