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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
+<title>NeL: NL3D::CLodCharacterBuilder class Reference</title>
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+<h1>NL3D::CLodCharacterBuilder Class Reference</h1><code>#include &lt;<a class="el" href="a05932.html">lod_character_builder.h</a>&gt;</code>
+<p>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+A tool class used to build a <a class="el" href="a02801.html">CLodCharacterShape</a> Use it by first calling <a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuildera3">setShape()</a>, then add animations to it, and finally get result with getLodShape <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
+Nevrax France </dd></dl>
+<dl compact><dt><b>Date:</b></dt><dd>2002 </dd></dl>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05932.html#l00049">49</a> of file <a class="el" href="a05932.html">lod_character_builder.h</a>.<table border=0 cellpadding=0 cellspacing=0>
+<tr><td></td></tr>
+<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuildera0">addAnim</a> (const char *animName, <a class="el" href="a02205.html">CAnimation</a> *animation, float frameRate)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuildera1">CLodCharacterBuilder</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor. <a href="#NL3D_1_1CLodCharacterBuildera1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02801.html">CLodCharacterShape</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuildera2">getLodShape</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">return the lod shape in its current state. <a href="#NL3D_1_1CLodCharacterBuildera2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuildera3">setShape</a> (const std::string &amp;name, <a class="el" href="a03402.html">CSkeletonShape</a> *skeletonShape, <a class="el" href="a02808.html">CLodCharacterShapeBuild</a> *lodBuild)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuildera4">~CLodCharacterBuilder</a> ()</td></tr>
+
+<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderd0">applySkin</a> (<a class="el" href="a03399.html">CSkeletonModel</a> *skeleton, <a class="el" href="a03128.html">CVector</a> *dstVertices)</td></tr>
+
+<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a04558.html#a15">uint</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr0">_BoneRemap</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02808.html">CLodCharacterShapeBuild</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr1">_LodBuild</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02801.html">CLodCharacterShape</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr2">_LodCharacterShape</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03408.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="a03402.html">CSkeletonShape</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr3">_SkeletonShape</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html">CScene</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a></td></tr>
+
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuildera1" doxytag="NL3D::CLodCharacterBuilder::CLodCharacterBuilder" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CLodCharacterBuilder::CLodCharacterBuilder </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Constructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05931.html#l00045">45</a> of file <a class="el" href="a05931.html">lod_character_builder.cpp</a>.
+<p>
+References <a class="el" href="a05932.html#l00083">_LodBuild</a>, <a class="el" href="a05932.html#l00082">_SkeletonShape</a>, and <a class="el" href="a05932.html#l00087">_TmpScene</a>.
+<p>
+<div class="fragment"><pre>00046 {
+00047 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr3">_SkeletonShape</a>= NULL;
+00048 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr1">_LodBuild</a>= NULL;
+00049 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>= NULL;
+00050 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuildera4" doxytag="NL3D::CLodCharacterBuilder::~CLodCharacterBuilder" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CLodCharacterBuilder::~<a class="el" href="a02798.html">CLodCharacterBuilder</a> </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05931.html#l00052">52</a> of file <a class="el" href="a05931.html">lod_character_builder.cpp</a>.
+<p>
+References <a class="el" href="a05932.html#l00087">_TmpScene</a>, and <a class="el" href="a06348.html#l00194">NL3D::CScene::release()</a>.
+<p>
+<div class="fragment"><pre>00053 {
+00054 <span class="comment">// release the scene</span>
+00055 <span class="keywordflow">if</span>(<a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>)
+00056 {
+00057 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>-&gt;release();
+00058 <span class="keyword">delete</span> <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>;
+00059 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>= NULL;
+00060 }
+00061 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuildera0" doxytag="NL3D::CLodCharacterBuilder::addAnim" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterBuilder::addAnim </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname" nowrap> <em>animName</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02205.html">CAnimation</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>animation</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap> <em>frameRate</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+add an animation to the process <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>animName</em>&nbsp;</td><td>is the name of the animation, used as a key to receover animations in the <a class="el" href="a02801.html">CLodCharacterShape</a> built </td></tr>
+ <tr><td valign=top><em>animation</em>&nbsp;</td><td>is the animation to bake/over sample. NB: the animation is deleted at the end of addAnim </td></tr>
+ <tr><td valign=top><em>frameRate</em>&nbsp;</td><td>is the desired overSampling rate. eg: 20 frame per second.</td></tr>
+ </table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a05931.html#l00111">111</a> of file <a class="el" href="a05931.html">lod_character_builder.cpp</a>.
