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C++ MeshPtr::buildEdgeList方法代码示例

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


在下文中一共展示了MeshPtr::buildEdgeList方法的3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: toMesh

Ogre::MeshPtr STLLoader::toMesh(const std::string& name)
{
  Ogre::ManualObject* object = new Ogre::ManualObject( "the one and only" );
  object->begin( "BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST );

  unsigned int vertexCount = 0;
  V_Triangle::const_iterator it = triangles_.begin();
  V_Triangle::const_iterator end = triangles_.end();
  for (; it != end; ++it )
  {
    if( vertexCount >= 2004 )
    {
      // Subdivide large meshes into submeshes with at most 2004
      // vertices to prevent problems on some graphics cards.
      object->end();
      object->begin( "BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST );
      vertexCount = 0;
    }

    const STLLoader::Triangle& tri = *it;

    float u, v;
    u = v = 0.0f;
    object->position( tri.vertices_[0] );
    object->normal( tri.normal_);
    calculateUV( tri.vertices_[0], u, v );
    object->textureCoord( u, v );

    object->position( tri.vertices_[1] );
    object->normal( tri.normal_);
    calculateUV( tri.vertices_[1], u, v );
    object->textureCoord( u, v );

    object->position( tri.vertices_[2] );
    object->normal( tri.normal_);
    calculateUV( tri.vertices_[2], u, v );
    object->textureCoord( u, v );

    object->triangle( vertexCount + 0, vertexCount + 1, vertexCount + 2 );

    vertexCount += 3;
  }

  object->end();

  Ogre::MeshPtr mesh = object->convertToMesh( name, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
  mesh->buildEdgeList();

  delete object;

  return mesh;
}
开发者ID:carnoot,项目名称:gazebo_pcl_project,代码行数:52,代码来源:stl_loader.cpp

示例2: doExportMesh


//.........这里部分代码省略.........
                // Vertex normals
                // For the moment, ignore any discrepancies per vertex
				msTriangleEx_GetNormal(pTriangleEx, k, &Normal[0]);
				msTriangleEx_GetTexCoord(pTriangleEx, k, &uv[0]);
				pTex[(vertIdx*2)]=uv[0];
				pTex[(vertIdx*2)+1]=uv[1];
                pNorm[(vertIdx*3)] = Normal[0];
                pNorm[(vertIdx*3)+1] = Normal[1];
                pNorm[(vertIdx*3)+2] = Normal[2];
            }

        } // Faces
        nbuf->unlock();
        ibuf->unlock();
        tbuf->unlock();

        // Now use Ogre's ability to reorganise the vertex buffers the best way
        Ogre::VertexDeclaration* newDecl = 
            ogreSubMesh->vertexData->vertexDeclaration->getAutoOrganisedDeclaration(
                foundBoneAssignment, false);
        Ogre::BufferUsageList bufferUsages;
        for (size_t u = 0; u <= newDecl->getMaxSource(); ++u)
            bufferUsages.push_back(Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);
        ogreSubMesh->vertexData->reorganiseBuffers(newDecl, bufferUsages);


        logMgr.logMessage("Geometry done.");
    } // SubMesh

    // Set bounds
    ogreMesh->_setBoundingSphereRadius(Ogre::Math::Sqrt(maxSquaredRadius));
    ogreMesh->_setBounds(Ogre::AxisAlignedBox(min, max), false);


    // Keep hold of a Skeleton pointer for deletion later
    // Mesh uses Skeleton pointer for skeleton name
    Ogre::SkeletonPtr pSkel;

    if (exportSkeleton && foundBoneAssignment)
    {
        // export skeleton, also update mesh to point to it
        pSkel = doExportSkeleton(pModel, ogreMesh);
    }
    else if (!exportSkeleton && foundBoneAssignment)
    {
        // We've found bone assignments, but skeleton is not to be exported
        // Prompt the user to find the skeleton
        if (!locateSkeleton(ogreMesh))
            return;

    }

    // Export
    logMgr.logMessage("Creating MeshSerializer..");
    Ogre::MeshSerializer serializer;
    logMgr.logMessage("MeshSerializer created.");

