当前位置: 首页>>代码示例>>C++>>正文


C++ ogre::SkeletonPtr类代码示例

本文整理汇总了C++中ogre::SkeletonPtr的典型用法代码示例。如果您正苦于以下问题:C++ SkeletonPtr类的具体用法?C++ SkeletonPtr怎么用?C++ SkeletonPtr使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了SkeletonPtr类的15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: loadMeshWork

void ResourceLoader::loadMeshWork(const String& name, Mesh::MeshdataPtr mesh, const String& skeletonName, LoadedCallback cb) {
    Ogre::MeshManager& mm = Ogre::MeshManager::getSingleton();
    Ogre::MeshPtr mo = mm.getByName(name);
    if (mo.isNull()) {
        /// FIXME: set bounds, bounding radius here
        Ogre::ManualResourceLoader *reload;
        mo = mm.createManual(name,Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,(reload=
#ifdef _WIN32
#ifdef NDEBUG
                OGRE_NEW
#else
                new
#endif
#else
                OGRE_NEW
#endif
                ManualMeshLoader(mesh, name)));
        reload->prepareResource(&*mo);
        reload->loadResource(&*mo);

        if (!skeletonName.empty()) {
            Ogre::SkeletonManager& skel_mgr = Ogre::SkeletonManager::getSingleton();
            Ogre::SkeletonPtr skel = skel_mgr.getByName(skeletonName);
            if (!skel.isNull())
                mo->_notifySkeleton(skel);
        }
    }
    cb();
}
开发者ID:bmistree,项目名称:sirikata,代码行数:29,代码来源:ResourceLoader.cpp

示例2: PrepareMesh

Ogre::Mesh* EC_Mesh::PrepareMesh(const std::string& mesh_name, bool clone)
{
    if (!ViewEnabled())
        return 0;
    if (renderer_.expired())
        return 0;
    RendererPtr renderer = renderer_.lock();   
        
    Ogre::MeshManager& mesh_mgr = Ogre::MeshManager::getSingleton();
    Ogre::MeshPtr mesh = mesh_mgr.getByName(SanitateAssetIdForOgre(mesh_name));
    
    // For local meshes, mesh will not get automatically loaded until used in an entity. Load now if necessary
    if (mesh.isNull())
    {
        try
        {
            mesh_mgr.load(mesh_name, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
            mesh = mesh_mgr.getByName(mesh_name);
        }
        catch (Ogre::Exception& e)
        {
            LogError("Could not load mesh " + mesh_name + ": " + std::string(e.what()));
            return 0;
        }
    }
    
    // If mesh is still null, must abort
    if (mesh.isNull())
    {
        LogError("Mesh " + mesh_name + " does not exist");
        return 0;
    }
    
    if (clone)
    {
        try
        {
            mesh = mesh->clone(renderer->GetUniqueObjectName("EC_Mesh_clone"));
            mesh->setAutoBuildEdgeLists(false);
            cloned_mesh_name_ = mesh->getName();
        }
        catch (Ogre::Exception& e)
        {
            LogError("Could not clone mesh " + mesh_name + ":" + std::string(e.what()));
            return 0;
        }
    }
    
    if (mesh->hasSkeleton())
    {
        Ogre::SkeletonPtr skeleton = Ogre::SkeletonManager::getSingleton().getByName(mesh->getSkeletonName());
        if (skeleton.isNull() || skeleton->getNumBones() == 0)
        {
            LogDebug("Mesh " + mesh_name + " has a skeleton with 0 bones. Disabling the skeleton.");
            mesh->setSkeletonName("");
        }
    }
    
    return mesh.get();
}
开发者ID:A-K,项目名称:naali,代码行数:60,代码来源:EC_Mesh.cpp

示例3:

Ogre::Skeleton *ESKOgre::createOgreSkeleton(Ogre::SceneManager *mSceneMgr) {
	Ogre::SkeletonPtr mSkel = Ogre::SkeletonManager::getSingleton().create(name, XENOVIEWER_RESOURCE_GROUP, true);
	if (bones.size()) {
		buildBone(0, mSkel.getPointer(), NULL);
	}
	resources_created = true;
	createFakeEntity(mSceneMgr);
	skeleton = mSkel.getPointer();
	return mSkel.getPointer();
}
开发者ID:Everscent,项目名称:LibXenoverse,代码行数:10,代码来源:ESKOgre.cpp