+<p>
+References <a class="el" href="a05932.html#l00080">_LodCharacterShape</a>, <a class="el" href="a05932.html#l00082">_SkeletonShape</a>, <a class="el" href="a05932.html#l00087">_TmpScene</a>, <a class="el" href="a05937.html#l00411">NL3D::CLodCharacterShape::addAnim()</a>, <a class="el" href="a05449.html#l00061">NL3D::CAnimationSet::addAnimation()</a>, <a class="el" href="a05938.html#l00142">NL3D::CLodCharacterShape::CAnimBuild::AnimLength</a>, <a class="el" href="a05931.html#l00199">applySkin()</a>, <a class="el" href="a05449.html#l00104">NL3D::CAnimationSet::build()</a>, <a class="el" href="a06393.html#l00807">NL3D::CSkeletonModel::computeAllBones()</a>, <a class="el" href="a06348.html#l01053">NL3D::CScene::deleteModel()</a>, <a class="el" href="a05543.html#l00154">NL3D::CChannelMixer::eval()</a>, <a class="el" href="a05450.html#l00083">NL3D::CAnimationSet::getAnimationIdByName()</a>, <a class="el" href="a05443.html#l00157">NL3D::CAnimation::getEndTime()</a>, <a class="el" href="a05938.html#l00184">NL3D::CLodCharacterShape::getNumVertices()</a>, <a class="el" href="a05938.html#l00145">NL3D::CLodCharacterShape::CAnimBuild::Keys</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05938.html#l00138">NL3D::CLodCharacterShape::CAnimBuild::Name</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05938.html#l00140">NL3D::CLodCharacterShape::CAnimBuild::NumKeys</a>, <a class="el" href="a06393.html#l00061">NL3D::CSkeletonModel::registerToChannelMixer()</a>, <a class="el" href="a05543.html#l00063">NL3D::CChannelMixer::setAnimationSet()</a>, <a class="el" href="a05543.html#l00449">NL3D::CChannelMixer::setSlotAnimation()</a>, <a class="el" href="a05544.html#l00345">NL3D::CChannelMixer::setSlotTime()</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05981.html#l00102">uint64</a>.
+<p>
+<div class="fragment"><pre>00112 {
+00113 <a class="code" href="a04199.html#a6">nlassert</a>(frameRate&gt;0);
+00114 <a class="code" href="a04199.html#a6">nlassert</a>(animation);
+00115
+00116 <span class="comment">/* Create a Scene, a skeletonModel, an animation set, and a channel mixer to play the animation</span>
+00117 <span class="comment"> NB: no render is made and no driver is created. The scene is just here for correct creation of the skeleton</span>
+00118 <span class="comment"> Yoyo: This is a tricky way, but I found it the easier one...</span>
+00119 <span class="comment"> */</span>
+00120
+00121 <span class="comment">// Create Components necesssary to play the animation</span>
+00122 <span class="comment">//==========================</span>
+00123
+00124 <span class="comment">// create an animationSet, and a channelMixer.</span>
+00125 <span class="comment">//--------------</span>
+00126 <span class="comment">// build an animation set with the only one animation. This animation will be deleted with the animationSet</span>
+00127 CAnimationSet *tmpAnimationSet= <span class="keyword">new</span> CAnimationSet;
+00128 tmpAnimationSet-&gt;addAnimation(animName, animation);
+00129 tmpAnimationSet-&gt;build();
+00130 <span class="comment">// Build a channelMixer.</span>
+00131 CChannelMixer *tmpChannelMixer= <span class="keyword">new</span> CChannelMixer;
+00132 tmpChannelMixer-&gt;setAnimationSet(tmpAnimationSet);
+00133
+00134
+00135 <span class="comment">// create a skeleton Model for animation</span>
+00136 <span class="comment">//---------------</span>
+00137 CSkeletonModel *skeleton= (CSkeletonModel*)<a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr3">_SkeletonShape</a>-&gt;createInstance(*_TmpScene);
+00138 <span class="comment">// and skeleton it with animation</span>
+00139 skeleton-&gt;registerToChannelMixer(tmpChannelMixer, <span class="stringliteral">""</span>);
+00140 <span class="comment">// activate the anim</span>
