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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>mesh.cpp</h1><a href="mesh_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000 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="mesh_8h.html">3d/mesh.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="mesh__instance_8h.html">3d/mesh_instance.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="mesh__morpher_8h.html">3d/mesh_morpher.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="bsphere_8h.html">nel/misc/bsphere.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="stripifier_8h.html">3d/stripifier.h</a>"</font>
+00035 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
+00036 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
+00037 <font class="preprocessor">#include "<a class="code" href="mesh__blender_8h.html">3d/mesh_blender.h</a>"</font>
+00038 <font class="preprocessor">#include "<a class="code" href="matrix__3x4_8h.html">3d/matrix_3x4.h</a>"</font>
+00039 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
+00040
+00041
+00042 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00043 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00044
+00045
+00046 <font class="keyword">namespace </font>NL3D
+00047 {
+00048
+00049
+00050 <font class="comment">// ***************************************************************************</font>
+00051 <font class="comment">// ***************************************************************************</font>
+00052 <font class="comment">// MeshGeom Tools.</font>
+00053 <font class="comment">// ***************************************************************************</font>
+00054 <font class="comment">// ***************************************************************************</font>
+00055
+00056
+00057 <font class="comment">// ***************************************************************************</font>
+00058 <font class="keyword">static</font> <a class="code" href="classNLMISC_1_1CAABBoxExt.html">NLMISC::CAABBoxExt</a> <a class="code" href="namespaceNL3D.html#a376">makeBBox</a>(<font class="keyword">const</font> std::vector&lt;CVector&gt; &amp;Vertices)
+00059 {
+00060 <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> ret;
+00061 <a class="code" href="debug_8h.html#a6">nlassert</a>(Vertices.size());
+00062 ret.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_0">setCenter</a>(Vertices[0]);
+00063 <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)Vertices.size();i++)
+00064 {
+00065 ret.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_4">extend</a>(Vertices[i]);
+00066 }
+00067
+00068 <font class="keywordflow">return</font> ret;
+00069 }
+00070
+00071
+00072 <font class="comment">// ***************************************************************************</font>
+<a name="l00073"></a><a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#p0">00073</a> sint CMeshGeom::CCornerTmp::Flags=0;
+00074
+00075
+00076 <font class="comment">// ***************************************************************************</font>
+<a name="l00077"></a><a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#a0">00077</a> <font class="keywordtype">bool</font> <a class="code" href="zone__lighter_8cpp.html#a13">CMeshGeom::CCornerTmp::operator&lt;</a>(<font class="keyword">const</font> CCornerTmp &amp;c)<font class="keyword"> const</font>
+00078 <font class="keyword"></font>{
+00079 sint i;
+00080
+00081 <font class="comment">// Vert first.</font>
+00082 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m0">Vertex</a>!=c.Vertex)
+00083 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m0">Vertex</a>&lt;c.Vertex;
+00084
+00085 <font class="comment">// Order: normal, uvs, color0, color1, skinning.</font>
+00086 <font class="keywordflow">if</font>((CCornerTmp::Flags &amp; CVertexBuffer::NormalFlag) &amp;&amp; <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m1">Normal</a>!=c.Normal)
+00087 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m1">Normal</a>&lt;c.Normal;
+00088 <font class="keywordflow">for</font>(i=0; i&lt;CVertexBuffer::MaxStage; i++)
+00089 {
+00090 <font class="keywordflow">if</font>((CCornerTmp::Flags &amp; (CVertexBuffer::TexCoord0Flag&lt;&lt;i)) &amp;&amp; <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m2">Uvws</a>[i]!=c.Uvws[i])
+00091 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m2">Uvws</a>[i]&lt;c.Uvws[i];
+00092 }
+00093 <font class="keywordflow">if</font>((CCornerTmp::Flags &amp; CVertexBuffer::PrimaryColorFlag) &amp;&amp; <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m3">Color</a>!=c.Color)
+00094 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m3">Color</a>&lt;c.Color;
+00095 <font class="keywordflow">if</font>((CCornerTmp::Flags &amp; CVertexBuffer::SecondaryColorFlag) &amp;&amp; <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m4">Specular</a>!=c.Specular)
+00096 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m4">Specular</a>&lt;c.Specular;
+00097
+00098 <font class="keywordflow">if</font> ((CCornerTmp::Flags &amp; CVertexBuffer::PaletteSkinFlag)==CVertexBuffer::PaletteSkinFlag)
+00099 {
+00100 <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;i++)
+00101 {
+00102 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#m0">Palette</a>.MatrixId[i] != c.Palette.MatrixId[i])
+00103 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#m0">Palette</a>.MatrixId[i] &lt; c.Palette.MatrixId[i];
+00104 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#m1">Weights</a>[i] != c.Weights[i])
+00105 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#m1">Weights</a>[i] &lt; c.Weights[i];
+00106 }
+00107 }
+00108
+00109
+00110 <font class="comment">// All are equal!!</font>
+00111 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00112 }
+00113
+00114
+00115 <font class="comment">// ***************************************************************************</font>
+00116 <font class="comment">// ***************************************************************************</font>
+00117 <font class="comment">// CMeshGeom.</font>
+00118 <font class="comment">// ***************************************************************************</font>
+00119 <font class="comment">// ***************************************************************************</font>
+00120
+00121
+00122 <font class="comment">// ***************************************************************************</font>
+<a name="l00123"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a0">00123</a> CMeshGeom::CMeshGeom()
+00124 {
+00125 <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>= <font class="keyword">false</font>;
+00126 <a class="code" href="classNL3D_1_1CMeshGeom.html#o8">_OriginalSkinRestored</a>= <font class="keyword">true</font>;
+00127 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a>= <font class="keyword">true</font>;
+00128 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a> = <font class="keyword">new</font> CMeshMorpher;
+00129 <a class="code" href="classNL3D_1_1CMeshGeom.html#o9">_BoneIdComputed</a> = <font class="keyword">false</font>;
+00130 <a class="code" href="classNL3D_1_1CMeshGeom.html#o10">_BoneIdExtended</a>= <font class="keyword">false</font>;
+00131 <a class="code" href="classNL3D_1_1CMeshGeom.html#o14">_PreciseClipping</a>= <font class="keyword">false</font>;
+00132 }
+00133
+00134
+00135 <font class="comment">// ***************************************************************************</font>
+<a name="l00136"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a1">00136</a> CMeshGeom::~CMeshGeom()
+00137 {
+00138 <font class="comment">// test (refptr) if the object still exist in memory.</font>
+00139 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>!=NULL)
+00140 {
+00141 <font class="comment">// A vbufferhard should still exist only if driver still exist.</font>
+00142 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>!=NULL);
+00143
+00144 <font class="comment">// delete it from driver.</font>
+00145 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>);
+00146 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>= NULL;
+00147 }
+00148 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>;
+00149 }
+00150
+00151
+00152 <font class="comment">// ***************************************************************************</font>
+<a name="l00153"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#c1">00153</a> <font class="keywordtype">void</font> CMeshGeom::optimizeTriangleOrder()
+00154 {
+00155 CStripifier stripifier;
+00156
+00157 <font class="comment">// for all rdrpass of all matrix blocks.</font>
+00158 <font class="keywordflow">for</font>(uint mb= 0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
+00159 {
+00160 <font class="keywordflow">for</font>(uint rp=0; rp&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.size(); rp++ )
+00161 {
+00162 <font class="comment">// stripify list of triangles of this pass.</font>
+00163 CRdrPass &amp;pass= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass[rp];
+00164 stripifier.optimizeTriangles(pass.PBlock, pass.PBlock);
+00165 }
+00166 }
+00167
+00168 }
+00169
+00170
+00171 <font class="comment">// ***************************************************************************</font>
+<a name="l00172"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a2">00172</a> <font class="keywordtype">void</font> CMeshGeom::build (CMesh::CMeshBuild &amp;m, uint numMaxMaterial)
+00173 {
+00174 sint i;
+00175
+00176 <font class="comment">// Dirt the VBuffer.</font>
+00177 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a>= <font class="keyword">true</font>;
+00178
+00179 <font class="comment">// Empty geometry?</font>
+00180 <font class="keywordflow">if</font>(m.Vertices.size()==0 || m.Faces.size()==0)
+00181 {
+00182 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.setNumVertices(0);
+00183 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.reserve(0);
+00184 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.clear();
+00185 <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z267_0">setCenter</a>(CVector::Null);
+00186 <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z267_2">setSize</a>(CVector::Null);
+00187 <font class="keywordflow">return</font>;
+00188 }
+00189 <a class="code" href="debug_8h.html#a6">nlassert</a>(numMaxMaterial&gt;0);
+00190
+00191
+00193 <font class="comment">//======================</font>
+00194 <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>= <a class="code" href="namespaceNL3D.html#a376">makeBBox</a>(m.Vertices);
+00195
+00196
+00198 <font class="comment">//================================================</font>
+00199
+00200 <font class="comment">// First, copy Face array.</font>
+00201 vector&lt;CFaceTmp&gt; tmpFaces;
+00202 tmpFaces.resize(m.Faces.size());
+00203 <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
+00204 tmpFaces[i]= m.Faces[i];
+00205
+00206 <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>= ((m.VertexFlags &amp; CVertexBuffer::PaletteSkinFlag)==CVertexBuffer::PaletteSkinFlag);
+00207 <font class="comment">// Skinning is OK only if SkinWeights are of same size as vertices.</font>
+00208 <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> &amp;&amp; (m.Vertices.size()==m.SkinWeights.size());
+00209
+00210 <font class="comment">// If skinning is KO, remove the Skin option.</font>
+00211 uint vbFlags= m.VertexFlags;
+00212 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>)
+00213 vbFlags&amp;= ~CVertexBuffer::PaletteSkinFlag;
+00214 <font class="comment">// Force presence of vertex.</font>
+00215 vbFlags|= CVertexBuffer::PositionFlag;
+00216
+00217
+00218 <font class="comment">// If the mesh is not skinned, we have just 1 _MatrixBlocks.</font>
+00219 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>)
+00220 {
+00221 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.resize(1);
+00222 <font class="comment">// For each faces, assign it to the matrix block 0.</font>
+00223 <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
+00224 tmpFaces[i].MatrixBlockId= 0;
+00225 }
+00226 <font class="comment">// Else We must group/compute the matrixs blocks.</font>
+00227 <font class="keywordflow">else</font>
+00228 {
+00229 <font class="comment">// reset matrix blocks.</font>
+00230 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.clear();
+00231 <font class="comment">// build matrix blocks, and link faces to good matrix blocks.</font>
+00232 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_1">buildSkin</a>(m, tmpFaces);
+00233 }
+00234
+00235
+00237 <font class="comment">//================================================</font>
+00238 <font class="comment">// Setup VB.</font>
+00239 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.setNumVertices(0);
+00240 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.reserve(0);
+00241
+00242 <font class="keywordtype">bool</font> useFormatExt = <font class="keyword">false</font>;
+00246 <font class="keywordflow">for</font> (uint k = 0; k &lt; CVertexBuffer::MaxStage; ++k)
+00247 {
+00248 <font class="keywordflow">if</font> (
+00249 (vbFlags &amp; (CVertexBuffer::TexCoord0Flag &lt;&lt; k))
+00250 &amp;&amp; m.NumCoords[k] != 2)
+00251 {
+00252 useFormatExt = <font class="keyword">true</font>;
+00253 <font class="keywordflow">break</font>;
+00254 }
+00255 }
+00256
+00257 <font class="keywordflow">if</font> (!useFormatExt)
+00258 {
+00259 <font class="comment">// setup standard format</font>
+00260 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.setVertexFormat(vbFlags);
+00261 }
+00262 <font class="keywordflow">else</font> <font class="comment">// setup extended format</font>
+00263 {
+00264 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.clearValueEx();
+00265 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::PositionFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::Position, CVertexBuffer::Float3);
+00266 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::NormalFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::Normal, CVertexBuffer::Float3);
+00267 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::PrimaryColorFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::PrimaryColor, CVertexBuffer::UChar4);
+00268 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::SecondaryColorFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::SecondaryColor, CVertexBuffer::UChar4);
+00269 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::WeightFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::Weight, CVertexBuffer::Float4);
+00270 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::PaletteSkinFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::PaletteSkin, CVertexBuffer::UChar4);
+00271 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::FogFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::Fog, CVertexBuffer::Float1);
+00272
+00273 <font class="keywordflow">for</font> (uint k = 0; k &lt; CVertexBuffer::MaxStage; ++k)
+00274 {
+00275 <font class="keywordflow">if</font> (vbFlags &amp; (CVertexBuffer::TexCoord0Flag &lt;&lt; k))
+00276 {
+00277 <font class="keywordflow">switch</font>(m.NumCoords[k])
+00278 {
+00279 <font class="keywordflow">case</font> 2:
+00280 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx((CVertexBuffer::TValue) (CVertexBuffer::TexCoord0 + k), CVertexBuffer::Float2);
+00281 <font class="keywordflow">break</font>;
+00282 <font class="keywordflow">case</font> 3:
+00283 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx((CVertexBuffer::TValue) (CVertexBuffer::TexCoord0 + k), CVertexBuffer::Float3);
+00284 <font class="keywordflow">break</font>;
+00285 <font class="keywordflow">default</font>:
+00286 <a class="code" href="debug_8h.html#a6">nlassert</a>(0);
+00287 <font class="keywordflow">break</font>;
+00288 }
+00289 }
+00290 }
+00291 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.initEx();
+00292 }
+00293
+00294 <font class="comment">// Set local flags for corner comparison.</font>
+00295 CCornerTmp::Flags= vbFlags;
+00296 <font class="comment">// Setup locals.</font>
