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Python rapi.rpgBindUV1BufferOfs函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中rapi.rpgBindUV1BufferOfs函数的典型用法代码示例。如果您正苦于以下问题:Python rpgBindUV1BufferOfs函数的具体用法?Python rpgBindUV1BufferOfs怎么用?Python rpgBindUV1BufferOfs使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了rpgBindUV1BufferOfs函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。

示例1: build_meshes

 def build_meshes(self):
         
     for meshInfo in self.meshInfo:
         
         vertBuff = meshInfo[0]
         idxBuff = meshInfo[1]
         numIdx = meshInfo[2]
         matNum = meshInfo[3]
         meshName = meshInfo[4]
         
         if self.xxFormat >= 4:
             rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 70, 2)
             rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 70, 30)
             rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 70, 42)
         else:
             rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 52, 4)
             rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 52, 32)
             rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 52, 44)
         
         if len(self.matList) > matNum:
             mat = self.matList[matNum]            
             matName = mat.name
             rapi.rpgSetMaterial(matName)
         rapi.rpgSetName(meshName)
         rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_USHORT, numIdx, noesis.RPGEO_TRIANGLE, 1)
         rapi.rpgClearBufferBinds()    
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:26,代码来源:fmt_illusion_xx.py


示例2: noepyLoadModel

def noepyLoadModel(data, mdlList):
    '''Build the model, set materials, bones, and animations. You do not
    need all of them as long as they are empty lists (they are by default)'''
    
    ctx = rapi.rpgCreateContext()
    parser = SanaeParser(data)
    parser.parse_file()
    
    #build meshes
    for pose in parser.vertGroups.keys():
        print(pose, len(parser.vertGroups[pose]))
    vertBuffs = parser.vertGroups["walk"]
    for i in range(len(vertBuffs)):
        idxBuff, numIdx, matNum = parser.idxBuffs[i%len(parser.idxBuffs)]
        vertBuff = vertBuffs[i]
        rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
        rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
        rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)
        
        matName = parser.matList[matNum].name
        rapi.rpgSetMaterial(matName)
        rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)
        rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_USHORT, numIdx, noesis.RPGEO_TRIANGLE, 1)    
    
    mdl = rapi.rpgConstructModel()
    mdl.setModelMaterials(NoeModelMaterials(parser.texList, parser.matList))
    mdl.setBones(parser.boneList)
    mdl.setAnims(parser.animList)
    mdlList.append(mdl)
    return 1
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:30,代码来源:fmt_YiJianXiang_fak.py


示例3: parse_file

 def parse_file(self):
     '''Main parser method'''
     
     idstring = self.inFile.readBytes(6)
     self.inFile.readShort()
     self.inFile.readShort()
     self.read_name()
     meshName = self.read_name()
     
     self.inFile.readByte() # delim?
     bbox = self.inFile.read('6f')
     
     self.inFile.readUInt()
     self.inFile.readUInt()
     numVerts, numIdx = self.inFile.read('2H')
     vertBuff = self.parse_vertices(numVerts)
     idxBuff = self.parse_faces(numIdx)
     
     self.parse_materials()
     
     rapi.rpgSetName(meshName)
     rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
     rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
     rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)
     rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_SHORT, numIdx, noesis.RPGEO_TRIANGLE, 1)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:25,代码来源:fmt_CloudNine_xgeom.py


示例4: noepyLoadModel

def noepyLoadModel(data, mdlList):
    '''Build the model, set materials, bones, and animations. You do not
    need all of them as long as they are empty lists (they are by default)'''
    

    parser = SanaeParser(data)
    parser.parse_file()
    ctx = rapi.rpgCreateContext()
    
    for i in range(len(parser.vertBuffs)):
        
        vertBuff, numVerts = parser.vertBuffs[i]
        idxBuff, numIdx, matNum = parser.idxBuffs[i]
        matList = [parser.matList[matNum]]
        texList = [parser.texList[matNum]]
        matName = matList[0].name
        
        rapi.rpgReset()
        rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
        rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
        rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)        
        rapi.rpgSetMaterial(matName)
        rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_USHORT, numIdx, noesis.RPGEO_TRIANGLE, 1)    
        
        
        mdl = rapi.rpgConstructModel()
        
        mdl.setModelMaterials(NoeModelMaterials(texList, matList))
        mdl.setBones(parser.boneList)
        mdl.setAnims(parser.animList)
        mdlList.append(mdl)
    return 1
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:32,代码来源:fmt_CabalOnline_ebm.py


