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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
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doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>skeleton_shape.cpp</h1><a href="skeleton__shape_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="skeleton__shape_8h.html">3d/skeleton_shape.h</a>"</font> +00029 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.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="bsphere_8h.html">nel/misc/bsphere.h</a>"</font> +00032 +00033 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00034 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00035 +00036 <font class="keyword">namespace </font>NL3D +00037 { +00038 +00039 +00040 <font class="comment">// ***************************************************************************</font> +<a name="l00041"></a><a class="code" href="structNL3D_1_1CSkeletonShape_1_1CLod.html#a0">00041</a> <font class="keywordtype">void</font> CSkeletonShape::CLod::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f) <font class="keywordflow">throw</font>(NLMISC::EStream) +00042 { +00043 (void)f.serialVersion(0); +00044 +00045 f.serial(Distance); +00046 f.serialCont(ActiveBones); +00047 } +00048 +00049 +00050 <font class="comment">// ***************************************************************************</font> +<a name="l00051"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a0">00051</a> CSkeletonShape::CSkeletonShape() +00052 { +00053 <font class="comment">// By default for now....</font> +00054 <font class="comment">// Temp. Have a huge BBox, so clip badly. </font> +00055 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_0">setCenter</a>(CVector(0,0,1.5)); +00056 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_2">setSize</a>(CVector(3,3,3)); +00057 } +00058 +00059 +00060 <font class="comment">// ***************************************************************************</font> +<a name="l00061"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a3">00061</a> sint32 CSkeletonShape::getBoneIdByName(<font class="keyword">const</font> std::string &name)<font class="keyword"> const</font> +00062 <font class="keyword"></font>{ +00063 std::map<std::string, uint32>::const_iterator it= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o1">_BoneMap</a>.find(name); +00064 <font class="keywordflow">if</font>(it==<a class="code" href="classNL3D_1_1CSkeletonShape.html#o1">_BoneMap</a>.end()) +00065 <font class="keywordflow">return</font> -1; +00066 <font class="keywordflow">else</font> +00067 <font class="keywordflow">return</font> it->second; +00068 } +00069 +00070 +00071 <font class="comment">// ***************************************************************************</font> +<a name="l00072"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a1">00072</a> <font class="keywordtype">void</font> CSkeletonShape::build(<font class="keyword">const</font> std::vector<CBoneBase> &bones) +00073 { +00074 uint i; +00075 +00076 <font class="comment">// copy bones.</font> +00077 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>= bones; +00078 +00079 <font class="comment">// for all bones</font> +00080 <font class="keywordflow">for</font>(i=0;i<<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++) +00081 { +00082 <font class="comment">// build the map.</font> +00083 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o1">_BoneMap</a>[<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].Name]= i; +00084 <font class="comment">// validate distances.</font> +00085 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance= max(0.f, <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance); +00086 +00087 <font class="comment">// get fahter dist.</font> +00088 sint32 fatherId= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].FatherId; +00089 <font class="comment">// if father exist and is not "always enabled"</font> +00090 <font class="keywordflow">if</font>(fatherId>=0 && <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[fatherId].LodDisableDistance!=0) +00091 { +00092 <font class="keywordtype">float</font> fatherDist= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[fatherId].LodDisableDistance; +00093 <font class="comment">// I must disable me at least before my father (never after).</font> +00094 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance==0) +00095 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance= fatherDist; +00096 <font class="keywordflow">else</font> +00097 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance= <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance, fatherDist); +00098 } +00099 } +00100 +00101 <font class="comment">// build Lod Information.</font> +00102 <font class="comment">//==============</font> +00103 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.clear(); +00104 +00105 <font class="comment">// build all distances used.</font> +00106 set<float> distSet; +00107 <font class="keywordflow">for</font>(i=0;i<<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++) +00108 { +00109 <font class="keywordtype">float</font> dist= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance; +00110 <font class="comment">// if lod enabled for this bone, add a new distance, or do nothing</font> +00111 <font class="keywordflow">if</font>(dist>0) +00112 distSet.insert(dist); +00113 } +00114 +00115 <font class="comment">// create a lod for each distance used + 1 (the "dist==0" distance).</font> +00116 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.resize(distSet.size() + 1); +00117 <font class="comment">// create the default lod: all bones activated.</font> +00118 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[0].Distance=0; +00119 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[0].ActiveBones.resize(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size(), 0xFF); +00120 +00121 <font class="comment">// For each lods not 0th.</font> +00122 set<float>::iterator it= distSet.begin(); +00123 <font class="keywordflow">for</font>(uint j=1; j<<a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.size(); j++, it++) +00124 { +00125 <font class="keywordtype">float</font> lodDist= *it; +00126 <font class="comment">// set the distance of activation</font> +00127 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[j].Distance= lodDist; +00128 <font class="comment">// resize and default to all enabled.</font> +00129 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[j].ActiveBones.resize(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size(), 0xFF); +00130 +00131 <font class="comment">// Search what lod are to be disabled at this distance.</font> +00132 <font class="keywordflow">for</font>(i=0;i<<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++) +00133 { +00134 <font class="keywordtype">float</font> dist= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance; +00135 <font class="comment">// if the dist of the lod is greater (or equal) to the disableDist of the bone, </font> +00136 <font class="comment">// and if the bone is not "always enabled", disable the bone</font> +00137 <font class="keywordflow">if</font>(lodDist>=dist && dist!