本文整理汇总了C++中ogre::SkeletonPtr::getBone方法的典型用法代码示例。如果您正苦于以下问题:C++ SkeletonPtr::getBone方法的具体用法?C++ SkeletonPtr::getBone怎么用?C++ SkeletonPtr::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::SkeletonPtr
的用法示例。
在下文中一共展示了SkeletonPtr::getBone方法的7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: 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;
}
}
}
}
示例2: 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 ) );
}
}
示例3: createSubMesh
//.........这里部分代码省略.........
std::vector<Ogre::RGBA> colorsRGB(colors.size());
for(size_t i = 0;i < colorsRGB.size();i++)
{
Ogre::ColourValue clr(colors[i][0], colors[i][1], colors[i][2], colors[i][3]);
rs->convertColourValue(clr, &colorsRGB[i]);
}
vbuf = hwBufMgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_COLOUR),
colorsRGB.size(), Ogre::HardwareBuffer::HBU_STATIC);
vbuf->writeData(0, vbuf->getSizeInBytes(), &colorsRGB[0], true);
decl->addElement(nextBuf, 0, Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);
bind->setBinding(nextBuf++, vbuf);
}
// Texture UV coordinates
size_t numUVs = data->uvlist.size();
if (numUVs)
{
size_t elemSize = Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2);
for(size_t i = 0; i < numUVs; i++)
decl->addElement(nextBuf, elemSize*i, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES, i);
vbuf = hwBufMgr->createVertexBuffer(decl->getVertexSize(nextBuf), srcVerts.size(),
Ogre::HardwareBuffer::HBU_STATIC);
std::vector<Ogre::Vector2> allUVs;
allUVs.reserve(srcVerts.size()*numUVs);
for (size_t vert = 0; vert<srcVerts.size(); ++vert)
for(size_t i = 0; i < numUVs; i++)
allUVs.push_back(data->uvlist[i][vert]);
vbuf->writeData(0, elemSize*srcVerts.size()*numUVs, &allUVs[0], true);
bind->setBinding(nextBuf++, vbuf);
}
// Triangle faces
const std::vector<short> &srcIdx = data->triangles;
if(srcIdx.size())
{
ibuf = hwBufMgr->createIndexBuffer(Ogre::HardwareIndexBuffer::IT_16BIT, srcIdx.size(),
Ogre::HardwareBuffer::HBU_STATIC);
ibuf->writeData(0, ibuf->getSizeInBytes(), &srcIdx[0], true);
sub->indexData->indexBuffer = ibuf;
sub->indexData->indexCount = srcIdx.size();
sub->indexData->indexStart = 0;
}
// Assign bone weights for this TriShape
if(skin != NULL)
{
Ogre::SkeletonPtr skel = Ogre::SkeletonManager::getSingleton().getByName(mName);
const Nif::NiSkinData *data = skin->data.getPtr();
const Nif::NodeList &bones = skin->bones;
for(size_t i = 0;i < bones.length();i++)
{
Ogre::VertexBoneAssignment boneInf;
boneInf.boneIndex = skel->getBone(bones[i]->name)->getHandle();
const std::vector<Nif::NiSkinData::VertWeight> &weights = data->bones[i].weights;
for(size_t j = 0;j < weights.size();j++)
{
boneInf.vertexIndex = weights[j].vertex;
boneInf.weight = weights[j].weight;
sub->addBoneAssignment(boneInf);
}
}
}
const Nif::NiTexturingProperty *texprop = NULL;
const Nif::NiMaterialProperty *matprop = NULL;
const Nif::NiAlphaProperty *alphaprop = NULL;
const Nif::NiVertexColorProperty *vertprop = NULL;
const Nif::NiZBufferProperty *zprop = NULL;
const Nif::NiSpecularProperty *specprop = NULL;
const Nif::NiWireframeProperty *wireprop = NULL;
bool needTangents = false;
shape->getProperties(texprop, matprop, alphaprop, vertprop, zprop, specprop, wireprop);
std::string matname = NIFMaterialLoader::getMaterial(data, mesh->getName(), mGroup,
texprop, matprop, alphaprop,
vertprop, zprop, specprop,
wireprop, needTangents);
if(matname.length() > 0)
sub->setMaterialName(matname);
// build tangents if the material needs them
