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diff --git a/docs/doxygen/nel/a02808.html b/docs/doxygen/nel/a02808.html new file mode 100644 index 00000000..c0c649b2 --- /dev/null +++ b/docs/doxygen/nel/a02808.html @@ -0,0 +1,771 @@ +<!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::CLodCharacterShapeBuild class Reference</title> +<link href="doxygen.css" rel="stylesheet" type="text/css"> +</head><body> +<!-- Generated by Doxygen 1.3.6 --> +<div class="qindex"> <form class="search" action="search.php" method="get"> +<a class="qindex" href="main.html">Main Page</a> | <a class="qindex" href="namespaces.html">Namespace List</a> | <a class="qindex" href="hierarchy.html">Class Hierarchy</a> | <a class="qindex" href="classes.html">Alphabetical List</a> | <a class="qindex" href="annotated.html">Data Structures</a> | <a class="qindex" href="files.html">File List</a> | <a class="qindex" href="namespacemembers.html">Namespace Members</a> | <a class="qindex" href="functions.html">Data Fields</a> | <a class="qindex" href="globals.html">Globals</a> | <a class="qindex" href="pages.html">Related Pages</a> | <span class="search"><u>S</u>earch for <input class="search" type="text" name="query" value="" size="20" accesskey="s"/></span></form></div> +<h1>NL3D::CLodCharacterShapeBuild Class Reference</h1><code>#include <<a class="el" href="a05938.html">lod_character_shape.h</a>></code> +<p> +<hr><a name="_details"></a><h2>Detailed Description</h2> +A build structure information for building a <a class="el" href="a02801.html">CLodCharacterShape</a> This is the structure exported from the 3D editor <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="a05938.html#l00046">46</a> of file <a class="el" href="a05938.html">lod_character_shape.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> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda0">CLodCharacterShapeBuild</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda1">compile</a> (const std::vector< bool > &triangleSelection, <a class="el" href="a04558.html#a15">uint</a> textureOverSample=25)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda2">getTextureInfoHeight</a> () const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02809.html">CPixelInfo</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda3">getTextureInfoPtr</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get TextureInfo <a href="#NL3D_1_1CLodCharacterShapeBuilda3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda4">getTextureInfoWidth</a> () const </td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda5">serial</a> (<a class="el" href="a02270.html">NLMISC::IStream</a> &f)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">serial <a href="#NL3D_1_1CLodCharacterShapeBuilda5"></a><br><br></td></tr> +<tr><td colspan=2><br><h2>Data Fields</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< std::string > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo0">BonesNames</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a03128.html">CVector</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">Normals</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a02865.html">CMesh::CSkinWeight</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo2">SkinWeights</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a04558.html#a11">uint32</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">TriangleIndices</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a03640.html">CUV</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo4">UVs</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a03128.html">CVector</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a></td></tr> + +<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a02809.html">CPixelInfo</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a></td></tr> + +</table> +<hr><h2>Constructor & Destructor Documentation</h2> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda0" doxytag="NL3D::CLodCharacterShapeBuild::CLodCharacterShapeBuild" ></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::CLodCharacterShapeBuild::CLodCharacterShapeBuild </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05937.html#l00058">58</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>. +<p> +<div class="fragment"><pre>00059 { +00060 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>= 0; +00061 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>= 0; +00062 } +</pre></div> </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda1" doxytag="NL3D::CLodCharacterShapeBuild::compile" ></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::CLodCharacterShapeBuild::compile </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::vector< bool > & </td> + <td class="mdname" nowrap> <em>triangleSelection</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname" nowrap> <em>textureOverSample</em> = 25</td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +compile the lod: compute Texture Information. <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>triangleSelection.