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C++ g3d::Array类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中g3d::Array的典型用法代码示例。如果您正苦于以下问题:C++ Array类的具体用法?C++ Array怎么用?C++ Array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Array类的4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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: generateRealObj

    void IntermediateValues::generateRealObj(uint32 mapID, uint32 tileX, uint32 tileY, MeshData meshData)
    {
        char objFileName[255];
        sprintf(objFileName, "meshes/map%03u.obj", mapID);

        FILE* objFile = fopen(objFileName, "wb");
        if (!objFile)
        {
            char message[1024];
            sprintf(message, "Failed to open %s for writing!\n", objFileName);
            perror(message);
            return;
        }

        G3D::Array<float> allVerts;
        G3D::Array<int> allTris;

        allTris.append(meshData.liquidTris);
        allVerts.append(meshData.liquidVerts);
        TerrainBuilder::copyIndices(allTris, meshData.solidTris, allVerts.size() / 3);
        allVerts.append(meshData.solidVerts);

        float* verts = allVerts.getCArray();
        int* tris = allTris.getCArray();

        for (int i = 0; i < allVerts.size() / 3; i++)
            fprintf(objFile, "v %f %f %f\n", verts[i*3], verts[i*3 + 1], verts[i*3 + 2]);

        for (int i = 0; i < allTris.size() / 3; i++)
            fprintf(objFile, "f %i %i %i\n", tris[i*3] + 1, tris[i*3 + 1] + 1, tris[i*3 + 2] + 1);

        fclose(objFile);
    }
开发者ID:mfooo,项目名称:wow,代码行数:33,代码来源:IntermediateValues.cpp


示例2: generateObjFile

    void IntermediateValues::generateObjFile(uint32 mapID, uint32 tileX, uint32 tileY, MeshData meshData)
    {
        generateRealObj(mapID, tileX, tileY, meshData);

        char tileString[25];
        sprintf(tileString, "[%02u,%02u]: ", tileY, tileX);
        printf("%sWriting debug output...                       \r", tileString);

        char objFileName[255];
        sprintf(objFileName, "meshes/%03u.map", mapID);

        FILE* objFile = fopen(objFileName, "wb");
        if (!objFile)
        {
            char message[1024];
            sprintf(message, "Failed to open %s for writing!\n", objFileName);
            perror(message);
            return;
        }

        char b = '\0';
        fwrite(&b, sizeof(char), 1, objFile);
        fclose(objFile);

        sprintf(objFileName, "meshes/%03u%02u%02u.mesh", mapID, tileY, tileX);
        objFile = fopen(objFileName, "wb");
        if (!objFile)
        {
            char message[1024];
            sprintf(message, "Failed to open %s for writing!\n", objFileName);
            perror(message);
            return;
        }

        G3D::Array<float> allVerts;
        G3D::Array<int> allTris;

        allTris.append(meshData.liquidTris);
        allVerts.append(meshData.liquidVerts);
        TerrainBuilder::copyIndices(allTris, meshData.solidTris, allVerts.size() / 3);
        allVerts.append(meshData.solidVerts);

        float* verts = allVerts.getCArray();
        int vertCount = allVerts.size() / 3;
        int* tris = allTris.getCArray();
        int triCount = allTris.size() / 3;

        fwrite(&vertCount, sizeof(int), 1, objFile);
        fwrite(verts, sizeof(float), vertCount*3, objFile);
        fflush(objFile);

        fwrite(&triCount, sizeof(int), 1, objFile);
        fwrite(tris, sizeof(int), triCount*3, objFile);
        fflush(objFile);

        fclose(objFile);
    }
开发者ID:mfooo,项目名称:wow,代码行数:57,代码来源:IntermediateValues.cpp


示例3: buildTile

    void MapBuilder::buildTile(int mapID, int tileX, int tileY, dtNavMesh* navMesh)
    {
        MeshData meshData;

        // get heightmap data
        m_terrainBuilder->loadMap(mapID, tileX, tileY, meshData, m_magic);

        // get model data
        m_terrainBuilder->loadVMap(mapID, tileY, tileX, meshData);

        // if there is no data, give up now
        if (!meshData.solidVerts.size() && !meshData.liquidVerts.size())
            { return; }

        // remove unused vertices
        TerrainBuilder::cleanVertices(meshData.solidVerts, meshData.solidTris);
        TerrainBuilder::cleanVertices(meshData.liquidVerts, meshData.liquidTris);