=0 ) +00138 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[j].ActiveBones[i]= 0; +00139 } +00140 +00141 } +00142 +00143 } +00144 +00145 +00146 <font class="comment">// ***************************************************************************</font> +<a name="l00147"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a2">00147</a> <font class="keywordtype">void</font> CSkeletonShape::retrieve(std::vector<CBoneBase> &bones)<font class="keyword"> const</font> +00148 <font class="keyword"></font>{ +00149 bones= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>; +00150 } +00151 +00152 +00153 <font class="comment">// ***************************************************************************</font> +<a name="l00154"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_0">00154</a> CTransformShape *CSkeletonShape::createInstance(CScene &scene) +00155 { +00156 <font class="comment">// Create a CSkeletonModel, an instance of a mesh.</font> +00157 <font class="comment">//===============================================</font> +00158 CSkeletonModel *sm= (CSkeletonModel*)scene.createModel(NL3D::SkeletonModelId); +00159 sm->Shape= <font class="keyword">this</font>; +00160 +00161 <font class="comment">// setup bones.</font> +00162 <font class="comment">//=================</font> +00163 sm->Bones.reserve(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size()); +00164 <font class="keywordflow">for</font>(sint i=0;i<(sint)<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++) +00165 { +00166 <font class="comment">// Append a new bone.</font> +00167 sm->Bones.push_back( CBone(&<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i]) ); +00168 +00169 <font class="comment">// Must set the Animatable father of the bone (the skeleton model!).</font> +00170 sm->Bones[i].setFather(sm, CSkeletonModel::OwnerBit); +00171 } +00172 +00173 <font class="comment">// Must create and init skeleton bone usage to 0.</font> +00174 sm->initBoneUsages(); +00175 +00176 <font class="comment">// For skinning: setup skeleton in Skin LoadBalancing group</font> +00177 sm->setLoadBalancingGroup(<font class="stringliteral">"Skin"</font>); +00178 +00179 <font class="keywordflow">return</font> sm; +00180 } +00181 +00182 <font class="comment">// ***************************************************************************</font> +<a name="l00183"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_5">00183</a> <font class="keywordtype">void</font> CSkeletonShape::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f) <font class="keywordflow">throw</font>(NLMISC::EStream) +00184 { +00185 <font class="comment">/*</font> +00186 <font class="comment"> Version 1:</font> +00187 <font class="comment"> - _Lods.</font> +00188 <font class="comment"> */</font> +00189 sint ver= f.serialVersion(1); +00190 +00191 f.serialCont(_Bones); +00192 f.serialCont(_BoneMap); +00193 +00194 <font class="keywordflow">if</font>(ver>=1) +00195 f.serialCont(_Lods); +00196 <font class="keywordflow">else</font> +00197 { +00198 <font class="comment">// create a skeleton shape with bones activated all the time</font> +00199 _Lods.resize(1); +00200 <font class="comment">// create the default lod: all bones activated.</font> +00201 _Lods[0].Distance=0; +00202 _Lods[0].ActiveBones.resize(_Bones.size(), 0xFF); +00203 } +00204 } +00205 +00206 <font class="comment">// ***************************************************************************</font> +00207 +<a name="l00208"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_4">00208</a> <font class="keywordtype">float</font> CSkeletonShape::getNumTriangles (<font class="keywordtype">float</font> distance) +00209 { +00210 <font class="comment">// No polygons</font> +00211 <font class="keywordflow">return</font> 0; +00212 } +00213 +00214 +00215 <font class="comment">// ***************************************************************************</font> +<a name="l00216"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_1">00216</a> <font class="keywordtype">bool</font> CSkeletonShape::clip(<font class="keyword">const</font> std::vector<CPlane> &pyramid, <font class="keyword">const</font> CMatrix &worldMatrix) +00217 { +00218 <font class="comment">// Speed Clip: clip just the sphere.</font> +00219 CBSphere localSphere(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_4">getCenter</a>(), <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_8">getRadius</a>()); +00220 CBSphere worldSphere; +00221 +00222 <font class="comment">// transform the sphere in WorldMatrix (with nearly good scale info).</font> +00223 localSphere.applyTransform(worldMatrix, worldSphere); +00224 +00225 <font class="comment">// if out of only plane, entirely out.</font> +00226 <font class="keywordflow">for</font>(sint i=0;i<(sint)pyramid.size();i++) +00227 { +00228 <font class="comment">// We are sure that pyramid has normalized plane normals.</font> +00229 <font class="comment">// if SpherMax OUT return false.</font> +00230 <font class="keywordtype">float</font> d= pyramid[i]*worldSphere.Center; +00231 <font class="keywordflow">if</font>(d>worldSphere.Radius) +00232 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00233 } +00234 +00235 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00236 } +00237 +00238 +00239 <font class="comment">// ***************************************************************************</font> +<a name="l00240"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_3">00240</a> <font class="keywordtype">void</font> CSkeletonShape::getAABBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &bbox)<font class="keyword"> const</font> +00241 <font class="keyword"></font>{ +00242 bbox= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>; +00243 } +00244 +00245 +00246 <font class="comment">// ***************************************************************************</font> +<a name="l00247"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a4">00247</a> uint CSkeletonShape::getLodForDistance(<font class="keywordtype">float</font> dist)<font class="keyword"> const</font> +00248 <font class="keyword"></font>{ +00249 uint start=0; +00250 uint end= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.size(); +00251 <font class="comment">// find lower_bound by dichotomy</font> +00252 <font class="keywordflow">while</font>(end-1>start) +00253 { +00254 uint pivot= (end+start)/2; +00255 <font class="comment">// return the lower_bound, ie return first start with _Lods[pivot].Distance<=dist</font> +00256 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[pivot].Distance <= dist) +00257 start= pivot; +00258 <font class="keywordflow">else</font> +00259 end= pivot; +00260 } +00261 +00262 <font class="keywordflow">return</font> start; +00263 } +00264 +00265 +00266 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |