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📄 coreskeleton.cpp

📁 Cal3D实现虚拟角色 Cal3D实现虚拟角色
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//****************************************************************************//// coreskeleton.cpp                                                           //// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger                       ////****************************************************************************//// This library is free software; you can redistribute it and/or modify it    //// under the terms of the GNU Lesser General Public License as published by   //// the Free Software Foundation; either version 2.1 of the License, or (at    //// your option) any later version.                                            ////****************************************************************************//#ifdef HAVE_CONFIG_H#include "config.h"#endif#include "cal3d/error.h"#include "cal3d/coreskeleton.h"#include "cal3d/corebone.h"CalCoreSkeleton::CalCoreSkeleton(){}CalCoreSkeleton::~CalCoreSkeleton(){  // destroy all core animations  std::vector<CalCoreBone *>::iterator iteratorCoreBone;  for(iteratorCoreBone = m_vectorCoreBone.begin(); iteratorCoreBone != m_vectorCoreBone.end(); ++iteratorCoreBone)  {    delete (*iteratorCoreBone);  }} /*****************************************************************************//** Adds a core bone.  *  * This function adds a core bone to the core skeleton instance.  *  * @param pCoreBone A pointer to the core bone that should be added.  *  * @return One of the following values:  *         \li the assigned bone \b ID of the added core bone  *         \li \b -1 if an error happend  *****************************************************************************/int CalCoreSkeleton::addCoreBone(CalCoreBone *pCoreBone){  // get next bone id  int boneId;  boneId = m_vectorCoreBone.size();  m_vectorCoreBone.push_back(pCoreBone);  // if necessary, add the core bone to the root bone list  if(pCoreBone->getParentId() == -1)  {    m_vectorRootCoreBoneId.push_back(boneId);  }  // add a reference from the bone's name to its id  mapCoreBoneName( boneId, pCoreBone->getName() );  return boneId;} /*****************************************************************************//** Calculates the current state.  *  * This function calculates the current state of the core skeleton instance by  * calculating all the core bone states.  *****************************************************************************/void CalCoreSkeleton::calculateState(){  // calculate all bone states of the skeleton  std::vector<int>::iterator iteratorRootCoreBoneId;  for(iteratorRootCoreBoneId = m_vectorRootCoreBoneId.begin(); iteratorRootCoreBoneId != m_vectorRootCoreBoneId.end(); ++iteratorRootCoreBoneId)  {    m_vectorCoreBone[*iteratorRootCoreBoneId]->calculateState();  }} /*****************************************************************************//** Provides access to a core bone.  *  * This function returns the core bone with the given ID.  *  * @param coreBoneId The ID of the core bone that should be returned.  *  * @return One of the following values:  *         \li a pointer to the core bone  *         \li \b 0 if an error happend  *****************************************************************************/CalCoreBone *CalCoreSkeleton::getCoreBone(int coreBoneId){  if((coreBoneId < 0) || (coreBoneId >= (int)m_vectorCoreBone.size()))  {    CalError::setLastError(CalError::INVALID_HANDLE, __FILE__, __LINE__);    return 0;  }  return m_vectorCoreBone[coreBoneId];} /*****************************************************************************//** Provides access to a core bone.  *  * This function returns the core bone with the given name.  *  * @param strName The name of the core bone that should be returned.  *  * @return One of the following values:  *         \li a pointer to the core bone  *         \li \b 0 if an error happend  *****************************************************************************/CalCoreBone* CalCoreSkeleton::getCoreBone(const std::string& strName){   return getCoreBone( getCoreBoneId( strName ));} /*****************************************************************************//** Returns the ID of a specified core bone.  *  * This function returns the ID of a specified core bone.  *  * @param strName The name of the core bone that should be returned.  *  * @return One of the following values:  *         \li the \b ID of the core bone  *         \li \b -1 if an error happend  *****************************************************************************/int CalCoreSkeleton::getCoreBoneId(const std::string& strName){  //Check to make sure the mapping exists  if (m_mapCoreBoneNames.count(strName) <= 0)  {    CalError::setLastError(CalError::INVALID_HANDLE, __FILE__, __LINE__);    return -1;  }  return m_mapCoreBoneNames[strName];} /*****************************************************************************//** Maps the name of a bone to a specific bone id  *  * This function returns true or false depending on whether the mapping  * was successful or not. Note that it is possible to overwrite and existing  * mapping and no error will be given.  *  * @param coreBoneId The id of the core bone to be associated with the name.  * @param strName The name of the core bone that will be associated with the id.  *  * @return One of the following values:  *         \li true if the mapping was successful  *         \li false if an invalid ID was given  *****************************************************************************/bool CalCoreSkeleton::mapCoreBoneName(int coreBoneId, const std::string& strName){   //Make sure the ID given is a valid corebone ID number   if ((coreBoneId < 0) || (coreBoneId >= (int)m_vectorCoreBone.size()))   {      return false;   }   //Add the mapping or overwrite an existing mapping   m_mapCoreBoneNames[strName] = coreBoneId;   return true;} /*****************************************************************************//** Returns the root core bone id list.  *  * This function returns the list that contains all root core bone IDs of the  * core skeleton instance.  *  * @return A reference to the root core bone id list.  *****************************************************************************/std::vector<int>& CalCoreSkeleton::getVectorRootCoreBoneId(){  return m_vectorRootCoreBoneId;} /*****************************************************************************//** Returns the core bone vector.  *  * This function returns the vector that contains all core bones of the core  * skeleton instance.  *  * @return A reference to the core bone vector.  *****************************************************************************/std::vector<CalCoreBone *>& CalCoreSkeleton::getVectorCoreBone(){  return m_vectorCoreBone;} /*****************************************************************************//** Calculates bounding boxes.  *  * This function Calculates the bounding box of every bone in the core Skeleton.  *  * @param pCoreModel The coreModel (needed for vertices data).  *****************************************************************************/void CalCoreSkeleton::calculateBoundingBoxes(CalCoreModel * pCoreModel){   for(size_t boneId=0;boneId<m_vectorCoreBone.size();++boneId)   {      m_vectorCoreBone[boneId]->calculateBoundingBox(pCoreModel);   }} /*****************************************************************************//** Scale the core skeleton.  *  * This function rescale all the data that are in the core skeleton instance.  *  * @param factor A float with the scale factor  *  *****************************************************************************/void CalCoreSkeleton::scale(float factor){  std::vector<int>::iterator iteratorRootCoreBoneId;  for(iteratorRootCoreBoneId = m_vectorRootCoreBoneId.begin(); iteratorRootCoreBoneId != m_vectorRootCoreBoneId.end(); ++iteratorRootCoreBoneId)  {    m_vectorCoreBone[*iteratorRootCoreBoneId]->scale(factor);  }}

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