+00141 <a class="code" href="a04558.html#a15">uint</a> animID = tmpAnimationSet-&gt;getAnimationIdByName(animName);
+00142 <a class="code" href="a04199.html#a6">nlassert</a>(animID != CAnimationSet::NotFound);
+00143 tmpChannelMixer-&gt;setSlotAnimation(0, animID);
+00144
+00145
+00146 <span class="comment">// Build Dst Animation basics.</span>
+00147 <span class="comment">//--------------</span>
+00148 CLodCharacterShape::CAnimBuild dstAnim;
+00149 dstAnim.Name= animName;
+00150 dstAnim.AnimLength= animation-&gt;getEndTime();
+00151 dstAnim.NumKeys= (<a class="code" href="a04558.html#a15">uint</a>)ceil(dstAnim.AnimLength * frameRate);
+00152 dstAnim.NumKeys= max(1U, dstAnim.NumKeys);
+00153 <span class="comment">// resize array.</span>
+00154 dstAnim.Keys.resize(<a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr2">_LodCharacterShape</a>.getNumVertices() * dstAnim.NumKeys);
+00155
+00156
+00157 <span class="comment">// Bake the animation</span>
+00158 <span class="comment">//==========================</span>
+00159 <span class="keywordtype">double</span> time=0;
+00160 <span class="keywordtype">double</span> dt= 1.0/(<span class="keywordtype">double</span>)frameRate;
+00161 <a class="code" href="a04558.html#a13">uint64</a> evalDetaiDate= 0;
+00162 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt;dstAnim.NumKeys; i++, time+= dt)
+00163 {
+00164 <span class="comment">// clamp the time</span>
+00165 time= <a class="code" href="a04061.html#a0">min</a>(time, (<span class="keywordtype">double</span>)dstAnim.AnimLength);
+00166
+00167 <span class="comment">// setup the channelMixer time</span>
+00168 tmpChannelMixer-&gt;setSlotTime(0, (<span class="keywordtype">float</span>)time);
+00169
+00170 <span class="comment">// Eval the channelMixer, both global and detail</span>
+00171 tmpChannelMixer-&gt;eval(<span class="keyword">false</span>);
+00172 tmpChannelMixer-&gt;eval(<span class="keyword">true</span>, evalDetaiDate++);
+00173
+00174 <span class="comment">// Use the skeleton model to compute bone skin matrix, supposing an identity skeleton worldMatrix</span>
+00175 skeleton-&gt;computeAllBones(CMatrix::Identity);
+00176
+00177 <span class="comment">// apply the skinning from the current skeleton state</span>
+00178 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderd0">applySkin</a>(skeleton, &amp;dstAnim.Keys[i*<a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr2">_LodCharacterShape</a>.getNumVertices()]);
+00179 }
+00180
+00181
+00182 <span class="comment">// Add the animation to the lod</span>
+00183 <span class="comment">//==========================</span>
+00184 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr2">_LodCharacterShape</a>.addAnim(dstAnim);
+00185
+00186
+00187 <span class="comment">// Delete</span>
+00188 <span class="comment">//==========================</span>
+00189 <span class="comment">// release the skeleton</span>
+00190 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>-&gt;deleteModel(skeleton);
+00191 <span class="comment">// delete the channelMixer</span>
+00192 <span class="keyword">delete</span> tmpChannelMixer;
+00193 <span class="comment">// delete the animationSet</span>
+00194 <span class="keyword">delete</span> tmpAnimationSet;
+00195 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuilderd0" doxytag="NL3D::CLodCharacterBuilder::applySkin" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterBuilder::applySkin </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03399.html">CSkeletonModel</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>skeleton</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03128.html">CVector</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>dstVertices</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05931.html#l00199">199</a> of file <a class="el" href="a05931.html">lod_character_builder.cpp</a>.
