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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>channel_mixer.cpp</h1><a href="channel__mixer_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028 <font class="preprocessor">#include "<a class="code" href="channel__mixer_8h.html">3d/channel_mixer.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="track_8h.html">3d/track.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="animatable_8h.html">3d/animatable.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="skeleton__weight_8h.html">3d/skeleton_weight.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="debug_8h.html">nel/misc/debug.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
+00034
+00035 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00036 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00037
+00038 <font class="keyword">namespace </font>NL3D
+00039 {
+00040
+00041 <font class="comment">// ***************************************************************************</font>
+00042
+<a name="l00043"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a0">00043</a> CChannelMixer::CChannelMixer()
+00044 {
+00045 <font class="comment">// No channel in the list</font>
+00046 <a class="code" href="classNL3D_1_1CChannelMixer.html#o3">_FirstChannelGlobal</a>=NULL;
+00047 <a class="code" href="classNL3D_1_1CChannelMixer.html#o4">_FirstChannelDetail</a>=NULL;
+00048
+00049 <font class="comment">// No animation set</font>
+00050 <a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>=NULL;
+00051
+00052 <font class="comment">// Mixer no dirty</font>
+00053 <a class="code" href="classNL3D_1_1CChannelMixer.html#o6">_Dirt</a>=<font class="keyword">false</font>;
+00054 <a class="code" href="classNL3D_1_1CChannelMixer.html#o7">_ListToEvalDirt</a>= <font class="keyword">false</font>;
+00055
+00056 <font class="comment">// never evaluated.</font>
+00057 <a class="code" href="classNL3D_1_1CChannelMixer.html#o5">_LastEvalDetailDate</a>= -1;
+00058 }
+00059
+00060 <font class="comment">// ***************************************************************************</font>
+00061
+<a name="l00062"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a1">00062</a> <font class="keywordtype">void</font> CChannelMixer::setAnimationSet (<font class="keyword">const</font> CAnimationSet* animationSet)
+00063 {
+00064 <font class="comment">// Set the animationSet Pointer</font>
+00065 <a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>=animationSet;
+00066
+00067 <font class="comment">// clear the channels.</font>
+00068 <a class="code" href="classNL3D_1_1CChannelMixer.html#a5">resetChannels</a>();
+00069 }
+00070
+00071 <font class="comment">// ***************************************************************************</font>
+00072
+<a name="l00073"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a2">00073</a> <font class="keyword">const</font> CAnimationSet* CChannelMixer::getAnimationSet ()<font class="keyword"> const</font>
+00074 <font class="keyword"></font>{
+00075 <font class="comment">// Return the animationSet Pointer</font>
+00076 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>;
+00077 }
+00078
+00079 <font class="comment">// ***************************************************************************</font>
+00080
+<a name="l00081"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a3">00081</a> <font class="keywordtype">void</font> CChannelMixer::eval (<font class="keywordtype">bool</font> detail, uint64 evalDetailDate)
+00082 {
+00083 <font class="comment">// Setup an array of animation that are not empty and stay</font>
+00084 uint numActive=0;
+00085 uint activeSlot[<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>];
+00086
+00087 <font class="keywordflow">if</font>(detail &amp;&amp; (sint64)evalDetailDate== <a class="code" href="classNL3D_1_1CChannelMixer.html#o5">_LastEvalDetailDate</a>)
+00088 <font class="keywordflow">return</font>;
+00089
+00090 <font class="comment">// clean list according to anim setup</font>
+00091 <font class="keywordflow">if</font>(_Dirt)
+00092 {
+00093 <a class="code" href="classNL3D_1_1CChannelMixer.html#c2">refreshList</a>();
+00094 <a class="code" href="classNL3D_1_1CChannelMixer.html#c0">cleanAll</a>();
+00095 }
+00096
+00097 <font class="comment">// clean eval list, according to channels enabled.</font>
+00098 <font class="keywordflow">if</font>(_ListToEvalDirt)
+00099 {
+00100 <a class="code" href="classNL3D_1_1CChannelMixer.html#c3">refreshListToEval</a>();
+00101 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CChannelMixer.html#o7">_ListToEvalDirt</a>);
+00102 }
+00103
+00104 <font class="comment">// Setup it up</font>