示例4: file_s

void
BcxFile::GetSkeleton( std::vector< s16 >& skeleton_length )
{
    u32 offset_to_model_info = GetU32LE(0x04);

    u8 number_of_bones  = GetU8(offset_to_model_info + 0x02);
    u16 offset_to_bones = GetU16LE(offset_to_model_info + 0x1C);
    SkeletonFile file_s(this);
    Ogre::SkeletonPtr skeleton;
    skeleton.setNull();
    file_s.GetData( skeleton_length, offset_to_bones, number_of_bones, skeleton);
}
开发者ID:adrielvel,项目名称:q-gears,代码行数:12,代码来源:BcxFile.cpp

示例5:

gkSkeletonLoader::gkSkeletonLoader(gkSkeletonResource* skel)
	:   m_skeleton(skel)
{
	Ogre::SkeletonManager& mgr = Ogre::SkeletonManager::getSingleton();
	const gkString& name = m_skeleton->getResourceName().getName();



	Ogre::SkeletonPtr oskel = mgr.getByName(name);
	if (oskel.isNull())
		oskel = mgr.create(name, skel->getGroupName(), true, this); //GK_BUILTIN_GROUP
}
开发者ID:Draion,项目名称:Gamekit,代码行数:12,代码来源:gkOgreSkeletonLoader.cpp

示例6: loadSkeletonWork

void ResourceLoader::loadSkeletonWork(const String& name, Mesh::MeshdataPtr mesh, const std::set<String>& animationList, LoadedCallback cb) {
    Ogre::SkeletonManager& skel_mgr = Ogre::SkeletonManager::getSingleton();
    Ogre::SkeletonPtr skel = skel_mgr.getByName(name);
    if (skel.isNull()) {
        Ogre::ManualResourceLoader *reload;
        Ogre::SkeletonPtr skel = Ogre::SkeletonPtr(skel_mgr.create(name,Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true,
                (reload=new ManualSkeletonLoader(mesh, animationList))));
        reload->prepareResource(&*skel);
        reload->loadResource(&*skel);
    }
    cb();
}
开发者ID:bmistree,项目名称:sirikata,代码行数:12,代码来源:ResourceLoader.cpp

示例7: loadCorrelativeResource

Ogre::MeshPtr
loadMesh(const Ogre::String& meshName, const Ogre::String& groupName,
         const Ogre::String& baseResourceName, const Ogre::String& baseGroupName)
{
    // Load the mesh
    Ogre::MeshPtr mesh = loadCorrelativeResource(
        meshName, groupName,
        baseResourceName, baseGroupName,
        Ogre::MeshManager::getSingleton());

    if (mesh.isNull())
    {
        OGRE_EXCEPT(Ogre::Exception::ERR_ITEM_NOT_FOUND,
            "Unable to load mesh " + meshName,
            "loadMesh");
    }

    // Try to resolve skeleton resource
    if (mesh->hasSkeleton() && mesh->getSkeleton().isNull())
    {
        // resolve correlative with mesh
        Ogre::SkeletonPtr skeleton = loadCorrelativeResource(
            mesh->getSkeletonName(), groupName,
            mesh->getName(), mesh->getGroup(),
            Ogre::SkeletonManager::getSingleton());

        if (skeleton.isNull())
        {
            // resolve correlative with base resource
            skeleton = loadCorrelativeResource(
                mesh->getSkeletonName(), groupName,
                baseResourceName, baseGroupName,
                Ogre::SkeletonManager::getSingleton());
        }

        if (skeleton.isNull())
        {
            OGRE_EXCEPT(Ogre::Exception::ERR_ITEM_NOT_FOUND,
                "Unable to load skeleton " + mesh->getSkeletonName() +
                " for mesh " + mesh->getName(),
                "loadMesh");
        }

        // Set to the actual name
        mesh->setSkeletonName(skeleton->getName());
    }

    return mesh;
}
开发者ID:dodong471520,项目名称:pap,代码行数:49,代码来源:FairyResources.cpp

示例8: material_base_name

    //---------------------------------------------------------------------
    void
    PFile::addGroups( Ogre::Mesh *mesh, const String &bone_name
                     ,const RSDFilePtr &rsd ) const
    {
        const Ogre::SkeletonPtr skeleton( mesh->getSkeleton() );
        const String material_base_name( rsd->getMaterialBaseName() );
        String rsd_base;
        StringUtil::splitBase( rsd->getName(), rsd_base );

        ManualObject mo( mesh );
        for( size_t g(0); g < m_groups.size(); ++g )
        {
            const String sub_name( bone_name + "/" + rsd_base + "/" + Ogre::StringConverter::toString(g) );
            addGroup( m_groups[g], mo, sub_name, material_base_name, skeleton->getBone( bone_name ) );
        }
    }
开发者ID:adrielvel,项目名称:q-gears,代码行数:17,代码来源:QGearsPFile.cpp

