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+<hr><h1>lod_character_builder.cpp</h1><a href="lod__character__builder_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000-2002 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="debug_8h.html">nel/misc/debug.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="lod__character__builder_8h.html">3d/lod_character_builder.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="skeleton__shape_8h.html">3d/skeleton_shape.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="mesh_8h.html">3d/mesh.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
+00034
+00035
+00036 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00037 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00038
+00039
+00040 <font class="keyword">namespace </font>NL3D
+00041 {
+00042
+00043
+00044 <font class="comment">// ***************************************************************************</font>
+<a name="l00045"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#a0">00045</a> CLodCharacterBuilder::CLodCharacterBuilder()
+00046 {
+00047 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o1">_SkeletonShape</a>= NULL;
+00048 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>= NULL;
+00049 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>= NULL;
+00050 }
+00051 <font class="comment">// ***************************************************************************</font>
+<a name="l00052"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#a1">00052</a> CLodCharacterBuilder::~CLodCharacterBuilder()
+00053 {
+00054 <font class="comment">// release the scene</font>
+00055 <font class="keywordflow">if</font>(_TmpScene)
+00056 {
+00057 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>-&gt;release();
+00058 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>;
+00059 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>= NULL;
+00060 }
+00061 }
+00062
+00063 <font class="comment">// ***************************************************************************</font>
+<a name="l00064"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#a2">00064</a> <font class="keywordtype">void</font> CLodCharacterBuilder::setShape(<font class="keyword">const</font> std::string &amp;name, CSkeletonShape *skeletonShape, CLodCharacterShapeBuild *lodBuild)
+00065 {
+00066 <a class="code" href="debug_8h.html#a6">nlassert</a>(skeletonShape);
+00067 <a class="code" href="debug_8h.html#a6">nlassert</a>(lodBuild);
+00068
+00069 <font class="comment">// SmartPtr the skeleton Shape (NB: important because skeletonModel use it)</font>
+00070 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o1">_SkeletonShape</a>= skeletonShape;
+00071 <font class="comment">// a std ptr.</font>
+00072 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>= lodBuild;
+00073
+00074 <font class="comment">// Remap bone, with help of lodBuild and skeleton names.</font>
+00075 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>.resize(lodBuild-&gt;BonesNames.size());
+00076 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>.size(); i++)
+00077 {
+00078 <font class="keyword">const</font> std::string &amp;boneName= lodBuild-&gt;BonesNames[i];
+00079 sint32 boneId= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o1">_SkeletonShape</a>-&gt;getBoneIdByName(boneName);
+00080 <font class="comment">// If not found</font>
+00081 <font class="keywordflow">if</font>(boneId&lt;0)
+00082 {
+00083 <a class="code" href="debug_8h.html#a2">nlwarning</a>(<font class="stringliteral">"Not found a bone in the skeleton Shape: %s"</font>, boneName.c_str());
+00084 <font class="comment">// use root bone.</font>
+00085 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>[i]= 0;
+00086 }
+00087 <font class="keywordflow">else</font>
+00088 <font class="comment">// remap</font>
+00089 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>[i]= boneId;
+00090 }
+00091
+00092 <font class="comment">// build basics</font>
+00093 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o0">_LodCharacterShape</a>.buildMesh(name, *<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>);
+00094
+00095 <font class="comment">// Build a scene, for addAnim purpose</font>
+00096 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>)
+00097 {
+00098 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>= <font class="keyword">new</font> CScene;
+00099 <font class="comment">// Must init Statics for scene (because use it in addAnim). NB: never mind if done twice.</font>
+00100 CScene::registerBasics();
+00101 <font class="comment">// init scene travs</font>
+00102 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>-&gt;initDefaultTravs();
+00103 <font class="comment">// Don't add any user trav.</font>
+00104 <font class="comment">// init default Roots.</font>
+00105 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>-&gt;initDefaultRoots();
+00106 <font class="comment">// Don't Set driver/viewport</font>
+00107 <font class="comment">// Init the world instance group</font>
+00108 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>-&gt;initGlobalnstanceGroup();
+00109 <font class="comment">// Init coarse mesh manager</font>
+00110 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>-&gt;initCoarseMeshManager ();
+00111 <font class="comment">// init QuadGridClipManager</font>
+00112 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>-&gt;initQuadGridClipManager ();
+00113 }
+00114 }
+00115
+00116
+00117 <font class="comment">// ***************************************************************************</font>
+<a name="l00118"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#a3">00118</a> <font class="keywordtype">void</font> CLodCharacterBuilder::addAnim(<font class="keyword">const</font> <font class="keywordtype">char</font> *animName, CAnimation *animation, <font class="keywordtype">float</font> frameRate)
