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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_mrm_skin.cpp</h1><a href="mesh__mrm__skin_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028 <font class="preprocessor">#include "<a class="code" href="bsphere_8h.html">nel/misc/bsphere.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="fast__mem_8h.html">nel/misc/fast_mem.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="system__info_8h.html">nel/misc/system_info.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="mesh__mrm_8h.html">3d/mesh_mrm.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="mrm__builder_8h.html">3d/mrm_builder.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="mrm__parameters_8h.html">3d/mrm_parameters.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="mesh__mrm__instance_8h.html">3d/mesh_mrm_instance.h</a>"</font>
+00035 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00036 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
+00037 <font class="preprocessor">#include "<a class="code" href="stripifier_8h.html">3d/stripifier.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="raw__skin_8h.html">3d/raw_skin.h</a>"</font>
+00040
+00041
+00042 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00043 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+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">// CMatrix3x4SSE array correctly aligned</font>
+00053 <font class="comment">// ***************************************************************************</font>
+00054 <font class="comment">// ***************************************************************************</font>
+00055
+00056
+00057
+00058 <font class="comment">// ***************************************************************************</font>
+<a name="l00059"></a><a class="code" href="mesh__mrm__skin_8cpp.html#a0">00059</a> <font class="preprocessor">#define NL3D_SSE_ALIGNEMENT 16</font>
+00060 <font class="preprocessor"></font>
+<a name="l00063"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html">00063</a> <font class="keyword">class </font>CMatrix3x4SSEArray
+00064 {
+00065 <font class="keyword">private</font>:
+<a name="l00066"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">00066</a> <font class="keywordtype">void</font> *<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>;
+<a name="l00067"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">00067</a> <font class="keywordtype">void</font> *<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>;
+<a name="l00068"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">00068</a> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>;
+<a name="l00069"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">00069</a> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>;
+00070
+00071 <font class="keyword">public</font>:
+<a name="l00072"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">00072</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a>()
+00073 {
+00074 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= NULL;
+00075 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= NULL;
+00076 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= 0;
+00077 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= 0;
+00078 }
+<a name="l00079"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a1">00079</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a1">~CMatrix3x4SSEArray</a>()
+00080 {
+00081 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">clear</a>();
+00082 }
+<a name="l00083"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a2">00083</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a>(<font class="keyword">const</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a> &amp;other)
+00084 {
+00085 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= NULL;
+00086 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= NULL;
+00087 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= 0;
+00088 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= 0;
+00089 *<font class="keyword">this</font>= other;
+00090 }
+<a name="l00091"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a3">00091</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a> &amp;<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a3">operator=</a>(<font class="keyword">const</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a> &amp;other)
+00092 {
+00093 <font class="keywordflow">if</font>( <font class="keyword">this</font> == &amp;other)
+00094 <font class="keywordflow">return</font> *<font class="keyword">this</font>;
+00095 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a6">resize</a>(other.size());
+00096 <font class="comment">// copy data from aligned pointers to aligned pointers.</font>
+00097 memcpy(<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>, other._Data, <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">size</a>() * <font class="keyword">sizeof</font>(CMatrix3x4SSE) );