示例9: GetLocalSkeleton

 Ogre::SkeletonPtr GetLocalSkeleton(const std::string& name)
 {
     Ogre::SkeletonManager& manager = Ogre::SkeletonManager::getSingleton();
     
     Ogre::SkeletonPtr skel = manager.getByName(name);
     if (skel.isNull())
     {
         try
         {
             manager.load(name, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
             skel = manager.getByName(name);
         }
         catch(...) {}
     }
     
     return skel;
 }
开发者ID:Ilikia,项目名称:naali,代码行数:17,代码来源:OgreLocalResourceUtils.cpp

示例10:

const std::string& EC_Mesh::GetSkeletonName() const
{
    static std::string empty_name;
    
    if (!entity_)
        return empty_name;
    else
    {
        Ogre::MeshPtr mesh = entity_->getMesh();
        if (!mesh->hasSkeleton())
            return empty_name;
        Ogre::SkeletonPtr skel = mesh->getSkeleton();
        if (skel.isNull())
            return empty_name;
        return skel->getName();
    }
}
开发者ID:katik,项目名称:naali,代码行数:17,代码来源:EC_Mesh.cpp

示例11: length

    //-------------------------------------------------------------------------
    void
    AFile::addTo( Ogre::SkeletonPtr skeleton, const String& name ) const
    {
        if( skeleton->hasAnimation( name) ) return;

        Ogre::Real length( ( m_frames.size() - 1 ) * FRAME_DURATION );
        Ogre::Animation *anim( skeleton->createAnimation(name, length ));
        uint16 track_handle( 0 );
        Ogre::Bone* bone( skeleton->getBone( "root" ) );
        Ogre::NodeAnimationTrack* track;
        track = anim->createNodeTrack( track_handle++, bone );
        Ogre::Real time;
        size_t index( 0 );
        for( FrameList::const_iterator frame( m_frames.begin())
            ;frame != m_frames.end(); ++frame )
        {
            time = (index++) * FRAME_DURATION;
            Ogre::TransformKeyFrame* key_frame( track->createNodeKeyFrame( time ) );
            key_frame->setTranslate( frame->root_translation );
            setFrameRotation( key_frame, frame->root_rotation );
        }
        for( uint32 i(0); i < m_bone_count; ++i )
        {
            if (i + 1 >= skeleton->getNumBones())
            {
                // TODO: Figure out why this happens/fix it
                LOG_ERROR("Bone " + std::to_string(i + 1) + "  is out of bounds " + std::to_string(skeleton->getNumBones()) + " for: " + name + " in: " + skeleton->getName());
            }
            else
            {
                bone = skeleton->getBone(i + 1);
                track = anim->createNodeTrack(track_handle++, bone);
                time = 0;
                for (FrameList::const_iterator frame(m_frames.begin())
                    ; frame != m_frames.end(); ++frame)
                {
                    const Ogre::Vector3& rot(frame->bone_rotations[i]);
                    Ogre::TransformKeyFrame* key_frame(track->createNodeKeyFrame(time));
                    setFrameRotation(key_frame, rot);
                    time += FRAME_DURATION;
                }
            }
        }
    }
开发者ID:adrielvel,项目名称:q-gears,代码行数:45,代码来源:QGearsAFile.cpp

示例12: OnSkeletonAssetLoaded

void EC_Mesh::OnSkeletonAssetLoaded(AssetPtr asset)
{
    OgreSkeletonAsset *skeletonAsset = dynamic_cast<OgreSkeletonAsset*>(asset.get());
    if (!skeletonAsset)
    {
        LogError("OnSkeletonAssetLoaded: Skeleton asset load finished for asset \"" +
            asset->Name().toStdString() + "\", but downloaded asset was not of type OgreSkeletonAsset!");
        return;
    }

    Ogre::SkeletonPtr skeleton = skeletonAsset->ogreSkeleton;
    if (skeleton.isNull())
    {
        LogError("OnSkeletonAssetLoaded: Skeleton asset load finished for asset \"" +
            asset->Name().toStdString() + "\", but Ogre::Skeleton pointer was null!");
        return;
    }

    if(!entity_)
    {
        LogDebug("Could not set skeleton yet because entity is not yet created");
        return;
    }

    try
    {
        // If old skeleton is same as a new one no need to replace it.
        if (entity_->getSkeleton() && entity_->getSkeleton()->getName() == skeleton->getName())
            return;
        
        entity_->getMesh()->_notifySkeleton(skeleton);
        