+00297 <a class="code" href="classNL3D_1_1CMeshGeom.html#u2">TCornerSet</a> corners;
+00298 <font class="keyword">const</font> CFaceTmp *pFace= &amp;(*tmpFaces.begin());
+00299 uint32 nFaceMB = 0;
+00300 sint N= tmpFaces.size();
+00301 sint currentVBIndex=0;
+00302
+00303 m.VertLink.clear ();
+00304
+00305 <font class="comment">// process each face, building up the VB.</font>
+00306 <font class="keywordflow">for</font>(;N&gt;0;N--, pFace++)
+00307 {
+00308 sint v0= pFace-&gt;Corner[0].Vertex;
+00309 sint v1= pFace-&gt;Corner[1].Vertex;
+00310 sint v2= pFace-&gt;Corner[2].Vertex;
+00311 <a class="code" href="classNL3D_1_1CMeshGeom.html#c0">findVBId</a>(corners, &amp;pFace-&gt;Corner[0], currentVBIndex, m.Vertices[v0], m);
+00312 <a class="code" href="classNL3D_1_1CMeshGeom.html#c0">findVBId</a>(corners, &amp;pFace-&gt;Corner[1], currentVBIndex, m.Vertices[v1], m);
+00313 <a class="code" href="classNL3D_1_1CMeshGeom.html#c0">findVBId</a>(corners, &amp;pFace-&gt;Corner[2], currentVBIndex, m.Vertices[v2], m);
+00314 CMesh::CVertLink vl1(nFaceMB, 0, pFace-&gt;Corner[0].VBId);
+00315 CMesh::CVertLink vl2(nFaceMB, 1, pFace-&gt;Corner[1].VBId);
+00316 CMesh::CVertLink vl3(nFaceMB, 2, pFace-&gt;Corner[2].VBId);
+00317 m.VertLink.push_back(vl1);
+00318 m.VertLink.push_back(vl2);
+00319 m.VertLink.push_back(vl3);
+00320 ++nFaceMB;
+00321 }
+00322
+00323
+00325 <font class="comment">//================================</font>
+00326 uint mb;
+00327
+00328 <font class="comment">// For each _MatrixBlocks, point on those materials.</font>
+00329 <font class="keywordflow">for</font>(mb= 0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
+00330 {
+00331 <font class="comment">// Build RdrPass ids.</font>
+00332 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.resize (numMaxMaterial);
+00333
+00335 <font class="keywordflow">for</font>(i=0;i&lt;(sint)<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.size(); i++)
+00336 {
+00337 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass[i].MaterialId= i;
+00338 }
+00339 }
+00340
+00341
+00343 <font class="comment">//===================================================</font>
+00344 pFace= &amp;(*tmpFaces.begin());
+00345 N= tmpFaces.size();
+00346 <font class="keywordflow">for</font>(;N&gt;0;N--, pFace++)
+00347 {
+00348 sint mbId= pFace-&gt;MatrixBlockId;
+00349 <a class="code" href="debug_8h.html#a6">nlassert</a>(mbId&gt;=0 &amp;&amp; mbId&lt;(sint)<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size());
+00350 <font class="comment">// Insert the face in good MatrixBlock/RdrPass.</font>
+00351 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mbId].RdrPass[pFace-&gt;MaterialId].PBlock.addTri(pFace-&gt;Corner[0].VBId, pFace-&gt;Corner[1].VBId, pFace-&gt;Corner[2].VBId);
+00352 }
+00353
+00354
+00356 <font class="comment">//============================</font>
+00357 <font class="keywordflow">for</font>(mb= 0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
+00358 {
+00359 <font class="comment">// NB: slow process (erase from a vector). Doens't matter since made at build.</font>
+00360 vector&lt;CRdrPass&gt;::iterator itPass;
+00361 <font class="keywordflow">for</font>( itPass=<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.begin(); itPass!=<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.end(); )
+00362 {
+00363 <font class="comment">// If this pass is empty, remove it.</font>
+00364 <font class="keywordflow">if</font>( itPass-&gt;PBlock.getNumTri()==0 )
+00365 itPass= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.erase(itPass);
+00366 <font class="keywordflow">else</font>
+00367 itPass++;
+00368 }
+00369 }
+00370
+00372 <font class="comment">//============================</font>
+00373 <font class="comment">// BShapes</font>
+00374 this-&gt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes = m.BlendShapes;
+00375
+00376 <font class="comment">// sort triangles for better cache use.</font>
+00377 <a class="code" href="classNL3D_1_1CMeshGeom.html#c1">optimizeTriangleOrder</a>();
+00378
+00379 <font class="comment">// SmartPtr Copy VertexProgram effect.</font>
+00380 this-&gt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>= m.MeshVertexProgram;
+00381
+00383 <font class="comment">//================================================= </font>
+00384
+00385 <font class="comment">// If skinned</font>
+00386 <font class="keywordflow">if</font>(_Skinned)
+00387 {
+00388 <font class="comment">// Reserve some space</font>
+00389 <a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>.reserve (m.BonesNames.size ());
+00390
+00391 <font class="comment">// Current local bone</font>
+00392 uint currentBone = 0;
+00393
+00394 <font class="comment">// For each matrix block</font>
+00395 uint matrixBlock;
+00396 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
+00397 {
+00398 <font class="comment">// Ref on the matrix block</font>
+00399 CMatrixBlock &amp;mb = <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[matrixBlock];
+00400
+00401 <font class="comment">// Remap the skeleton index in model index</font>
+00402 std::map&lt;uint, uint&gt; remap;
+00403
+00404 <font class="comment">// For each matrix</font>
+00405 uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>;
+00406 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;mb.NumMatrix; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
+00407 {
+00408 <font class="comment">// Get bone id in the skeleton</font>
+00409 std::map&lt;uint, uint&gt;::iterator ite = remap.find (mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]);
+00410
+00411 <font class="comment">// Not found</font>
+00412 <font class="keywordflow">if</font> (ite == remap.end())
+00413 {
+00414 <font class="comment">// Insert it</font>
+00415 remap.insert (std::map&lt;uint, uint&gt;::value_type (mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>], currentBone));
+00416
+00417 <font class="comment">// Check the matrix id</font>
+00418 <a class="code" href="debug_8h.html#a6">nlassert</a> (mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] &lt; m.BonesNames.size());
+00419
+00420 <font class="comment">// Set the bone name</font>
+00421 <a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>.push_back (m.BonesNames[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]]);
+00422
+00423 <font class="comment">// Set the id in local</font>
+00424 mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = currentBone++;
+00425 }
+00426 <font class="keywordflow">else</font>
+00427 {
+00428 <font class="comment">// Set the id in local</font>
+00429 mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = ite-&gt;second;
+00430 }
+00431 }
+00432 }
+00433
+00434 <font class="comment">// Bone id in local</font>
+00435 <a class="code" href="classNL3D_1_1CMeshGeom.html#o9">_BoneIdComputed</a> = <font class="keyword">false</font>;
+00436 <a class="code" href="classNL3D_1_1CMeshGeom.html#o10">_BoneIdExtended</a> = <font class="keyword">false</font>;
+00437 }
+00438
+00439
+00440 <font class="comment">// End!!</font>
+00441 <font class="comment">// Some runtime not serialized compilation</font>
+00442 <a class="code" href="classNL3D_1_1CMeshGeom.html#c2">compileRunTime</a>();
+00443 }
+00444
+00445 <font class="comment">// ***************************************************************************</font>
+<a name="l00446"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a3">00446</a> <font class="keywordtype">void</font> CMeshGeom::setBlendShapes(std::vector&lt;CBlendShape&gt;&amp;bs)
+00447 {
+00448 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes = bs;
+00449 <font class="comment">// must update some RunTime parameters</font>
+00450 <a class="code" href="classNL3D_1_1CMeshGeom.html#c2">compileRunTime</a>();
+00451 }
+00452
+00453
+00454 <font class="comment">// ***************************************************************************</font>
+<a name="l00455"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a4">00455</a> <font class="keywordtype">void</font> CMeshGeom::applyMaterialRemap(<font class="keyword">const</font> std::vector&lt;sint&gt; &amp;remap)
+00456 {
+00457 <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#z565_2">getNbMatrixBlock</a>();mb++)
+00458 {
+00459 <font class="keywordflow">for</font>(uint rp=0;rp&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#z565_3">getNbRdrPass</a>(mb);rp++)
+00460 {
+00461 <font class="comment">// remap</font>
+00462 uint32 &amp;matId= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass[rp].MaterialId;
+00463 <a class="code" href="debug_8h.html#a6">nlassert</a>(remap[matId]&gt;=0);
+00464 matId= remap[matId];
+00465 }
+00466 }
+00467 }
+00468
+00469
+00470 <font class="comment">// ***************************************************************************</font>
+<a name="l00471"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_0">00471</a> <font class="keywordtype">void</font> CMeshGeom::initInstance(CMeshBaseInstance *mbi)
+00472 {
+00473 <font class="comment">// init the instance with _MeshVertexProgram infos</font>
+00474 <font class="keywordflow">if</font>(_MeshVertexProgram)
+00475 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;initInstance(mbi);
+00476 }
+00477
+00478 <font class="comment">// ***************************************************************************</font>
+<a name="l00479"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_1">00479</a> <font class="keywordtype">bool</font> CMeshGeom::clip(<font class="keyword">const</font> std::vector&lt;CPlane&gt; &amp;pyramid, <font class="keyword">const</font> CMatrix &amp;worldMatrix)
+00480 {
+00481 <font class="comment">// Speed Clip: clip just the sphere.</font>
+00482 CBSphere localSphere(<a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z268_2">getCenter</a>(), <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z268_5">getRadius</a>());
+00483 CBSphere worldSphere;
+00484
+00485 <font class="comment">// transform the sphere in WorldMatrix (with nearly good scale info).</font>
+00486 localSphere.applyTransform(worldMatrix, worldSphere);
+00487
+00488 <font class="comment">// if out of only plane, entirely out.</font>
+00489 <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)pyramid.size();i++)
+00490 {
+00491 <font class="comment">// We are sure that pyramid has normalized plane normals.</font>
+00492 <font class="comment">// if SpherMax OUT return false.</font>
+00493 <font class="keywordtype">float</font> d= pyramid[i]*worldSphere.Center;
+00494 <font class="keywordflow">if</font>(d&gt;worldSphere.Radius)
+00495 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00496 }
+00497
+00498 <font class="comment">// test if must do a precise clip, according to mesh size.</font>
+00499 <font class="keywordflow">if</font>( _PreciseClipping )
+00500 {
+00501 CPlane localPlane;
+00502
+00503 <font class="comment">// if out of only plane, entirely out.</font>
+00504 <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)pyramid.size();i++)
+00505 {
+00506 <font class="comment">// Transform the pyramid in Object space.</font>
+00507 localPlane= pyramid[i]*worldMatrix;
+00508 <font class="comment">// localPlane must be normalized, because worldMatrix mya have a scale.</font>
+00509 localPlane.normalize();
+00510 <font class="comment">// if the box is not partially inside the plane, quit</font>
+00511 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z269_1">clipBack</a>(localPlane) )
+00512 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00513 }
+00514 }
+00515
+00516 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00517 }
+00518
+00519 <font class="comment">// ***************************************************************************</font>
+<a name="l00520"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z568_0">00520</a> <font class="keywordtype">void</font> CMeshGeom::updateVertexBufferHard(IDriver *drv)
+00521 {
+00522 <font class="keywordflow">if</font>(!drv-&gt;supportVertexBufferHard())
+00523 <font class="keywordflow">return</font>;
+00524
+00525
+00526 <font class="comment">/* If the mesh is skinned, still use normal CVertexBuffer.</font>
+00527 <font class="comment"> * \todo yoyo: optimize. not done now because CMesh Skinned are not so used in game, </font>
+00528 <font class="comment"> * and CMesh skinning is far not optimized (4 matrix mul all the time). Should use later the renderSkinGroupGeom()</font>
+00529 <font class="comment"> * scheme</font>
+00530 <font class="comment"> * Also, if the driver has slow VBhard unlock() (ie ATI gl extension), avoid use of them if MeshMorpher </font>
+00531 <font class="comment"> * is used.</font>
+00532 <font class="comment"> */</font>
+00533 <font class="keywordtype">bool</font> avoidVBHard;
+00534 avoidVBHard= <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> || ( <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes.size()&gt;0 &amp;&amp; drv-&gt;slowUnlockVertexBufferHard() );
+00535 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a> &amp;&amp; avoidVBHard )
+00536 {
+00537 <font class="comment">// delete possible old VBHard.</font>
+00538 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>!=NULL)
+00539 {
+00540 <font class="comment">// VertexBufferHard lifetime &lt; Driver lifetime.</font>
+00541 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>!=NULL);
+00542 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>);
+00543 }
+00544 <font class="keywordflow">return</font>;
+00545 }
+00546
+00547 <font class="comment">// If the vbufferhard is not synced to the vbuffer.</font>
+00548 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a> || <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>==NULL)
+00549 {
+00550 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a>= <font class="keyword">false</font>;
+00551
+00552 <font class="comment">// delete possible old VBHard.</font>
+00553 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>!=NULL)
+00554 {
+00555 <font class="comment">// VertexBufferHard lifetime &lt; Driver lifetime.</font>
+00556 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>!=NULL);
+00557 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>);
+00558 }
+00559
+00560 <font class="comment">// bkup drv in a refptr. (so we know if the vbuffer hard has to be deleted).</font>
+00561 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>= drv;
+00562 <font class="comment">// try to create new one, in AGP Ram</font>
+00563 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>-&gt;createVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat(), <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getValueTypePointer (), <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices(), IDriver::VBHardAGP);
+00564
+00565 <font class="comment">// If KO, use normal VertexBuffer.</font>
+00566 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>==NULL)
+00567 <font class="keywordflow">return</font>;
+00568 <font class="comment">// else, Fill it with VertexBuffer.</font>
+00569 <font class="keywordflow">else</font>
+00570 {
+00571 <font class="keywordtype">void</font> *vertexPtr= <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;lock();
+00572
+00573 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() == <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;getVertexFormat());
+00574 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices() == <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;getNumVertices());
+00575 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexSize() == <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;getVertexSize());
+00576
+00577 <font class="comment">// \todo yoyo: TODO_DX8 and DX8 ???</font>
+00578 <font class="comment">// Because same internal format, just copy all block.</font>
+00579 memcpy(vertexPtr, <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(), <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices() * <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexSize() );
+00580
+00581 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;unlock();
+00582 }
+00583
+00584 }
+00585 }
+00586
+00587