</em> </td><td>If not same size as triangles, not used. Else texture info is filled only with triangles whose their triangleSelection[triId]==true </td></tr> + <tr><td valign=top><em>textureOverSample</em> </td><td>is rounded to the best square (4,9,...). Prefer a srq(oddVal): 1,9,25,49 etc... NB: overSamples are not averaged, but the nearest sample to the texel center is taken.</td></tr> + </table> +</dl> + +<p> +Definition at line <a class="el" href="a05937.html#l00066">66</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>. +<p> +References <a class="el" href="a05938.html#l00116">_TextureInfo</a>, <a class="el" href="a06190.html#l01075">NLMISC::CPolygon2D::computeBorders()</a>, <a class="el" href="a06584.html#l00067">NLMISC::CTriangle::computeGradient()</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05942.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="a05942.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05938.html#l00054">NL3D::CLodCharacterShapeBuild::CPixelInfo::Normal</a>, <a class="el" href="a06682.html#l00119">NLMISC::CVector::normalize()</a>, <a class="el" href="a05938.html#l00086">Normals</a>, <a class="el" href="a05938.html#l00053">NL3D::CLodCharacterShapeBuild::CPixelInfo::Pos</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05587.html#l00107">NLMISC::sqr()</a>, <a class="el" href="a06191.html#l00160">NLMISC::CPolygon2D::TRasterVect</a>, <a class="el" href="a05938.html#l00092">TriangleIndices</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05938.html#l00083">UVs</a>, <a class="el" href="a05646.html#l00237">v</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V0</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V1</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V2</a>, <a class="el" href="a06191.html#l00126">NLMISC::CPolygon2D::Vertices</a>, <a class="el" href="a05646.html#l00236">x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a05646.html#l00236">y</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>. +<p> +<div class="fragment"><pre>00067 { +00068 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo4">UVs</a>.size()==<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>.size()); +00069 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">Normals</a>.size()==<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>.size()); +00070 +00071 <span class="comment">// take the sqrtf.</span> +00072 textureOverSample= (<a class="code" href="a04558.html#a15">uint</a>)sqrtf((<span class="keywordtype">float</span>)textureOverSample); +00073 textureOverSample= max(textureOverSample, 1U); +00074 +00075 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>= <a class="code" href="a04519.html#a0">NL3D_CLOD_TEXT_WIDTH</a>; +00076 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>= <a class="code" href="a04519.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>; +00077 +00078 <a class="code" href="a04558.html#a15">uint</a> wOver= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>*textureOverSample; +00079 <a class="code" href="a04558.html#a15">uint</a> hOver= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>*textureOverSample; +00080 std::vector<CPixelInfo> overTextureInfo; +00081 +00082 <span class="comment">// do some tri selection?</span> +00083 <span class="keywordtype">bool</span> triSelectOk= triangleSelection.size()==<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">TriangleIndices</a>.size()/3; +00084 +00085 +00086 <span class="comment">// **** reset the texture and init with "empty" pixel (ie normal.x==1000, which is not possible because normal.norm()==1)</span> +00087 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.resize(_Width*_Height); +00088 fill(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.begin(), <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.end(), CPixelInfo::EmptyPixel); +00089 <span class="comment">// do it to the oversampled texture</span> +00090 overTextureInfo.resize(wOver*hOver, CPixelInfo::EmptyPixel); +00091 +00092 +00093 <span class="comment">// **** For each triangle in the shape, polyfill this triangle from a texture view, in the overSampledTexture</span> +00094 <a class="code" href="a03101.html">CPolygon2D</a> poly; +00095 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Do0">Vertices</a>.resize(3); +00096 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i<<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">TriangleIndices</a>.size();i+=3) +00097 { +00098 <span class="comment">// if selection OK, and the tri is not selected, skip</span> +00099 <span class="keywordflow">if</span>(triSelectOk && !triangleSelection[i/3]) +00100 <span class="keywordflow">continue</span>; +00101 +00102 <span class="comment">// Setup triangle.