+<p>
+References <a class="el" href="a05932.html#l00084">_BoneRemap</a>, <a class="el" href="a05932.html#l00083">_LodBuild</a>, <a class="el" href="a06394.html#l00098">NL3D::CSkeletonModel::Bones</a>, <a class="el" href="a05990.html#l00116">NL3D::CMesh::CSkinWeight::MatrixId</a>, <a class="el" href="a05990.html#l00063">NL3D_MESH_SKINNING_MAX_MATRIX</a>, <a class="el" href="a05938.html#l00080">NL3D::CLodCharacterShapeBuild::SkinWeights</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05938.html#l00077">NL3D::CLodCharacterShapeBuild::Vertices</a>, and <a class="el" href="a05990.html#l00118">NL3D::CMesh::CSkinWeight::Weights</a>.
+<p>
+Referenced by <a class="el" href="a05931.html#l00111">addAnim()</a>.
+<p>
+<div class="fragment"><pre>00200 {
+00201 <a class="code" href="a04558.html#a15">uint</a> numVerts= <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr1">_LodBuild</a>-&gt;Vertices.size();
+00202
+00203 <span class="comment">// for all vertices.</span>
+00204 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt;numVerts; i++)
+00205 {
+00206 CMesh::CSkinWeight &amp;skinWgt= <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr1">_LodBuild</a>-&gt;SkinWeights[i];
+00207 CVector &amp;srcVert= <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr1">_LodBuild</a>-&gt;Vertices[i];
+00208 CVector &amp;dstVert= dstVertices[i];
+00209 dstVert= CVector::Null;
+00210 <span class="comment">// parse all Weights, and add influence.</span>
+00211 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> j=0; j&lt;<a class="code" href="a04567.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>; j++)
+00212 {
+00213 <span class="keywordtype">float</span> wgt= skinWgt.Weights[j];
+00214
+00215 <span class="keywordflow">if</span>(wgt==0)
+00216 {
+00217 <span class="comment">// this should not happen, at least weight 0 should have an influence.</span>
+00218 <span class="keywordflow">if</span>(j==0)
+00219 dstVert= srcVert;
+00220 <span class="comment">// no more influence for this vertex.</span>
+00221 <span class="keywordflow">break</span>;
+00222 }
+00223 <span class="keywordflow">else</span>
+00224 {
+00225 <span class="comment">// Get the skeleton bone to read.</span>
+00226 <a class="code" href="a04558.html#a15">uint</a> boneId= <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr0">_BoneRemap</a>[skinWgt.MatrixId[j]];
+00227 <span class="comment">// Get the computed matrix from the skeleton.</span>
+00228 <span class="keyword">const</span> CMatrix &amp;boneMat= skeleton-&gt;Bones[boneId].getBoneSkinMatrix();
+00229 <span class="comment">// Add the influence of this bone.</span>
+00230 dstVert+= (boneMat * srcVert) * wgt;
+00231 }
+00232 }
+00233 }
+00234 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuildera2" doxytag="NL3D::CLodCharacterBuilder::getLodShape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a02801.html">CLodCharacterShape</a>&amp; NL3D::CLodCharacterBuilder::getLodShape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the lod shape in its current state.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05932.html#l00075">75</a> of file <a class="el" href="a05932.html">lod_character_builder.h</a>.
+<p>
+References <a class="el" href="a05932.html#l00080">_LodCharacterShape</a>.