if (needTangents)
{
unsigned short src,dest;
if (!mesh->suggestTangentVectorBuildParams(Ogre::VES_TANGENT, src,dest))
mesh->buildTangentVectors(Ogre::VES_TANGENT, src,dest);
}
// Create a dummy vertex animation track if there's a geom morpher controller
// This is required to make Ogre create the buffers we will use for software vertex animation
if (srcVerts.size() && geomMorpherController)
mesh->createAnimation("dummy", 0)->createVertexTrack(1, sub->vertexData, Ogre::VAT_MORPH);
}
示例4: aabb
Ogre::Entity*
ModelFile::GetModel( const ModelInfo& info )
{
VectorTexForGen textures;
Ogre::MeshPtr mesh = Ogre::MeshManager::getSingleton().create( info.data.name + "export", "General" );
Ogre::SkeletonPtr skeleton = Ogre::SkeletonManager::getSingleton().create( info.data.name + "export", "General" );
int number_of_bones = GetU8( 0x02 );
int number_of_parts = GetU8( 0x03 );
int offset_to_bones = GetU32LE( 0x0c );
int offset_to_parts = GetU32LE( 0x10 );
Ogre::Bone* root1 = skeleton->createBone( "0", 0 );
Ogre::Bone* root2 = skeleton->createBone( "1", 1 );
root1->addChild( root2 );
for( int i = 0; i < number_of_bones; ++i )
{
Bone bone;
bone.parent_id = ( i != 0 ) ? ( s8 )GetU8( offset_to_bones + i * 0x04 + 0x03 ) : -1;
bone.length = ( s16 )GetU16LE( offset_to_bones + i * 0x04 + 0x00 );
m_Skeleton.push_back(bone);
Ogre::Bone* bone1 = skeleton->createBone( Ogre::StringConverter::toString( i * 2 + 2 ), i * 2 + 2 );
Ogre::Bone* bone2 = skeleton->createBone( Ogre::StringConverter::toString( i * 2 + 3 ), i * 2 + 3 );
LOGGER->Log( "Add skeleton bone: bone_id = " + Ogre::StringConverter::toString( i ) + ", length = " + Ogre::StringConverter::toString( bone.length ) + ", parent = " + Ogre::StringConverter::toString( bone.parent_id ) + ".\n" );
if( bone.parent_id == -1 )
{
skeleton->getBone( 1 )->addChild( bone1 );
}
else
{
skeleton->getBone( bone.parent_id * 2 + 3 )->addChild( bone1 );
}
bone1->addChild( bone2 );
}
AnimationExtractor( skeleton, info, m_Skeleton );
// draw skeleton
{
//DrawSkeleton( m_Skeleton, mesh );
}
for( int i = 0; i < number_of_parts; ++i )
{
MeshExtractor( info.data, "ffix/field_model/" + info.data.name, this, offset_to_parts + i * 0x28, textures, mesh );
}
// <OGRE> ///////////////////////////////
skeleton->optimiseAllAnimations();
Ogre::SkeletonSerializer skeleton_serializer;
skeleton_serializer.exportSkeleton( skeleton.getPointer(), "exported/models/field/units/" + info.data.name + ".skeleton" );
// Update bounds
Ogre::AxisAlignedBox aabb( -999, -999, -999, 999, 999, 999 );
mesh->_setBounds( aabb, false );
mesh->_setBoundingSphereRadius( 999 );
mesh->setSkeletonName( "models/field/units/" + info.data.name + ".skeleton" );
Ogre::MeshSerializer ser;
ser.exportMesh( mesh.getPointer(), "exported/models/field/units/" + info.data.name + ".mesh" );
// create and export textures for model
//if (textures.size() > 0)
{
Vram* vram = new Vram();
File* tex = new File( "./data/field/5/1b/2/4/1.tim" );
LoadTimFileToVram( tex, 0, vram );
delete tex;
tex = new File( "./data/field/5/1b/2/4/2.tim" );
LoadTimFileToVram( tex, 0, vram );
delete tex;
vram->Save( "1.jpg" );
CreateTexture( vram, info.data, "exported/models/field/units/" + info.data.name + ".png", textures );
delete vram;
}
CreateMaterial( "ffix/field_model/" + info.data.name, "exported/models/field/units/" + info.data.name + ".material", ( textures.size() > 0 ) ? "models/field/units/" + info.data.name + ".png" : "", "", "" );
//.........这里部分代码省略.........