+00588 <font class="comment">// ***************************************************************************</font>
+<a name="l00589"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_2">00589</a> <font class="keywordtype">void</font> CMeshGeom::render(IDriver *drv, CTransformShape *trans, <font class="keywordtype">float</font> polygonCount, uint32 rdrFlags, <font class="keywordtype">float</font> globalAlpha)
+00590 {
+00591 <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
+00592 <font class="comment">// get the mesh instance.</font>
+00593 CMeshBaseInstance *mi= safe_cast&lt;CMeshBaseInstance*&gt;(trans);
+00594 <font class="comment">// get a ptr on scene</font>
+00595 CScene *ownerScene= mi-&gt;getScene();
+00596 <font class="comment">// get a ptr on renderTrav</font>
+00597 CRenderTrav *renderTrav= ownerScene-&gt;getRenderTrav();
+00598
+00599
+00600 <font class="comment">// update the VBufferHard (create/delete), to maybe render in AGP memory.</font>
+00601 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_0">updateVertexBufferHard</a> (drv);
+00602 <font class="comment">/* currentVBHard is NULL if must disable it temporarily</font>
+00603 <font class="comment"> For now, never disable it, but switch of VBHard may be VERY EXPENSIVE if NV_vertex_array_range2 is not</font>
+00604 <font class="comment"> supported (old drivers).</font>
+00605 <font class="comment"> */</font>
+00606 IVertexBufferHard *currentVBHard= <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>;
+00607
+00608
+00609 <font class="comment">// get the skeleton model to which I am binded (else NULL).</font>
+00610 CSkeletonModel *skeleton;
+00611 skeleton= mi-&gt;getSkeletonModel();
+00612 <font class="comment">// The mesh must not be skinned for render()</font>
+00613 <a class="code" href="debug_8h.html#a6">nlassert</a>(!(<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> &amp;&amp; mi-&gt;isSkinned() &amp;&amp; skeleton));
+00614 <font class="keywordtype">bool</font> bMorphApplied = <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes.size() &gt; 0;
+00615 <font class="keywordtype">bool</font> useTangentSpace = <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;needTangentSpace();
+00616
+00617
+00618 <font class="comment">// Profiling</font>
+00619 <font class="comment">//===========</font>
+00620 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_MeshGeom_RenderNormal );
+00621
+00622
+00623 <font class="comment">// Morphing</font>
+00624 <font class="comment">// ========</font>
+00625 <font class="keywordflow">if</font> (bMorphApplied)
+00626 {
+00627 <font class="comment">// If _Skinned (NB: the skin is not applied) and if lod.OriginalSkinRestored, then restoreOriginalSkinPart is</font>
+00628 <font class="comment">// not called but mush morpher write changed vertices into VBHard so its ok. The unchanged vertices</font>
+00629 <font class="comment">// are written in the preceding call to restoreOriginalSkinPart.</font>
+00630 <font class="keywordflow">if</font> (_Skinned)
+00631 {
+00632 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;initSkinned(&amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o4">_VBufferOri</a>,
+00633 &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>,
+00634 currentVBHard,
+00635 useTangentSpace,
+00636 &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>,
+00637 &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>,
+00638 useTangentSpace ? &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a> : NULL,
+00639 <font class="keyword">false</font> );
+00640 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;updateSkinned (mi-&gt;getBlendShapeFactors());
+00641 }
+00642 <font class="keywordflow">else</font> <font class="comment">// Not even skinned so we have to do all the stuff</font>
+00643 {
+00644 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;init(&amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o4">_VBufferOri</a>,
+00645 &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>,
+00646 currentVBHard,
+00647 useTangentSpace);
+00648 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;update (mi-&gt;getBlendShapeFactors());
+00649 }
+00650 }
+00651
+00652
+00653 <font class="comment">// Skinning</font>
+00654 <font class="comment">// ========</font>
+00655
+00656 <font class="comment">// else setup instance matrix</font>
+00657 drv-&gt;setupModelMatrix(trans-&gt;getWorldMatrix());
+00658
+00659
+00660 <font class="comment">// since instance skin is invalid but mesh is skinned , we must copy vertices/normals from original vertices.</font>
+00661 <font class="keywordflow">if</font> (_Skinned)
+00662 {
+00663 <font class="comment">// do it for this Lod only, and if cache say it is necessary.</font>
+00664 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CMeshGeom.html#o8">_OriginalSkinRestored</a>)
+00665 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_4">restoreOriginalSkinVertices</a>();
+00666 }
+00667
+00668
+00669 <font class="comment">// Setup meshVertexProgram</font>
+00670 <font class="comment">//===========</font>
+00671
+00672 <font class="comment">// use MeshVertexProgram effect?</font>
+00673 <font class="keywordtype">bool</font> useMeshVP= <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> != NULL;
+00674 <font class="keywordflow">if</font>( useMeshVP )
+00675 {
+00676 CMatrix invertedObjectMatrix;
+00677 invertedObjectMatrix = trans-&gt;getWorldMatrix().inverted();
+00678 <font class="comment">// really ok if success to begin VP</font>
+00679 useMeshVP= <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;begin(drv, ownerScene, mi, invertedObjectMatrix, renderTrav-&gt;CamPos);
+00680 }
+00681
+00682
+00683 <font class="comment">// Render the mesh.</font>
+00684 <font class="comment">//===========</font>
+00685 <font class="comment">// active VB.</font>
+00686 <font class="keywordflow">if</font>(currentVBHard != NULL)
+00687 drv-&gt;activeVertexBufferHard(currentVBHard);
+00688 <font class="keywordflow">else</font>
+00689 drv-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
+00690
+00691
+00692 <font class="comment">// Global alpha used ?</font>
+00693 uint32 globalAlphaUsed= rdrFlags &amp; IMeshGeom::RenderGlobalAlpha;
+00694 uint8 globalAlphaInt=(uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(globalAlpha*255);
+00695
+00696
+00697 <font class="comment">// For all _MatrixBlocks</font>
+00698 <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
+00699 {
+00700 CMatrixBlock &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb];
+00701 <font class="keywordflow">if</font>(mBlock.RdrPass.size()==0)
+00702 <font class="keywordflow">continue</font>;
+00703
+00704 <font class="comment">// Global alpha ?</font>
+00705 <font class="keywordflow">if</font> (globalAlphaUsed)
+00706 {
+00707 <font class="keywordtype">bool</font> gaDisableZWrite= (rdrFlags &amp; IMeshGeom::RenderGADisableZWrite)?<font class="keyword">true</font>:<font class="keyword">false</font>;
+00708
+00709 <font class="comment">// Render all pass.</font>
+00710 <font class="keywordflow">for</font> (uint i=0;i&lt;mBlock.RdrPass.size();i++)
+00711 {
+00712 CRdrPass &amp;rdrPass= mBlock.RdrPass[i];
+00713 <font class="comment">// Render with the Materials of the MeshInstance.</font>
+00714 <font class="keywordflow">if</font> ( ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderOpaqueMaterial) ) ||
+00715 ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">true</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderTransparentMaterial) ) )
+00716 {
+00717 <font class="comment">// CMaterial Ref</font>
+00718 CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
+00719
+00720 <font class="comment">// Use a MeshBlender to modify material and driver.</font>
+00721 CMeshBlender blender;
+00722 blender.prepareRenderForGlobalAlpha(material, drv, globalAlpha, globalAlphaInt, gaDisableZWrite);
+00723
+00724 <font class="comment">// Setup VP material</font>
+00725 <font class="keywordflow">if</font> (useMeshVP)
+00726 {
+00727 <font class="keywordflow">if</font>(currentVBHard)
+00728 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, currentVBHard);
+00729 <font class="keywordflow">else</font>
+00730 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
+00731 }
+00732
+00733 <font class="comment">// Render</font>
+00734 drv-&gt;render(rdrPass.PBlock, material);
+00735
+00736 <font class="comment">// Resetup material/driver</font>
+00737 blender.restoreRender(material, drv, gaDisableZWrite);
+00738 }
+00739 }
+00740 }
+00741 <font class="keywordflow">else</font>
+00742 {
+00743 <font class="comment">// Render all pass.</font>
+00744 <font class="keywordflow">for</font>(uint i=0;i&lt;mBlock.RdrPass.size();i++)
+00745 {
+00746 CRdrPass &amp;rdrPass= mBlock.RdrPass[i];
+00747 <font class="comment">// Render with the Materials of the MeshInstance.</font>
+00748 <font class="keywordflow">if</font>( ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderOpaqueMaterial) ) ||
+00749 ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">true</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderTransparentMaterial) ) )
+00750 {
+00751 <font class="comment">// CMaterial Ref</font>
+00752 CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
+00753
+00754 <font class="comment">// Setup VP material</font>
+00755 <font class="keywordflow">if</font> (useMeshVP)
+00756 {
+00757 <font class="keywordflow">if</font>(currentVBHard)
+00758 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, currentVBHard);
+00759 <font class="keywordflow">else</font>
+00760 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
+00761 }
+00762
+00763 <font class="comment">// render primitives</font>
+00764 drv-&gt;render(rdrPass.PBlock, material);
+00765 }
+00766 }
+00767 }
+00768 }
+00769
+00770 <font class="comment">// End VertexProgram effect</font>
+00771 <font class="keywordflow">if</font>(useMeshVP)
+00772 {
+00773 <font class="comment">// Apply it.</font>
+00774 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;end(drv);
+00775 }
+00776 }
+00777
+00778
+00779 <font class="comment">// ***************************************************************************</font>
+<a name="l00780"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_3">00780</a> <font class="keywordtype">void</font> CMeshGeom::renderSkin(CTransformShape *trans, <font class="keywordtype">float</font> alphaMRM)
+00781 {
+00782 <font class="comment">// get the mesh instance.</font>
+00783 CMeshBaseInstance *mi= safe_cast&lt;CMeshBaseInstance*&gt;(trans);
+00784 <font class="comment">// get a ptr on scene</font>
+00785 CScene *ownerScene= mi-&gt;getScene();
+00786 <font class="comment">// get a ptr on renderTrav</font>
+00787 CRenderTrav *renderTrav= ownerScene-&gt;getRenderTrav();
+00788 <font class="comment">// get a ptr on the driver</font>
+00789 IDriver *drv= renderTrav-&gt;getDriver();
+00790 <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
+00791
+00792
+00793 <font class="comment">// update the VBufferHard (create/delete), to maybe render in AGP memory.</font>
+00794 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_0">updateVertexBufferHard</a> (drv);
+00795 <font class="comment">/* currentVBHard is NULL if must disable it temporarily</font>
+00796 <font class="comment"> For now, never disable it, but switch of VBHard may be VERY EXPENSIVE if NV_vertex_array_range2 is not</font>
+00797 <font class="comment"> supported (old drivers).</font>
+00798 <font class="comment"> */</font>
+00799 IVertexBufferHard *currentVBHard= <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>;
+00800
+00801
+00802 <font class="comment">// get the skeleton model to which I am binded (else NULL).</font>
+00803 CSkeletonModel *skeleton;
+00804 skeleton= mi-&gt;getSkeletonModel();
+00805 <font class="comment">// must be skinned for renderSkin()</font>
+00806 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> &amp;&amp; mi-&gt;isSkinned() &amp;&amp; skeleton);
+00807 <font class="keywordtype">bool</font> bMorphApplied = <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes.size() &gt; 0;
+00808 <font class="keywordtype">bool</font> useTangentSpace = <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;needTangentSpace();
+00809
+00810
+00811 <font class="comment">// Profiling</font>
+00812 <font class="comment">//===========</font>
+00813 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_MeshGeom_RenderSkinned );
+00814
+00815
+00816 <font class="comment">// Morphing</font>
+00817 <font class="comment">// ========</font>
+00818 <font class="keywordflow">if</font> (bMorphApplied)
+00819 {
+00820 <font class="comment">// Since Skinned we must update original skin vertices and normals because skinning use it</font>
+00821 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;initSkinned(&amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o4">_VBufferOri</a>,
+00822 &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>,
+00823 currentVBHard,
+00824 useTangentSpace,
+00825 &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>,
+00826 &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>,
+00827 useTangentSpace ? &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a> : NULL,
+00828 <font class="keyword">true</font> );
+00829 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;updateSkinned (mi-&gt;getBlendShapeFactors());
+00830 }
+00831
+00832
+00833 <font class="comment">// Skinning</font>
+00834 <font class="comment">// ========</font>
+00835
+00836 <font class="comment">// NB: the skeleton matrix has already been setuped by CSkeletonModel</font>
+00837 <font class="comment">// NB: the normalize flag has already been setuped by CSkeletonModel</font>
+00838
+00839
+00840 <font class="comment">// apply the skinning: _VBuffer is modified.</font>
+00841 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_5">applySkin</a>(skeleton);
+00842
+00843
+00844 <font class="comment">// Setup meshVertexProgram</font>
+00845 <font class="comment">//===========</font>
+00846
+00847 <font class="comment">// use MeshVertexProgram effect?</font>
+00848 <font class="keywordtype">bool</font> useMeshVP= <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> != NULL;
+00849 <font class="keywordflow">if</font>( useMeshVP )
+00850 {
+00851 CMatrix invertedObjectMatrix;
+00852 invertedObjectMatrix = skeleton-&gt;getWorldMatrix().inverted();
+00853 <font class="comment">// really ok if success to begin VP</font>
+00854 useMeshVP= <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;begin(drv, ownerScene, mi, invertedObjectMatrix, renderTrav-&gt;CamPos);
+00855 }
+00856
+00857
+00858 <font class="comment">// Render the mesh.</font>
+00859 <font class="comment">//===========</font>
+00860 <font class="comment">// active VB.</font>
+00861 <font class="keywordflow">if</font>(currentVBHard != NULL)
+00862 drv-&gt;activeVertexBufferHard(currentVBHard);
+00863 <font class="keywordflow">else</font>
+00864 drv-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
+00865
+00866
+00867 <font class="comment">// For all _MatrixBlocks</font>
+00868 <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
+00869 {
+00870 CMatrixBlock &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb];
+00871 <font class="keywordflow">if</font>(mBlock.RdrPass.size()==0)
+00872 <font class="keywordflow">continue</font>;
+00873
+00874 <font class="comment">// Render all pass.</font>
+00875 <font class="keywordflow">for</font>(uint i=0;i&lt;mBlock.RdrPass.size();i++)
+00876 {
+00877 CRdrPass &amp;rdrPass= mBlock.RdrPass[i];
+00878
+00879 <font class="comment">// CMaterial Ref</font>
+00880 CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
+00881
+00882 <font class="comment">// Setup VP material</font>
+00883 <font class="keywordflow">if</font> (useMeshVP)
+00884 {
+00885 <font class="keywordflow">if</font>(currentVBHard)
+00886 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, currentVBHard);
+00887 <font class="keywordflow">else</font>
+00888 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
+00889 }
+00890
+00891 <font class="comment">// render primitives</font>