+00105 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00106 {
+00107 <font class="comment">// Dirt, not empty and has an influence? (add)</font>
+00108 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>].isEmpty() &amp;&amp; <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]._Weight&gt;0)
+00109 <font class="comment">// Add a dirt slot</font>
+00110 activeSlot[numActive++]=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
+00111 }
+00112
+00113 <font class="comment">// no slot enabled at all?? skip</font>
+00114 <font class="keywordflow">if</font>(numActive==0)
+00115 <font class="keywordflow">return</font>;
+00116
+00117 <font class="comment">// For each selected channel</font>
+00118 CChannel **channelArrayPtr = 0;
+00119 uint numChans;
+00120 <font class="keywordflow">if</font>(detail)
+00121 {
+00122 numChans= <a class="code" href="classNL3D_1_1CChannelMixer.html#o9">_DetailListToEval</a>.size();
+00123 <font class="keywordflow">if</font>(numChans)
+00124 channelArrayPtr= &amp;<a class="code" href="classNL3D_1_1CChannelMixer.html#o9">_DetailListToEval</a>[0];
+00125 <font class="comment">// eval the animation only one time per scene traversal.</font>
+00126 <a class="code" href="classNL3D_1_1CChannelMixer.html#o5">_LastEvalDetailDate</a>= evalDetailDate;
+00127 }
+00128 <font class="keywordflow">else</font>
+00129 {
+00130 numChans= <a class="code" href="classNL3D_1_1CChannelMixer.html#o8">_GlobalListToEval</a>.size();
+00131 <font class="keywordflow">if</font>(numChans)
+00132 channelArrayPtr= &amp;<a class="code" href="classNL3D_1_1CChannelMixer.html#o8">_GlobalListToEval</a>[0];
+00133 }
+00134
+00135
+00136 <font class="keywordflow">for</font>(;numChans&gt;0; numChans--, channelArrayPtr++)
+00137 {
+00138 CChannel *pChannel= *channelArrayPtr;
+00139
+00140 <font class="comment">// For Quat animated value only.</font>
+00141 CQuat firstQuat;
+00142
+00143 <font class="comment">// First slot found</font>
+00144 <font class="keywordtype">bool</font> bFirst=<font class="keyword">true</font>;
+00145
+00146 <font class="comment">// Last blend factor</font>
+00147 <font class="keywordtype">float</font> lastBlend=0.0;
+00148
+00149 <font class="comment">// Eval each slot</font>
+00150 <font class="keywordflow">for</font> (uint a=0; a&lt;numActive; a++)
+00151 {
+00152 <font class="comment">// Slot number</font>
+00153 uint slot=activeSlot[a];
+00154
+00155 <font class="comment">// Current blend factor</font>
+00156 <font class="keywordtype">float</font> <a class="code" href="namespaceNLMISC.html#a286">blend</a>=pChannel-&gt;_Weights[slot]*<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o4">_Weight</a>;
+00157
+00158 <font class="keywordflow">if</font>(<a class="code" href="namespaceNLMISC.html#a286">blend</a>!=0.0f)
+00159 {
+00160 <font class="comment">// Eval the track at this time</font>
+00161 ((ITrack*)pChannel-&gt;_Tracks[slot])-&gt;eval (<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot]._Time);
+00162
+00163 <font class="comment">// First track to be eval ?</font>
+00164 <font class="keywordflow">if</font> (bFirst)
+00165 {
+00166 <font class="comment">// If channel is a Quaternion animated Value, must store the first Quat.</font>
+00167 <font class="keywordflow">if</font> (pChannel-&gt;_IsQuat)
+00168 {
+00169 CAnimatedValueBlendable&lt;NLMISC::CQuat&gt; *pQuatValue=(CAnimatedValueBlendable&lt;NLMISC::CQuat&gt;*)&amp;pChannel-&gt;_Tracks[slot]-&gt;getValue();
+00170 firstQuat=pQuatValue-&gt;Value;
+00171 }
+00172
+00173 <font class="comment">// Copy the interpolated value</font>
+00174 pChannel-&gt;_Value-&gt;affect (pChannel-&gt;_Tracks[slot]-&gt;getValue());
+00175
+00176 <font class="comment">// First blend factor</font>
+00177 lastBlend=<a class="code" href="namespaceNLMISC.html#a286">blend</a>;
+00178
+00179 <font class="comment">// Not first anymore</font>
+00180 bFirst=<font class="keyword">false</font>;
+00181 }
+00182 <font class="keywordflow">else</font>
+00183 {
+00184 <font class="comment">// If channel is a Quaternion animated Value, must makeClosest the ith result of the track, from firstQuat.</font>
+00185 <font class="keywordflow">if</font> (pChannel-&gt;_IsQuat)
+00186 {
+00187 CAnimatedValueBlendable&lt;NLMISC::CQuat&gt; *pQuatValue=(CAnimatedValueBlendable&lt;NLMISC::CQuat&gt;*)&amp;pChannel-&gt;_Tracks[slot]-&gt;getValue();
+00188 pQuatValue-&gt;Value.makeClosest (firstQuat);
+00189 }
+00190
+00191 <font class="comment">// Blend with this value and the previous sum</font>
+00192 pChannel-&gt;_Value-&gt;blend (pChannel-&gt;_Tracks[slot]-&gt;getValue(), lastBlend/(lastBlend+<a class="code" href="namespaceNLMISC.html#a286">blend</a>));