+<p>
+<div class="fragment"><pre>00075 {<span class="keywordflow">return</span> <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr2">_LodCharacterShape</a>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuildera3" doxytag="NL3D::CLodCharacterBuilder::setShape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterBuilder::setShape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>name</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03402.html">CSkeletonShape</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>skeletonShape</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02808.html">CLodCharacterShapeBuild</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>lodBuild</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+init process with the Mesh and the SkeletonShape to use. NB: nlWarnings may occurs if don't find bones used by lodBuild, in the skeletonShape. In this case, root bone 0 of the skeleton shape is used.<p>
+<dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>name</em>&nbsp;</td><td>is the name to give to the shape </td></tr>
+ <tr><td valign=top><em>skeletonShape</em>&nbsp;</td><td>the skeleton used for animation. Ptr is handled by the builder as a smartPtr. </td></tr>
+ <tr><td valign=top><em>lodBuild</em>&nbsp;</td><td>the mesh information. Ptr is hold by the builder, but not deleted</td></tr>
+ </table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a05931.html#l00064">64</a> of file <a class="el" href="a05931.html">lod_character_builder.cpp</a>.
+<p>
+References <a class="el" href="a05932.html#l00084">_BoneRemap</a>, <a class="el" href="a05932.html#l00083">_LodBuild</a>, <a class="el" href="a05932.html#l00080">_LodCharacterShape</a>, <a class="el" href="a05932.html#l00082">_SkeletonShape</a>, <a class="el" href="a05932.html#l00087">_TmpScene</a>, <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, <a class="el" href="a06348.html#l00249">NL3D::CScene::initDefaultRoots()</a>, <a class="el" href="a06348.html#l00277">NL3D::CScene::initQuadGridClipManager()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05622.html#l00135">nlwarning</a>, <a class="el" href="a05981.html#l00099">sint32</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00065 {
+00066 <a class="code" href="a04199.html#a6">nlassert</a>(skeletonShape);
+00067 <a class="code" href="a04199.html#a6">nlassert</a>(lodBuild);
+00068
+00069 <span class="comment">// SmartPtr the skeleton Shape (NB: important because skeletonModel use it)</span>
+00070 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr3">_SkeletonShape</a>= skeletonShape;
+00071 <span class="comment">// a std ptr.</span>
+00072 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr1">_LodBuild</a>= lodBuild;
+00073
+00074 <span class="comment">// Remap bone, with help of lodBuild and skeleton names.</span>
+00075 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr0">_BoneRemap</a>.resize(lodBuild-&gt;BonesNames.size());
+00076 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt;<a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr0">_BoneRemap</a>.size(); i++)
+00077 {
+00078 <span class="keyword">const</span> std::string &amp;boneName= lodBuild-&gt;BonesNames[i];
+00079 <a class="code" href="a04558.html#a10">sint32</a> boneId= <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr3">_SkeletonShape</a>-&gt;getBoneIdByName(boneName);
+00080 <span class="comment">// If not found</span>
+00081 <span class="keywordflow">if</span>(boneId&lt;0)
+00082 {
+00083 <a class="code" href="a04199.html#a2">nlwarning</a>(<span class="stringliteral">"Not found a bone in the skeleton Shape: %s"</span>, boneName.c_str());
+00084 <span class="comment">// use root bone.</span>
+00085 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr0">_BoneRemap</a>[i]= 0;
+00086 }
+00087 <span class="keywordflow">else</span>
+00088 <span class="comment">// remap</span>
+00089 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr0">_BoneRemap</a>[i]= boneId;
+00090 }
+00091
+00092 <span class="comment">// build basics</span>
+00093 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr2">_LodCharacterShape</a>.buildMesh(name, *_LodBuild);
+00094
+00095 <span class="comment">// Build a scene, for addAnim purpose</span>
+00096 <span class="keywordflow">if</span>(!<a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>)
+00097 {
+00098 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>= <span class="keyword">new</span> CScene(<span class="keyword">false</span>);
+00099 <span class="comment">// Must init Statics for scene (because use it in addAnim). NB: never mind if done twice.</span>
+00100 CScene::registerBasics();
+00101 <span class="comment">// init default Roots.</span>
+00102 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>-&gt;initDefaultRoots();
+00103 <span class="comment">// Don't Set driver/viewport</span>
+00104 <span class="comment">// init QuadGridClipManager</span>
+00105 <a class="code" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">_TmpScene</a>-&gt;initQuadGridClipManager ();
+00106 }
+00107 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Field Documentation</h2>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuilderr0" doxytag="NL3D::CLodCharacterBuilder::_BoneRemap" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a04558.html#a15">uint</a>&gt; <a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr0">NL3D::CLodCharacterBuilder::_BoneRemap</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05932.html#l00084">84</a> of file <a class="el" href="a05932.html">lod_character_builder.h</a>.