</span> +00103 <span class="comment">// -----------</span> +00104 <a class="code" href="a04558.html#a15">uint</a> idx[3]; +00105 idx[0]= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">TriangleIndices</a>[i+0]; +00106 idx[1]= TriangleIndices[i+1]; +00107 idx[2]= TriangleIndices[i+2]; +00108 <span class="comment">// compute corners UVs, in texel size</span> +00109 <a class="code" href="a03616.html">CTriangle</a> triangleUV; +00110 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>= CVector(UVs[idx[0]].U*wOver, UVs[idx[0]].V*hOver, 0); +00111 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo4">V1</a>= CVector(UVs[idx[1]].U*wOver, UVs[idx[1]].V*hOver, 0); +00112 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo5">V2</a>= CVector(UVs[idx[2]].U*wOver, UVs[idx[2]].V*hOver, 0); +00113 <span class="comment">// compute corners pixelInfos </span> +00114 CPixelInfo pInf[3]; +00115 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> corner=0; corner<3; corner++) +00116 { +00117 pInf[corner].Pos= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>[idx[corner]]; +00118 pInf[corner].Normal= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">Normals</a>[idx[corner]]; +00119 } +00120 <span class="comment">// Compute Gradients</span> +00121 CVector GradPosX, GradPosY, GradPosZ; +00122 CVector GradNormalX, GradNormalY, GradNormalZ; +00123 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Pos.x, pInf[1].Pos.x, pInf[2].Pos.x, GradPosX); +00124 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Pos.y, pInf[1].Pos.y, pInf[2].Pos.y, GradPosY); +00125 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Pos.z, pInf[1].Pos.z, pInf[2].Pos.z, GradPosZ); +00126 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Normal.x, pInf[1].Normal.x, pInf[2].Normal.x, GradNormalX); +00127 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Normal.y, pInf[1].Normal.y, pInf[2].Normal.y, GradNormalY); +00128 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Normal.z, pInf[1].Normal.z, pInf[2].Normal.z, GradNormalZ); +00129 <span class="comment">// Compute Gradients offset</span> +00130 <span class="keywordtype">float</span> OffPosX, OffPosY, OffPosZ; +00131 <span class="keywordtype">float</span> OffNormalX, OffNormalY, OffNormalZ; +00132 OffPosX= pInf[0].Pos.x - GradPosX*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>; +00133 OffPosY= pInf[0].Pos.y - GradPosY*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>; +00134 OffPosZ= pInf[0].Pos.z - GradPosZ*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>; +00135 OffNormalX= pInf[0].Normal.x - GradNormalX*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>; +00136 OffNormalY= pInf[0].Normal.y - GradNormalY*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>; +00137 OffNormalZ= pInf[0].Normal.z - GradNormalZ*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>; +00138 +00139 +00140 <span class="comment">// PolyFiller</span> +00141 <span class="comment">// -----------</span> +00142 <a class="code" href="a03660.html">CVector2f</a> dCenter(0.5f, 0.5f); +00143 <span class="comment">// select texels if their centers is in the triangle</span> +00144 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Do0">Vertices</a>[0]= triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>-dCenter; +00145 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Do0">Vertices</a>[1]= triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo4">V1</a>-dCenter; +00146 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Do0">Vertices</a>[2]= triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo5">V2</a>-dCenter; +00147 <span class="comment">// polyFiller</span> +00148 <a class="code" href="a03101.html#NLMISC_1_1CPolygon2Dw1">CPolygon2D::TRasterVect</a> rasters; +00149 <a class="code" href="a04558.html#a14">sint</a> minY; +00150 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Da1">computeBorders</a>(rasters, minY); +00151 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> <a class="code" href="a04223.html#a573">y</a>=0;<a