示例5: doExportAnimations
//.........这里部分代码省略.........
int numBones = msModel_GetBoneCount(pModel);
unsigned int frameTime;
float realTime;
std::vector<SplitAnimationStruct>::iterator animsIt;
for (animsIt = splitInfo.begin(); animsIt != splitInfo.end(); ++animsIt)
{
SplitAnimationStruct& currSplit = *animsIt;
// Create animation
frameTime = currSplit.end - currSplit.start;
realTime = frameTime / fps;
Ogre::LogManager::getSingleton().stream()
<< "Trying to create Animation object for animation "
<< currSplit.name << " For Frames " << currSplit.start << " to "
<< currSplit.end << " inclusive. ";
Ogre::LogManager::getSingleton().stream()
<< "Frame time = "
<< frameTime << ", Seconds = " << realTime;
Ogre::Animation *ogreanim =
ogreskel->createAnimation(currSplit.name, realTime);
logMgr.logMessage("Animation object created.");
int i;
// Create all the animation tracks
for (i = 0; i < numBones; ++i)
{
msBone* bone = msModel_GetBoneAt(pModel, i);
Ogre::Bone* ogrebone = ogreskel->getBone(bone->szName);
// Create animation tracks
msg = "Creating AnimationTrack for bone " + Ogre::StringConverter::toString(i);
logMgr.logMessage(msg);
Ogre::NodeAnimationTrack *ogretrack = ogreanim->createNodeTrack(i, ogrebone);
logMgr.logMessage("Animation track created.");
// OGRE uses keyframes which are both position and rotation
// Milkshape separates them, but never seems to use the ability to
// have a different # of pos & rot keys
int numKeys = msBone_GetRotationKeyCount(bone);
msg = "Number of keyframes: " + Ogre::StringConverter::toString(numKeys);
logMgr.logMessage(msg);
int currKeyIdx;
msPositionKey* currPosKey;
msRotationKey* currRotKey;
for (currKeyIdx = 0; currKeyIdx < numKeys; ++currKeyIdx )
{
currPosKey = msBone_GetPositionKeyAt(bone, currKeyIdx);
currRotKey = msBone_GetRotationKeyAt(bone, currKeyIdx);
// Make sure keyframe is in current time frame (for splitting)
if (currRotKey->fTime >= currSplit.start && currRotKey->fTime <= currSplit.end)
{
msg = "Creating KeyFrame #" + Ogre::StringConverter::toString(currKeyIdx)
+ " for bone #" + Ogre::StringConverter::toString(i);
logMgr.logMessage(msg);
示例6: doExportSkeleton
Ogre::SkeletonPtr MilkshapePlugin::doExportSkeleton(msModel* pModel, Ogre::MeshPtr& mesh)
{
Ogre::LogManager &logMgr = Ogre::LogManager::getSingleton();
Ogre::String msg;
//
// choose filename
//
OPENFILENAME ofn;
memset (&ofn, 0, sizeof (OPENFILENAME));
char szFile[MS_MAX_PATH];
char szFileTitle[MS_MAX_PATH];
char szDefExt[32] = "skeleton";
char szFilter[128] = "OGRE .skeleton Files (*.skeleton)\0*.skeleton\0All Files (*.*)\0*.*\0\0";
szFile[0] = '\0';
szFileTitle[0] = '\0';
ofn.lStructSize = sizeof (OPENFILENAME);
ofn.lpstrDefExt = szDefExt;