+00892 drv-&gt;render(rdrPass.PBlock, material);
+00893 }
+00894 }
+00895
+00896 <font class="comment">// End VertexProgram effect</font>
+00897 <font class="keywordflow">if</font>(useMeshVP)
+00898 {
+00899 <font class="comment">// Apply it.</font>
+00900 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;end(drv);
+00901 }
+00902
+00903 }
+00904
+00905
+00906 <font class="comment">// ***************************************************************************</font>
+<a name="l00907"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a5">00907</a> <font class="keywordtype">void</font> CMeshGeom::renderSimpleWithMaterial(IDriver *drv, <font class="keyword">const</font> CMatrix &amp;worldMatrix, CMaterial &amp;mat)
+00908 {
+00909 <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
+00910
+00911 <font class="comment">// setup matrix</font>
+00912 drv-&gt;setupModelMatrix(worldMatrix);
+00913
+00914 <font class="comment">// active VB.</font>
+00915 drv-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
+00916
+00917 <font class="comment">// For all _MatrixBlocks</font>
+00918 <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
+00919 {
+00920 CMatrixBlock &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb];
+00921 <font class="keywordflow">if</font>(mBlock.RdrPass.size()==0)
+00922 <font class="keywordflow">continue</font>;
+00923
+00924 <font class="comment">// Render all pass.</font>
+00925 <font class="keywordflow">for</font>(uint i=0;i&lt;mBlock.RdrPass.size();i++)
+00926 {
+00927 CRdrPass &amp;rdrPass= mBlock.RdrPass[i];
+00928
+00929 <font class="comment">// render primitives</font>
+00930 drv-&gt;render(rdrPass.PBlock, mat);
+00931 }
+00932 }
+00933
+00934 }
+00935
+00936
+00937 <font class="comment">// ***************************************************************************</font>
+<a name="l00938"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_5">00938</a> <font class="keywordtype">void</font> CMeshGeom::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+00939 {
+00940 <font class="comment">/*</font>
+00941 <font class="comment"> Version 4:</font>
+00942 <font class="comment"> - BonesName.</font>
+00943 <font class="comment"> Version 3:</font>
+00944 <font class="comment"> - MeshVertexProgram.</font>
+00945 <font class="comment"> Version 2:</font>
+00946 <font class="comment"> - precompute of triangle order. (nothing more to load).</font>
+00947 <font class="comment"> Version 1:</font>
+00948 <font class="comment"> - added blend shapes</font>
+00949 <font class="comment"> Version 0:</font>
+00950 <font class="comment"> - separate serialisation CMesh / CMeshGeom.</font>
+00951 <font class="comment"> */</font>
+00952 sint ver = f.serialVersion (4);
+00953
+00954
+00955 <font class="comment">// must have good original Skinned Vertex before writing.</font>
+00956 <font class="keywordflow">if</font>( !f.isReading() &amp;&amp; _Skinned &amp;&amp; !_OriginalSkinRestored )
+00957 {
+00958 restoreOriginalSkinVertices();
+00959 }
+00960
+00961
+00962 <font class="comment">// Version 4+: Array of bone name</font>
+00963 <font class="keywordflow">if</font> (ver &gt;= 4)
+00964 {
+00965 f.serialCont (_BonesName);
+00966 }
+00967
+00968 <font class="keywordflow">if</font> (f.isReading())
+00969 {
+00970 <font class="comment">// Version3-: Bones index are in skeleton model id list</font>
+00971 _BoneIdComputed = (ver &lt; 4);
+00972 <font class="comment">// In all case, must recompute usage of parents.</font>
+00973 _BoneIdExtended= <font class="keyword">false</font>;
+00974 }
+00975 <font class="keywordflow">else</font>
+00976 {
+00977 <font class="comment">// Warning, if you have skinned this shape, you can't write it anymore because skinning id have been changed! </font>
+00978 <a class="code" href="debug_8h.html#a6">nlassert</a> (_BoneIdComputed==<font class="keyword">false</font>);
+00979 }
+00980
+00981 <font class="comment">// Version3+: MeshVertexProgram.</font>
+00982 <font class="keywordflow">if</font> (ver &gt;= 3)
+00983 {
+00984 IMeshVertexProgram *mvp= NULL;
+00985 <font class="keywordflow">if</font>(f.isReading())
+00986 {
+00987 f.serialPolyPtr(mvp);
+00988 _MeshVertexProgram= mvp;
+00989 }
+00990 <font class="keywordflow">else</font>
+00991 {
+00992 mvp= _MeshVertexProgram;
+00993 f.serialPolyPtr(mvp);
+00994 }
+00995 }
+00996 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(f.isReading())
+00997 {
+00998 <font class="comment">// release vp</font>
+00999 _MeshVertexProgram= NULL;
+01000 }
+01001
+01002 <font class="comment">// Version1+: _MeshMorpher.</font>
+01003 <font class="keywordflow">if</font> (ver &gt;= 1)
+01004 f.serial (*_MeshMorpher);
+01005
+01006 <font class="comment">// serial geometry.</font>
+01007 f.serial (_VBuffer);
+01008 f.serialCont (_MatrixBlocks);
+01009 f.serial (_BBox);
+01010 f.serial (_Skinned);
+01011
+01012
+01013 <font class="comment">// If _VertexBuffer changed, flag the VertexBufferHard.</font>
+01014 <font class="keywordflow">if</font>(f.isReading())
+01015 {
+01016 _VertexBufferHardDirty = <font class="keyword">true</font>;
+01017
+01018 <font class="comment">// if &gt;= version 2, reorder of triangles is precomputed, else compute it now.</font>
+01019 <font class="keywordflow">if</font>(ver &lt; 2 )
+01020 {
+01021 optimizeTriangleOrder();
+01022 }
+01023 }
+01024
+01025 <font class="comment">// Skinning: If Version &lt; 4, _BonesName are not present, must compute _BonesId from localId</font>
+01026 <font class="comment">// Else it is computed at first computeBonesId().</font>
+01027 <font class="keywordflow">if</font>(ver &lt; 4)
+01028 buildBoneUsageVer3();
+01029
+01030 <font class="comment">// TestYoyo</font>
+01031 <font class="comment">//_MeshVertexProgram= NULL;</font>
+01032 <font class="comment">/*{</font>
+01033 <font class="comment"> uint numTris= 0;</font>
+01034 <font class="comment"> for(uint i=0;i&lt;_MatrixBlocks.size();i++)</font>
+01035 <font class="comment"> {</font>
+01036 <font class="comment"> for(uint j=0;j&lt;_MatrixBlocks[i].RdrPass.size();j++)</font>
+01037 <font class="comment"> numTris+= _MatrixBlocks[i].RdrPass[j].PBlock.getNumTri();</font>
+01038 <font class="comment"> }</font>
+01039 <font class="comment"> nlinfo("YOYO: %d Vertices. %d Triangles.", _VBuffer.getNumVertices(), numTris);</font>
+01040 <font class="comment"> }*/</font>
+01041
+01042 <font class="comment">// Some runtime not serialized compilation</font>
+01043 <font class="keywordflow">if</font>(f.isReading())
+01044 compileRunTime();
+01045 }
+01046
+01047
+01048 <font class="comment">// ***************************************************************************</font>
+<a name="l01049"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#c2">01049</a> <font class="keywordtype">void</font> CMeshGeom::compileRunTime()
+01050 {
+01051 <font class="comment">// if skinned, prepare skinning</font>
+01052 <font class="keywordflow">if</font>(_Skinned)
+01053 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_3">bkupOriginalSkinVertices</a>();
+01054
+01055 <font class="comment">// Do precise clipping for big object??</font>
+01056 <a class="code" href="classNL3D_1_1CMeshGeom.html#o14">_PreciseClipping</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z268_5">getRadius</a>() &gt;= <a class="code" href="mesh_8h.html#a1">NL3D_MESH_PRECISE_CLIP_THRESHOLD</a>;
+01057
+01058 <font class="comment">// Support MeshBlockRendering only if not skinned/meshMorphed.</font>
+01059 <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>= !<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes.size()==0;
+01060
+01061 <font class="comment">// true only if one matrix block, and at least one rdrPass.</font>
+01062 <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size()==1 &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0].RdrPass.size()&gt;0;
+01063
+01064 <font class="comment">// \todo yoyo: support later MeshVertexProgram </font>
+01065 <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>==NULL;
+01066
+01067 <font class="comment">// TestYoyo</font>
+01068 <font class="comment">//_SupportMeshBlockRendering= false;</font>
+01069 }
+01070
+01071
+01072 <font class="comment">// ***************************************************************************</font>
+01073 <font class="comment">// ***************************************************************************</font>
+01074 <font class="comment">// Skinning.</font>
+01075 <font class="comment">// ***************************************************************************</font>
+01076 <font class="comment">// ***************************************************************************</font>
+01077
+01078
+01079 <font class="comment">// ***************************************************************************</font>
+<a name="l01080"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_1">01080</a> <font class="keywordtype">void</font> CMeshGeom::buildSkin(CMesh::CMeshBuild &amp;m, std::vector&lt;CFaceTmp&gt; &amp;tmpFaces)
+01081 {
+01082 sint i,j,k;
+01083 <a class="code" href="classNL3D_1_1CMeshGeom.html#u0">TBoneMap</a> remainingBones;
+01084 list&lt;uint&gt; remainingFaces;
+01085
+01086
+01087 <font class="comment">// 0. normalize SkinWeights: for all weights at 0, copy the matrixId from 0th matrix =&gt; no random/bad use of matrix.</font>
+01088 <font class="comment">//================================</font>
+01089 <font class="keywordflow">for</font>(i=0;i&lt;(sint)m.SkinWeights.size();i++)
+01090 {
+01091 CMesh::CSkinWeight &amp;sw= m.SkinWeights[i];
+01092
+01093 <font class="comment">// 0th weight must not be 0.</font>
+01094 <a class="code" href="debug_8h.html#a6">nlassert</a>(sw.Weights[0]!=0);
+01095
+01096 <font class="comment">// Begin at 1, tests all other weights.</font>
+01097 <font class="keywordflow">for</font>(j=1;j&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;j++)
+01098 {
+01099 <font class="comment">// We don't use this entry??</font>
+01100 <font class="keywordflow">if</font>(sw.Weights[j]==0)
+01101 {
+01102 <font class="comment">// Setup MatrixId so that this vertex do no use more matrix than it really wants.</font>
+01103 sw.MatrixId[j]= sw.MatrixId[0];
+01104 }
+01105 }
+01106 }
+01107
+01108
+01109 <font class="comment">// 1. build the list of used/remaining bones, in ascending order. (so we use the depth-first topolgy of hierarchy).</font>
+01110 <font class="comment">//================================</font>
+01111 <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
+01112 {
+01113 CFaceTmp &amp;face= tmpFaces[i];
+01114
+01115 <font class="keywordflow">for</font>(j=0;j&lt;3;j++)
+01116 {
+01117 CMesh::CSkinWeight &amp;sw= m.SkinWeights[face.Corner[j].Vertex];
+01118 <font class="keywordflow">for</font>(k=0;k&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;k++)
+01119 {
+01120 <font class="comment">// insert (if not already here) the used bone in the set.</font>
+01121 <font class="comment">// and insert his refcount. (NB: ctor() init it to 0 :) ).</font>
+01122 remainingBones[sw.MatrixId[k]].RefCount++;
+01123 }
+01124 }
+01125 }
+01126
+01127
+01128 <font class="comment">// 2. Create the list of un-inserted faces.</font>
+01129 <font class="comment">//================================</font>
+01130 <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
+01131 {
+01132 remainingFaces.push_back(i);
+01133 }
+01134
+01135
+01136
+01137 <font class="comment">// 3. Create as many Blocks as necessary.</font>
+01138 <font class="comment">//================================</font>
+01139 <font class="comment">// Which bones a face use (up to 12).</font>
+01140 vector&lt;uint&gt; boneUse;
+01141 boneUse.reserve(<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>*3);
+01142
+01143 <font class="comment">// While still exist faces.</font>
+01144 <font class="keywordflow">while</font>(!remainingFaces.empty())
+01145 {
+01146 <font class="comment">// create a new matrix block.</font>
+01147 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.push_back(CMatrixBlock());
+01148 CMatrixBlock &amp;matrixBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size()-1];
+01149 matrixBlock.NumMatrix=0;
+01150
+01151 <font class="comment">// a. reset remainingBones as not inserted in the current matrixBlock.</font>
+01152 <font class="comment">//============================</font>
+01153 <a class="code" href="classNL3D_1_1CMeshGeom.html#u1">ItBoneMap</a> itBone;
+01154 <font class="keywordflow">for</font>(itBone= remainingBones.begin();itBone!=remainingBones.end();itBone++)
+01155 {
+01156 itBone-&gt;second.Inserted= <font class="keyword">false</font>;
+01157 }
+01158
+01159
+01160 <font class="comment">// b. while still exist bones, try to insert faces which use them in matrixBlock.</font>
+01161 <font class="comment">//============================</font>
+01162 <font class="keywordflow">while</font>(!remainingBones.empty())
+01163 {
+01164 <font class="comment">// get the first bone from the map. (remind: depth-first order).</font>
+01165 uint currentBoneId= remainingBones.begin()-&gt;first;
+01166
+01167 <font class="comment">// If no more faces in the remainingFace list use this bone, remove it, and continue.</font>
+01168 <font class="keywordflow">if</font>(remainingBones.begin()-&gt;second.RefCount==0)
+01169 {
+01170 remainingBones.erase(remainingBones.begin());
+01171 <font class="keywordflow">continue</font>;
+01172 }
+01173
+01174 <font class="comment">// this is a marker, to know if a face insertion will occurs.</font>
+01175 <font class="keywordtype">bool</font> faceAdded= <font class="keyword">false</font>;
+01176
+01177 <font class="comment">// traverse all faces, trying to insert them in current MatrixBlock processed.</font>
+01178 list&lt;uint&gt;::iterator itFace;
+01179 <font class="keywordflow">for</font>(itFace= remainingFaces.begin(); itFace!=remainingFaces.end();)
+01180 {
+01181 <font class="keywordtype">bool</font> useCurrentBoneId;
+01182 uint newBoneAdded;
+01183
+01184 <font class="comment">// i/ Get info on current face.</font>
+01185 <font class="comment">//-----------------------------</font>
+01186
+01187 <font class="comment">// build which bones this face use.</font>
+01188 tmpFaces[*itFace].buildBoneUse(boneUse, m.SkinWeights);
+01189
+01190 <font class="comment">// test if this face use the currentBoneId.</font>
+01191 useCurrentBoneId= <font class="keyword">false</font>;
+01192 <font class="keywordflow">for</font>(i=0;i&lt;(sint)boneUse.size();i++)
+01193 {
+01194 <font class="comment">// if this face use the currentBoneId</font>
+01195 <font class="keywordflow">if</font>(boneUse[i]==currentBoneId)
+01196 {
+01197 useCurrentBoneId= <font class="keyword">true</font>;
+01198 <font class="keywordflow">break</font>;
+01199 }
+01200 }
+01201 <font class="comment">// compute how many bones that are not in the current matrixblock this face use.</font>
+01202 newBoneAdded=0;
+01203 <font class="keywordflow">for</font>(i=0;i&lt;(sint)boneUse.size();i++)
+01204 {
+01205 <font class="comment">// if this bone is not inserted in the current matrix block, inform it.</font>
+01206 <font class="keywordflow">if</font>(!remainingBones[boneUse[i]].Inserted)
+01207 newBoneAdded++;
+01208 }
+01209
+01210
+01211 <font class="comment">// ii/ insert/reject face.</font>
+01212 <font class="comment">//------------------------</font>
+01213
+01214 <font class="comment">// If this face do not add any more bone, we can insert it into the current matrixblock.</font>
+01215 <font class="comment">// If it use the currentBoneId, and do not explode max count, we allow insert it too in the current matrixblock.</font>
+01216 <font class="keywordflow">if</font>( newBoneAdded==0 ||
+01217 (useCurrentBoneId &amp;&amp; newBoneAdded+matrixBlock.NumMatrix &lt; IDriver::MaxModelMatrix) )
+01218 {
+01219 <font class="comment">// Insert this face in the current matrix block</font>
+01220
+01221 CFaceTmp &amp;face= tmpFaces[*itFace];
+01222
+01223 <font class="comment">// for all vertices of this face.</font>
+01224 <font class="keywordflow">for</font>(j=0;j&lt;3;j++)
+01225 {
+01226 CMesh::CSkinWeight &amp;sw= m.SkinWeights[face.Corner[j].Vertex];