    // Generate LODs if required
    if (generateLods)
    {
        // Build LOD depth list
        Ogre::Mesh::LodDistanceList distList;
        float depth = 0;
        for (unsigned short depthidx = 0; depthidx < numLods; ++depthidx)
        {
            depth += lodDepthIncrement;
            distList.push_back(depth);
        }

        ogreMesh->generateLodLevels(distList, lodReductionMethod, lodReductionAmount);
    }

    if (generateEdgeLists)
    {
        ogreMesh->buildEdgeList();
    }

    if (generateTangents)
    {
		unsigned short src, dest;
		ogreMesh->suggestTangentVectorBuildParams(tangentSemantic, src, dest);
		ogreMesh->buildTangentVectors(tangentSemantic, src, dest, tangentsSplitMirrored, tangentsSplitRotated, tangentsUseParity);
    }

    // Export
    Ogre::String msg;
	msg  = "Exporting mesh data to file '" + Ogre::String(szFile) + "'";
    logMgr.logMessage(msg);
    serializer.exportMesh(ogreMesh.getPointer(), szFile);
    logMgr.logMessage("Export successful");

    Ogre::MeshManager::getSingleton().remove(ogreMesh->getHandle());
    if (!pSkel.isNull())
        Ogre::SkeletonManager::getSingleton().remove(pSkel->getHandle());

	if (exportMaterials && msModel_GetMaterialCount(pModel) > 0)
	{
		doExportMaterials(pModel);
	}
}
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:101,代码来源:MilkshapePlugin.cpp

示例3: processMesh

	//---------------------------------------------------------------------
	void OptimiseTool::processMesh(Ogre::MeshPtr mesh)
	{
		bool rebuildEdgeList = false;
		// Shared geometry
		if (mesh->sharedVertexData)
		{
			print("Optimising mesh shared vertex data...");
			setTargetVertexData(mesh->sharedVertexData);

			for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
			{
				SubMesh* sm = mesh->getSubMesh(i);
				if (sm->useSharedVertices)
				{
					addIndexData(sm->indexData);
				}
			}

			if (optimiseGeometry())
			{
				if (mesh->getSkeletonName() != StringUtil::BLANK)
				{
					print("    fixing bone assignments...");
					Mesh::BoneAssignmentIterator currentIt = mesh->getBoneAssignmentIterator();
					Mesh::VertexBoneAssignmentList newList =
						getAdjustedBoneAssignments(currentIt);
					mesh->clearBoneAssignments();
					for (Mesh::VertexBoneAssignmentList::iterator bi = newList.begin();
						bi != newList.end(); ++bi)
					{
						mesh->addBoneAssignment(bi->second);
					}

				}

				for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
				{
					SubMesh* sm = mesh->getSubMesh(i);
					if (mesh->getSkeletonName() != StringUtil::BLANK)
					{
						print("    fixing bone assignments...");
						Mesh::BoneAssignmentIterator currentIt = sm->getBoneAssignmentIterator();
						Mesh::VertexBoneAssignmentList newList =
							getAdjustedBoneAssignments(currentIt);
						sm->clearBoneAssignments();
						for (Mesh::VertexBoneAssignmentList::iterator bi = newList.begin();
							bi != newList.end(); ++bi)
						{
							sm->addBoneAssignment(bi->second);
						}

					}
					if (sm->useSharedVertices)
					{
						fixLOD(sm->mLodFaceList);
					}
				}
				rebuildEdgeList = true;

			}
		}

		// Dedicated geometry
		for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
		{
			SubMesh* sm = mesh->getSubMesh(i);
			if (!sm->useSharedVertices)
			{
				print("Optimising submesh " +
					StringConverter::toString(i) + " dedicated vertex data ");
				setTargetVertexData(sm->vertexData);
				addIndexData(sm->indexData);
				if (optimiseGeometry())
				{
					if (mesh->getSkeletonName() != StringUtil::BLANK)
					{
						print("    fixing bone assignments...");
						Mesh::BoneAssignmentIterator currentIt = sm->getBoneAssignmentIterator();
						Mesh::VertexBoneAssignmentList newList =
							getAdjustedBoneAssignments(currentIt);
						sm->clearBoneAssignments();
						for (Mesh::VertexBoneAssignmentList::iterator bi = newList.begin();
							bi != newList.end(); ++bi)
						{
							sm->addBoneAssignment(bi->second);
						}

					}

					fixLOD(sm->mLodFaceList);
					rebuildEdgeList = true;
				}
			}
		}

		if (rebuildEdgeList && mesh->isEdgeListBuilt())
		{
			// force rebuild of edge list
			mesh->freeEdgeList();
//.........这里部分代码省略.........
开发者ID:xubingyue,项目名称:Ogitor,代码行数:101,代码来源:MmOptimiseTool.cpp


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