+00193
+00194 <font class="comment">// last blend update</font>
+00195 lastBlend+=<a class="code" href="namespaceNLMISC.html#a286">blend</a>;
+00196 }
+00197 }
+00198
+00199 <font class="comment">// NB: if all weights are 0, the AnimatedValue is not modified...</font>
+00200 }
+00201
+00202 <font class="comment">// Touch the animated value and its owner to recompute them later.</font>
+00203 pChannel-&gt;_Object-&gt;touch (pChannel-&gt;_ValueId, pChannel-&gt;_OwnerValueId);
+00204 }
+00205 }
+00206
+00207 <font class="comment">// ***************************************************************************</font>
+00208
+00209 sint CChannelMixer::addChannel (<font class="keyword">const</font> string&amp; channelName, IAnimatable* animatable, IAnimatedValue* <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>, ITrack* defaultValue, uint32 valueId, uint32 ownerValueId, <font class="keywordtype">bool</font> detail)
+00210 {
+00211 <font class="comment">// Check the animationSet has been set</font>
+00212 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>);
+00213
+00214 <font class="comment">// Check args</font>
+00215 <a class="code" href="debug_8h.html#a6">nlassert</a> (animatable);
+00216 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
+00217 <a class="code" href="debug_8h.html#a6">nlassert</a> (defaultValue);
+00218
+00219 <font class="comment">// Get the channel Id having the same name than the tracks in this animation set.</font>
+00220 uint iDInAnimationSet=<a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>-&gt;getChannelIdByName (channelName);
+00221
+00222 <font class="comment">// Tracks exist in this animation set?</font>
+00223 <font class="keywordflow">if</font> (iDInAnimationSet!=CAnimationSet::NotFound)
+00224 {
+00225 <font class="comment">// The channel entry</font>
+00226 CChannel entry;
+00227
+00228 <font class="comment">// Set the channel name</font>
+00229 entry._ChannelName=channelName;
+00230
+00231 <font class="comment">// Set the object pointer</font>
+00232 entry._Object=animatable;
+00233
+00234 <font class="comment">// Set the pointer on the value in the object</font>
+00235 entry._Value=<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>;
+00236
+00237 <font class="comment">// Is this a CQuat animated value???</font>
+00238 entry._IsQuat= (<font class="keyword">typeid</font> (*(entry._Value))==<font class="keyword">typeid</font> (CAnimatedValueBlendable&lt;NLMISC::CQuat&gt;))!=0;
+00239
+00240
+00241 <font class="comment">// Set the default track pointer</font>
+00242 entry._DefaultTracks=defaultValue;
+00243
+00244 <font class="comment">// Set the value ID in the object</font>
+00245 entry._ValueId=valueId;
+00246
+00247 <font class="comment">// Set the First value ID in the object</font>
+00248 entry._OwnerValueId=ownerValueId;
+00249
+00250 <font class="comment">// in what mode is the channel?</font>
+00251 entry._Detail= detail;
+00252
+00253 <font class="comment">// All weights default to 1. All Tracks default to defaultTrack.</font>
+00254 <font class="keywordflow">for</font>(sint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00255 {
+00256 entry._Weights[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]= 1.0f;
+00257 entry._Tracks[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]= entry._DefaultTracks;
+00258 }
+00259
+00260 <font class="comment">// add (if not already done) the entry in the map.</font>
+00261 <a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>[iDInAnimationSet]= entry;
+00262
+00263 <font class="comment">// Dirt all the slots</font>
+00264 <a class="code" href="classNL3D_1_1CChannelMixer.html#c1">dirtAll</a> ();
+00265
+00266 <font class="comment">// Affect the default value in the animated value</font>
+00267 entry._Value-&gt;affect (entry._DefaultTracks-&gt;getValue());
+00268
+00269 <font class="comment">// Touch the animated value and its owner to recompute them later.</font>
+00270 entry._Object-&gt;touch (entry._ValueId, entry._OwnerValueId);
+00271
+00272 <font class="comment">// return the id.</font>
+00273 <font class="keywordflow">return</font> iDInAnimationSet;
+00274 }
+00275 <font class="keywordflow">else</font>
+00276 {
+00277 <font class="comment">// return Not found.</font>
+00278 <font class="keywordflow">return</font> -1;
+00279 }
+00280 }
+00281
+00282 <font class="comment">// ***************************************************************************</font>
+00283
+<a name="l00284"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a5">00284</a> <font class="keywordtype">void</font> CChannelMixer::resetChannels ()
+00285 {
+00286 <a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.clear();
