本文整理汇总了C++中torque::Path::getPath方法的典型用法代码示例。如果您正苦于以下问题:C++ Path::getPath方法的具体用法?C++ Path::getPath怎么用?C++ Path::getPath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torque::Path
的用法示例。
在下文中一共展示了Path::getPath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: copySketchupTexture
//-----------------------------------------------------------------------------
/// Copy a texture from a KMZ to a cache. Note that the texture filename is modified
void copySketchupTexture(const Torque::Path &path, String &textureFilename)
{
if (textureFilename.isEmpty())
return;
Torque::Path texturePath(textureFilename);
texturePath.setExtension(findTextureExtension(texturePath));
String cachedTexFilename = String::ToString("%s_%s.cached",
TSShapeLoader::getShapePath().getFileName().c_str(), texturePath.getFileName().c_str());
Torque::Path cachedTexPath;
cachedTexPath.setRoot(path.getRoot());
cachedTexPath.setPath(path.getPath());
cachedTexPath.setFileName(cachedTexFilename);
cachedTexPath.setExtension(texturePath.getExtension());
FileStream *source;
FileStream *dest;
if ((source = FileStream::createAndOpen(texturePath.getFullPath(), Torque::FS::File::Read)) == NULL)
return;
if ((dest = FileStream::createAndOpen(cachedTexPath.getFullPath(), Torque::FS::File::Write)) == NULL)
{
delete source;
return;
}
dest->copyFrom(source);
delete dest;
delete source;
// Update the filename in the material
cachedTexPath.setExtension("");
textureFilename = cachedTexPath.getFullPath();
}
示例2: _loadLegacy
void TerrainFile::_loadLegacy( FileStream &stream )
{
// Some legacy constants.
enum
{
MaterialGroups = 8,
BlockSquareWidth = 256,
};
const U32 sampleCount = BlockSquareWidth * BlockSquareWidth;
mSize = BlockSquareWidth;
// Load the heightmap.
mHeightMap.setSize( sampleCount );
for ( U32 i=0; i < mHeightMap.size(); i++ )
stream.read( &mHeightMap[i] );
// Prior to version 7 we stored this weird material struct.
const U32 MATERIAL_GROUP_MASK = 0x7;
struct Material
{
enum Flags
{
Plain = 0,
Rotate = 1,
FlipX = 2,
FlipXRotate = 3,
FlipY = 4,
FlipYRotate = 5,
FlipXY = 6,
FlipXYRotate = 7,
RotateMask = 7,
Empty = 8,
Modified = BIT(7),
// must not clobber TerrainFile::MATERIAL_GROUP_MASK bits!
PersistMask = BIT(7)
};
U8 flags;
U8 index;
};
// Temp locals for loading before we convert to the new
// version 7+ format.
U8 baseMaterialMap[sampleCount] = { 0 };
U8 *materialAlphaMap[MaterialGroups] = { 0 };
Material materialMap[BlockSquareWidth * BlockSquareWidth];
// read the material group map and flags...
dMemset(materialMap, 0, sizeof(materialMap));
AssertFatal(!(Material::PersistMask & MATERIAL_GROUP_MASK),
"Doh! We have flag clobberage...");
for (S32 j=0; j < sampleCount; j++)
{
U8 val;
stream.read(&val);
//
baseMaterialMap[j] = val & MATERIAL_GROUP_MASK;
materialMap[j].flags = val & Material::PersistMask;
}
// Load the material names.
Vector<String> materials;
for ( U32 i=0; i < MaterialGroups; i++ )
{
String matName;
stream.read( &matName );
if ( matName.isEmpty() )
continue;
if ( mFileVersion > 3 && mFileVersion < 6 )
{
// Between version 3 and 5 we store the texture file names
// relative to the terrain file. We restore the full path
// here so that we can create a TerrainMaterial from it.
materials.push_back( Torque::Path::CompressPath( mFilePath.getRoot() + mFilePath.getPath() + '/' + matName ) );
}
else
materials.push_back( matName );
}
if ( mFileVersion <= 3 )
{
GFXTexHandle terrainMat;
Torque::Path matRelPath;
// Try to automatically fix up our material file names
for (U32 i = 0; i < materials.size(); i++)
{
if ( materials[i].isEmpty() )
continue;
terrainMat.set( materials[i], &GFXDefaultPersistentProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
if ( terrainMat )
continue;
//.........这里部分代码省略.........