class="code" href="a04223.html#a573">y</a><(<a class="code" href="a04558.html#a14">sint</a>)rasters.size();<a class="code" href="a04223.html#a573">y</a>++) +00152 { +00153 <a class="code" href="a04558.html#a14">sint</a> x0= rasters[<a class="code" href="a04223.html#a573">y</a>].first; +00154 <a class="code" href="a04558.html#a14">sint</a> x1= rasters[<a class="code" href="a04223.html#a573">y</a>].second; +00155 CVector <a class="code" href="a04223.html#a576">v</a>; +00156 <span class="comment">// get the center coord of this texel</span> +00157 <a class="code" href="a04223.html#a576">v</a>.y= <a class="code" href="a04223.html#a573">y</a>+minY+0.5f; +00158 <a class="code" href="a04223.html#a576">v</a>.z= 0; +00159 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> <a class="code" href="a04223.html#a572">x</a>=x0;<a class="code" href="a04223.html#a572">x</a><=x1;<a class="code" href="a04223.html#a572">x</a>++) +00160 { +00161 <span class="comment">// get the center coord of this texel</span> +00162 <a class="code" href="a04223.html#a576">v</a>.x= <a class="code" href="a04223.html#a572">x</a>+0.5f; +00163 <span class="comment">// Compute Pos/Normal on this texel.</span> +00164 CPixelInfo texelInf; +00165 texelInf.Pos.x= OffPosX + GradPosX * <a class="code" href="a04223.html#a576">v</a>; +00166 texelInf.Pos.y= OffPosY + GradPosY * <a class="code" href="a04223.html#a576">v</a>; +00167 texelInf.Pos.z= OffPosZ + GradPosZ * <a class="code" href="a04223.html#a576">v</a>; +00168 texelInf.Normal.x= OffNormalX + GradNormalX * <a class="code" href="a04223.html#a576">v</a>; +00169 texelInf.Normal.y= OffNormalY + GradNormalY * <a class="code" href="a04223.html#a576">v</a>; +00170 texelInf.Normal.z= OffNormalZ + GradNormalZ * <a class="code" href="a04223.html#a576">v</a>; +00171 <span class="comment">// normalize.</span> +00172 texelInf.Normal.normalize(); +00173 <span class="comment">// Store (NB: overwrite any pixel)</span> +00174 <a class="code" href="a04558.html#a14">sint</a> texX= ((<a class="code" href="a04558.html#a15">uint</a>)<a class="code" href="a04223.html#a572">x</a>)%wOver; +00175 <a class="code" href="a04558.html#a14">sint</a> texY= ((<a class="code" href="a04558.html#a15">uint</a>)<a class="code" href="a04223.html#a573">y</a>+minY)%hOver; +00176 overTextureInfo[texY*wOver+texX]= texelInf; +00177 } +00178 } +00179 +00180 } +00181 +00182 +00183 <span class="comment">// **** Down sample the overSampled texture.</span> +00184 <a class="code" href="a04558.html#a14">sint</a> <a class="code" href="a04223.html#a572">x</a>,<a class="code" href="a04223.html#a573">y</a>; +00185 <span class="keywordflow">if</span>(textureOverSample==1) +00186 { +00187 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>= overTextureInfo; +00188 } +00189 <span class="keywordflow">else</span> +00190 { +00191 <span class="comment">// eg: 3 gives 1. delta ranges from -1 to 1.</span> +00192 <span class="keywordtype">float</span> middle= (textureOverSample-1)/2.f; +00193 +00194 <span class="comment">// for all pixels.</span> +00195 <span class="keywordflow">for</span>(<a class="code" href="a04223.html#a573">y</a>=0;<a class="code" href="a04223.html#a573">y</a><(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>;<a class="code" href="a04223.html#a573">y</a>++) +00196 { +00197 <span class="keywordflow">for</span>(<a class="code" href="a04223.html#a572">x</a>=0;<a class="code" href="a04223.html#a572">x</a><(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>;<a class="code" href="a04223.html#a572">x</a>++) +00198 { +00199 <span class="comment">// for all samples, take the best one.</span> +00200 <a class="code" href="a04558.html#a14">sint</a> xo, yo; +00201 <span class="keywordtype">float</span> bestDist= FLT_MAX; +00202 CPixelInfo bestPixel= CPixelInfo::EmptyPixel; +00203 <span class="keywordflow">for</span>(yo=0;yo<(<a class="code" href="a04558.html#a14">sint</a>)textureOverSample;yo++) +00204 { +00205 <span class="keywordflow">for</span>(xo=0;xo<(<a class="code" href="a04558.html#a14">sint</a>)textureOverSample;xo++) +00206 { +00207 <span class="comment">// compute distance to the pixel center.</span> +00208 <span class="keywordtype">float</span> dist= <a class="code" href="a05378.html#a373">sqr</a>(yo-middle)+<a class="code" href="a05378.html#a373">sqr</a>(xo-middle); +00209 <span class="keyword">const</span> CPixelInfo &overPixel= overTextureInfo[(<a class="code" href="a04223.html#a573">y</a>*textureOverSample+yo)*wOver+(<a class="code" href="a04223.html#a572">x</a>*textureOverSample+xo)]; +00210 <span class="comment">// if the overPixel is not empty.