ofn.lpstrFilter = szFilter;
ofn.lpstrFile = szFile;
ofn.nMaxFile = MS_MAX_PATH;
ofn.lpstrFileTitle = szFileTitle;
ofn.nMaxFileTitle = MS_MAX_PATH;
ofn.Flags = OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT | OFN_PATHMUSTEXIST;
ofn.lpstrTitle = "Export to OGRE Skeleton";
if (!::GetSaveFileName (&ofn))
return Ogre::SkeletonPtr();
// Strip off the path
Ogre::String skelName = szFile;
size_t lastSlash = skelName.find_last_of("\\");
skelName = skelName.substr(lastSlash+1);
// Set up
logMgr.logMessage("Trying to create Skeleton object");
Ogre::SkeletonPtr ogreskel = Ogre::SkeletonManager::getSingleton().create(skelName,
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
logMgr.logMessage("Skeleton object created");
// Complete the details
// Do the bones
int numBones = msModel_GetBoneCount(pModel);
msg = "Number of bones: " + Ogre::StringConverter::toString(numBones);
logMgr.logMessage(msg);
int i;
// Create all the bones in turn
for (i = 0; i < numBones; ++i)
{
msBone* bone = msModel_GetBoneAt(pModel, i);
Ogre::Bone* ogrebone = ogreskel->createBone(bone->szName);
msVec3 msBonePos, msBoneRot;
msBone_GetPosition(bone, msBonePos);
msBone_GetRotation(bone, msBoneRot);
Ogre::Vector3 bonePos(msBonePos[0], msBonePos[1], msBonePos[2]);
ogrebone->setPosition(bonePos);
// Hmm, Milkshape has chosen a Euler angle representation of orientation which is not smart
// Rotation Matrix or Quaternion would have been the smarter choice
// Might we have Gimbal lock here? What order are these 3 angles supposed to be applied?
// Grr, we'll try our best anyway...
Ogre::Quaternion qx, qy, qz, qfinal;
qx.FromAngleAxis(Ogre::Radian(msBoneRot[0]), Ogre::Vector3::UNIT_X);
qy.FromAngleAxis(Ogre::Radian(msBoneRot[1]), Ogre::Vector3::UNIT_Y);
qz.FromAngleAxis(Ogre::Radian(msBoneRot[2]), Ogre::Vector3::UNIT_Z);
// Assume rotate by x then y then z
qfinal = qz * qy * qx;
ogrebone->setOrientation(qfinal);
Ogre::LogManager::getSingleton().stream()
<< "Bone #" << i << ": " <<
"Name='" << bone->szName << "' " <<
"Position: " << bonePos << " " <<
"Ms3d Rotation: {" << msBoneRot[0] << ", " << msBoneRot[1] << ", " << msBoneRot[2] << "} " <<
"Orientation: " << qfinal;
}
// Now we've created all the bones, link them up
logMgr.logMessage("Establishing bone hierarchy..");
for (i = 0; i < numBones; ++i)
{
msBone* bone = msModel_GetBoneAt(pModel, i);
if (strlen(bone->szParentName) == 0)
{
// Root bone
msg = "Root bone detected: Name='" + Ogre::String(bone->szName) + "' Index="
+ Ogre::StringConverter::toString(i);
logMgr.logMessage(msg);
}
else
{
Ogre::Bone* ogrechild = ogreskel->getBone(bone->szName);
//.........这里部分代码省略.........
示例7: 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.........