        // gather all mesh data for final data check, and bounds calculation
        G3D::Array<float> allVerts;
        allVerts.append(meshData.liquidVerts);
        allVerts.append(meshData.solidVerts);

        if (!allVerts.size())
            { return; }

        // get bounds of current tile
        float bmin[3], bmax[3];
        getTileBounds(tileX, tileY, allVerts.getCArray(), allVerts.size() / 3, bmin, bmax);

        m_terrainBuilder->loadOffMeshConnections(mapID, tileX, tileY, meshData, m_offMeshFilePath);

        printf(" Building map %03u - Tile [%02u,%02u]\n", mapID, tileX, tileY);
        buildMoveMapTile(mapID, tileX, tileY, meshData, bmin, bmax, navMesh);
    }
开发者ID:H0zen,项目名称:Extractor_projects,代码行数:35,代码来源:MapBuilder.cpp


示例4: loadMap

    bool TileBuilder::loadMap(uint32 mapID, uint32 tileX, uint32 tileY, MeshData &meshData, Spot portion)
    {
        char mapFileName[255];
        sprintf(mapFileName, "maps/%03u%02u%02u.map", mapID, tileY, tileX);

        FILE* mapFile = fopen(mapFileName, "rb");
        if(!mapFile)
            return true;

        GridMapFileHeader fheader;
        fread(&fheader, sizeof(GridMapFileHeader), 1, mapFile);

        if(fheader.versionMagic != *((uint32 const*)(MAP_VERSION_MAGIC)))
        {
            fclose(mapFile);
            printf("%s is the wrong version, please extract new .map files\n", mapFileName);
            return false;
        }

        GridMapHeightHeader hheader;
        fseek(mapFile, fheader.heightMapOffset, SEEK_SET);
        fread(&hheader, sizeof(GridMapHeightHeader), 1, mapFile);

        bool haveTerrain = !(hheader.flags & MAP_HEIGHT_NO_HEIGHT);
        bool haveLiquid = fheader.liquidMapOffset && !m_skipLiquid;

        // no data in this map file
        if(!haveTerrain && !haveLiquid)
        {
            fclose(mapFile);
            return true;
        }

        // data used later
        uint16 holes[16][16];
        uint8* liquid_type = 0;
        G3D::Array<int> ltriangles;
        G3D::Array<int> ttriangles;

        // terrain data
        if(haveTerrain)
        {
            int i;
            float heightMultiplier;
            float V9[V9_SIZE_SQ], V8[V8_SIZE_SQ];

            if(hheader.flags & MAP_HEIGHT_AS_INT8)
            {
                uint8 v9[V9_SIZE_SQ];
                uint8 v8[V8_SIZE_SQ];
                fread(v9, sizeof(uint8), V9_SIZE_SQ, mapFile);
                fread(v8, sizeof(uint8), V8_SIZE_SQ, mapFile);
                heightMultiplier = (hheader.gridMaxHeight - hheader.gridHeight) / 255;

                for(i = 0; i < V9_SIZE_SQ; ++i)
                    V9[i] = (float)v9[i]*heightMultiplier + hheader.gridHeight;

                if(m_hiResHeightMaps)
                    for(i = 0; i < V8_SIZE_SQ; ++i)
                        V8[i] = (float)v8[i]*heightMultiplier + hheader.gridHeight;
            }
            else if(hheader.flags & MAP_HEIGHT_AS_INT16)
            {
                uint16 v9[V9_SIZE_SQ];
                uint16 v8[V8_SIZE_SQ];
                fread(v9, sizeof(uint16), V9_SIZE_SQ, mapFile);
                fread(v8, sizeof(uint16), V8_SIZE_SQ, mapFile);
                heightMultiplier = (hheader.gridMaxHeight - hheader.gridHeight) / 65535;

                for(i = 0; i < V9_SIZE_SQ; ++i)
                    V9[i] = (float)v9[i]*heightMultiplier + hheader.gridHeight;

                if(m_hiResHeightMaps)
                    for(i = 0; i < V8_SIZE_SQ; ++i)
                        V8[i] = (float)v8[i]*heightMultiplier + hheader.gridHeight;
            }
            else
            {
                fread(V9, sizeof(float), V9_SIZE_SQ, mapFile);
                if(m_hiResHeightMaps)
                    fread(V8, sizeof(float), V8_SIZE_SQ, mapFile);
            }

            // hole data
            memset(holes, 0, fheader.holesSize);
            fseek(mapFile, fheader.holesOffset, SEEK_SET);
            fread(holes, fheader.holesSize, 1, mapFile);

            int count = meshData.solidVerts.size() / 3;
            float xoffset = (float(tileX)-32)*GRID_SIZE;
            float yoffset = (float(tileY)-32)*GRID_SIZE;

            float coord[3];

            for(i = 0; i < V9_SIZE_SQ; ++i)
            {
                getHeightCoord(i, GRID_V9, xoffset, yoffset, coord, V9);
                meshData.solidVerts.append(coord[0]);
                meshData.solidVerts.append(coord[2]);
                meshData.solidVerts.append(coord[1]);
//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:MangosFX,代码行数:101,代码来源:TileBuilder.cpp



注:本文中的g3d::Array类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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