本文整理汇总了C++中ogre::SkeletonInstance::getBone方法的典型用法代码示例。如果您正苦于以下问题:C++ SkeletonInstance::getBone方法的具体用法?C++ SkeletonInstance::getBone怎么用?C++ SkeletonInstance::getBone使用的例子?那么, 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ogre::SkeletonInstance
的用法示例。
在下文中一共展示了SkeletonInstance::getBone方法的8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: makeManual
void gkSkeletonLoader::makeManual(gkEntity* ent)
{
Ogre::Entity* oent = ent->getEntity();
if (!oent || !oent->hasSkeleton())
return;
Ogre::SkeletonInstance* inst = oent->getSkeleton();
gkBone::BoneList::Iterator it = m_skeleton->getBoneList().iterator();
while (it.hasMoreElements())
{
gkBone* bone = it.getNext();
if (inst->hasBone(bone->getName()))
{
Ogre::Bone* obone = inst->getBone(bone->getName());
bone->_setOgreBone(obone);
obone->setManuallyControlled(true);
}
}
}
示例2: updatePart
void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slot)
{
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator it = inv.getSlot(slot);
if (it == inv.end())
{
scene.setNull();
return;
}
MWWorld::Ptr item = *it;
std::string bonename;
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
bonename = "Weapon Bone";
else
bonename = "Shield Bone";
scene = NifOgre::Loader::createObjects(mSkelBase, bonename, mInsert, item.getClass().getModel(item));
Ogre::Vector3 glowColor = getEnchantmentColor(item);
setRenderProperties(scene, RV_Actors, RQG_Main, RQG_Alpha, 0,
!item.getClass().getEnchantment(item).empty(), &glowColor);
if(scene->mSkelBase)
{
Ogre::SkeletonInstance *skel = scene->mSkelBase->getSkeleton();
if(scene->mSkelBase->isParentTagPoint())
{
Ogre::Node *root = scene->mSkelBase->getParentNode();
if(skel->hasBone("BoneOffset"))
{
Ogre::Bone *offset = skel->getBone("BoneOffset");
root->translate(offset->getPosition());
// It appears that the BoneOffset rotation is completely bogus, at least for light models.
//root->rotate(offset->getOrientation());
root->pitch(Ogre::Degree(-90.0f));
root->scale(offset->getScale());
root->setInitialState();
}
}
updateSkeletonInstance(mSkelBase->getSkeleton(), skel);
}
// TODO:
// type == ESM::PRT_Weapon should get an animation source based on the current offset
// of the weapon attack animation (from its beginning, or start marker?)
std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(scene->mControllers.begin());
for(;ctrl != scene->mControllers.end();ctrl++)
{
if(ctrl->getSource().isNull())
ctrl->setSource(Ogre::SharedPtr<NullAnimationTime>(new NullAnimationTime()));
}
}
示例3:
Ogre::Node *Animation::getNode(const std::string &name)
{
if(mSkelBase)
{
Ogre::SkeletonInstance *skel = mSkelBase->getSkeleton();
if(skel->hasBone(name))
return skel->getBone(name);
}
return NULL;
}
示例4: getWristOrientation
///Get the orientation of the wrist bone
Ogre::Quaternion getWristOrientation()
{
Ogre::Entity* hand = this->Entity();
assert(hand);
Ogre::SkeletonInstance* ske;
Ogre::Bone* wrist;
if(ske = hand->getSkeleton())
if(wrist = ske->getBone("Wrist"))
return wrist->getOrientation();
return Ogre::Quaternion::IDENTITY;
}
示例5: AttachEmpty
/**
* Attaches an empty object to the owner. This has no effect if the owner is a node since
* there's no notion of an "empty" object for nodes. For entities, an "empty" object corresponds
* to a tag point that has no attachment
*/
void AttachEmpty(const Ogre::String& name = Ogre::StringUtil::BLANK) const
{
if (this->entity != 0 && !this->boneName.empty())
{
Ogre::SkeletonInstance* skeleton = this->entity->getSkeleton();