+00098
+00099 <font class="keywordflow">return</font> *<font class="keyword">this</font>;
+00100 }
+00101
+00102
+<a name="l00103"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a4">00103</a> CMatrix3x4SSE *<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a4">getPtr</a>()
+00104 {
+00105 <font class="keywordflow">return</font> (CMatrix3x4SSE*)<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>;
+00106 }
+00107
+<a name="l00108"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">00108</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">clear</a>()
+00109 {
+00110 free(<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>);
+00111 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= NULL;
+00112 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= NULL;
+00113 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= 0;
+00114 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= 0;
+00115 }
+00116
+<a name="l00117"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a6">00117</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a6">resize</a>(<a class="code" href="types__nl_8h.html#a14">uint</a> n)
+00118 {
+00119 <font class="comment">// reserve ??</font>
+00120 <font class="keywordflow">if</font>(n&gt;<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>)
+00121 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a7">reserve</a>( max(2*<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>, n));
+00122 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= n;
+00123 }
+00124
+<a name="l00125"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a7">00125</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a7">reserve</a>(<a class="code" href="types__nl_8h.html#a14">uint</a> n)
+00126 {
+00127 <font class="keywordflow">if</font>(n==0)
+00128 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">clear</a>();
+00129 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(n&gt;<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>)
+00130 {
+00131 <font class="comment">// Alloc new data.</font>
+00132 <font class="keywordtype">void</font> *newAllocData;
+00133 <font class="keywordtype">void</font> *newData;
+00134
+00135 <font class="comment">// Alloc for alignement.</font>
+00136 newAllocData= malloc(n * <font class="keyword">sizeof</font>(CMatrix3x4SSE) + <a class="code" href="mesh__mrm__skin_8cpp.html#a0">NL3D_SSE_ALIGNEMENT</a>-1);
+00137 <font class="keywordflow">if</font>(newAllocData==NULL)
+00138 <font class="keywordflow">throw</font> Exception(<font class="stringliteral">"SSE Allocation Failed"</font>);
+00139
+00140 <font class="comment">// Align ptr</font>
+00141 newData= (<font class="keywordtype">void</font>*) ( ((uint32)newAllocData+<a class="code" href="mesh__mrm__skin_8cpp.html#a0">NL3D_SSE_ALIGNEMENT</a>-1) &amp; (~(<a class="code" href="mesh__mrm__skin_8cpp.html#a0">NL3D_SSE_ALIGNEMENT</a>-1)) );
+00142
+00143 <font class="comment">// copy valid data from old to new.</font>
+00144 memcpy(newData, <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>, <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">size</a>() * <font class="keyword">sizeof</font>(CMatrix3x4SSE) );
+00145
+00146 <font class="comment">// change ptrs and capacity.</font>
+00147 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= newData;
+00148 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= newAllocData;
+00149 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= n;
+00150 }
+00151 }
+00152
+<a name="l00153"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">00153</a> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">size</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>;}
+00154
+00155
+<a name="l00156"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a9">00156</a> CMatrix3x4SSE &amp;<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a9">operator[]</a>(<a class="code" href="types__nl_8h.html#a14">uint</a> i) {<font class="keywordflow">return</font> ((CMatrix3x4SSE*)<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>)[i];}
+00157 };
+00158
+00159
+00160
+00161 <font class="comment">// ***************************************************************************</font>
+00162 <font class="comment">// ***************************************************************************</font>
+00163 <font class="comment">// Matrix manip</font>
+00164 <font class="comment">// ***************************************************************************</font>
+00165 <font class="comment">// ***************************************************************************</font>
+00166
+00167
+00168 <font class="comment">// ***************************************************************************</font>
+00169 <font class="keyword">template</font> &lt;<font class="keyword">class</font> TMatrixArray&gt;