+01227
+01228 <font class="comment">// for each corner weight (4)</font>
+01229 <font class="keywordflow">for</font>(k=0;k&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;k++)
+01230 {
+01231 <font class="comment">// get the global boneId this corner weight use.</font>
+01232 uint boneId= sw.MatrixId[k];
+01233 <font class="comment">// get the CBoneTmp this corner weight use.</font>
+01234 CBoneTmp &amp;bone= remainingBones[boneId];
+01235
+01236 <font class="comment">// decRef the bone .</font>
+01237 bone.RefCount--;
+01238
+01239 <font class="comment">// Is this bone already inserted in the MatrixBlock ?</font>
+01240 <font class="keywordflow">if</font>( !bone.Inserted )
+01241 {
+01242 <font class="comment">// No, insert it.</font>
+01243 bone.Inserted= <font class="keyword">true</font>;
+01244 <font class="comment">// link it to the MatrixId in the current matrixBlock.</font>
+01245 bone.MatrixIdInMB= matrixBlock.NumMatrix;
+01246
+01247 <font class="comment">// modify the matrixBlock</font>
+01248 matrixBlock.MatrixId[matrixBlock.NumMatrix]= boneId;
+01249 <font class="comment">// increment the number of matrix in the matrixBlock.</font>
+01250 matrixBlock.NumMatrix++;
+01251 }
+01252
+01253 <font class="comment">// Copy Weight info for this Corner.</font>
+01254 <font class="comment">// Set what matrix in the current matrix block this corner use.</font>
+01255 face.Corner[j].Palette.MatrixId[k]= bone.MatrixIdInMB;
+01256 <font class="comment">// Set weight.</font>
+01257 face.Corner[j].Weights[k]= sw.Weights[k];
+01258 }
+01259 }
+01260
+01261 <font class="comment">// to Which matrixblock this face is inserted.</font>
+01262 face.MatrixBlockId= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size()-1;
+01263
+01264 <font class="comment">// remove the face from remain face list.</font>
+01265 itFace= remainingFaces.erase(itFace);
+01266
+01267 <font class="comment">// inform the algorithm that a face has been added.</font>
+01268 faceAdded= <font class="keyword">true</font>;
+01269 }
+01270 <font class="keywordflow">else</font>
+01271 {
+01272 <font class="comment">// do not append this face to the current matrix block, skip to the next</font>
+01273 itFace++;
+01274 }
+01275 }
+01276
+01277 <font class="comment">// If no faces have been added during this pass, we are blocked, and either the MatrixBlock may be full,</font>
+01278 <font class="comment">// or there is no more face. So quit this block and process a new one.</font>
+01279 <font class="keywordflow">if</font>(!faceAdded)
+01280 <font class="keywordflow">break</font>;
+01281 }
+01282
+01283 }
+01284 <font class="comment">// NB: at the end of this loop, remainingBones may not be empty(), but all remainingBones should have RefCount==0.</font>
+01285
+01286
+01287
+01288 <font class="comment">// 4. Re-order matrix use in MatrixBlocks, for minimum matrix change between MatrixBlocks.</font>
+01289 <font class="comment">//================================</font>
+01290 vector&lt;CMatrixBlockRemap&gt; blockRemaps;
+01291 blockRemaps.resize(<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size());
+01292
+01293
+01294 <font class="comment">// For all MatrixBlocks &gt; first, try to "mirror" bones from previous.</font>
+01295 <font class="keywordflow">for</font>(i=1;i&lt;(sint)<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();i++)
+01296 {
+01297 CMatrixBlock &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[i];
+01298 CMatrixBlock &amp;mPrevBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[i-1];
+01299 CMatrixBlockRemap &amp;remap= blockRemaps[i];
+01300
+01301 <font class="comment">// First bkup the bone ids in remap table.</font>
+01302 <font class="keywordflow">for</font>(j=0;j&lt;(sint)mBlock.NumMatrix;j++)
+01303 {
+01304 remap.Remap[j]= mBlock.MatrixId[j];
+01305 }
+01306
+01307 <font class="comment">// For all ids of this blocks, try to mirror them.</font>
+01308 <font class="keywordflow">for</font>(j=0;j&lt;(sint)mBlock.NumMatrix;j++)
+01309 {
+01310 <font class="comment">// get the location of this bone in the prev bone.</font>
+01311 sint idLoc= mPrevBlock.getMatrixIdLocation(mBlock.MatrixId[j]);
+01312 <font class="comment">// If not found, or if bigger than current array, fails (cant be mirrored).</font>
+01313 <font class="comment">// Or if already mirrored.</font>
+01314 <font class="keywordflow">if</font>(idLoc==-1 || idLoc&gt;=(sint)mBlock.NumMatrix || idLoc==j)
+01315 {
+01316 <font class="comment">// next id.</font>
+01317 j++;
+01318 }
+01319 <font class="keywordflow">else</font>
+01320 {
+01321 <font class="comment">// puts me on my mirrored location. and swap with the current one at this mirrored location.</font>
+01322 swap(mBlock.MatrixId[j], mBlock.MatrixId[idLoc]);
+01323 <font class="comment">// mBlock.MatrixId[j] is now a candidate for mirror.</font>
+01324 }
+01325 }
+01326
+01327 <font class="comment">// Then build the Remap table, to re-order faces matrixId which use this matrix block.</font>
+01328 <font class="keywordflow">for</font>(j=0;j&lt;(sint)mBlock.NumMatrix;j++)
+01329 {
+01330 <font class="comment">// get the boneid which was at this position j before.</font>
+01331 uint boneId= remap.Remap[j];
+01332 <font class="comment">// search his new position, and store the result in the remap table.</font>
+01333 remap.Remap[j]= mBlock.getMatrixIdLocation(boneId);
+01334 }
+01335
+01336 <font class="comment">// NB: this matrixBlock is re-ordered. next matrixBlock use this state.</font>
+01337 }
+01338
+01339
+01340 <font class="comment">// For all faces/corners/weights, remap MatrixIds.</font>
+01341 <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
+01342 {
+01343 CFaceTmp &amp;face= tmpFaces[i];
+01344 <font class="comment">// do it but for matrixblock0.</font>
+01345 <font class="keywordflow">if</font>(face.MatrixBlockId!=0)
+01346 {
+01347 CMatrixBlockRemap &amp;remap= blockRemaps[face.MatrixBlockId];
+01348 <font class="comment">// For all corners.</font>
+01349 <font class="keywordflow">for</font>(j=0;j&lt;3;j++)
+01350 {
+01351 <font class="keywordflow">for</font>(k=0;k&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;k++)
+01352 {
+01353 uint oldId= face.Corner[j].Palette.MatrixId[k];
+01354 face.Corner[j].Palette.MatrixId[k]= (uint8)remap.Remap[oldId];
+01355 }
+01356 }
+01357 }
+01358 }
+01359
+01360 }
+01361
+01362
+01363 <font class="comment">// ***************************************************************************</font>
+<a name="l01364"></a><a class="code" href="structNL3D_1_1CMeshGeom_1_1CFaceTmp.html#a2">01364</a> <font class="keywordtype">void</font> CMeshGeom::CFaceTmp::buildBoneUse(vector&lt;uint&gt; &amp;boneUse, vector&lt;CMesh::CSkinWeight&gt; &amp;skinWeights)
+01365 {
+01366 boneUse.clear();
+01367
+01368 <font class="comment">// For the 3 corners of the face.</font>
+01369 <font class="keywordflow">for</font>(sint i=0;i&lt;3;i++)
+01370 {
+01371 <font class="comment">// get the CSkinWeight of this vertex.</font>
+01372 CMesh::CSkinWeight &amp;sw= skinWeights[<a class="code" href="structNL3D_1_1CMeshGeom_1_1CFaceTmp.html#m0">Corner</a>[i].Vertex];
+01373
+01374 <font class="comment">// For all skin weights of this vertex,</font>
+01375 <font class="keywordflow">for</font>(sint j=0;j&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;j++)
+01376 {
+01377 uint boneId= sw.MatrixId[j];
+01378 <font class="comment">// insert (if not in the array) this bone.</font>
+01379 <font class="keywordflow">if</font>( find(boneUse.begin(), boneUse.end(), boneId)==boneUse.end() )
+01380 boneUse.push_back(boneId);
+01381 }
+01382 }
+01383
+01384
+01385 }
+01386
+01387
+01388
+01389 <font class="comment">// ***************************************************************************</font>
+<a name="l01390"></a><a class="code" href="classNL3D_1_1CMeshGeom_1_1CMatrixBlock.html#a1">01390</a> sint CMeshGeom::CMatrixBlock::getMatrixIdLocation(uint32 boneId)<font class="keyword"> const</font>
+01391 <font class="keyword"></font>{
+01392 <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="classNL3D_1_1CMeshGeom_1_1CMatrixBlock.html#m1">NumMatrix</a>;i++)
+01393 {
+01394 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom_1_1CMatrixBlock.html#m0">MatrixId</a>[i]==boneId)
+01395 <font class="keywordflow">return</font> i;
+01396 }
+01397
+01398 <font class="comment">// not found.</font>
+01399 <font class="keywordflow">return</font> -1;
+01400 }
+01401
+01402
+01403 <font class="comment">// ***************************************************************************</font>
+<a name="l01404"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_4">01404</a> <font class="keywordtype">float</font> CMeshGeom::getNumTriangles (<font class="keywordtype">float</font> distance)
+01405 {
+01406 <font class="comment">// Sum of triangles</font>
+01407 uint32 triCount=0;
+01408
+01409 <font class="comment">// For each matrix block</font>
+01410 uint mbCount=<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();
+01411 <font class="keywordflow">for</font> (uint mb=0; mb&lt;mbCount; mb++)
+01412 {
+01413 CMatrixBlock &amp;block=<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb];
+01414
+01415 <font class="comment">// Count of primitive block</font>
+01416 uint pCount=block.RdrPass.size();
+01417 <font class="keywordflow">for</font> (uint pb=0; pb&lt;pCount; pb++)
+01418 {
+01419 <font class="comment">// Ref on the primitive block</font>
+01420 CRdrPass &amp;pass=block.RdrPass[pb];
+01421
+01422 <font class="comment">// Sum tri</font>
+01423 triCount+=pass.PBlock.getNumTriangles ();
+01424 }
+01425 }
+01426 <font class="keywordflow">return</font> (float)triCount;
+01427 }
+01428
+01429
+01430 <font class="comment">// ***************************************************************************</font>
+<a name="l01431"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z566_1">01431</a> <font class="keywordtype">void</font> CMeshGeom::computeBonesId (CSkeletonModel *skeleton)
+01432 {
+01433 <font class="comment">// Already computed ?</font>
+01434 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CMeshGeom.html#o9">_BoneIdComputed</a>)
+01435 {
+01436 <font class="comment">// Get a pointer on the skeleton</font>
+01437 <a class="code" href="debug_8h.html#a6">nlassert</a> (skeleton);
+01438 <font class="keywordflow">if</font> (skeleton)
+01439 {
+01440 <font class="comment">// Resize boneId to the good size.</font>
+01441 <a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>.resize(<a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>.size());
+01442
+01443 <font class="comment">// For each matrix block</font>
+01444 uint matrixBlock;
+01445 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
+01446 {
+01447 <font class="comment">// Ref on the matrix block</font>
+01448 CMatrixBlock &amp;mb = <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[matrixBlock];
+01449
+01450 <font class="comment">// For each matrix</font>
+01451 uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>;
+01452 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;mb.NumMatrix; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
+01453 {
+01454 <font class="comment">// Get bone id in the skeleton</font>
+01455 <a class="code" href="debug_8h.html#a6">nlassert</a> (mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>.size());
+01456 sint32 boneId = skeleton-&gt;getBoneIdByName (<a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]]);
+01457
+01458 <font class="comment">// Setup the _BoneId.</font>
+01459 <a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]]= boneId;
+01460
+01461 <font class="comment">// Bones found ?</font>
+01462 <font class="keywordflow">if</font> (boneId != -1)
+01463 {
+01464 <font class="comment">// Set the bone id</font>
+01465 mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = (uint32)boneId;
+01466 }
+01467 <font class="keywordflow">else</font>
+01468 {
+01469 <font class="comment">// Put id 0</font>
+01470 mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = 0;
+01471
+01472 <font class="comment">// Error</font>
+01473 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"Bone %s not found in the skeleton."</font>, <a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]].c_str());
+01474 }
+01475 }
+01476 }
+01477
+01478 <font class="comment">// Computed</font>
+01479 <a class="code" href="classNL3D_1_1CMeshGeom.html#o9">_BoneIdComputed</a> = <font class="keyword">true</font>;
+01480 }
+01481 }
+01482
+01483 <font class="comment">// Already extended ?</font>
+01484 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CMeshGeom.html#o10">_BoneIdExtended</a>)
+01485 {
+01486 <a class="code" href="debug_8h.html#a6">nlassert</a> (skeleton);
+01487 <font class="keywordflow">if</font> (skeleton)
+01488 {
+01489 <font class="comment">// the total bone Usage of the mesh.</font>
+01490 vector&lt;bool&gt; boneUsage;
+01491 boneUsage.resize(skeleton-&gt;Bones.size(), <font class="keyword">false</font>);
+01492
+01493 <font class="comment">// for all Bones marked as valid.</font>
+01494 uint i;
+01495 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>.size(); i++)
+01496 {
+01497 <font class="comment">// if not a valid boneId, skip it.</font>
+01498 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>[i]&lt;0)
+01499 <font class="keywordflow">continue</font>;
+01500
+01501 <font class="comment">// mark him and his father in boneUsage.</font>
+01502 skeleton-&gt;flagBoneAndParents(<a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>[i], boneUsage);
+01503 }
+01504
+01505 <font class="comment">// fill _BonesIdExt with bones of _BonesId and their parents.</font>
+01506 <a class="code" href="classNL3D_1_1CMeshGeom.html#o13">_BonesIdExt</a>.clear();
+01507 <font class="keywordflow">for</font>(i=0; i&lt;boneUsage.size();i++)
+01508 {
+01509 <font class="comment">// if the bone is used by the mesh, add it to BoneIdExt.</font>
+01510 <font class="keywordflow">if</font>(boneUsage[i])
+01511 <a class="code" href="classNL3D_1_1CMeshGeom.html#o13">_BonesIdExt</a>.push_back(i);
+01512 }
+01513
+01514 }
+01515
+01516 <font class="comment">// Extended</font>
+01517 <a class="code" href="classNL3D_1_1CMeshGeom.html#o10">_BoneIdExtended</a>= <font class="keyword">true</font>;
+01518 }
+01519
+01520 }
+01521
+01522
+01523 <font class="comment">// ***************************************************************************</font>
+<a name="l01524"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_2">01524</a> <font class="keywordtype">void</font> CMeshGeom::buildBoneUsageVer3 ()
+01525 {
+01526 <font class="keywordflow">if</font>(_Skinned)
+01527 {
+01528 <font class="comment">// parse all matrixBlocks, couting MaxBoneId used.</font>
+01529 uint32 maxBoneId= 0;
+01530 <font class="comment">// For each matrix block</font>
+01531 uint matrixBlock;
+01532 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
+01533 {
+01534 CMatrixBlock &amp;mb = <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[matrixBlock];
+01535 <font class="comment">// For each matrix</font>
+01536 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;mb.NumMatrix; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
+01537 {
+01538 maxBoneId= max(mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>], maxBoneId);
+01539 }
+01540 }
+01541
+01542 <font class="comment">// alloc an array of maxBoneId+1, reset to 0.</font>
+01543 std::vector&lt;uint8&gt; boneUsage;
+01544 boneUsage.resize(maxBoneId+1, 0);
+01545
+01546 <font class="comment">// reparse all matrixBlocks, counting usage for each bone.</font>
+01547 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
+01548 {
+01549 CMatrixBlock &amp;mb = <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[matrixBlock];
+01550 <font class="comment">// For each matrix</font>
+01551 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;mb.NumMatrix; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
+01552 {
+01553 <font class="comment">// mark this bone as used.</font>
+01554 boneUsage[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]]= 1;
+01555 }