+00287 <a class="code" href="classNL3D_1_1CChannelMixer.html#c1">dirtAll</a> ();
+00288 }
+00289
+00290
+00291 <font class="comment">// ***************************************************************************</font>
+<a name="l00292"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a6">00292</a> <font class="keywordtype">void</font> CChannelMixer::enableChannel (uint channelId, <font class="keywordtype">bool</font> enable)
+00293 {
+00294 std::map&lt;uint, CChannel&gt;::iterator it= <a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.find(channelId);
+00295 <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.end())
+00296 {
+00297 it-&gt;second._EnableFlags &amp;= ~CChannel::EnableUserFlag;
+00298 <font class="keywordflow">if</font>(enable)
+00299 it-&gt;second._EnableFlags |= CChannel::EnableUserFlag;
+00300
+00301 <font class="comment">// Must recompute the channels to animate.</font>
+00302 <a class="code" href="classNL3D_1_1CChannelMixer.html#o7">_ListToEvalDirt</a>= <font class="keyword">true</font>;
+00303 }
+00304 }
+00305
+00306
+00307 <font class="comment">// ***************************************************************************</font>
+<a name="l00308"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a7">00308</a> <font class="keywordtype">bool</font> CChannelMixer::isChannelEnabled (uint channelId)<font class="keyword"> const</font>
+00309 <font class="keyword"></font>{
+00310 std::map&lt;uint, CChannel&gt;::const_iterator it= <a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.find(channelId);
+00311 <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.end())
+00312 {
+00313 <font class="keywordflow">return</font> (it-&gt;second._EnableFlags &amp; CChannel::EnableUserFlag) != 0;
+00314 }
+00315 <font class="keywordflow">else</font>
+00316 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00317 }
+00318
+00319
+00320 <font class="comment">// ***************************************************************************</font>
+<a name="l00321"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a8">00321</a> <font class="keywordtype">void</font> CChannelMixer::lodEnableChannel (uint channelId, <font class="keywordtype">bool</font> enable)
+00322 {
+00323 std::map&lt;uint, CChannel&gt;::iterator it= <a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.find(channelId);
+00324 <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.end())
+00325 {
+00326 it-&gt;second._EnableFlags &amp;= ~CChannel::EnableLodFlag;
+00327 <font class="keywordflow">if</font>(enable)
+00328 it-&gt;second._EnableFlags |= CChannel::EnableLodFlag;
+00329
+00330 <font class="comment">// Must recompute the channels to animate.</font>
+00331 <a class="code" href="classNL3D_1_1CChannelMixer.html#o7">_ListToEvalDirt</a>= <font class="keyword">true</font>;
+00332 }
+00333 }
+00334
+00335
+00336 <font class="comment">// ***************************************************************************</font>
+<a name="l00337"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a9">00337</a> <font class="keywordtype">bool</font> CChannelMixer::isChannelLodEnabled (uint channelId)<font class="keyword"> const</font>
+00338 <font class="keyword"></font>{
+00339 std::map&lt;uint, CChannel&gt;::const_iterator it= <a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.find(channelId);
+00340 <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.end())
+00341 {
+00342 <font class="keywordflow">return</font> (it-&gt;second._EnableFlags &amp; CChannel::EnableLodFlag) != 0;
+00343 }
+00344 <font class="keywordflow">else</font>
+00345 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00346 }
+00347
+00348
+00349
+00350 <font class="comment">// ***************************************************************************</font>
+00351
+<a name="l00352"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a10">00352</a> <font class="keywordtype">void</font> CChannelMixer::setSlotAnimation (uint slot, uint animation)
+00353 {
+00354 <font class="comment">// Check alot arg</font>
+00355 <a class="code" href="debug_8h.html#a6">nlassert</a> (slot&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>);
+00356
+00357 <font class="comment">// Check an animationSet as been set.</font>
+00358 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>);
+00359
+00360 <font class="comment">// Find the animation pointer for this animation</font>
+00361 <font class="keyword">const</font> CAnimation* pAnimation=<a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>-&gt;getAnimation (animation);
+00362
+00363 <font class="comment">// Does this animation change ?</font>