+00170 <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a364">computeBoneMatrixes3x4</a>(TMatrixArray &amp;boneMat3x4, <font class="keyword">const</font> vector&lt;uint32&gt; &amp;matInfs, <font class="keyword">const</font> CSkeletonModel *skeleton)
+00171 {
+00172 <font class="comment">// For all matrix this lod use.</font>
+00173 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i= 0; i&lt;matInfs.size(); i++)
+00174 {
+00175 <font class="comment">// Get Matrix info.</font>
+00176 <a class="code" href="types__nl_8h.html#a14">uint</a> matId= matInfs[i];
+00177 <font class="keyword">const</font> CMatrix &amp;boneMat= skeleton-&gt;getActiveBoneSkinMatrix(matId);
+00178
+00179 <font class="comment">// compute "fast" matrix 3x4.</font>
+00180 <font class="comment">// resize Matrix3x4.</font>
+00181 <font class="keywordflow">if</font>(matId&gt;=boneMat3x4.size())
+00182 {
+00183 boneMat3x4.resize(matId+1);
+00184 }
+00185 boneMat3x4[matId].set(boneMat);
+00186 }
+00187 }
+00188
+00189
+00190 <font class="comment">// ***************************************************************************</font>
+00191 <font class="comment">// ***************************************************************************</font>
+00192 <font class="comment">// Simple (slow) skinning version with position only.</font>
+00193 <font class="comment">// ***************************************************************************</font>
+00194 <font class="comment">// ***************************************************************************</font>
+00195
+00196
+00197 <font class="comment">// ***************************************************************************</font>
+<a name="l00198"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c8">00198</a> <font class="keywordtype">void</font> CMeshMRMGeom::applySkin(CLod &amp;lod, <font class="keyword">const</font> CSkeletonModel *skeleton)
+00199 {
+00200 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>);
+00201 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>.size()==0)
+00202 <font class="keywordflow">return</font>;
+00203
+00204 <font class="comment">// get vertexPtr.</font>
+00205 <font class="comment">//===========================</font>
+00206 <a class="code" href="types__nl_8h.html#a6">uint8</a> *destVertexPtr= (<a class="code" href="types__nl_8h.html#a6">uint8</a>*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer();
+00207 <a class="code" href="types__nl_8h.html#a14">uint</a> flags= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat();
+00208 <a class="code" href="types__nl_8h.html#a9">sint32</a> vertexSize= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize();
+00209 <font class="comment">// must have XYZ.</font>
+00210 <a class="code" href="debug_8h.html#a6">nlassert</a>(flags &amp; CVertexBuffer::PositionFlag);
+00211
+00212
+00213 <font class="comment">// compute src array.</font>
+00214 CMesh::CSkinWeight *srcSkinPtr;
+00215 CVector *srcVertexPtr;
+00216 srcSkinPtr= &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[0];
+00217 srcVertexPtr= &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[0];
+00218
+00219
+00220
+00221 <font class="comment">// Compute usefull Matrix for this lod.</font>
+00222 <font class="comment">//===========================</font>
+00223 <font class="comment">// Those arrays map the array of bones in skeleton.</font>
+00224 <font class="keyword">static</font> vector&lt;CMatrix3x4&gt; boneMat3x4;
+00225 <a class="code" href="namespaceNL3D.html#a364">computeBoneMatrixes3x4</a>(boneMat3x4, lod.MatrixInfluences, skeleton);
+00226
+00227
+00228 <font class="comment">// apply skinning.</font>
+00229 <font class="comment">//===========================</font>
+00230 <font class="comment">// assert, code below is written especially for 4 per vertex.</font>
+00231 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>==4);
+00232 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;i++)
+00233 {
+00234 <a class="code" href="types__nl_8h.html#a14">uint</a> nInf= lod.InfluencedVertices[i].size();
+00235 <font class="keywordflow">if</font>( nInf==0 )
+00236 <font class="keywordflow">continue</font>;
+00237 <a class="code" href="types__nl_8h.html#a10">uint32</a> *infPtr= &amp;(lod.InfluencedVertices[i][0]);
+00238
+00239 <font class="comment">// apply the skin to the vertices</font>
+00240 <font class="keywordflow">switch</font>(i)
+00241 {
+00242 <font class="comment">//=========</font>
+00243 <font class="keywordflow">case</font> 0:
+00244 <font class="comment">// Special case for Vertices influenced by one matrix. Just copy result of mul.</font>
+00245 <font class="comment">// for all InfluencedVertices only.</font>
+00246 <font class="keywordflow">for</font>(;nInf&gt;0;nInf--, infPtr++)
+00247 {
+00248 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr;
+00249 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
+00250 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
