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📄 cal3d_wrapper.cpp

📁 Cal3D实现虚拟角色 Cal3D实现虚拟角色
💻 CPP
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std::vector<CalMesh *>& CalModel_GetVectorMesh(CalModel *self){  return self->getVectorMesh();}*/CalModel *CalModel_New(CalCoreModel* pCoreModel){  return new CalModel(pCoreModel);}void CalModel_SetLodLevel(CalModel *self, float lodLevel){  self->setLodLevel(lodLevel);}void CalModel_SetMaterialSet(CalModel *self, int setId){  self->setMaterialSet(setId);}void CalModel_SetUserData(CalModel *self, CalUserData userData){  self->setUserData(userData);}void CalModel_Update(CalModel *self, float deltaTime){  self->update(deltaTime);}//****************************************************************************//// CalPhysique wrapper functions definition                                   ////****************************************************************************//int CalPhysique_CalculateNormals(CalPhysique *self, CalSubmesh *pSubmesh, float *pNormalBuffer){  return self->calculateNormals(pSubmesh, pNormalBuffer);}int CalPhysique_CalculateVertices(CalPhysique *self, CalSubmesh *pSubmesh, float *pVertexBuffer){  return self->calculateVertices(pSubmesh, pVertexBuffer);}int CalPhysique_CalculateVerticesAndNormals(CalPhysique *self, CalSubmesh *pSubmesh, float *pVertexBuffer){  return self->calculateVerticesAndNormals(pSubmesh, pVertexBuffer);}int CalPhysique_CalculateVerticesNormalsAndTexCoords(CalPhysique *self, CalSubmesh *pSubmesh, float *pVertexBuffer, int NumTexCoords){  return self->calculateVerticesNormalsAndTexCoords(pSubmesh, pVertexBuffer, NumTexCoords);}int CalPhysique_CalculateTangentSpaces(CalPhysique *self, CalSubmesh *pSubmesh, int mapId, float *pTangentSpaceBuffer){  return self->calculateTangentSpaces(pSubmesh, mapId, pTangentSpaceBuffer);}void CalPhysique_Delete(CalPhysique *self){  delete self;}CalPhysique *CalPhysique_New(CalModel* pModel){  return new CalPhysique(pModel);}void CalPhysique_Update(CalPhysique *self){  self->update();}//****************************************************************************//// CalPlatform wrapper functions definition                                   ////****************************************************************************////****************************************************************************//// CalQuaternion wrapper functions definition                                 ////****************************************************************************//void CalQuaternion_Blend(CalQuaternion *self, float d, CalQuaternion *pQ){  self->blend(d, *pQ);}void CalQuaternion_Clear(CalQuaternion *self){  self->clear();}void CalQuaternion_Conjugate(CalQuaternion *self){  self->conjugate();}void CalQuaternion_Delete(CalQuaternion *self){  delete self;}void CalQuaternion_Equal(CalQuaternion *self, CalQuaternion *pQ){  *self = *pQ;}float *CalQuaternion_Get(CalQuaternion *self){  return &(self->x);}void CalQuaternion_Multiply(CalQuaternion *self, CalQuaternion *pQ){  *self *= *pQ;}void CalQuaternion_MultiplyVector(CalQuaternion *self, CalVector *pV){  *self *= *pV;}CalQuaternion *CalQuaternion_New(){  return new CalQuaternion();}void CalQuaternion_Op_Multiply(CalQuaternion *pResult, CalQuaternion *pQ, CalQuaternion *pR){  *pResult = *pQ * *pR;}void CalQuaternion_Set(CalQuaternion *self, float qx, float qy, float qz, float qw){  self->set(qx, qy, qz, qw);}//****************************************************************************//// CalRender wrapper functions definition                                         ////****************************************************************************//Boolean CalRenderer_BeginRendering(CalRenderer *self){  return self->beginRendering() ? True : False;}void CalRenderer_Delete(CalRenderer *self){  delete self;}void CalRenderer_EndRendering(CalRenderer *self){  self->endRendering();}void CalRenderer_GetAmbientColor(CalRenderer *self, unsigned char *pColorBuffer){  self->getAmbientColor(pColorBuffer);}void CalRenderer_GetDiffuseColor(CalRenderer *self, unsigned char *pColorBuffer){  self->getDiffuseColor(pColorBuffer);}int CalRenderer_GetFaceCount(CalRenderer *self){  return self->getFaceCount();}int CalRenderer_GetFaces(CalRenderer *self, CalIndex *pFaceBuffer){  return self->getFaces(pFaceBuffer);}int CalRenderer_GetMapCount(CalRenderer *self){  return self->getMapCount();}CalUserData CalRenderer_GetMapUserData(CalRenderer *self, int mapId){  return (CalUserData)self->getMapUserData(mapId);}int CalRenderer_GetMeshCount(CalRenderer *self){  return self->getMeshCount();}int CalRenderer_GetNormals(CalRenderer *self, float *pNormalBuffer){  return self->getNormals(pNormalBuffer);}float CalRenderer_GetShininess(CalRenderer *self){  return self->getShininess();}void CalRenderer_GetSpecularColor(CalRenderer *self, unsigned char *pColorBuffer){  self->getSpecularColor(pColorBuffer);}int CalRenderer_GetSubmeshCount(CalRenderer *self, int meshId){  return self->getSubmeshCount(meshId);}int CalRenderer_GetTextureCoordinates(CalRenderer *self, int mapId, float *pTextureCoordinateBuffer){  return self->getTextureCoordinates(mapId, pTextureCoordinateBuffer);}int CalRenderer_GetVertexCount(CalRenderer *self){  return self->getVertexCount();}int CalRenderer_GetVertices(CalRenderer *self, float *pVertexBuffer){  return self->getVertices(pVertexBuffer);}int CalRenderer_GetVerticesAndNormals(CalRenderer *self, float *pVertexBuffer){  return self->getVerticesAndNormals(pVertexBuffer);}int CalRenderer_GetVerticesNormalsAndTexCoords(CalRenderer *self, float *pVertexBuffer, int NumTexCoords){  return self->getVerticesNormalsAndTexCoords(pVertexBuffer,NumTexCoords);}int CalRenderer_GetTangentSpaces(CalRenderer *self, int mapId, float *pTangentSpaceBuffer){  return self->getTangentSpaces(mapId, pTangentSpaceBuffer);}Boolean CalRenderer_IsTangentsEnabled(CalRenderer *self, int mapId){  return self->isTangentsEnabled(mapId) ? True : False;}CalRenderer *CalRenderer_New(CalModel* pModel){  return new CalRenderer(pModel);}Boolean CalRenderer_SelectMeshSubmesh(CalRenderer *self, int meshId, int submeshId){  return self->selectMeshSubmesh(meshId, submeshId) ? True : False;}//****************************************************************************//// CalPlatform wrapper functions definition                                   ////****************************************************************************//void CalSaver_Delete(CalSaver *self){  delete self;}CalSaver *CalSaver_New(){  return new CalSaver();}Boolean CalSaver_SaveCoreAnimation(CalSaver *self, char *strFilename, CalCoreAnimation *pCoreAnimation){  return self->saveCoreAnimation(strFilename, pCoreAnimation) ? True : False;}Boolean CalSaver_SaveCoreMaterial(CalSaver *self, char *strFilename, CalCoreMaterial *pCoreMaterial){  return self->saveCoreMaterial(strFilename, pCoreMaterial) ? True : False;}Boolean CalSaver_SaveCoreMesh(CalSaver *self, char *strFilename, CalCoreMesh *pCoreMesh){  return self->saveCoreMesh(strFilename, pCoreMesh) ? True : False;}Boolean CalSaver_SaveCoreSkeleton(CalSaver *self, char *strFilename, CalCoreSkeleton *pCoreSkeleton){  return self->saveCoreSkeleton(strFilename, pCoreSkeleton) ? True : False;}//****************************************************************************//// CalSkeleton wrapper functions definition                                   ////****************************************************************************//void CalSkeleton_CalculateState(CalSkeleton *self){  self->calculateState();}void CalSkeleton_ClearState(CalSkeleton *self){  self->clearState();}void CalSkeleton_Delete(CalSkeleton *self){  delete self;}CalBone *CalSkeleton_GetBone(CalSkeleton *self, int boneId){  return self->getBone(boneId);}CalCoreSkeleton *CalSkeleton_GetCoreSkeleton(CalSkeleton *self){  return self->getCoreSkeleton();}/*std::vector<CalBone *>& CalSkeleton_GetVectorBone(CalSkeleton *self){  return self->getVectorBone();}*/void CalSkeleton_LockState(CalSkeleton *self){  self->lockState();}CalSkeleton *CalSkeleton_New(CalCoreSkeleton *pCoreSkeleton){  return new CalSkeleton(pCoreSkeleton);}// DEBUG-CODEint CalSkeleton_GetBonePoints(CalSkeleton *self, float *pPoints){  return self->getBonePoints(pPoints);}// DEBUG-CODEint CalSkeleton_GetBonePointsStatic(CalSkeleton *self, float *pPoints){  return self->getBonePointsStatic(pPoints);}// DEBUG-CODEint CalSkeleton_GetBoneLines(CalSkeleton *self, float *pLines){  return self->getBoneLines(pLines);}// DEBUG-CODEint