+00364 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o0">_Animation</a>!=pAnimation)
+00365 {
+00366 <font class="comment">// Change it</font>
+00367 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o0">_Animation</a>=pAnimation;
+00368
+00369 <font class="comment">// Dirt it</font>
+00370 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o5">_Dirt</a>=<font class="keyword">true</font>;
+00371
+00372 <font class="comment">// Dirt the mixer</font>
+00373 <a class="code" href="classNL3D_1_1CChannelMixer.html#o6">_Dirt</a>=<font class="keyword">true</font>;
+00374 }
+00375 }
+00376
+00377 <font class="comment">// ***************************************************************************</font>
+00378
+<a name="l00379"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a11">00379</a> <font class="keyword">const</font> CAnimation *CChannelMixer::getSlotAnimation(uint slot)<font class="keyword"> const</font>
+00380 <font class="keyword"></font>{
+00381 <a class="code" href="debug_8h.html#a6">nlassert</a>(slot &lt; <a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>);
+00382 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o0">_Animation</a>;
+00383 }
+00384
+00385
+00386 <font class="comment">// ***************************************************************************</font>
+00387
+<a name="l00388"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a14">00388</a> <font class="keywordtype">void</font> CChannelMixer::emptySlot (uint slot)
+00389 {
+00390 <font class="comment">// Check alot arg</font>
+00391 <a class="code" href="debug_8h.html#a6">nlassert</a> (slot&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>);
+00392
+00393 <font class="comment">// Does this animation already empty ?</font>
+00394 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#c2">isEmpty</a> ())
+00395 {
+00396 <font class="comment">// Change it</font>
+00397 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#c1">empty</a> ();
+00398
+00399 <font class="comment">// Dirt it</font>
+00400 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o5">_Dirt</a>=<font class="keyword">true</font>;
+00401
+00402 <font class="comment">// Dirt the mixer</font>
+00403 <a class="code" href="classNL3D_1_1CChannelMixer.html#o6">_Dirt</a>=<font class="keyword">true</font>;
+00404 }
+00405 }
+00406
+00407 <font class="comment">// ***************************************************************************</font>
+00408
+<a name="l00409"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a15">00409</a> <font class="keywordtype">void</font> CChannelMixer::resetSlots ()
+00410 {
+00411 <font class="comment">// Empty all slots</font>
+00412 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00413 <font class="comment">// Empty it</font>
+00414 <a class="code" href="classNL3D_1_1CChannelMixer.html#a14">emptySlot</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>);
+00415 }
+00416
+00417 <font class="comment">// ***************************************************************************</font>
+00418
+<a name="l00419"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a16">00419</a> <font class="keywordtype">void</font> CChannelMixer::applySkeletonWeight (uint slot, uint skeleton, <font class="keywordtype">bool</font> invert)
+00420 {
+00421 <font class="comment">// Check alot arg</font>
+00422 <a class="code" href="debug_8h.html#a6">nlassert</a> (slot&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>);
+00423
+00424 <font class="comment">// Check the animationSet has been set</font>
+00425 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>);
+00426
+00427 <font class="comment">// Get the skeleton weight</font>
+00428 <font class="keyword">const</font> CSkeletonWeight *pSkeleton=<a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>-&gt;getSkeletonWeight (skeleton);
+00429
+00430 <font class="comment">// Something to change ?</font>
+00431 <font class="keywordflow">if</font> ((pSkeleton!=<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o1">_SkeletonWeight</a>)||(invert!=<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o2">_InvertedSkeletonWeight</a>))
+00432 {
+00433 <font class="comment">// Set the current skeleton</font>
+00434 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o1">_SkeletonWeight</a>=pSkeleton;
+00435 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o2">_InvertedSkeletonWeight</a>=invert;
+00436
+00437 <font class="comment">// Get number of node in the skeleton weight</font>
+00438 uint sizeSkel=pSkeleton-&gt;getNumNode ();
+00439
+00440 <font class="comment">// For each entry of the skeleton weight</font>
+00441 <font class="keywordflow">for</font> (uint n=0; n&lt;sizeSkel; n++)
+00442 {