+00251 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize;
+00252 CVector *dstVertex= (CVector*)(dstVertexVB);
+00253
+00254
+00255 <font class="comment">// Vertex.</font>
+00256 boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex);
+00257 }
+00258 <font class="keywordflow">break</font>;
+00259
+00260 <font class="comment">//=========</font>
+00261 <font class="keywordflow">case</font> 1:
+00262 <font class="comment">// for all InfluencedVertices only.</font>
+00263 <font class="keywordflow">for</font>(;nInf&gt;0;nInf--, infPtr++)
+00264 {
+00265 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr;
+00266 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
+00267 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
+00268 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize;
+00269 CVector *dstVertex= (CVector*)(dstVertexVB);
+00270
+00271
+00272 <font class="comment">// Vertex.</font>
+00273 boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin-&gt;Weights[0], *dstVertex);
+00274 boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[1], *dstVertex);
+00275 }
+00276 <font class="keywordflow">break</font>;
+00277
+00278 <font class="comment">//=========</font>
+00279 <font class="keywordflow">case</font> 2:
+00280 <font class="comment">// for all InfluencedVertices only.</font>
+00281 <font class="keywordflow">for</font>(;nInf&gt;0;nInf--, infPtr++)
+00282 {
+00283 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr;
+00284 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
+00285 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
+00286 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize;
+00287 CVector *dstVertex= (CVector*)(dstVertexVB);
+00288
+00289
+00290 <font class="comment">// Vertex.</font>
+00291 boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin-&gt;Weights[0], *dstVertex);
+00292 boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[1], *dstVertex);
+00293 boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[2], *dstVertex);
+00294 }
+00295 <font class="keywordflow">break</font>;
+00296
+00297 <font class="comment">//=========</font>
+00298 <font class="keywordflow">case</font> 3:
+00299 <font class="comment">// for all InfluencedVertices only.</font>
+00300 <font class="keywordflow">for</font>(;nInf&gt;0;nInf--, infPtr++)
+00301 {
+00302 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr;
+00303 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
+00304 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
+00305 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize;
+00306 CVector *dstVertex= (CVector*)(dstVertexVB);
+00307
+00308
+00309 <font class="comment">// Vertex.</font>
+00310 boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin-&gt;Weights[0], *dstVertex);
+00311 boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[1], *dstVertex);
+00312 boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[2], *dstVertex);
+00313 boneMat3x4[ srcSkin-&gt;MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[3], *dstVertex);
+00314 }
+00315 <font class="keywordflow">break</font>;
+00316
+00317 }
+00318 }
+00319 }
+00320
+00321
+00322 <font class="comment">// ***************************************************************************</font>
+00323 <font class="comment">// ***************************************************************************</font>
+00324 <font class="comment">// Old school Template skinning: SSE or not.</font>
+00325 <font class="comment">// ***************************************************************************</font>
+00326 <font class="comment">// ***************************************************************************</font>
+00327
+00328
+00329 <font class="comment">// RawSkin Cache constants</font>
+00330 <font class="comment">//===============</font>
+00331 <font class="comment">// The number of byte to process per block</font>
+00332 <font class="keyword">const</font> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a>= 4096;
+00333
+00334 <font class="comment">// Number of vertices per block to process with 1 matrix.</font>
+<a name="l00335"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z575_0">00335</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CMeshMRMGeom::NumCacheVertexNormal1= <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a> / <font class="keyword">sizeof</font>(CRawVertexNormalSkin1);
+00336 <font class="comment">// Number of vertices per block to process with 2 matrix.</font>
+<a name="l00337"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z575_1">00337</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CMeshMRMGeom::NumCacheVertexNormal2= <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a> / <font class="keyword">sizeof</font>(CRawVertexNormalSkin2);
+00338 <font class="comment">// Number of vertices per block to process with 3/4 matrix.</font>