CalSkeleton_GetBoneLinesStatic(CalSkeleton *self, float *pLines){  return self->getBoneLinesStatic(pLines);}//****************************************************************************//// CalSpringSystem wrapper functions definition                               ////****************************************************************************//void CalSpringSystem_CalculateForces(CalSpringSystem *self, CalSubmesh *pSubmesh, float deltaTime){  self->calculateForces(pSubmesh, deltaTime);}void CalSpringSystem_CalculateVertices(CalSpringSystem *self, CalSubmesh *pSubmesh, float deltaTime){  self->calculateVertices(pSubmesh, deltaTime);}void CalSpringSystem_Delete(CalSpringSystem *self){  delete self;}CalSpringSystem *CalSpringSystem_New(CalModel* pModel){  return new CalSpringSystem(pModel);}void CalSpringSystem_Update(CalSpringSystem *self, float deltaTime){  self->update(deltaTime);}//****************************************************************************//// CalSubmesh wrapper functions definition                                    ////****************************************************************************//void CalSubmesh_Delete(CalSubmesh *self){  delete self;}CalCoreSubmesh *CalSubmesh_GetCoreSubmesh(CalSubmesh *self){  return self->getCoreSubmesh();}int CalSubmesh_GetCoreMaterialId(CalSubmesh *self){  return self->getCoreMaterialId();}int CalSubmesh_GetFaceCount(CalSubmesh *self){  return self->getFaceCount();}int CalSubmesh_GetFaces(CalSubmesh *self, CalIndex *pFaceBuffer){  return self->getFaces(pFaceBuffer);}/*std::vector<CalVector>& CalSubmesh_GetVectorNormal(CalSubmesh *self){  return self->getVectorNormal();}*//*std::vector<CalSubmesh::PhysicalProperty>& CalSubmesh_GetVectorPhysicalProperty(CalSubmesh *self){  return self->getVectorPhysicalProperty();}*//*std::vector<CalVector>& CalSubmesh_GetVectorVertex(CalSubmesh *self){  return self->getVectorVertex();}*/int CalSubmesh_GetVertexCount(CalSubmesh *self){  return self->getVertexCount();}Boolean CalSubmesh_HasInternalData(CalSubmesh *self){  return self->hasInternalData() ? True : False;}CalSubmesh *CalSubmesh_New(CalCoreSubmesh* coreSubmesh){  return new CalSubmesh(coreSubmesh);}void CalSubmesh_SetCoreMaterialId(CalSubmesh *self, int coreMaterialId){  self->setCoreMaterialId(coreMaterialId);}void CalSubmesh_SetLodLevel(CalSubmesh *self, float lodLevel){  self->setLodLevel(lodLevel);}//****************************************************************************//// CalVector wrapper functions definition                                     ////****************************************************************************//void CalVector_Add(CalVector *self, CalVector *pV){  *self += *pV;}void CalVector_Blend(CalVector *self, float d, CalVector *pV){  self->blend(d, *pV);}void CalVector_Clear(CalVector *self){  self->clear();}void CalVector_Delete(CalVector *self){  delete self;}void CalVector_Equal(CalVector *self, CalVector *pV){  *self = *pV;}void CalVector_InverseScale(CalVector *self, float d){  *self /= d;}float *CalVector_Get(CalVector *self){  return &(self->x);}float CalVector_Length(CalVector *self){  return self->length();}CalVector *CalVector_New(){  return new CalVector();}float CalVector_Normalize(CalVector *self){  return self->normalize();}void CalVector_Op_Add(CalVector *pResult, CalVector *pV, CalVector *pU){  *pResult = *pV + *pU;}void CalVector_Op_Subtract(CalVector *pResult, CalVector *pV, CalVector *pU){  *pResult = *pV - *pU;}void CalVector_CalVector_Op_Scale(CalVector *pResult, CalVector *pV, float d){  *pResult = *pV * d;}void CalVector_CalVector_Op_InverseScale(CalVector *pResult, CalVector *pV, float d){  *pResult = *pV / d;}float CalVector_Op_Scalar(CalVector *pV, CalVector *pU){  return *pV * *pU;}void CalVector_Op_Cross(CalVector *pResult, CalVector *pV, CalVector *pU){  *pResult = *pV % *pU;}void CalVector_Scale(CalVector *self, float d){  *self *= d;}void CalVector_Set(CalVector *self, float vx, float vy, float vz){  self->set(vx, vy, vz);}void CalVector_Subtract(CalVector *self, CalVector *pV){  *self = *pV;}void CalVector_Transform(CalVector *self, CalQuaternion *pQ){  *self *= *pQ;}//****************************************************************************//

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