Пример #1
0
void AnimSkeleton::dump() const {
    qCDebug(animation) << "[";
    for (int i = 0; i < getNumJoints(); i++) {
        qCDebug(animation) << "    {";
        qCDebug(animation) << "        index =" << i;
        qCDebug(animation) << "        name =" << getJointName(i);
        qCDebug(animation) << "        absBindPose =" << getAbsoluteBindPose(i);
        qCDebug(animation) << "        relBindPose =" << getRelativeBindPose(i);
        qCDebug(animation) << "        absDefaultPose =" << getAbsoluteDefaultPose(i);
        qCDebug(animation) << "        relDefaultPose =" << getRelativeDefaultPose(i);
#ifdef DUMP_FBX_JOINTS
        qCDebug(animation) << "        fbxJoint =";
        qCDebug(animation) << "            isFree =" << _joints[i].isFree;
        qCDebug(animation) << "            freeLineage =" << _joints[i].freeLineage;
        qCDebug(animation) << "            parentIndex =" << _joints[i].parentIndex;
        qCDebug(animation) << "            translation =" << _joints[i].translation;
        qCDebug(animation) << "            preTransform =" << _joints[i].preTransform;
        qCDebug(animation) << "            preRotation =" << _joints[i].preRotation;
        qCDebug(animation) << "            rotation =" << _joints[i].rotation;
        qCDebug(animation) << "            postRotation =" << _joints[i].postRotation;
        qCDebug(animation) << "            postTransform =" << _joints[i].postTransform;
        qCDebug(animation) << "            transform =" << _joints[i].transform;
        qCDebug(animation) << "            rotationMin =" << _joints[i].rotationMin << ", rotationMax =" << _joints[i].rotationMax;
        qCDebug(animation) << "            inverseDefaultRotation" << _joints[i].inverseDefaultRotation;
        qCDebug(animation) << "            inverseBindRotation" << _joints[i].inverseBindRotation;
        qCDebug(animation) << "            bindTransform" << _joints[i].bindTransform;
        qCDebug(animation) << "            isSkeletonJoint" << _joints[i].isSkeletonJoint;
#endif
        if (getParentIndex(i) >= 0) {
            qCDebug(animation) << "        parent =" << getJointName(getParentIndex(i));
        }
        qCDebug(animation) << "    },";
    }
    qCDebug(animation) << "]";
}
Пример #2
0
void AnimSkeleton::dump() const {
    qCDebug(animation) << "[";
    for (int i = 0; i < getNumJoints(); i++) {
        qCDebug(animation) << "    {";
        qCDebug(animation) << "        index =" << i;
        qCDebug(animation) << "        name =" << getJointName(i);
        qCDebug(animation) << "        absBindPose =" << getAbsoluteBindPose(i);
        qCDebug(animation) << "        relBindPose =" << getRelativeBindPose(i);
        if (getParentIndex(i) >= 0) {
            qCDebug(animation) << "        parent =" << getJointName(getParentIndex(i));
        }
        qCDebug(animation) << "    },";
    }
    qCDebug(animation) << "]";
}