+01556 }
+01557
+01558 <font class="comment">// For each bone used</font>
+01559 <a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>.clear();
+01560 <font class="keywordflow">for</font>(uint i=0; i&lt;boneUsage.size();i++)
+01561 {
+01562 <font class="comment">// if the bone is used by the mesh, add it to BoneId.</font>
+01563 <font class="keywordflow">if</font>(boneUsage[i])
+01564 <a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>.push_back(i);
+01565 }
+01566 }
+01567 }
+01568
+01569
+01570 <font class="comment">// ***************************************************************************</font>
+<a name="l01571"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z566_2">01571</a> <font class="keywordtype">void</font> CMeshGeom::updateSkeletonUsage(CSkeletonModel *sm, <font class="keywordtype">bool</font> increment)
+01572 {
+01573 <font class="comment">// For all Bones used by this mesh.</font>
+01574 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o13">_BonesIdExt</a>.size();i++)
+01575 {
+01576 uint boneId= <a class="code" href="classNL3D_1_1CMeshGeom.html#o13">_BonesIdExt</a>[i];
+01577 <font class="comment">// Some explicit Error.</font>
+01578 <font class="keywordflow">if</font>(boneId&gt;=sm-&gt;Bones.size())
+01579 <a class="code" href="debug_8h.html#a3">nlerror</a>(<font class="stringliteral">" Skin is incompatible with Skeleton: tries to use bone %d"</font>, boneId);
+01580 <font class="comment">// increment or decrement not Forced, because CMeshGeom use getActiveBoneSkinMatrix().</font>
+01581 <font class="keywordflow">if</font>(increment)
+01582 sm-&gt;incBoneUsage(boneId, CSkeletonModel::UsageNormal);
+01583 <font class="keywordflow">else</font>
+01584 sm-&gt;decBoneUsage(boneId, CSkeletonModel::UsageNormal);
+01585 }
+01586 }
+01587
+01588
+01589 <font class="comment">// ***************************************************************************</font>
+<a name="l01590"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_3">01590</a> <font class="keywordtype">void</font> CMeshGeom::bkupOriginalSkinVertices()
+01591 {
+01592 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>);
+01593
+01594 <font class="comment">// reset</font>
+01595 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>);
+01596 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>);
+01597 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>);
+01598
+01599 <font class="comment">// get num of vertices</font>
+01600 uint numVertices= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices();
+01601
+01602 <font class="comment">// Copy VBuffer content into Original vertices normals.</font>
+01603 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() &amp; CVertexBuffer::PositionFlag)
+01604 {
+01605 <font class="comment">// copy vertices from VBuffer. (NB: unusefull geomorphed vertices are still copied, but doesn't matter).</font>
+01606 <a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>.resize(numVertices);
+01607 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
+01608 {
+01609 <a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>[i]= *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(i);
+01610 }
+01611 }
+01612 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() &amp; CVertexBuffer::NormalFlag)
+01613 {
+01614 <font class="comment">// copy normals from VBuffer. (NB: unusefull geomorphed normals are still copied, but doesn't matter).</font>
+01615 <a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>.resize(numVertices);
+01616 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
+01617 {
+01618 <a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>[i]= *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNormalCoordPointer(i);
+01619 }
+01620 }
+01621
+01622 <font class="comment">// is there tangent space added ?</font>
+01623 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;needTangentSpace())
+01624 {
+01625 <font class="comment">// yes, backup it</font>
+01626 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed() &gt; 0);
+01627 uint tgSpaceStage = <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed() - 1;
+01628 <a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>.resize(numVertices);
+01629 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
+01630 {
+01631 <a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>[i]= *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getTexCoordPointer(i, tgSpaceStage);
+01632 }
+01633 }
+01634 }
+01635
+01636
+01637 <font class="comment">// ***************************************************************************</font>
+<a name="l01638"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_4">01638</a> <font class="keywordtype">void</font> CMeshGeom::restoreOriginalSkinVertices()
+01639 {
+01640 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>);
+01641
+01642 <font class="comment">// get num of vertices</font>
+01643 uint numVertices= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices();
+01644
+01645 <font class="comment">// Copy VBuffer content into Original vertices normals.</font>
+01646 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() &amp; CVertexBuffer::PositionFlag)
+01647 {
+01648 <font class="comment">// copy vertices from VBuffer. (NB: unusefull geomorphed vertices are still copied, but doesn't matter).</font>
+01649 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
+01650 {
+01651 *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(i)= <a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>[i];
+01652 }
+01653 }
+01654 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() &amp; CVertexBuffer::NormalFlag)
+01655 {
+01656 <font class="comment">// copy normals from VBuffer. (NB: unusefull geomorphed normals are still copied, but doesn't matter).</font>
+01657 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
+01658 {
+01659 *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNormalCoordPointer(i)= <a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>[i];
+01660 }
+01661 }
+01662 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;needTangentSpace())
+01663 {
+01664 uint numTexCoords = <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed();
+01665 <a class="code" href="debug_8h.html#a6">nlassert</a>(numTexCoords &gt;= 2);
+01666 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>.size() == numVertices);
+01667 <font class="comment">// copy tangent space vectors</font>
+01668 <font class="keywordflow">for</font>(uint i = 0; i &lt; numVertices; ++i)
+01669 {
+01670 *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getTexCoordPointer(i, numTexCoords - 1)= <a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>[i];
+01671 }
+01672 }
+01673
+01674 <font class="comment">// cleared</font>
+01675 <a class="code" href="classNL3D_1_1CMeshGeom.html#o8">_OriginalSkinRestored</a>= <font class="keyword">true</font>;
+01676 }
+01677
+01678
+01679 <font class="comment">// ***************************************************************************</font>
+01680 <font class="comment">// Flags for software vertex skinning.</font>
+<a name="l01681"></a><a class="code" href="mesh_8cpp.html#a0">01681</a> <font class="preprocessor">#define NL3D_SOFTSKIN_VNEEDCOMPUTE 3</font>
+<a name="l01682"></a><a class="code" href="mesh_8cpp.html#a1">01682</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_SOFTSKIN_VMUSTCOMPUTE 1</font>
+<a name="l01683"></a><a class="code" href="mesh_8cpp.html#a2">01683</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_SOFTSKIN_VCOMPUTED 0</font>
+01684 <font class="preprocessor"></font><font class="comment">// 3 means "vertex may need compute".</font>
+01685 <font class="comment">// 1 means "Primitive say vertex must be computed".</font>
+01686 <font class="comment">// 0 means "vertex is computed".</font>
+01687
+01688
+01689 <font class="comment">// ***************************************************************************</font>
+<a name="l01690"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_5">01690</a> <font class="keywordtype">void</font> CMeshGeom::applySkin(CSkeletonModel *skeleton)
+01691 {
+01692 <font class="comment">// init.</font>
+01693 <font class="comment">//===================</font>
+01694 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>.empty())
+01695 <font class="keywordflow">return</font>;
+01696
+01697 <font class="comment">// Use correct skinning</font>
+01698 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0">TSkinType</a> skinType;
+01699 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>.empty() )
+01700 skinType= <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u4">SkinPosOnly</a>;
+01701 <font class="keywordflow">else</font> <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>.empty() )
+01702 skinType= <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u5">SkinWithNormal</a>;
+01703 <font class="keywordflow">else</font>
+01704 skinType= <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u6">SkinWithTgSpace</a>;
+01705
+01706 <font class="comment">// Get VB src/dst info/ptrs.</font>
+01707 uint numVertices= <a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>.size();
+01708 uint dstStride= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexSize();
+01709 <font class="comment">// Get dst TgSpace.</font>
+01710 uint tgSpaceStage = 0;
+01711 <font class="keywordflow">if</font>( skinType&gt;= <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u6">SkinWithTgSpace</a>)
+01712 {
+01713 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed() &gt; 0);
+01714 tgSpaceStage= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed() - 1;
+01715 }
+01716
+01717 <font class="comment">// Mark all vertices flag to not computed.</font>
+01718 <font class="keyword">static</font> vector&lt;uint8&gt; skinFlags;
+01719 skinFlags.resize(numVertices);
+01720 <font class="comment">// reset all flags</font>
+01721 memset(&amp;skinFlags[0], <a class="code" href="mesh_8cpp.html#a0">NL3D_SOFTSKIN_VNEEDCOMPUTE</a>, numVertices );
+01722
+01723
+01724 <font class="comment">// For all MatrixBlocks</font>
+01725 <font class="comment">//===================</font>
+01726 <font class="keywordflow">for</font>(uint mb= 0; mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
+01727 {
+01728 <font class="comment">// compute matrixes for this block.</font>
+01729 <font class="keyword">static</font> CMatrix3x4 matrixes[IDriver::MaxModelMatrix];
+01730 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_7">computeSkinMatrixes</a>(skeleton, matrixes, mb==0?NULL:&amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb-1], <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb]);
+01731
+01732 <font class="comment">// check what vertex to skin for this PB.</font>
+01733 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_6">flagSkinVerticesForMatrixBlock</a>(&amp;skinFlags[0], <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb]);
+01734
+01735 <font class="comment">// Get VB src/dst ptrs.</font>
+01736 uint8 *pFlag= &amp;skinFlags[0];
+01737 CVector *srcVector= &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>[0];
+01738 uint8 *srcPal= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getPaletteSkinPointer(0);
+01739 uint8 *srcWgt= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getWeightPointer(0);
+01740 uint8 *dstVector= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(0);
+01741 <font class="comment">// Normal.</font>
+01742 CVector *srcNormal= NULL;
+01743 uint8 *dstNormal= NULL;
+01744 <font class="keywordflow">if</font>(skinType&gt;=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u5">SkinWithNormal</a>)
+01745 {
+01746 srcNormal= &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>[0];
+01747 dstNormal= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNormalCoordPointer(0);
+01748 }
+01749 <font class="comment">// TgSpace.</font>
+01750 CVector *srcTgSpace= NULL;
+01751 uint8 *dstTgSpace= NULL;
+01752 <font class="keywordflow">if</font>(skinType&gt;=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u6">SkinWithTgSpace</a>)
+01753 {
+01754 srcTgSpace= &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>[0];
+01755 dstTgSpace= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getTexCoordPointer(0, tgSpaceStage);
+01756 }
+01757
+01758
+01759 <font class="comment">// For all vertices that need to be computed.</font>
+01760 uint size= numVertices;
+01761 <font class="keywordflow">for</font>(;size&gt;0;size--)
+01762 {
+01763 <font class="comment">// If we must compute this vertex.</font>
+01764 <font class="keywordflow">if</font>(*pFlag==<a class="code" href="mesh_8cpp.html#a1">NL3D_SOFTSKIN_VMUSTCOMPUTE</a>)
+01765 {
+01766 <font class="comment">// Flag this vertex as computed.</font>
+01767 *pFlag=<a class="code" href="mesh_8cpp.html#a2">NL3D_SOFTSKIN_VCOMPUTED</a>;
+01768
+01769 CPaletteSkin *psPal= (CPaletteSkin*)srcPal;
+01770
+01771 <font class="comment">// checks indices.</font>
+01772 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal-&gt;MatrixId[0]&lt;IDriver::MaxModelMatrix);
+01773 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal-&gt;MatrixId[1]&lt;IDriver::MaxModelMatrix);
+01774 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal-&gt;MatrixId[2]&lt;IDriver::MaxModelMatrix);
+01775 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal-&gt;MatrixId[3]&lt;IDriver::MaxModelMatrix);
+01776
+01777 <font class="comment">// compute vertex part.</font>
+01778 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_8">computeSoftwarePointSkinning</a>(matrixes, srcVector, psPal, (<font class="keywordtype">float</font>*)srcWgt, (CVector*)dstVector);
+01779
+01780 <font class="comment">// compute normal part.</font>
+01781 <font class="keywordflow">if</font>(skinType&gt;=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u5">SkinWithNormal</a>)
+01782 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_9">computeSoftwareVectorSkinning</a>(matrixes, srcNormal, psPal, (<font class="keywordtype">float</font>*)srcWgt, (CVector*)dstNormal);
+01783
+01784 <font class="comment">// compute tg part.</font>
+01785 <font class="keywordflow">if</font>(skinType&gt;=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u6">SkinWithTgSpace</a>)
+01786 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_9">computeSoftwareVectorSkinning</a>(matrixes, srcTgSpace, psPal, (<font class="keywordtype">float</font>*)srcWgt, (CVector*)dstTgSpace);
+01787 }
+01788
+01789 <font class="comment">// inc flags.</font>
+01790 pFlag++;
+01791 <font class="comment">// inc src (all whatever skin type used...)</font>
+01792 srcVector++;
+01793 srcNormal++;
+01794 srcTgSpace++;
+01795 <font class="comment">// inc paletteSkin and dst (all whatever skin type used...)</font>
+01796 srcPal+= dstStride;
+01797 srcWgt+= dstStride;
+01798 dstVector+= dstStride;
+01799 dstNormal+= dstStride;
+01800 dstTgSpace+= dstStride;
+01801 }
+01802 }
+01803
+01804
+01805 <font class="comment">// dirt</font>
+01806 <a class="code" href="classNL3D_1_1CMeshGeom.html#o8">_OriginalSkinRestored</a>= <font class="keyword">false</font>;
+01807 }
+01808
+01809
+01810 <font class="comment">// ***************************************************************************</font>
+<a name="l01811"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_6">01811</a> <font class="keywordtype">void</font> CMeshGeom::flagSkinVerticesForMatrixBlock(uint8 *skinFlags, CMatrixBlock &amp;mb)
+01812 {
+01813 <font class="keywordflow">for</font>(uint i=0; i&lt;mb.RdrPass.size(); i++)
+01814 {
+01815 CPrimitiveBlock &amp;PB= mb.RdrPass[i].PBlock;
+01816
+01817 uint32 *pIndex;
+01818 uint nIndex;
+01819
+01820 <font class="comment">// This may be better to flags in 2 pass (first traverse primitives, then test vertices).</font>
+01821 <font class="comment">// Better sol for BTB..., because number of tests are divided by 6 (for triangles).</font>
+01822
+01823 <font class="comment">// for all prims, indicate which vertex we must compute.</font>
+01824 <font class="comment">// nothing if not already computed (ie 0), because 0&amp;1==0.</font>
