Пример #1
0
//---------------------------------------------------------------------
void PlayPen_testPoseAnimationWithoutNormals::setupContent()
{
	mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5));
	Vector3 dir(-1, -1, 0.5);
	dir.normalise();
	Light* l = mSceneMgr->createLight("light1");
	l->setType(Light::LT_DIRECTIONAL);
	l->setDirection(dir);

	MeshPtr mesh = MeshManager::getSingleton().load("cube.mesh", 
		ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
		
	String newName = "testposenonormals.mesh";
	mesh = mesh->clone(newName);


	SubMesh* sm = mesh->getSubMesh(0);
	// Re-organise geometry since this mesh has no animation and all 
	// vertex elements are packed into one buffer
	VertexDeclaration* newDecl = 
		sm->vertexData->vertexDeclaration->getAutoOrganisedDeclaration(false, true, false);
	sm->vertexData->reorganiseBuffers(newDecl);

	// create 2 poses
	Pose* pose = mesh->createPose(1, "pose1");
	// Pose1 moves vertices 0, 1, 2 and 3 upward 
	Vector3 offset1(0, 50, 0);
	pose->addVertex(0, offset1);
	pose->addVertex(1, offset1);
	pose->addVertex(2, offset1);
	pose->addVertex(3, offset1);

	pose = mesh->createPose(1, "pose2");
	// Pose2 moves vertices 3, 4, and 5 to the right
	// Note 3 gets affected by both
	Vector3 offset2(100, 0, 0);
	pose->addVertex(3, offset2);
	pose->addVertex(4, offset2);
	pose->addVertex(5, offset2);


	Animation* anim = mesh->createAnimation("poseanim", 20.0f);
	VertexAnimationTrack* vt = anim->createVertexTrack(1, sm->vertexData, VAT_POSE);
	
	// Frame 0 - no effect 
	VertexPoseKeyFrame* kf = vt->createVertexPoseKeyFrame(0);

	// Frame 1 - bring in pose 1 (index 0)
	kf = vt->createVertexPoseKeyFrame(3);
	kf->addPoseReference(0, 1.0f);

	// Frame 2 - remove all 
	kf = vt->createVertexPoseKeyFrame(6);

	// Frame 3 - bring in pose 2 (index 1)
	kf = vt->createVertexPoseKeyFrame(9);
	kf->addPoseReference(1, 1.0f);

	// Frame 4 - remove all
	kf = vt->createVertexPoseKeyFrame(12);


	// Frame 5 - bring in pose 1 at 50%, pose 2 at 100% 
	kf = vt->createVertexPoseKeyFrame(15);
	kf->addPoseReference(0, 0.5f);
	kf->addPoseReference(1, 1.0f);

	// Frame 6 - bring in pose 1 at 100%, pose 2 at 50% 
	kf = vt->createVertexPoseKeyFrame(18);
	kf->addPoseReference(0, 1.0f);
	kf->addPoseReference(1, 0.5f);

	// Frame 7 - reset
	kf = vt->createVertexPoseKeyFrame(20);

	// Export the mesh
	DataStreamPtr stream = Root::getSingleton().createFileStream(newName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true);
	MeshSerializer ser;
	ser.exportMesh(mesh.get(), stream);
	stream->close();

	// Unload old mesh to force reload
	MeshManager::getSingleton().remove(mesh->getHandle());
	mesh->unload();
	mesh.setNull();

	Entity*  e;
	AnimationState* animState;
	// software pose
	e = mSceneMgr->createEntity("test2", newName);
	mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(150,0,0))->attachObject(e);
	animState = e->getAnimationState("poseanim");
	animState->setEnabled(true);
	animState->setWeight(1.0f);
	mAnimStateList.push_back(animState);
	
	// test hardware pose
	e = mSceneMgr->createEntity("test", newName);
	mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(e);
	e->setMaterialName("Examples/HardwarePoseAnimation");
	animState = e->getAnimationState("poseanim");
	animState->setEnabled(true);
	animState->setWeight(1.0f);
	mAnimStateList.push_back(animState);
	

	mCamera->setNearClipDistance(0.5);

	Plane plane;
	plane.normal = Vector3::UNIT_Y;
	plane.d = 200;
	MeshManager::getSingleton().createPlane("Myplane",
		ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
		1500,1500,10,10,true,1,5,5,Vector3::UNIT_Z);
	Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" );
	pPlaneEnt->setMaterialName("2 - Default");
	pPlaneEnt->setCastShadows(false);
	mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt);

	mCamera->setPosition(0,-200,-300);
	mCamera->lookAt(0,0,0);

}