PODVector<unsigned char> CustomGeometry::GetGeometryDataAttr() const
{
    VectorBuffer ret;

    ret.WriteVLE(geometries_.Size());
    ret.WriteUInt(elementMask_);

    for (unsigned i = 0; i < geometries_.Size(); ++i)
    {
        unsigned numVertices = vertices_[i].Size();
        ret.WriteVLE(numVertices);
        ret.WriteUByte(primitiveTypes_[i]);

        for (unsigned j = 0; j < numVertices; ++j)
        {
            if (elementMask_ & MASK_POSITION)
                ret.WriteVector3(vertices_[i][j].position_);
            if (elementMask_ & MASK_NORMAL)
                ret.WriteVector3(vertices_[i][j].normal_);
            if (elementMask_ & MASK_COLOR)
                ret.WriteUInt(vertices_[i][j].color_);
            if (elementMask_ & MASK_TEXCOORD1)
                ret.WriteVector2(vertices_[i][j].texCoord_);
            if (elementMask_ & MASK_TANGENT)
                ret.WriteVector4(vertices_[i][j].tangent_);
        }
    }

    return ret.GetBuffer();
}
Beispiel #2
0
VariantVector DecalSet::GetDecalsAttr() const
{
    VariantVector ret;
    ret.Push(skinned_);
    ret.Push(decals_.Size());
    
    for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
    {
        ret.Push(i->timer_);
        ret.Push(i->timeToLive_);
        ret.Push(i->vertices_.Size());
        ret.Push(i->indices_.Size());
        
        VectorBuffer geometry;
        
        for (PODVector<DecalVertex>::ConstIterator j = i->vertices_.Begin(); j != i->vertices_.End(); ++j)
        {
            geometry.WriteVector3(j->position_);
            geometry.WriteVector3(j->normal_);
            geometry.WriteVector2(j->texCoord_);
            geometry.WriteVector4(j->tangent_);
            if (skinned_)
            {
                for (unsigned k = 0; k < 4; ++k)
                    geometry.WriteFloat(j->blendWeights_[k]);
                for (unsigned k = 0; k < 4; ++k)
                    geometry.WriteUByte(j->blendIndices_[k]);
            }
        }
        
        for (PODVector<unsigned short>::ConstIterator j = i->indices_.Begin(); j != i->indices_.End(); ++j)
            geometry.WriteUShort(*j);
        
        ret.Push(geometry.GetBuffer());
    }
    
    if (skinned_)
    {
        ret.Push(bones_.Size());
        
        for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
        {
            ret.Push(i->name_);
            VectorBuffer boneData;
            
            boneData.WriteUByte(i->collisionMask_);
            if (i->collisionMask_ & BONECOLLISION_SPHERE)
                boneData.WriteFloat(i->radius_);
            if (i->collisionMask_ & BONECOLLISION_BOX)
                boneData.WriteBoundingBox(i->boundingBox_);
            boneData.Write(i->offsetMatrix_.Data(), sizeof(Matrix3x4));
            
            ret.Push(boneData.GetBuffer());
        }
    }
    
    return ret;
}