+00443 <font class="comment">// Get the name of the channel for this node</font>
+00444 <font class="keyword">const</font> string&amp; channelName=pSkeleton-&gt;getNodeName (n);
+00445
+00446 <font class="comment">// Get the channel Id having the same name than the tracks in this animation set.</font>
+00447 uint channelId=<a class="code" href="classNL3D_1_1CChannelMixer.html#o1">_AnimationSet</a>-&gt;getChannelIdByName (channelName);
+00448
+00449 <font class="comment">// Tracks exist in this animation set?</font>
+00450 <font class="keywordflow">if</font> (channelId!=CAnimationSet::NotFound)
+00451 {
+00452 <font class="comment">// Get the weight of the channel for this node</font>
+00453 <font class="keywordtype">float</font> weight=pSkeleton-&gt;getNodeWeight (n);
+00454
+00455 <font class="comment">// Set the weight of this channel for this slot (only if channel setuped!!)</font>
+00456 std::map&lt;uint, CChannel&gt;::iterator ite=<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.find(channelId);
+00457 <font class="keywordflow">if</font> (ite!=<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.end())
+00458 ite-&gt;second._Weights[slot]=invert?1.f-weight:weight;
+00459 }
+00460 }
+00461 }
+00462 }
+00463
+00464 <font class="comment">// ***************************************************************************</font>
+00465
+<a name="l00466"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a17">00466</a> <font class="keywordtype">void</font> CChannelMixer::resetSkeletonWeight (uint slot)
+00467 {
+00468 <font class="comment">// Check alot arg</font>
+00469 <a class="code" href="debug_8h.html#a6">nlassert</a> (slot&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>);
+00470
+00471 <font class="comment">// Something to change ?</font>
+00472 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o1">_SkeletonWeight</a>!=NULL)
+00473 {
+00474 <font class="comment">// Set skeleton</font>
+00475 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o1">_SkeletonWeight</a>=NULL;
+00476 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[slot].<a class="code" href="classNL3D_1_1CChannelMixer_1_1CSlot.html#o2">_InvertedSkeletonWeight</a>=<font class="keyword">false</font>;
+00477
+00478 <font class="comment">// For each channels</font>
+00479 map&lt;uint, CChannel&gt;::iterator itChannel;
+00480 <font class="keywordflow">for</font>(itChannel= <a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.begin(); itChannel!=<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.end();itChannel++)
+00481 {
+00482 <font class="comment">// Reset</font>
+00483 (*itChannel).second._Weights[slot]=1.f;
+00484 }
+00485 }
+00486 }
+00487
+00488 <font class="comment">// ***************************************************************************</font>
+00489
+<a name="l00490"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#c0">00490</a> <font class="keywordtype">void</font> CChannelMixer::cleanAll ()
+00491 {
+00492 <font class="comment">// For each slot</font>
+00493 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00494 {
+00495 <font class="comment">// Clean it</font>
+00496 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]._Dirt=<font class="keyword">false</font>;
+00497 }
+00498
+00499 <font class="comment">// Clean the mixer</font>
+00500 <a class="code" href="classNL3D_1_1CChannelMixer.html#o6">_Dirt</a>=<font class="keyword">false</font>;
+00501 }
+00502
+00503 <font class="comment">// ***************************************************************************</font>
+00504
+<a name="l00505"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#c1">00505</a> <font class="keywordtype">void</font> CChannelMixer::dirtAll ()
+00506 {
+00507 <font class="comment">// For each slot</font>
+00508 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00509 {
+00510 <font class="comment">// Dirt</font>
+00511 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>].isEmpty())
+00512 {
+00513 <font class="comment">// Dirt it</font>
+00514 <a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]._Dirt=<font class="keyword">true</font>;
+00515
+00516 <font class="comment">// Dirt the mixer</font>
+00517 <a class="code" href="classNL3D_1_1CChannelMixer.html#o6">_Dirt</a>=<font class="keyword">true</font>;
+00518 }
+00519 }
+00520 }
+00521
+00522 <font class="comment">// ***************************************************************************</font>
+00523
+<a name="l00524"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#c2">00524</a> <font class="keywordtype">void</font> CChannelMixer::refreshList ()
+00525 {
+00526 <font class="comment">// Setup an array of animation to add</font>