+<p>
+Referenced by <a class="el" href="a05931.html#l00199">applySkin()</a>, and <a class="el" href="a05931.html#l00064">setShape()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuilderr1" doxytag="NL3D::CLodCharacterBuilder::_LodBuild" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02808.html">CLodCharacterShapeBuild</a>* <a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr1">NL3D::CLodCharacterBuilder::_LodBuild</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05932.html#l00083">83</a> of file <a class="el" href="a05932.html">lod_character_builder.h</a>.
+<p>
+Referenced by <a class="el" href="a05931.html#l00199">applySkin()</a>, <a class="el" href="a05931.html#l00045">CLodCharacterBuilder()</a>, and <a class="el" href="a05931.html#l00064">setShape()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuilderr2" doxytag="NL3D::CLodCharacterBuilder::_LodCharacterShape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02801.html">CLodCharacterShape</a> <a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr2">NL3D::CLodCharacterBuilder::_LodCharacterShape</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05932.html#l00080">80</a> of file <a class="el" href="a05932.html">lod_character_builder.h</a>.
+<p>
+Referenced by <a class="el" href="a05931.html#l00111">addAnim()</a>, <a class="el" href="a05932.html#l00075">getLodShape()</a>, and <a class="el" href="a05931.html#l00064">setShape()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuilderr3" doxytag="NL3D::CLodCharacterBuilder::_SkeletonShape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03408.html">NLMISC::CSmartPtr</a>&lt;<a class="el" href="a03402.html">CSkeletonShape</a>&gt; <a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr3">NL3D::CLodCharacterBuilder::_SkeletonShape</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05932.html#l00082">82</a> of file <a class="el" href="a05932.html">lod_character_builder.h</a>.
+<p>
+Referenced by <a class="el" href="a05931.html#l00111">addAnim()</a>, <a class="el" href="a05931.html#l00045">CLodCharacterBuilder()</a>, and <a class="el" href="a05931.html#l00064">setShape()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CLodCharacterBuilderr4" doxytag="NL3D::CLodCharacterBuilder::_TmpScene" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03348.html">CScene</a>* <a class="el" href="a02798.html#NL3D_1_1CLodCharacterBuilderr4">NL3D::CLodCharacterBuilder::_TmpScene</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05932.html#l00087">87</a> of file <a class="el" href="a05932.html">lod_character_builder.h</a>.
+<p>
+Referenced by <a class="el" href="a05931.html#l00111">addAnim()</a>, <a class="el" href="a05931.html#l00045">CLodCharacterBuilder()</a>, <a class="el" href="a05931.html#l00064">setShape()</a>, and <a class="el" href="a05931.html#l00052">~CLodCharacterBuilder()</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="a05932.html">lod_character_builder.h</a><li><a class="el" href="a05931.html">lod_character_builder.cpp</a></ul>
+<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 06:49:47 2004 for NeL by
+<a href="http://www.doxygen.org/index.html">
+<img src="doxygen.png" alt="doxygen" align="middle" border=0 >
+</a>1.3.6 </small></address>
+</body>
+</html>