本文整理汇总了C++中smartbody::SBScene::addAssetPath方法的典型用法代码示例。如果您正苦于以下问题:C++ SBScene::addAssetPath方法的具体用法?C++ SBScene::addAssetPath怎么用?C++ SBScene::addAssetPath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smartbody::SBScene
的用法示例。
在下文中一共展示了SBScene::addAssetPath方法的2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: QueryResourcesCB
bool QueryResourcesCB(void* caller, NetRequest* req)
{
SmartBody::SBScene* sbScene = SmartBody::SBScene::getScene();
std::vector<std::string> args = req->Args();
switch (req->Rid())
{
case NetRequest::Get_Seq_Asset_Paths:
for (size_t i = 0; i < args.size(); i++)
sbScene->addAssetPath("script", args[i]);
break;
case NetRequest::Get_ME_Asset_Paths:
for (size_t i = 0; i < args.size(); i++)
sbScene->addAssetPath("motion", args[i]);
break;
case NetRequest::Get_Audio_Asset_Paths:
for (size_t i = 0; i < args.size(); i++)
sbScene->addAssetPath("audio", args[i]);
break;
case NetRequest::Get_Mesh_Asset_Paths:
for (size_t i = 0; i < args.size(); i++)
sbScene->addAssetPath("mesh", args[i]);
break;
case NetRequest::Get_Script_Names:
break;
case NetRequest::Get_Service_Names:
break;
case NetRequest::Get_Motion_Names:
for (size_t i = 0; i < args.size(); i++)
{
SmartBody::SBMotion* motion = SmartBody::SBScene::getScene()->getAssetManager()->createMotion(args[i]);
}
break;
case NetRequest::Get_Skeleton_Names:
break;
case NetRequest::Get_BoneMap_Names:
break;
case NetRequest::Get_EventHandler_Names:
break;
case NetRequest::Get_Scene_Scale:
float scale = (float)vhcl::ToDouble(req->ArgsAsString());
sbScene->setScale(scale);
break;
}
return true;
}
示例2: main_sb
int main_sb( int argc, char** argv )
{
osg::ArgumentParser arguments( &argc, argv );
SmartBody::SBScene* scene = SmartBody::SBScene::getScene();
scene->setMediaPath( "./smartbody/" ); // data/
scene->addAssetPath( "motion", "ChrBrad" );
scene->addAssetPath( "mesh", "mesh");
scene->addAssetPath( "script", "scripts");
scene->loadAssets();
int numMotions = scene->getNumMotions();
std::cout << "Loaded motions: " << numMotions << std::endl;
SmartBody::SBCharacter* character = scene->createCharacter( "mycharacter", "" );
SmartBody::SBSkeleton* skeleton = scene->createSkeleton( "ChrBrad.sk" );
character->setSkeleton( skeleton );
character->createStandardControllers();
SmartBody::SBSimulationManager* sim = scene->getSimulationManager();
sim->setupTimer();
osg::ref_ptr<osg::Group> root = new osg::Group;
osgViewer::Viewer viewer;
viewer.setCameraManipulator( new osgGA::TrackballManipulator );
viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
viewer.addEventHandler( new osgViewer::StatsHandler );
viewer.addEventHandler( new osgViewer::WindowSizeHandler );
viewer.setSceneData( root.get() );
viewer.setUpViewOnSingleScreen( 1 );
std::string ret = scene->getBmlProcessor()->execBML( "mycharacter", "<body posture=\"[email protected]\"/>" );
sim->start();
while ( !viewer.done() )
{
scene->update();
int numCharacters = scene->getNumCharacters();
if (numCharacters == 0)
return true;
sim->updateTimer();
viewer.frame();
}
sim->stop();
return 0;
}