示例5: Vertex

 def Vertex(self):
     self.data.seek(4,1)
     numOrder    = self.data.readUInt()
     self.vertLength = vertLength  = self.data.readUInt()
     self.numVert = numVert     = self.data.readUInt()
     Order       = self.data.read('%sI'%numOrder)
     self.vertBuff = vertBuff    = self.data.readBytes(vertLength * numVert)
     offset      = 0
     for o in Order:
         if o == 0:
             vertOffset = offset
             offset += self.vertOrder[o]
         elif o == 4:
             uvOffset = offset
             offset += self.vertOrder[o]
         elif o == 1:
             normalOffset = offset
             offset += self.vertOrder[o]
         elif o == 5:
             self.boneWeightOffset = offset
             offset += self.vertOrder[o]
         elif o == 6:
             self.boneIndexOffset = offset
             offset += self.vertOrder[o]
         else:
             offset += self.vertOrder[o]
             
     rapi.rpgBindPositionBufferOfs   (vertBuff, noesis.RPGEODATA_FLOAT, vertLength, vertOffset)
     rapi.rpgBindUV1BufferOfs        (vertBuff, noesis.RPGEODATA_FLOAT, vertLength, uvOffset)
     rapi.rpgBindNormalBufferOfs     (vertBuff, noesis.RPGEODATA_FLOAT, vertLength, normalOffset)
     
     return
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:32,代码来源:fmt_TQ_msh.py


示例6: build_meshes

 def build_meshes(self):
     
     rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)
     for mesh in self.meshList:
         
         print(mesh.vertSize)
         if mesh.vertSize == 28:
             rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 28, 0)
         elif mesh.vertSize == 32:
             rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
             #rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 20)
             rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_HALFFLOAT, 32, 16)
         elif mesh.vertSize == 36:
             rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 36, 0)
         elif mesh.vertSize == 40:
             rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 40, 0)
         elif mesh.vertSize == 44:
             rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 44, 0)
         
         
         #for j in range(mesh.numFaceGroups): # Not sure
         for j in range(1):
             numIdx = mesh.numIndices[j]
             idxBuff = mesh.idxBuffs[j]
             rapi.rpgSetMaterial("WP_A_1550small.tga")
             rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_USHORT, numIdx, noesis.RPGEO_TRIANGLE_STRIP, 1)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:26,代码来源:fmt_DarkSouls_flv.py


示例7: build_meshes

 def build_meshes(self):
     
     for mesh in self.meshList:
         
         rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 44, 0)
         rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 44, 12)
         rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 44, 28)
         rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_USHORT, mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:8,代码来源:fmt_Asda2_jbm.py


示例8: parse_vertices

    def parse_vertices(self, numVerts):

        vertBuff = self.inFile.readBytes(numVerts * 40)
        rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 40, 0)
        rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 40, 12)
        rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 40, 32)

        self.invert_faces()
开发者ID:mstevenson,项目名称:noesis-plugins-official,代码行数:8,代码来源:fmt_loong_fscn.py


示例9: parse_vertices

 def parse_vertices(self, numVerts):
    
    self.vertList = self.inFile.readBytes(numVerts * 48)
    rapi.rpgBindPositionBufferOfs(self.vertList, noesis.RPGEODATA_FLOAT, 48, 0)
    rapi.rpgBindNormalBufferOfs(self.vertList, noesis.RPGEODATA_FLOAT, 48, 28)
    rapi.rpgBindUV1BufferOfs(self.vertList, noesis.RPGEODATA_FLOAT, 48, 40)
    
    trans = NoeMat43((NoeVec3((-1.0, 0.0, 0.0)), NoeVec3((0.0, 1.0, 0.0)), NoeVec3((0.0, 0.0, 1.0)), NoeVec3((0.0, 0.0, 0.0))))
    rapi.rpgSetTransform(trans)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:9,代码来源:fmt_crucisFatalFake_lmd.py


示例10: build_mesh

  def build_mesh(self):
      
      for i in range(len(self.meshList)):
          mesh = self.meshList[i]
          rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
          rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
          rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)
 
          rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_UINT, mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)         
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:9,代码来源:fmt_SevenSouls_msh.py