Ogre::Bone* bone = skeleton->getBone(this->boneName);
//TODO: Modify Ogre to accept name when creating TagPoint
Ogre::TagPoint* tagPoint = skeleton->createTagPointOnBone(bone);
tagPoint->setPosition(this->attachPosition);
tagPoint->setScale(this->attachScale);
tagPoint->setOrientation(this->attachRotation);
}
}
示例6: create_skeleton
bool LIRenAttachmentEntity::create_skeleton ()
{
Ogre::SkeletonInstance* skeleton = entity->getSkeleton ();
if (skeleton == NULL)
return false;
/* Set the initial bone transformations. */
/* The mesh may not have set these correctly if it depended on bones
in external skeletons. Because of external bones, we need to set
the transformations using the pose skeleton of the object. */
LIRenModelData* model = get_model ();
if (model != NULL && model->rest_pose_buffer != NULL)
{
for (int i = 0 ; i < model->rest_pose_buffer->bones.count ; i++)
{
const LIMdlPoseBufferBone* group = model->rest_pose_buffer->bones.array + i;
if (!group->name)
continue;
LIMatTransform t;
if (!object->get_node_transform (group->name, t))
continue;
Ogre::Bone* bone = skeleton->getBone (i);
bone->setPosition (t.position.x, t.position.y, t.position.z);
bone->setOrientation (t.rotation.w, t.rotation.x, t.rotation.y, t.rotation.z);
}
}
/* Make all bones manually controlled. */
for (int i = 0 ; i < skeleton->getNumBones () ; i++)
{
Ogre::Bone* bone = skeleton->getBone (i);
bone->setManuallyControlled (true);
}
/* Set the binding pose. */
skeleton->setBindingPose ();
return true;
}
示例7: handleAnimationTransforms
void Animation::handleAnimationTransforms(){
Ogre::SkeletonInstance* skel = base->getSkeleton();
Ogre::Bone* b = skel->getRootBone();
b->setOrientation(Ogre::Real(.3),Ogre::Real(.3),Ogre::Real(.3), Ogre::Real(.3)); //This is a trick
skel->_updateTransforms();
//skel->_notifyManualBonesDirty();
base->getAllAnimationStates()->_notifyDirty();
//base->_updateAnimation();
//base->_notifyMoved();
std::vector<Nif::NiKeyframeData>::iterator iter;
int slot = 0;
if(transformations){
for(iter = transformations->begin(); iter != transformations->end(); iter++){
if(time < iter->getStartTime() || time < startTime || time > iter->getStopTime())
{
slot++;
continue;
}
float x;
float x2;
const std::vector<Ogre::Quaternion> & quats = iter->getQuat();
const std::vector<float> & ttime = iter->gettTime();
const std::vector<float> & rtime = iter->getrTime();
int rindexJ = rindexI[slot];
timeIndex(time, rtime, rindexI[slot], rindexJ, x2);
int tindexJ = tindexI[slot];
const std::vector<Ogre::Vector3> & translist1 = iter->getTranslist1();
timeIndex(time, ttime, tindexI[slot], tindexJ, x);
Ogre::Vector3 t;
Ogre::Quaternion r;
bool bTrans = translist1.size() > 0;
bool bQuats = quats.size() > 0;
if(skel->hasBone(iter->getBonename())){
Ogre::Bone* bone = skel->getBone(iter->getBonename());
if(bTrans){
Ogre::Vector3 v1 = translist1[tindexI[slot]];
Ogre::Vector3 v2 = translist1[tindexJ];
t = (v1 + (v2 - v1) * x);
bone->setPosition(t);
}
if(bQuats){
r = Ogre::Quaternion::Slerp(x2, quats[rindexI[slot]], quats[rindexJ], true);
bone->setOrientation(r);
}
}
slot++;
}
skel->_updateTransforms();
base->getAllAnimationStates()->_notifyDirty();
}
}
示例8:
ManuallyControlledBone::ManuallyControlledBone(Ogre::String boneName,Ogre::Entity *dstEnty)//创建来自dstEnty实体的名为bonaName的骨骼手动控制的骨骼,在createScene里调用
{
Ogre::SkeletonInstance *skel = dstEnty->getSkeleton();//得到实体骨架
ControlledBone = skel->getBone(boneName);//根据名字得到骨骼
}