+01825 <font class="comment">// Lines.</font>
+01826 pIndex= (uint32*)PB.getLinePointer();
+01827 nIndex= PB.getNumLine()*2;
+01828 <font class="keywordflow">for</font>(;nIndex&gt;0;nIndex--, pIndex++)
+01829 skinFlags[*pIndex]&amp;= <a class="code" href="mesh_8cpp.html#a1">NL3D_SOFTSKIN_VMUSTCOMPUTE</a>;
+01830 <font class="comment">// Tris.</font>
+01831 pIndex= (uint32*)PB.getTriPointer();
+01832 nIndex= PB.getNumTri()*3;
+01833 <font class="keywordflow">for</font>(;nIndex&gt;0;nIndex--, pIndex++)
+01834 skinFlags[*pIndex]&amp;= <a class="code" href="mesh_8cpp.html#a1">NL3D_SOFTSKIN_VMUSTCOMPUTE</a>;
+01835 <font class="comment">// Quads.</font>
+01836 pIndex= (uint32*)PB.getQuadPointer();
+01837 nIndex= PB.getNumQuad()*4;
+01838 <font class="keywordflow">for</font>(;nIndex&gt;0;nIndex--, pIndex++)
+01839 skinFlags[*pIndex]&amp;= <a class="code" href="mesh_8cpp.html#a1">NL3D_SOFTSKIN_VMUSTCOMPUTE</a>;
+01840 }
+01841 }
+01842
+01843
+01844 <font class="comment">// ***************************************************************************</font>
+<a name="l01845"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_8">01845</a> <font class="keywordtype">void</font> CMeshGeom::computeSoftwarePointSkinning(CMatrix3x4 *matrixes, CVector *srcVec, CPaletteSkin *srcPal, <font class="keywordtype">float</font> *srcWgt, CVector *pDst)
+01846 {
+01847 CMatrix3x4 *pMat;
+01848
+01849 <font class="comment">// \todo yoyo: TODO_OPTIMIZE: SSE verion...</font>
+01850
+01851 <font class="comment">// 0th matrix influence.</font>
+01852 pMat= matrixes + srcPal-&gt;MatrixId[0];
+01853 pMat-&gt;mulSetPoint(*srcVec, srcWgt[0], *pDst);
+01854 <font class="comment">// 1th matrix influence.</font>
+01855 pMat= matrixes + srcPal-&gt;MatrixId[1];
+01856 pMat-&gt;mulAddPoint(*srcVec, srcWgt[1], *pDst);
+01857 <font class="comment">// 2th matrix influence.</font>
+01858 pMat= matrixes + srcPal-&gt;MatrixId[2];
+01859 pMat-&gt;mulAddPoint(*srcVec, srcWgt[2], *pDst);
+01860 <font class="comment">// 3th matrix influence.</font>
+01861 pMat= matrixes + srcPal-&gt;MatrixId[3];
+01862 pMat-&gt;mulAddPoint(*srcVec, srcWgt[3], *pDst);
+01863 }
+01864
+01865
+01866 <font class="comment">// ***************************************************************************</font>
+<a name="l01867"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_9">01867</a> <font class="keywordtype">void</font> CMeshGeom::computeSoftwareVectorSkinning(CMatrix3x4 *matrixes, CVector *srcVec, CPaletteSkin *srcPal, <font class="keywordtype">float</font> *srcWgt, CVector *pDst)
+01868 {
+01869 CMatrix3x4 *pMat;
+01870
+01871 <font class="comment">// \todo yoyo: TODO_OPTIMIZE: SSE verion...</font>
+01872
+01873 <font class="comment">// 0th matrix influence.</font>
+01874 pMat= matrixes + srcPal-&gt;MatrixId[0];
+01875 pMat-&gt;mulSetVector(*srcVec, srcWgt[0], *pDst);
+01876 <font class="comment">// 1th matrix influence.</font>
+01877 pMat= matrixes + srcPal-&gt;MatrixId[1];
+01878 pMat-&gt;mulAddVector(*srcVec, srcWgt[1], *pDst);
+01879 <font class="comment">// 2th matrix influence.</font>
+01880 pMat= matrixes + srcPal-&gt;MatrixId[2];
+01881 pMat-&gt;mulAddVector(*srcVec, srcWgt[2], *pDst);
+01882 <font class="comment">// 3th matrix influence.</font>
+01883 pMat= matrixes + srcPal-&gt;MatrixId[3];
+01884 pMat-&gt;mulAddVector(*srcVec, srcWgt[3], *pDst);
+01885 }
+01886
+01887
+01888 <font class="comment">// ***************************************************************************</font>
+<a name="l01889"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_7">01889</a> <font class="keywordtype">void</font> CMeshGeom::computeSkinMatrixes(CSkeletonModel *skeleton, CMatrix3x4 *matrixes, CMatrixBlock *prevBlock, CMatrixBlock &amp;mBlock)
+01890 {
+01891 <font class="comment">// For all matrix of this mBlock.</font>
+01892 <font class="keywordflow">for</font>(uint idMat=0;idMat&lt;mBlock.NumMatrix;idMat++)
+01893 {
+01894 uint curBoneId= mBlock.MatrixId[idMat];
+01895
+01896 <font class="comment">// If same matrix binded as previous block, no need to bind!!</font>
+01897 <font class="keywordflow">if</font>(prevBlock &amp;&amp; idMat&lt;prevBlock-&gt;NumMatrix &amp;&amp; prevBlock-&gt;MatrixId[idMat]== curBoneId)
+01898 <font class="keywordflow">continue</font>;
+01899
+01900 <font class="comment">// Else, we must setup the matrix </font>
+01901 matrixes[idMat].set(skeleton-&gt;getActiveBoneSkinMatrix(curBoneId));
+01902 }
+01903 }
+01904
+01905
+01906 <font class="comment">// ***************************************************************************</font>
+01907 <font class="comment">// ***************************************************************************</font>
+01908 <font class="comment">// Mesh Block Render Interface</font>
+01909 <font class="comment">// ***************************************************************************</font>
+01910 <font class="comment">// ***************************************************************************</font>
+01911
+01912
+01913 <font class="comment">// ***************************************************************************</font>
+<a name="l01914"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_0">01914</a> <font class="keywordtype">bool</font> CMeshGeom::supportMeshBlockRendering ()<font class="keyword"> const</font>
+01915 <font class="keyword"></font>{
+01916 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>;
+01917 }
+01918
+01919 <font class="comment">// ***************************************************************************</font>
+<a name="l01920"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_1">01920</a> <font class="keywordtype">bool</font> CMeshGeom::sortPerMaterial()<font class="keyword"> const</font>
+01921 <font class="keyword"></font>{
+01922 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+01923 }
+01924 <font class="comment">// ***************************************************************************</font>
+<a name="l01925"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_2">01925</a> uint CMeshGeom::getNumRdrPasses()<font class="keyword"> const </font>
+01926 <font class="keyword"></font>{
+01927 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0].RdrPass.size();
+01928 }
+01929 <font class="comment">// ***************************************************************************</font>
+<a name="l01930"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_3">01930</a> <font class="keywordtype">void</font> CMeshGeom::beginMesh(CMeshGeomRenderContext &amp;rdrCtx)
+01931 {
+01932 <font class="keywordflow">if</font>(rdrCtx.RenderThroughVBHeap)
+01933 {
+01934 <font class="comment">// Don't setup VB in this case, since use the VBHeap setuped one.</font>
+01935 }
+01936 <font class="keywordflow">else</font>
+01937 {
+01938 <font class="comment">// update the VBufferHard (create/delete), to maybe render in AGP memory.</font>
+01939 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_0">updateVertexBufferHard</a> ( rdrCtx.Driver );
+01940
+01941
+01942 <font class="comment">// if VB Hard is here, use it.</font>
+01943 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a> != NULL)
+01944 {
+01945 <font class="comment">// active VB Hard.</font>
+01946 rdrCtx.Driver-&gt;activeVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>);
+01947 }
+01948 <font class="keywordflow">else</font>
+01949 {
+01950 <font class="comment">// active VB. SoftwareSkinning: reset flags for skinning.</font>
+01951 rdrCtx.Driver-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
+01952 }
+01953 }
+01954 }
+01955 <font class="comment">// ***************************************************************************</font>
+<a name="l01956"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_4">01956</a> <font class="keywordtype">void</font> CMeshGeom::activeInstance(CMeshGeomRenderContext &amp;rdrCtx, CMeshBaseInstance *inst, <font class="keywordtype">float</font> polygonCount)
+01957 {
+01958 <font class="comment">// setup instance matrix</font>
+01959 rdrCtx.Driver-&gt;setupModelMatrix(inst-&gt;getWorldMatrix());
+01960
+01961 <font class="comment">// setupLighting.</font>
+01962 inst-&gt;changeLightSetup(rdrCtx.RenderTrav);
+01963
+01964 <font class="comment">// \todo yoyo: MeshVertexProgram.</font>
+01965 }
+01966 <font class="comment">// ***************************************************************************</font>
+<a name="l01967"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_5">01967</a> <font class="keywordtype">void</font> CMeshGeom::renderPass(CMeshGeomRenderContext &amp;rdrCtx, CMeshBaseInstance *mi, <font class="keywordtype">float</font> polygonCount, uint rdrPassId)
+01968 {
+01969 CMatrixBlock &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0];
+01970
+01971 CRdrPass &amp;rdrPass= mBlock.RdrPass[rdrPassId];
+01972 <font class="comment">// Render with the Materials of the MeshInstance, only if not blended.</font>
+01973 <font class="keywordflow">if</font>( ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) ) )
+01974 {
+01975 <font class="comment">// \todo yoyo: MeshVertexProgram.</font>
+01976
+01977 <font class="keywordflow">if</font>(rdrCtx.RenderThroughVBHeap)
+01978 <font class="comment">// render shifted primitives</font>
+01979 rdrCtx.Driver-&gt;render(rdrPass.VBHeapPBlock, mi-&gt;Materials[rdrPass.MaterialId]);
+01980 <font class="keywordflow">else</font>
+01981 <font class="comment">// render primitives</font>
+01982 rdrCtx.Driver-&gt;render(rdrPass.PBlock, mi-&gt;Materials[rdrPass.MaterialId]);
+01983 }
+01984 }
+01985 <font class="comment">// ***************************************************************************</font>
+<a name="l01986"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_6">01986</a> <font class="keywordtype">void</font> CMeshGeom::endMesh(CMeshGeomRenderContext &amp;rdrCtx)
+01987 {
+01988 <font class="comment">// nop.</font>
+01989 <font class="comment">// \todo yoyo: MeshVertexProgram.</font>
+01990 }
+01991
+01992 <font class="comment">// ***************************************************************************</font>
+<a name="l01993"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_7">01993</a> <font class="keywordtype">bool</font> CMeshGeom::getVBHeapInfo(uint &amp;vertexFormat, uint &amp;numVertices)
+01994 {
+01995 <font class="comment">// CMeshGeom support VBHeap rendering, assuming _SupportMeshBlockRendering is true</font>
+01996 vertexFormat= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat();
+01997 numVertices= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices();
+01998 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>;
+01999 }
+02000
+02001 <font class="comment">// ***************************************************************************</font>
+<a name="l02002"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_8">02002</a> <font class="keywordtype">void</font> CMeshGeom::computeMeshVBHeap(<font class="keywordtype">void</font> *dst, uint indexStart)
+02003 {
+02004 <font class="comment">// Fill dst with Buffer content.</font>
+02005 memcpy(dst, <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(), <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices()*<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexSize() );
+02006
+02007 <font class="comment">// NB: only 1 MB is possible ...</font>
+02008 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size()==1);
+02009 CMatrixBlock &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0];
+02010 <font class="comment">// For all rdrPass.</font>
+02011 <font class="keywordflow">for</font>(uint i=0;i&lt;mBlock.RdrPass.size();i++)
+02012 {
+02013 <font class="comment">// shift the PB</font>
+02014 CPrimitiveBlock &amp;srcPb= mBlock.RdrPass[i].PBlock;
+02015 CPrimitiveBlock &amp;dstPb= mBlock.RdrPass[i].VBHeapPBlock;
+02016 uint j;
+02017
+02018 <font class="comment">// Lines.</font>
+02019 dstPb.setNumLine(srcPb.getNumLine());
+02020 uint32 *srcLinePtr= srcPb.getLinePointer();
+02021 uint32 *dstLinePtr= dstPb.getLinePointer();
+02022 <font class="keywordflow">for</font>(j=0; j&lt;dstPb.getNumLine()*2;j++)
+02023 {
+02024 dstLinePtr[j]= srcLinePtr[j]+indexStart;
+02025 }
+02026 <font class="comment">// Tris.</font>
+02027 dstPb.setNumTri(srcPb.getNumTri());
+02028 uint32 *srcTriPtr= srcPb.getTriPointer();
+02029 uint32 *dstTriPtr= dstPb.getTriPointer();
+02030 <font class="keywordflow">for</font>(j=0; j&lt;dstPb.getNumTri()*3;j++)
+02031 {
+02032 dstTriPtr[j]= srcTriPtr[j]+indexStart;
+02033 }
+02034 <font class="comment">// Quads.</font>
+02035 dstPb.setNumQuad(srcPb.getNumQuad());
+02036 uint32 *srcQuadPtr= srcPb.getQuadPointer();
+02037 uint32 *dstQuadPtr= dstPb.getQuadPointer();
+02038 <font class="keywordflow">for</font>(j=0; j&lt;dstPb.getNumQuad()*4;j++)
+02039 {
+02040 dstQuadPtr[j]= srcQuadPtr[j]+indexStart;
+02041 }
+02042 }
+02043 }
+02044
+02045
+02046 <font class="comment">// ***************************************************************************</font>
+02047 <font class="comment">// ***************************************************************************</font>
+02048 <font class="comment">// CMeshBuild components.</font>
+02049 <font class="comment">// ***************************************************************************</font>
+02050 <font class="comment">// ***************************************************************************</font>
+02051
+02052
+02053
+02054 <font class="comment">// ***************************************************************************</font>
+<a name="l02055"></a><a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#a0">02055</a> CMesh::CCorner::CCorner()
+02056 {
+02057 sint i;
+02058 <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m0">Vertex</a>= 0;
+02059 <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m1">Normal</a>= CVector::Null;
+02060 <font class="keywordflow">for</font>(i=0;i&lt;CVertexBuffer::MaxStage;i++)
+02061 {
+02062 <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m2">Uvws</a>[i]= CUVW(0, 0, 0);
+02063 }
+02064 <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m3">Color</a>.set(255,255,255,255);
+02065 <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m4">Specular</a>.set(0,0,0,0);
+02066 }
+02067
+02068
+02069 <font class="comment">// ***************************************************************************</font>
+<a name="l02070"></a><a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#a1">02070</a> <font class="keywordtype">void</font> CMesh::CCorner::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+02071 {
+02072 <a class="code" href="debug_8h.html#a6">nlassert</a>(0); <font class="comment">// not used</font>
+02073 f.serial(Vertex);
+02074 f.serial(Normal);
+02075 <font class="keywordflow">for</font>(<font class="keywordtype">int</font> i=0;i&lt;CVertexBuffer::MaxStage;++i) f.serial(Uvws[i]);
+02076 f.serial(Color);
+02077 f.serial(Specular);
+02078 }
+02079
+02080 <font class="comment">// ***************************************************************************</font>
+<a name="l02081"></a><a class="code" href="structNL3D_1_1CMesh_1_1CFace.html#a0">02081</a> <font class="keywordtype">void</font> CMesh::CFace::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+02082 {
+02083 <font class="keywordflow">for</font>(<font class="keywordtype">int</font> i=0;i&lt;3;++i)
+02084 f.serial(Corner[i]);
+02085 f.serial(MaterialId);
+02086 f.serial(SmoothGroup);
+02087 }
+02088
+02089 <font class="comment">// ***************************************************************************</font>
+<a name="l02090"></a><a class="code" href="structNL3D_1_1CMesh_1_1CSkinWeight.html#a1">02090</a> <font class="keywordtype">void</font> CMesh::CSkinWeight::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+02091 {
+02092 <font class="keywordflow">for</font>(<font class="keywordtype">int</font> i=0;i&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;++i)
+02093 {
+02094 f.serial(MatrixId[i]);
+02095 f.serial(Weights[i]);
+02096 }
+02097 }
+02098
+02099 <font class="comment">// ***************************************************************************</font>