+00527 uint numAdd=0;
+00528 uint addSlot[<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>];
+00529
+00530 <font class="comment">// Setup an array of animation that are not empty and stay</font>
+00531 uint numStay=0;
+00532 uint staySlot[<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>];
+00533
+00534 <font class="comment">// Setup it up</font>
+00535 uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
+00536 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;<a class="code" href="classNL3D_1_1CChannelMixer.html#s1s0">NumAnimationSlot</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00537 {
+00538 <font class="comment">// Dirt and not empty ? (add)</font>
+00539 <font class="keywordflow">if</font> ((<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]._Dirt)&amp;&amp;(!<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>].isEmpty()))
+00540 <font class="comment">// Add a dirt slot</font>
+00541 addSlot[numAdd++]=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
+00542
+00543 <font class="comment">// Not empty and not dirt ? (stay)</font>
+00544 <font class="keywordflow">if</font> ((!<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]._Dirt)&amp;&amp;(!<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>].isEmpty()))
+00545 <font class="comment">// Add a dirt slot</font>
+00546 staySlot[numStay++]=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
+00547 }
+00548
+00549 <font class="comment">// Last channel pointer</font>
+00550 CChannel **lastPointerGlobal=&amp;<a class="code" href="classNL3D_1_1CChannelMixer.html#o3">_FirstChannelGlobal</a>;
+00551 CChannel **lastPointerDetail=&amp;<a class="code" href="classNL3D_1_1CChannelMixer.html#o4">_FirstChannelDetail</a>;
+00552
+00553
+00554 <font class="comment">// Now scan each channel</font>
+00555 map&lt;uint, CChannel&gt;::iterator itChannel;
+00556 <font class="keywordflow">for</font>(itChannel= <a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.begin(); itChannel!=<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.end();itChannel++)
+00557 {
+00558 CChannel &amp;channel= (*itChannel).second;
+00559
+00560 <font class="comment">// Add this channel to the list if true</font>
+00561 <font class="keywordtype">bool</font> add=<font class="keyword">false</font>;
+00562
+00563 <font class="comment">// For each slot to add</font>
+00564 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;numAdd; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00565 {
+00566 <font class="comment">// Find the index of the channel track in the animation set</font>
+00567 uint iDTrack=<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[addSlot[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]]._Animation-&gt;getIdTrackByName (channel._ChannelName);
+00568
+00569 <font class="comment">// If this track exist</font>
+00570 <font class="keywordflow">if</font> (iDTrack!=CAnimation::NotFound)
+00571 {
+00572 <font class="comment">// Set the track</font>
+00573 channel._Tracks[addSlot[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]]=<a class="code" href="classNL3D_1_1CChannelMixer.html#o0">_SlotArray</a>[addSlot[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]]._Animation-&gt;getTrack (iDTrack);
+00574
+00575 <font class="comment">// Add this channel to the list</font>
+00576 add=<font class="keyword">true</font>;
+00577 }
+00578 <font class="keywordflow">else</font>
+00579 {
+00580 <font class="comment">// Set the default track</font>
+00581 channel._Tracks[addSlot[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]]=channel._DefaultTracks;
+00582 }
+00583 }
+00584
+00585 <font class="comment">// Add this channel to the list ?</font>
+00586 <font class="keywordflow">if</font> (!add)
+00587 {
+00588 <font class="comment">// Was it in the list ?</font>
+00589 <font class="keywordflow">if</font> (channel._InTheList)
+00590 {
+00591 <font class="comment">// Check if this channel is still in use</font>
+00592
+00593 <font class="comment">// For each slot in the stay list</font>
+00594 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;numStay; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00595 {
+00596 <font class="comment">// Use anything interesting ?</font>
+00597 <font class="keywordflow">if</font> (channel._Tracks[staySlot[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]]!=channel._DefaultTracks)
+00598 {
+00599 <font class="comment">// Ok, add it to the list</font>
+00600 add=<font class="keyword">true</font>;
+00601
+00602 <font class="comment">// Stop</font>
+00603 <font class="keywordflow">break</font>;
+00604 }
+00605 }
+00606
+00607 <font class="comment">// Still in use?</font>