</span> +00211 <span class="keywordflow">if</span>( !(overPixel==CPixelInfo::EmptyPixel) ) +00212 { +00213 <span class="comment">// take it if the best: nearest to the pixel center.</span> +00214 <span class="keywordflow">if</span>(dist<bestDist) +00215 { +00216 bestDist= dist; +00217 bestPixel= overPixel; +00218 } +00219 } +00220 } +00221 } +00222 +00223 <span class="comment">// fill textureInfo</span> +00224 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>[<a class="code" href="a04223.html#a573">y</a>*<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>+<a class="code" href="a04223.html#a572">x</a>]= bestPixel; +00225 } +00226 } +00227 } +00228 +00229 +00230 <span class="comment">// **** Dilate texture 1 time: each empty pixel info get neighbor full pixel (8box)</span> +00231 <span class="comment">// copy the non dilated texture</span> +00232 std::vector<CPixelInfo> tmpTextureInfo= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>; +00233 <span class="comment">// process all pixels</span> +00234 <span class="keywordflow">for</span>(<a class="code" href="a04223.html#a573">y</a>=0;<a class="code" href="a04223.html#a573">y</a><(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>;<a class="code" href="a04223.html#a573">y</a>++) +00235 { +00236 <a class="code" href="a04558.html#a14">sint</a> y0=<a class="code" href="a04223.html#a573">y</a>-1, y1=<a class="code" href="a04223.html#a573">y</a>+1; +00237 y0= max(y0, 0); +00238 y1= <a class="code" href="a04061.html#a0">min</a>(y1, (<a class="code" href="a04558.html#a14">sint</a>)_Height-1); +00239 <span class="keywordflow">for</span>(<a class="code" href="a04223.html#a572">x</a>=0;<a class="code" href="a04223.html#a572">x</a><(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>;<a class="code" href="a04223.html#a572">x</a>++) +00240 { +00241 CPixelInfo &texelInf= _TextureInfo[<a class="code" href="a04223.html#a573">y</a>*<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>+<a class="code" href="a04223.html#a572">x</a>]; +00242 <span class="comment">// if an empty pixel.</span> +00243 <span class="keywordflow">if</span>(texelInf==CPixelInfo::EmptyPixel) +00244 { +00245 <span class="comment">// dilate: look around for non empty pixel.</span> +00246 <a class="code" href="a04558.html#a14">sint</a> x0=<a class="code" href="a04223.html#a572">x</a>-1, x1=<a class="code" href="a04223.html#a572">x</a>+1; +00247 x0= max(x0, 0); +00248 x1= <a class="code" href="a04061.html#a0">min</a>(x1, (<a class="code" href="a04558.html#a14">sint</a>)_Width-1); +00249 <span class="comment">// For the 8 possible pixels (nb: look us too, but doesn't matter since we are an empty pixel)</span> +00250 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> yb= y0; yb<=y1;yb++) +00251 { +00252 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> xb= x0; xb<=x1;xb++) +00253 { +00254 <span class="comment">// if the neighbor is not an empty pixel. NB: avoid override problems using not Dilated texture</span> +00255 CPixelInfo &nbTexelInf= tmpTextureInfo[yb*<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>+xb]; +00256 <span class="keywordflow">if</span>( !(nbTexelInf==CPixelInfo::EmptyPixel) ) +00257 { +00258 <span class="comment">// write it in the center pixel, and skip the search</span> +00259 texelInf= nbTexelInf; +00260 yb= y1+1; +00261 <span class="keywordflow">break</span>; +00262 } +00263 } +00264 } +00265 } +00266 } +00267 } +00268 +00269 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda2" doxytag="NL3D::CLodCharacterShapeBuild::getTextureInfoHeight" ></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="a04558.html#a15">uint</a> NL3D::CLodCharacterShapeBuild::getTextureInfoHeight </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00111">111</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. +<p> +References <a class="el" href="a05981.html#l00105">uint</a>. +<p> +<div class="fragment"><pre>00111 {<span class="keywordflow">return</span> <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda3" doxytag="NL3D::CLodCharacterShapeBuild::getTextureInfoPtr" ></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="a02809.html">CLodCharacterShapeBuild::CPixelInfo</a> * NL3D::CLodCharacterShapeBuild::getTextureInfoPtr </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get TextureInfo +<p> + +<p> +Definition at line <a class="el" href="a05937.html#l00313">313</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>. +<p> +References <a class="el" href="a05938.html#l00116">_TextureInfo</a>. +<p> +<div class="fragment"><pre>00314 { +00315 <span