+<a name="l00339"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z575_2">00339</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CMeshMRMGeom::NumCacheVertexNormal4= <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a> / <font class="keyword">sizeof</font>(CRawVertexNormalSkin4);
+00340
+00341
+00342 <font class="comment">// Old School template: include the same file with define switching</font>
+00343 <font class="preprocessor">#undef NL_SKIN_SSE</font>
+00344 <font class="preprocessor"></font><font class="preprocessor">#include "<a class="code" href="mesh__mrm__skin__template_8cpp.html">mesh_mrm_skin_template.cpp</a>"</font>
+00345 <font class="preprocessor">#define NL_SKIN_SSE</font>
+00346 <font class="preprocessor"></font><font class="preprocessor">#include "<a class="code" href="mesh__mrm__skin__template_8cpp.html">mesh_mrm_skin_template.cpp</a>"</font>
+00347
+00348
+00349
+00350 <font class="comment">// ***************************************************************************</font>
+00351 <font class="comment">// ***************************************************************************</font>
+00352 <font class="comment">// Misc.</font>
+00353 <font class="comment">// ***************************************************************************</font>
+00354 <font class="comment">// ***************************************************************************</font>
+00355
+00356
+00357
+00358 <font class="comment">// ***************************************************************************</font>
+00359 <font class="keywordtype">void</font> CMeshMRMGeom::fillAGPSkinPart(CLod &amp;lod, IVertexBufferHard *currentVBHard)
+00360 {
+00361 <font class="comment">// if VBHard OK</font>
+00362 <font class="keywordflow">if</font>(currentVBHard)
+00363 {
+00364 <font class="comment">// lock buffer.</font>
+00365 <a class="code" href="types__nl_8h.html#a6">uint8</a> *vertexDst= (<a class="code" href="types__nl_8h.html#a6">uint8</a>*)currentVBHard-&gt;lock();
+00366
+00367 <font class="comment">// do it.</font>
+00368 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z574_3">fillAGPSkinPartWithVBHardPtr</a>(lod, vertexDst);
+00369
+00370 <font class="comment">// release</font>
+00371 currentVBHard-&gt;unlock();
+00372 }
+00373 }
+00374
+00375
+00376 <font class="comment">// ***************************************************************************</font>
+00377 <font class="keywordtype">void</font> CMeshMRMGeom::fillAGPSkinPartWithVBHardPtr(CLod &amp;lod, <a class="code" href="types__nl_8h.html#a6">uint8</a> *vertexDst)
+00378 {
+00379 <font class="comment">// Fill AGP vertices used by this lod from RAM. (not geomorphed ones).</font>
+00380 <font class="keywordflow">if</font>( lod.SkinVertexBlocks.size()&gt;0 )
+00381 {
+00382 <font class="comment">// Get VB info, and lock buffers.</font>
+00383 <a class="code" href="types__nl_8h.html#a6">uint8</a> *vertexSrc= (<a class="code" href="types__nl_8h.html#a6">uint8</a>*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer();
+00384 <a class="code" href="types__nl_8h.html#a10">uint32</a> vertexSize= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize();
+00385
+00386 <font class="comment">// big copy of all vertices and their data.</font>
+00387 <font class="comment">// NB: this not help RAM bandwidth, but this help AGP write combiners.</font>
+00388 <font class="comment">// For the majority of mesh (vertex/normal/uv), this is better (6/10).</font>
+00389
+00390 <font class="comment">// Also, this is a requirement for MeshMorpher to work, because the MehsMorpher may modify</font>
+00391 <font class="comment">// UV and color</font>
+00392
+00393
+00394 <font class="comment">// For all block of vertices.</font>
+00395 CVertexBlock *vBlock= &amp;lod.SkinVertexBlocks[0];
+00396 <a class="code" href="types__nl_8h.html#a14">uint</a> n= lod.SkinVertexBlocks.size();
+00397
+00398 <font class="comment">/*</font>
+00399 <font class="comment"> It appears that it is not a so good idea to use CFastMem::memcpySSE() here, maybe because</font>
+00400 <font class="comment"> data is often already in cache (written by skinning), and maybe because movntq is not usefull here since</font>
+00401 <font class="comment"> AGP is already a write-combining memory.</font>
+00402 <font class="comment"> */</font>
+00403 <font class="keywordflow">for</font>(;n&gt;0; n--, vBlock++)
+00404 {
+00405 <font class="comment">// For all vertices of this block, copy it from RAM to VRAM.</font>
+00406 <a class="code" href="types__nl_8h.html#a6">uint8</a> *src= vertexSrc + vertexSize * vBlock-&gt;VertexStart;
+00407 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dst= vertexDst + vertexSize * vBlock-&gt;VertexStart;
+00408
+00409 memcpy(dst, src, vBlock-&gt;NVertices * vertexSize);
+00410 }
+00411 }
+00412 }
+00413
+00414
+00415
+00416 } <font class="comment">// NL3D</font>
+00417
+</pre></div>
+
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