+02100 <font class="comment">/* Serialization is not used.</font>
+02101 <font class="comment">void CMesh::CMeshBuild::serial(NLMISC::IStream &amp;f) throw(NLMISC::EStream)</font>
+02102 <font class="comment">{</font>
+02103 <font class="comment"> sint ver= f.serialVersion(0);</font>
+02104 <font class="comment"></font>
+02105 <font class="comment"> // Serial mesh base (material info).</font>
+02106 <font class="comment"> CMeshBaseBuild::serial(f);</font>
+02107 <font class="comment"></font>
+02108 <font class="comment"> // Serial Geometry.</font>
+02109 <font class="comment"> f.serial( VertexFlags );</font>
+02110 <font class="comment"> f.serialCont( Vertices );</font>
+02111 <font class="comment"> f.serialCont( SkinWeights );</font>
+02112 <font class="comment"> f.serialCont( Faces );</font>
+02113 <font class="comment"></font>
+02114 <font class="comment">}*/</font>
+02115
+02116
+02117 <font class="comment">//************************************</font>
+<a name="l02118"></a><a class="code" href="structNL3D_1_1CMesh_1_1CMeshBuild.html#a0">02118</a> CMesh::CMeshBuild::CMeshBuild()
+02119 {
+02120 <font class="keywordflow">for</font> (uint k = 0; k &lt; CVertexBuffer::MaxStage; ++k)
+02121 {
+02122 <a class="code" href="structNL3D_1_1CMesh_1_1CMeshBuild.html#m1">NumCoords</a>[k] = 2;
+02123 }
+02124 }
+02125
+02126
+02127 <font class="comment">// ***************************************************************************</font>
+02128 <font class="comment">// ***************************************************************************</font>
+02129 <font class="comment">// CMesh.</font>
+02130 <font class="comment">// ***************************************************************************</font>
+02131 <font class="comment">// ***************************************************************************</font>
+02132
+02133
+02134
+02135 <font class="comment">// ***************************************************************************</font>
+<a name="l02136"></a><a class="code" href="classNL3D_1_1CMesh.html#a0">02136</a> CMesh::CMesh()
+02137 {
+02138 <font class="comment">// create the MeshGeom</font>
+02139 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>= <font class="keyword">new</font> CMeshGeom;
+02140 }
+02141 <font class="comment">// ***************************************************************************</font>
+<a name="l02142"></a><a class="code" href="classNL3D_1_1CMesh.html#a1">02142</a> CMesh::~CMesh()
+02143 {
+02144 <font class="comment">// delete the MeshGeom</font>
+02145 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>;
+02146 }
+02147
+02148
+02149 <font class="comment">// ***************************************************************************</font>
+<a name="l02150"></a><a class="code" href="classNL3D_1_1CMesh.html#a2">02150</a> CMesh::CMesh(<font class="keyword">const</font> CMesh &amp;mesh)
+02151 {
+02152 <font class="comment">// create the MeshGeom</font>
+02153 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>= <font class="keyword">new</font> CMeshGeom(*mesh._MeshGeom);
+02154 }
+02155
+02156
+02157 <font class="comment">// ***************************************************************************</font>
+<a name="l02158"></a><a class="code" href="classNL3D_1_1CMesh.html#a3">02158</a> CMesh &amp;CMesh::operator=(<font class="keyword">const</font> CMesh &amp;mesh)
+02159 {
+02160 <font class="comment">// Copy CMeshBase part</font>
+02161 (<a class="code" href="classNL3D_1_1CMeshBase.html#a0">CMeshBase</a>&amp;)*<font class="keyword">this</font>= (<a class="code" href="classNL3D_1_1CMeshBase.html#a0">CMeshBase</a>&amp;)mesh;
+02162
+02163 <font class="comment">// copy content of meshGeom.</font>
+02164 *<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>= *mesh._MeshGeom;
+02165
+02166
+02167 <font class="keywordflow">return</font> *<font class="keyword">this</font>;
+02168 }
+02169
+02170
+02171
+02172 <font class="comment">// ***************************************************************************</font>
+<a name="l02173"></a><a class="code" href="classNL3D_1_1CMesh.html#a4">02173</a> <font class="keywordtype">void</font> CMesh::build (CMeshBase::CMeshBaseBuild &amp;mbase, CMeshBuild &amp;m)
+02174 {
+02176 CMeshBase::buildMeshBase (mbase);
+02177
+02178 <font class="comment">// build the geometry.</font>
+02179 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;build (m, mbase.Materials.size());
+02180 }
+02181
+02182
+02183 <font class="comment">// ***************************************************************************</font>
+<a name="l02184"></a><a class="code" href="classNL3D_1_1CMesh.html#a6">02184</a> <font class="keywordtype">void</font> CMesh::optimizeMaterialUsage(std::vector&lt;sint&gt; &amp;remap)
+02185 {
+02186 <font class="comment">// For each material, count usage.</font>
+02187 vector&lt;bool&gt; materialUsed;
+02188 materialUsed.resize(CMeshBase::_Materials.<a class="code" href="cf__lexical_8cpp.html#a94">size</a>(), <font class="keyword">false</font>);
+02189 <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMesh.html#z562_2">getNbMatrixBlock</a>();mb++)
+02190 {
+02191 <font class="keywordflow">for</font>(uint rp=0;rp&lt;<a class="code" href="classNL3D_1_1CMesh.html#z562_3">getNbRdrPass</a>(mb);rp++)
+02192 {
+02193 uint matId= <a class="code" href="classNL3D_1_1CMesh.html#z562_5">getRdrPassMaterial</a>(mb, rp);
+02194 <font class="comment">// flag as used.</font>
+02195 materialUsed[matId]= <font class="keyword">true</font>;
+02196 }
+02197 }
+02198
+02199 <font class="comment">// Apply it to meshBase</font>
+02200 CMeshBase::applyMaterialUsageOptim(materialUsed, remap);
+02201
+02202 <font class="comment">// Apply lut to meshGeom.</font>
+02203 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;applyMaterialRemap(remap);
+02204 }
+02205
+02206
+02207 <font class="comment">// ***************************************************************************</font>
+<a name="l02208"></a><a class="code" href="classNL3D_1_1CMesh.html#a7">02208</a> <font class="keywordtype">void</font> CMesh::setBlendShapes(std::vector&lt;CBlendShape&gt;&amp;bs)
+02209 {
+02210 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;setBlendShapes (bs);
+02211 }
+02212
+02213 <font class="comment">// ***************************************************************************</font>
+<a name="l02214"></a><a class="code" href="classNL3D_1_1CMesh.html#a5">02214</a> <font class="keywordtype">void</font> CMesh::build(CMeshBase::CMeshBaseBuild &amp;mbuild, CMeshGeom &amp;meshGeom)
+02215 {
+02217 CMeshBase::buildMeshBase(mbuild);
+02218
+02219 <font class="comment">// build the geometry.</font>
+02220 *<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>= meshGeom;
+02221 }
+02222
+02223
+02224 <font class="comment">// ***************************************************************************</font>
+<a name="l02225"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_0">02225</a> CTransformShape *CMesh::createInstance(CScene &amp;scene)
+02226 {
+02227 <font class="comment">// Create a CMeshInstance, an instance of a mesh.</font>
+02228 <font class="comment">//===============================================</font>
+02229 CMeshInstance *mi= (CMeshInstance*)scene.createModel(NL3D::MeshInstanceId);
+02230 mi-&gt;Shape= <font class="keyword">this</font>;
+02231
+02232
+02233 <font class="comment">// instanciate the material part of the Mesh, ie the CMeshBase.</font>
+02234 CMeshBase::instanciateMeshBase(mi, &amp;scene);
+02235
+02236
+02237 <font class="comment">// do some instance init for MeshGeom</font>
+02238 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;initInstance(mi);
+02239
+02240
+02241 <font class="keywordflow">return</font> mi;
+02242 }
+02243
+02244
+02245 <font class="comment">// ***************************************************************************</font>
+<a name="l02246"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_1">02246</a> <font class="keywordtype">bool</font> CMesh::clip(<font class="keyword">const</font> std::vector&lt;CPlane&gt; &amp;pyramid, <font class="keyword">const</font> CMatrix &amp;worldMatrix)
+02247 {
+02248 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;clip(pyramid, worldMatrix);
+02249 }
+02250
+02251
+02252 <font class="comment">// ***************************************************************************</font>
+<a name="l02253"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_2">02253</a> <font class="keywordtype">void</font> CMesh::render(IDriver *drv, CTransformShape *trans, <font class="keywordtype">bool</font> passOpaque)
+02254 {
+02255 <font class="comment">// 0 or 0xFFFFFFFF</font>
+02256 uint32 mask= (0-(uint32)passOpaque);
+02257 uint32 rdrFlags;
+02258 <font class="comment">// select rdrFlags, without ifs.</font>
+02259 rdrFlags= mask &amp; (IMeshGeom::RenderOpaqueMaterial | IMeshGeom::RenderPassOpaque);
+02260 rdrFlags|= ~mask &amp; (IMeshGeom::RenderTransparentMaterial);
+02261 <font class="comment">// render the mesh</font>
+02262 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;render(drv, trans, 0, rdrFlags, 1);
+02263 }
+02264
+02265
+02266 <font class="comment">// ***************************************************************************</font>
+<a name="l02267"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_3">02267</a> <font class="keywordtype">void</font> CMesh::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+02268 {
+02269 <font class="comment">/*</font>
+02270 <font class="comment"> Version 6:</font>
+02271 <font class="comment"> - cut in serialisation, because of:</font>
+02272 <font class="comment"> - bad ITexture serialisation (with no version....) =&gt; must cut. (see CMeshBase serial).</font>
+02273 <font class="comment"> - because of this and to simplify, make a cut too in CMesh serialisation.</font>
+02274 <font class="comment"> NB : all old version code is dropped.</font>
+02275 <font class="comment"> */</font>
+02276 sint ver= f.serialVersion(6);
+02277
+02278
+02279 <font class="keywordflow">if</font>(ver&lt;6)
+02280 <font class="keywordflow">throw</font> <a class="code" href="structNLMISC_1_1EStream.html">NLMISC::EStream</a>(f, <font class="stringliteral">"Mesh in Stream is too old (Mesh version &lt; 6)"</font>);
+02281
+02282
+02283 <font class="comment">// serial Materials infos contained in CMeshBase.</font>
+02284 CMeshBase::serialMeshBase(f);
+02285
+02286
+02287 <font class="comment">// serial geometry.</font>
+02288 _MeshGeom-&gt;serial(f);
+02289
+02290 }
+02291
+02292
+02293 <font class="comment">// ***************************************************************************</font>
+<a name="l02294"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_0">02294</a> <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CAABBoxExt.html">NLMISC::CAABBoxExt</a>&amp; CMesh::getBoundingBox()<font class="keyword"> const</font>
+02295 <font class="keyword"></font>{
+02296 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getBoundingBox();
+02297 }
+02298 <font class="comment">// ***************************************************************************</font>
+<a name="l02299"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_1">02299</a> <font class="keyword">const</font> CVertexBuffer &amp;CMesh::getVertexBuffer()<font class="keyword"> const </font>
+02300 <font class="keyword"></font>{
+02301 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getVertexBuffer() ;
+02302 }
+02303 <font class="comment">// ***************************************************************************</font>
+<a name="l02304"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_2">02304</a> uint CMesh::getNbMatrixBlock()<font class="keyword"> const </font>
+02305 <font class="keyword"></font>{
+02306 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getNbMatrixBlock();
+02307 }
+02308 <font class="comment">// ***************************************************************************</font>
+<a name="l02309"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_3">02309</a> uint CMesh::getNbRdrPass(uint matrixBlockIndex)<font class="keyword"> const </font>
+02310 <font class="keyword"></font>{
+02311 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getNbRdrPass(matrixBlockIndex) ;
+02312 }
+02313 <font class="comment">// ***************************************************************************</font>
+<a name="l02314"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_4">02314</a> <font class="keyword">const</font> CPrimitiveBlock &amp;CMesh::getRdrPassPrimitiveBlock(uint matrixBlockIndex, uint renderingPassIndex)<font class="keyword"> const</font>
+02315 <font class="keyword"></font>{
+02316 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getRdrPassPrimitiveBlock(matrixBlockIndex, renderingPassIndex) ;
+02317 }
+02318 <font class="comment">// ***************************************************************************</font>
+<a name="l02319"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_5">02319</a> uint32 CMesh::getRdrPassMaterial(uint matrixBlockIndex, uint renderingPassIndex)<font class="keyword"> const</font>
+02320 <font class="keyword"></font>{
+02321 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getRdrPassMaterial(matrixBlockIndex, renderingPassIndex) ;
+02322 }
+02323 <font class="comment">// ***************************************************************************</font>
+<a name="l02324"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_5">02324</a> <font class="keywordtype">float</font> CMesh::getNumTriangles (<font class="keywordtype">float</font> distance)
+02325 {
+02326 <font class="comment">// A CMesh do not degrad himself, so return 0, to not be taken into account.</font>
+02327 <font class="keywordflow">return</font> 0;
+02328 }
+02329 <font class="comment">// ***************************************************************************</font>
+<a name="l02330"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_6">02330</a> <font class="keyword">const</font> CMeshGeom&amp; CMesh::getMeshGeom ()<font class="keyword"> const</font>
+02331 <font class="keyword"></font>{
+02332 <font class="keywordflow">return</font> *<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>;
+02333 }
+02334 <font class="comment">// ***************************************************************************</font>
+<a name="l02335"></a><a class="code" href="classNL3D_1_1CMesh.html#a8">02335</a> <font class="keywordtype">void</font> CMesh::computeBonesId (CSkeletonModel *skeleton)
+02336 {
+02337 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>);
+02338 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;computeBonesId (skeleton);
+02339 }
+02340
+02341
+02342 <font class="comment">// ***************************************************************************</font>
+<a name="l02343"></a><a class="code" href="classNL3D_1_1CMesh.html#a9">02343</a> <font class="keywordtype">void</font> CMesh::updateSkeletonUsage(CSkeletonModel *sm, <font class="keywordtype">bool</font> increment)
+02344 {
+02345 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>);
+02346 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;updateSkeletonUsage(sm, increment);
+02347 }
+02348
+02349 <font class="comment">// ***************************************************************************</font>
+<a name="l02350"></a><a class="code" href="classNL3D_1_1CMesh.html#z563_0">02350</a> IMeshGeom *CMesh::supportMeshBlockRendering (CTransformShape *trans, <font class="keywordtype">float</font> &amp;polygonCount )<font class="keyword"> const</font>
+02351 <font class="keyword"></font>{
+02352 <font class="comment">// Ok if meshGeom is ok.</font>
+02353 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;supportMeshBlockRendering())
+02354 {
+02355 polygonCount= 0;
+02356 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>;
+02357 }
+02358 <font class="keywordflow">else</font>
+02359 <font class="keywordflow">return</font> NULL;
+02360 }
+02361
+02362
+02363 } <font class="comment">// NL3D</font>
+02364
+02365
+02366
+</pre></div>
+
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