class="keywordflow">if</span>(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.empty()) +00316 <span class="keywordflow">return</span> NULL; +00317 <span class="keywordflow">else</span> +00318 <span class="keywordflow">return</span> &<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>[0]; +00319 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda4" doxytag="NL3D::CLodCharacterShapeBuild::getTextureInfoWidth" ></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="a04558.html#a15">uint</a> NL3D::CLodCharacterShapeBuild::getTextureInfoWidth </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00110">110</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. +<p> +References <a class="el" href="a05981.html#l00105">uint</a>. +<p> +<div class="fragment"><pre>00110 {<span class="keywordflow">return</span> <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda5" doxytag="NL3D::CLodCharacterShapeBuild::serial" ></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::CLodCharacterShapeBuild::serial </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02270.html">NLMISC::IStream</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>f</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +serial +<p> + +<p> +Definition at line <a class="el" href="a05937.html#l00273">273</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>. +<p> +References <a class="el" href="a05938.html#l00116">_TextureInfo</a>, <a class="el" href="a05938.html#l00089">BonesNames</a>, <a class="el" href="a05942.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="a05942.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="a05938.html#l00086">Normals</a>, <a class="el" href="a06462.html#l00232">NLMISC::IStream::serial()</a>, <a class="el" href="a06462.html#l00520">NLMISC::IStream::serialCheck()</a>, <a class="el" href="a06462.html#l00324">NLMISC::IStream::serialCont()</a>, <a class="el" href="a06461.html#l00266">NLMISC::IStream::serialVersion()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05938.html#l00080">SkinWeights</a>, <a class="el" href="a05938.html#l00092">TriangleIndices</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a05938.html#l00083">UVs</a>. +<p> +<div class="fragment"><pre>00274 { +00275 <span class="comment">// NEL_CLODBULD</span> +00276 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'_LEN'); +00277 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'DOLC'); +00278 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'DLUB'); +00279 +00280 <span class="comment">/*</span> +00281 <span class="comment"> Version 1:</span> +00282 <span class="comment"> - UVs and Normals + texture info</span> +00283 <span class="comment"> */</span> +00284 <a class="code" href="a04558.html#a14">sint</a> ver= f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_8">serialVersion</a>(1); +00285 +00286 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(Vertices); +00287 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(SkinWeights); +00288 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(BonesNames); +00289 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(TriangleIndices); +00290 +00291 <span class="keywordflow">if</span>(ver>=1) +00292 { +00293 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(UVs); +00294 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(Normals); +00295 f.<a class="code" href="a02270.html#NLMISC_1_1IStreama5">serial</a>(_Width, _Height); +00296 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_TextureInfo); +00297 } +00298 <span class="keywordflow">else</span> +00299 { +00300 <span class="comment">// Must init dummy UVs/normals</span> +00301 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo4">UVs</a>.resize(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>.size(), CUV(0,0)); +00302 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">Normals</a>.resize(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>.size(), CVector::K); +00303 <span class="comment">// Must init dummy texture</span> +00304 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>= <a class="code" href="a04519.html#a0">NL3D_CLOD_TEXT_WIDTH</a>; +00305 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>= <a class="code" href="a04519.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>; +00306 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.resize(_Width*_Height, CPixelInfo::EmptyPixel); +00307 } +00308 +00309 } +</pre></div> </td> + </tr> +</table> +<hr><h2>Field Documentation</h2> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildr0" doxytag="NL3D::CLodCharacterShapeBuild::_Height" ></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="a04558.html#a11">uint32</a> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">NL3D::CLodCharacterShapeBuild::_Height</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00117">117</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildr1" doxytag="NL3D::CLodCharacterShapeBuild::_TextureInfo" ></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<<a class="el" href="a02809.html">CPixelInfo</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">NL3D::CLodCharacterShapeBuild::_TextureInfo</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00116">116</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. +<p> +Referenced by <a class="el" href="a05937.html#l00066">compile()</a>, <a class="el" href="a05937.html#l00313">getTextureInfoPtr()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildr2" doxytag="NL3D::CLodCharacterShapeBuild::_Width" ></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="a04558.html#a11">uint32</a> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">NL3D::CLodCharacterShapeBuild::_Width</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00117">117</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo0" doxytag="NL3D::CLodCharacterShapeBuild::BonesNames" ></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<std::string> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo0">NL3D::CLodCharacterShapeBuild::BonesNames</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00089">89</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. +<p> +Referenced by <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo1" doxytag="NL3D::CLodCharacterShapeBuild::Normals" ></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<<a class="el" href="a03128.html">CVector</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">NL3D::CLodCharacterShapeBuild::Normals</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00086">86</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. +<p> +Referenced by <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, <a class="el" href="a05937.html#l00066">compile()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo2" doxytag="NL3D::CLodCharacterShapeBuild::SkinWeights" ></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<<a class="el" href="a02865.html">CMesh::CSkinWeight</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo2">NL3D::CLodCharacterShapeBuild::SkinWeights</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00080">80</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. +<p> +Referenced by <a class="el" href="a05931.html#l00199">NL3D::CLodCharacterBuilder::applySkin()</a>, <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo3" doxytag="NL3D::CLodCharacterShapeBuild::TriangleIndices" ></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<<a class="el" href="a04558.html#a11">uint32</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">NL3D::CLodCharacterShapeBuild::TriangleIndices</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00092">92</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. +<p> +Referenced by <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, <a class="el" href="a05937.html#l00066">compile()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo4" doxytag="NL3D::CLodCharacterShapeBuild::UVs" ></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<<a class="el" href="a03640.html">CUV</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo4">NL3D::CLodCharacterShapeBuild::UVs</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00083">83</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. +<p> +Referenced by <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, <a class="el" href="a05937.html#l00066">compile()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo5" doxytag="NL3D::CLodCharacterShapeBuild::Vertices" ></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<<a class="el" href="a03128.html">CVector</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">NL3D::CLodCharacterShapeBuild::Vertices</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a05938.html#l00077">77</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. +<p> +Referenced by <a class="el" href="a05931.html#l00199">NL3D::CLodCharacterBuilder::applySkin()</a>, and <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following files:<ul> +<li><a class="el" href="a05938.html">lod_character_shape.h</a><li><a class="el" href="a05937.html">lod_character_shape.cpp</a></ul> +<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 06:50:03 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> |