//        LogDebug("Set skeleton " + skeleton->getName() + " to mesh " + entity_->getName());
        emit SkeletonChanged(QString::fromStdString(skeleton->getName()));
    }
    catch (...)
    {
        LogError("Exception while setting skeleton to mesh" + entity_->getName());
    }

    // Now we have to recreate the entity to get proper animations etc.
    SetMesh(entity_->getMesh()->getName().c_str(), false);
}
开发者ID:A-K,项目名称:naali,代码行数:43,代码来源:EC_Mesh.cpp

示例13:

void CMonster3D::setupSkeleton(std::string skeletonFile)
{
   Ogre::SkeletonPtr pSkeletonBody = Ogre::SkeletonManager::getSingleton().getByName(m_meshName + ".skeleton");

   Ogre::Skeleton::BoneHandleMap boneHandleMap;
  
   Ogre::SkeletonPtr pNewSkeleton = Ogre::SkeletonManager::getSingleton().load(skeletonFile, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
   Ogre::Animation *pSrcAnimation = pNewSkeleton->getAnimation(0);
   std::string newAnimationName = pSrcAnimation->getName() + "::" + m_pMonsterNode->getName();
   Ogre::Animation *pNewAnimation = pNewSkeleton->createAnimation(newAnimationName, pSrcAnimation->getLength());
   Ogre::Animation *pCloneAnimation = pNewSkeleton->getAnimation(0)->clone(newAnimationName);
   *pNewAnimation = *pCloneAnimation;
   pNewSkeleton->removeAnimation(pSrcAnimation->getName());

   pNewSkeleton->_buildMapBoneByHandle(pNewSkeleton.getPointer(), boneHandleMap);
   pSkeletonBody->_mergeSkeletonAnimations(pNewSkeleton.getPointer(), boneHandleMap);
   Ogre::SkeletonManager::getSingleton().remove(skeletonFile);

   m_pBodyEntity->getSkeleton()->_refreshAnimationState(m_pBodyEntity->getAllAnimationStates());
}
开发者ID:hjqqq,项目名称:Forever,代码行数:20,代码来源:CMonster3D.cpp

示例14: move

std::vector<std::wstring> ManipulatorEffect::GetLocatorNames() const
{
	Ogre::Entity* ent = ManipulatorSystem.GetObject().GetSelection();
	assert(ent);

	std::vector<std::wstring> ret;
	//M3模型从max导出时locator命名为Ref_xxx形式
	Ogre::SkeletonPtr skel = ent->getMesh()->getSkeleton();
	Ogre::Skeleton::BoneIterator iter = skel->getBoneIterator();

	while (iter.hasMoreElements())
	{
		Ogre::Bone* pBone = iter.peekNext();
		if(pBone->getName().find("Ref_") != Ogre::String::npos)
			ret.push_back(Utility::EngineToUnicode(pBone->getName()));

		iter.getNext();
	}

	return std::move(ret);
}
开发者ID:mavaL,项目名称:MiniCraft,代码行数:21,代码来源:ManipulatorEffect.cpp

示例15: file

void
AnimationFile::GetData( std::vector< s16 >& skeleton_length, const Unit& unit, const int offset_to_animations, const int number_of_animation, const int start_animation, Ogre::SkeletonPtr skeleton)
{
    for (int i = 0; i < number_of_animation; ++i)
    {
        /*LOGGER->Log(LOGGER_INFO, "Animation Header %02x%02x %02x %02x %02x %02x %02x%02x %02x%02x %02x%02x %02x%02x%02x%02x",
                    GetU8(offset_to_animations + i * 0x10 + 0x00), GetU8(offset_to_animations + i * 0x10 + 0x01), GetU8(offset_to_animations + i * 0x10 + 0x02), GetU8(offset_to_animations + i * 0x10 + 0x03),
                    GetU8(offset_to_animations + i * 0x10 + 0x04), GetU8(offset_to_animations + i * 0x10 + 0x05), GetU8(offset_to_animations + i * 0x10 + 0x06), GetU8(offset_to_animations + i * 0x10 + 0x07),
                    GetU8(offset_to_animations + i * 0x10 + 0x08), GetU8(offset_to_animations + i * 0x10 + 0x09), GetU8(offset_to_animations + i * 0x10 + 0x0A), GetU8(offset_to_animations + i * 0x10 + 0x0B),
                    GetU8(offset_to_animations + i * 0x10 + 0x0C), GetU8(offset_to_animations + i * 0x10 + 0x0D), GetU8(offset_to_animations + i * 0x10 + 0x0E), GetU8(offset_to_animations + i * 0x10 + 0x0F));
        */
        AnimationHeader header;
        header.number_of_frames                  = GetU16LE(offset_to_animations + i * 0x10 + 0x00);
        header.number_of_bones                   = GetU8(offset_to_animations + i * 0x10 + 0x02);
        header.number_of_frames_translation      = GetU8(offset_to_animations + i * 0x10 + 0x03);
        header.number_of_static_translation      = GetU8(offset_to_animations + i * 0x10 + 0x04);
        header.number_of_frames_rotation         = GetU8(offset_to_animations + i * 0x10 + 0x05);
        header.offset_to_frames_translation_data = GetU16LE(offset_to_animations + i * 0x10 + 0x06);
        header.offset_to_static_translation_data = GetU16LE(offset_to_animations + i * 0x10 + 0x08);
        header.offset_to_frames_rotation_data    = GetU16LE(offset_to_animations + i * 0x10 + 0x0A);
        header.offset_to_animation_data          = GetU32LE(offset_to_animations + i * 0x10 + 0x0C) - 0x80000000;
        m_AnimationHeaders.push_back(header);
    }

