当前位置: 首页>>代码示例>>C++>>正文


C++ SubMesh::_compileBoneAssignments方法代码示例

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


在下文中一共展示了SubMesh::_compileBoneAssignments方法的1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: createOgreSubmesh


//.........这里部分代码省略.........
     bool use32BitIndexes = false;
     if (m_vertices.size() > 65536 || params.useSharedGeom)
     {
         use32BitIndexes = true;
     }
     // Create a new index buffer
     pSubmesh->indexData->indexBuffer = 
         Ogre::HardwareBufferManager::getSingleton().createIndexBuffer(
             use32BitIndexes ? Ogre::HardwareIndexBuffer::IT_32BIT : Ogre::HardwareIndexBuffer::IT_16BIT,
             pSubmesh->indexData->indexCount,
             Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);
     // Fill the index buffer with faces data
     if (use32BitIndexes)
     {
         Ogre::uint32* pIdx = static_cast<Ogre::uint32*>(
             pSubmesh->indexData->indexBuffer->lock(Ogre::HardwareBuffer::HBL_DISCARD));
         for (i=0; i<m_faces.size(); i++)
         {
             *pIdx++ = static_cast<Ogre::uint32>(m_faces[i].v[0]);
             *pIdx++ = static_cast<Ogre::uint32>(m_faces[i].v[1]);
             *pIdx++ = static_cast<Ogre::uint32>(m_faces[i].v[2]);
         }
         pSubmesh->indexData->indexBuffer->unlock();
     }
     else
     {
         Ogre::uint16* pIdx = static_cast<Ogre::uint16*>(
             pSubmesh->indexData->indexBuffer->lock(Ogre::HardwareBuffer::HBL_DISCARD));
         for (i=0; i<m_faces.size(); i++)
         {
             *pIdx++ = static_cast<Ogre::uint16>(m_faces[i].v[0]);
             *pIdx++ = static_cast<Ogre::uint16>(m_faces[i].v[1]);
             *pIdx++ = static_cast<Ogre::uint16>(m_faces[i].v[2]);
         }
         pSubmesh->indexData->indexBuffer->unlock();
     }
     // Define vertex declaration (only if we're not using shared geometry)
     if(!params.useSharedGeom)
     {
         Ogre::VertexDeclaration* pDecl = pSubmesh->vertexData->vertexDeclaration;
         unsigned buf = 0;
         size_t offset = 0;
         // Add vertex position
         pDecl->addElement(buf, offset, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
         offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);
         // Add vertex normal
         if (params.exportVertNorm)
         {
             pDecl->addElement(buf, offset, Ogre::VET_FLOAT3, Ogre::VES_NORMAL);
             offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);
         }
         // Add vertex colour
         if(params.exportVertCol)
         {
             pDecl->addElement(buf, offset, Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);
             offset += Ogre::VertexElement::getTypeSize(Ogre::VET_COLOUR);
         }
         // Add texture coordinates
         for (i=0; i<m_vertices[0].texcoords.size(); i++)
         {
             Ogre::VertexElementType uvType = Ogre::VertexElement::multiplyTypeCount(Ogre::VET_FLOAT1, 2);
             pDecl->addElement(buf, offset, uvType, Ogre::VES_TEXTURE_COORDINATES, static_cast<unsigned short>(i));
             offset += Ogre::VertexElement::getTypeSize(uvType);
         }
         Ogre::VertexDeclaration* pOptimalDecl = pDecl->getAutoOrganisedDeclaration(
             params.exportVBA, params.exportBlendShapes || params.exportVertAnims, false);
         // Fill the vertex buffer using the newly created vertex declaration
         stat = createOgreVertexBuffer(pSubmesh,pDecl,m_vertices);
         // Write vertex bone assignements list
         if (params.exportVBA)
         {
             // Create a new vertex bone assignements list
             Ogre::SubMesh::VertexBoneAssignmentList vbas;
             // Scan list of shared geometry vertices
             for (i=0; i<m_vertices.size(); i++)
             {
                 vertex v = m_vertices[i];
                 // Add all bone assignemnts for every vertex to the bone assignements list
                 for (j=0; j<v.vbas.size(); j++)
                 {
                     Ogre::VertexBoneAssignment vba;
                     vba.vertexIndex = static_cast<unsigned int>(i);
                     vba.boneIndex = v.vbas[j].jointIdx;
                     vba.weight = v.vbas[j].weight;
                     vbas.insert(Ogre::SubMesh::VertexBoneAssignmentList::value_type(i, vba));
                 }
             }
             // Rationalise the bone assignements list
             pSubmesh->parent->_rationaliseBoneAssignments(pSubmesh->vertexData->vertexCount,vbas);
             // Add bone assignements to the submesh
             for (Ogre::SubMesh::VertexBoneAssignmentList::iterator bi = vbas.begin(); bi != vbas.end(); bi++)
             {
                 pSubmesh->addBoneAssignment(bi->second);
             }
             pSubmesh->_compileBoneAssignments();
         }
         pSubmesh->vertexData->reorganiseBuffers(pOptimalDecl);
     }
     return true;
 }
开发者ID:e-johnson,项目名称:AndroidProject,代码行数:101,代码来源:submesh.cpp


注:本文中的ogre::SubMesh::_compileBoneAssignments方法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。