示例11: build_mesh

    def build_mesh(self):
        
        for mesh in self.meshList:
            rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 0)
            rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 12)
            rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 28)                        
            rapi.rpgSetName(mesh.meshName)

            matName = self.matList[mesh.matNum].name
            rapi.rpgSetMaterial(matName)
            rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_UINT, mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:11,代码来源:fmt_queensBlade_mesh.py


示例12: build_mesh

 def build_mesh(self):
     
     for i in range(len(self.meshList)):
         mesh = self.meshList[i]
         rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 48, 0)
         rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 48, 28)
         rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 48, 40)            
         
         matName = self.matList[i].name
         rapi.rpgSetMaterial(matName)
         rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_USHORT, mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:11,代码来源:fmt_Yulgang_skin.py


示例13: parse_vertices

 def parse_vertices(self, numVerts, vertType):
     
     if vertType == 0:
         vertBuff = self.inFile.readBytes(44*numVerts)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 44, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 44, 12)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 44, 24)            
     elif vertType == 1024:
         vertBuff = self.inFile.readBytes(52*numVerts)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 52, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 52, 12)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 52, 24)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:12,代码来源:fmt_silkroad_bms.py


示例14: parse_vertices

 def parse_vertices(self, numVerts, vertType):
     
     if vertType == 0:
         vertBuff = self.inFile.readBytes(48*numVerts)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 48, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 48, 28)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 48, 40)        
     elif vertType == 1:
         vertBuff = self.inFile.readBytes(32*numVerts)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:12,代码来源:fmt_ForsakenWorld_ski.py


示例15: parse_vertices

 def parse_vertices(self, numVerts):
     
     vertBuff = self.inFile.readBytes(numVerts*32*3)
     rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
     rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
     rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)        
     
     idxBuff = bytes()
     for i in range(numVerts * 3):
         idxBuff += struct.pack('L', i)
         
     return idxBuff
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:12,代码来源:fmt_Illusion_xm.py


示例16: parse_vertices

 def parse_vertices(self, numVerts, vertType):
     
     if vertType == 0x01:
         vertBuff = self.inFile.readBytes(numVerts*32)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 24) 
     elif vertType == 0x17:
         vertBuff = self.inFile.readBytes(numVerts*44)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 44, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 44, 12)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 44, 36)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:12,代码来源:fmt_loong_fsm.py


示例17: parse_vertices

 def parse_vertices(self, numVerts, meshType):
     
     if meshType == 0:
         vertBuff = self.inFile.readBytes(numVerts*32)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)
     elif meshType == 1:
         vertBuff = self.inFile.readBytes(numVerts*40)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 40, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 40, 12)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 40, 24)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:12,代码来源:fmt_9Dragon_x3d.py


示例18: build_meshes

    def build_meshes(self):
        
        for i in range(len(self.meshList)):
            mesh = self.meshList[i]
            rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
            rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
            rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)

            print(mesh.matNum)
            matName = self.matList[mesh.matNum].name
            rapi.rpgSetMaterial(matName)
            rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_USHORT, mesh.numIdx, noesis.RPGEO_TRIANGLE_STRIP, 1)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:12,代码来源:fmt_MusicGirlForMiku_mdl.py


示例19: build_mesh

 def build_mesh(self):
 
     for i in range(len(self.meshList)):
         mesh = self.meshList[i]
         rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
         rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
         rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)
         
         meshName = "Mesh%d" %i
         rapi.rpgSetName(meshName)
         mat = self.matList[i]
         rapi.rpgSetMaterial(mat.name)
         rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_USHORT, mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)
开发者ID:Danilodum,项目名称:noesis-plugins-official,代码行数:13,代码来源:fmt_twelveSky2_sobject.py


示例20: build_mesh

    def build_mesh(self):

        for mesh in self.meshList:
            rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 0)
            rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 12)
            rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 28)

            trans = NoeMat43((NoeVec3((-1, 0, 0)), NoeVec3((0, 1, 0)), NoeVec3((0, 0, 1)), NoeVec3((0, 0, 0))))
            rapi.rpgSetTransform(trans)

            rapi.rpgSetName(mesh.matName)
            rapi.rpgSetMaterial(mesh.matName)
            rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_UINT, mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)
开发者ID:mstevenson,项目名称:noesis-plugins-official,代码行数:13,代码来源:fmt_QueensBlade_map.py



注:本文中的rapi.rpgBindUV1BufferOfs函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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Python rapi.rpgCommitTriangles函数代码示例发布时间:2022-05-26
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