+00608 <font class="keywordflow">if</font> (!add)
+00609 {
+00610 <font class="comment">// Set it's value to default and touch it's object</font>
+00611 channel._Value-&gt;affect (channel._DefaultTracks-&gt;getValue());
+00612 channel._Object-&gt;touch (channel._ValueId, channel._OwnerValueId);
+00613 }
+00614 }
+00615 }
+00616
+00617 <font class="comment">// Do i have to add the channel to the list</font>
+00618 <font class="keywordflow">if</font> (add)
+00619 {
+00620 <font class="comment">// It is in the list</font>
+00621 channel._InTheList=<font class="keyword">true</font>;
+00622
+00623 <font class="keywordflow">if</font>(channel._Detail)
+00624 {
+00625 <font class="comment">// Set the last pointer value</font>
+00626 *lastPointerDetail=&amp;channel;
+00627 <font class="comment">// Change last pointer</font>
+00628 lastPointerDetail=&amp;channel._Next;
+00629 }
+00630 <font class="keywordflow">else</font>
+00631 {
+00632 <font class="comment">// Set the last pointer value</font>
+00633 *lastPointerGlobal=&amp;channel;
+00634 <font class="comment">// Change last pointer</font>
+00635 lastPointerGlobal=&amp;channel._Next;
+00636 }
+00637
+00638 }
+00639 <font class="keywordflow">else</font>
+00640 {
+00641 <font class="comment">// It is not in the list</font>
+00642 channel._InTheList=<font class="keyword">false</font>;
+00643 }
+00644 }
+00645
+00646 <font class="comment">// End of the list</font>
+00647 *lastPointerGlobal=NULL;
+00648 *lastPointerDetail=NULL;
+00649
+00650 <font class="comment">// Must recompute the channels to animate.</font>
+00651 <a class="code" href="classNL3D_1_1CChannelMixer.html#o7">_ListToEvalDirt</a>= <font class="keyword">true</font>;
+00652 }
+00653
+00654
+00655 <font class="comment">// ***************************************************************************</font>
+<a name="l00656"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#c3">00656</a> <font class="keywordtype">void</font> CChannelMixer::refreshListToEval ()
+00657 {
+00658 CChannel* pChannel;
+00659
+00660 <font class="comment">/* NB: this save if(), especially when Used with Skeleton, and CLod mode</font>
+00661 <font class="comment"> */</font>
+00662
+00663 <font class="comment">// Global list.</font>
+00664 <a class="code" href="classNL3D_1_1CChannelMixer.html#o8">_GlobalListToEval</a>.clear();
+00665 <a class="code" href="classNL3D_1_1CChannelMixer.html#o8">_GlobalListToEval</a>.reserve(<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.size());
+00666 pChannel=<a class="code" href="classNL3D_1_1CChannelMixer.html#o3">_FirstChannelGlobal</a>;
+00667 <font class="keywordflow">while</font>(pChannel)
+00668 {
+00669 <font class="comment">// if the channel is enabled (both user and lod), must eval all active slot.</font>
+00670 <font class="keywordflow">if</font>(pChannel-&gt;_EnableFlags == CChannel::EnableAllFlag)
+00671 <a class="code" href="classNL3D_1_1CChannelMixer.html#o8">_GlobalListToEval</a>.push_back(pChannel);
+00672 <font class="comment">// next</font>
+00673 pChannel= pChannel-&gt;_Next;
+00674 }
+00675
+00676 <font class="comment">// Global list.</font>
+00677 <a class="code" href="classNL3D_1_1CChannelMixer.html#o9">_DetailListToEval</a>.clear();
+00678 <a class="code" href="classNL3D_1_1CChannelMixer.html#o9">_DetailListToEval</a>.reserve(<a class="code" href="classNL3D_1_1CChannelMixer.html#o2">_Channels</a>.size());
+00679 pChannel=<a class="code" href="classNL3D_1_1CChannelMixer.html#o4">_FirstChannelDetail</a>;
+00680 <font class="keywordflow">while</font>(pChannel)
+00681 {
+00682 <font class="comment">// if the channel is enabled (both user and lod), must eval all active slot.</font>
+00683 <font class="keywordflow">if</font>(pChannel-&gt;_EnableFlags == CChannel::EnableAllFlag)
+00684 <a class="code" href="classNL3D_1_1CChannelMixer.html#o9">_DetailListToEval</a>.push_back(pChannel);
+00685 <font class="comment">// next</font>
+00686 pChannel= pChannel-&gt;_Next;
+00687 }
+00688
+00689 <font class="comment">// done</font>
+00690 <a class="code" href="classNL3D_1_1CChannelMixer.html#o7">_ListToEvalDirt</a>= <font class="keyword">false</font>;
+00691 }
+00692
+00693 <font class="comment">// ***************************************************************************</font>
+<a name="l00694"></a><a class="code" href="classNL3D_1_1CChannelMixer.html#a18">00694</a> <font class="keywordtype">void</font> CChannelMixer::resetEvalDetailDate()
+00695 {
+00696 <a class="code" href="classNL3D_1_1CChannelMixer.html#o5">_LastEvalDetailDate</a>= -1;
+00697 }
+00698
+00699
+00700 } <font class="comment">// NL3D</font>
+</pre></div>
+
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