    for (size_t i = 0; (i < static_cast<size_t>(number_of_animation)) && (start_animation + i < unit.animations.size()); ++i)
    {
        if (unit.animations[start_animation + i] == "" || unit.animations[start_animation + i] == " ")
        {
            continue;
        }

        /*
        File file(mpBuffer, m_AnimationHeaders[i].offset_to_animation_data, 0x04 + m_AnimationHeaders[i].number_of_bones * 0x08 + m_AnimationHeaders[i].number_of_frames_translation * m_AnimationHeaders[i].number_of_frames * 0x02 + m_AnimationHeaders[i].number_of_static_translation * 0x02 + m_AnimationHeaders[i].number_of_frames_rotation * m_AnimationHeaders[i].number_of_frames);
        file.WriteFile(RString((Ogre::String("dump/") + Ogre::String("animation_") + Ogre::StringConverter::toString(i) + Ogre::String("_data")).c_str()));
        */

        Ogre::Animation* anim = skeleton->createAnimation(unit.animations[start_animation + i], (float)(m_AnimationHeaders[i].number_of_frames - 1) / 30.0f);

        for (u32 j = 0; j < m_AnimationHeaders[i].number_of_frames; ++j)
        {
            Frame frame;

            // root bone
            Ogre::Bone* root = skeleton->getBone(0);

            Ogre::NodeAnimationTrack* track;
            if (j == 0)
            {
                track = anim->createNodeTrack(0, root);
                track->removeAllKeyFrames();
            }
            else
            {
                track = anim->getNodeTrack(0);
            }

            Ogre::TransformKeyFrame* frame_root = track->createNodeKeyFrame((float)j / 30.0f);

            Ogre::Quaternion rot;
            Ogre::Matrix3 mat;
            mat.FromEulerAnglesZXY(Ogre::Radian(Ogre::Degree(180)), Ogre::Radian(Ogre::Degree(0)), Ogre::Radian(Ogre::Degree(0)));
            rot.FromRotationMatrix(mat);
            frame_root->setRotation(rot);

            for (u32 k = 0; k < m_AnimationHeaders[i].number_of_bones; ++k)
            {
                BonePosition position;

                u8 flag = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x00);

                u8 rx = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x01);
                u8 ry = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x02);
                u8 rz = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x03);
                u8 tx = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x04);
                u8 ty = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x05);
                u8 tz = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x06);

                // rotation
                if (flag & 0x01)
                {
                    position.rotation_x = 360.0f * GetU8(m_AnimationHeaders[i].offset_to_animation_data + m_AnimationHeaders[i].offset_to_frames_rotation_data + rx * m_AnimationHeaders[i].number_of_frames + j) / 255.0f;
                }
                else
                {
                    position.rotation_x = 360.0f * rx / 255.0f;
                }

                if (flag & 0x02)
                {
                    position.rotation_y = 360.0f * GetU8(m_AnimationHeaders[i].offset_to_animation_data + m_AnimationHeaders[i].offset_to_frames_rotation_data + ry * m_AnimationHeaders[i].number_of_frames + j) / 255.0f;
                }
                else
                {
                    position.rotation_y = 360.0f * ry / 255.0f;
                }

                if (flag & 0x04)
                {
                    position.rotation_z = 360.0f * GetU8(m_AnimationHeaders[i].offset_to_animation_data + m_AnimationHeaders[i].offset_to_frames_rotation_data + rz * m_AnimationHeaders[i].number_of_frames + j) / 255.0f;
                }
//.........这里部分代码省略.........
开发者ID:adrielvel,项目名称:q-gears,代码行数:101,代码来源:AnimationFile.cpp


注:本文中的ogre::SkeletonPtr类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。