+00119 {
+00120 <a class="code" href="debug_8h.html#a6">nlassert</a>(frameRate&gt;0);
+00121 <a class="code" href="debug_8h.html#a6">nlassert</a>(animation);
+00122
+00123 <font class="comment">/* Create a Scene, a skeletonModel, an animation set, and a channel mixer to play the animation</font>
+00124 <font class="comment"> NB: no render is made and no driver is created. The scene is just here for correct creation of the skeleton</font>
+00125 <font class="comment"> Yoyo: This is a tricky way, but I found it the easier one...</font>
+00126 <font class="comment"> */</font>
+00127
+00128 <font class="comment">// Create Components necesssary to play the animation</font>
+00129 <font class="comment">//==========================</font>
+00130
+00131 <font class="comment">// create an animationSet, and a channelMixer.</font>
+00132 <font class="comment">//--------------</font>
+00133 <font class="comment">// build an animation set with the only one animation. This animation will be deleted with the animationSet</font>
+00134 CAnimationSet *tmpAnimationSet= <font class="keyword">new</font> CAnimationSet;
+00135 tmpAnimationSet-&gt;addAnimation(animName, animation);
+00136 tmpAnimationSet-&gt;build();
+00137 <font class="comment">// Build a channelMixer.</font>
+00138 CChannelMixer *tmpChannelMixer= <font class="keyword">new</font> CChannelMixer;
+00139 tmpChannelMixer-&gt;setAnimationSet(tmpAnimationSet);
+00140
+00141
+00142 <font class="comment">// create a skeleton Model for animation</font>
+00143 <font class="comment">//---------------</font>
+00144 CSkeletonModel *skeleton= (CSkeletonModel*)<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o1">_SkeletonShape</a>-&gt;createInstance(*<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>);
+00145 <font class="comment">// and skeleton it with animation</font>
+00146 skeleton-&gt;registerToChannelMixer(tmpChannelMixer, <font class="stringliteral">""</font>);
+00147 <font class="comment">// activate the anim</font>
+00148 uint animID = tmpAnimationSet-&gt;getAnimationIdByName(animName);
+00149 <a class="code" href="debug_8h.html#a6">nlassert</a>(animID != CAnimationSet::NotFound);
+00150 tmpChannelMixer-&gt;setSlotAnimation(0, animID);
+00151
+00152
+00153 <font class="comment">// Build Dst Animation basics.</font>
+00154 <font class="comment">//--------------</font>
+00155 CLodCharacterShape::CAnimBuild dstAnim;
+00156 dstAnim.Name= animName;
+00157 dstAnim.AnimLength= animation-&gt;getEndTime();
+00158 dstAnim.NumKeys= (uint)ceil(dstAnim.AnimLength * frameRate);
+00159 dstAnim.NumKeys= max(1U, dstAnim.NumKeys);
+00160 <font class="comment">// resize array.</font>
+00161 dstAnim.Keys.resize(<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o0">_LodCharacterShape</a>.getNumVertices() * dstAnim.NumKeys);
+00162
+00163
+00164 <font class="comment">// Bake the animation</font>
+00165 <font class="comment">//==========================</font>
+00166 <font class="keywordtype">double</font> time=0;
+00167 <font class="keywordtype">double</font> dt= 1.0/(double)frameRate;
+00168 uint64 evalDetaiDate= 0;
+00169 <font class="keywordflow">for</font>(uint i=0; i&lt;dstAnim.NumKeys; i++, time+= dt)
+00170 {
+00171 <font class="comment">// clamp the time</font>
+00172 time= <a class="code" href="bit__set_8cpp.html#a0">min</a>(time, (<font class="keywordtype">double</font>)dstAnim.AnimLength);
+00173
+00174 <font class="comment">// setup the channelMixer time</font>
+00175 tmpChannelMixer-&gt;setSlotTime(0, (<font class="keywordtype">float</font>)time);
+00176
+00177 <font class="comment">// Eval the channelMixer, both global and detail</font>
+00178 tmpChannelMixer-&gt;eval(<font class="keyword">false</font>);
+00179 tmpChannelMixer-&gt;eval(<font class="keyword">true</font>, evalDetaiDate++);
+00180
+00181 <font class="comment">// Use the skeleton model to compute bone skin matrix, supposing an identity skeleton worldMatrix</font>
+00182 skeleton-&gt;computeAllBones(CMatrix::Identity);
+00183
+00184 <font class="comment">// apply the skinning from the current skeleton state</font>
+00185 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#c0">applySkin</a>(skeleton, &amp;dstAnim.Keys[i*<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o0">_LodCharacterShape</a>.getNumVertices()]);
+00186 }
+00187
+00188
+00189 <font class="comment">// Add the animation to the lod</font>
+00190 <font class="comment">//==========================</font>
+00191 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o0">_LodCharacterShape</a>.addAnim(dstAnim);
+00192
+00193
+00194 <font class="comment">// Delete</font>
+00195 <font class="comment">//==========================</font>
+00196 <font class="comment">// release the skeleton</font>
+00197 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>-&gt;deleteModel(skeleton);
+00198 <font class="comment">// delete the channelMixer</font>
+00199 <font class="keyword">delete</font> tmpChannelMixer;
+00200 <font class="comment">// delete the animationSet</font>
+00201 <font class="keyword">delete</font> tmpAnimationSet;
+00202 }
+00203
+00204
+00205 <font class="comment">// ***************************************************************************</font>
+<a name="l00206"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#c0">00206</a> <font class="keywordtype">void</font> CLodCharacterBuilder::applySkin(CSkeletonModel *skeleton, CVector *dstVertices)
+00207 {
+00208 uint numVerts= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>-&gt;Vertices.size();
+00209
+00210 <font class="comment">// for all vertices.</font>
+00211 <font class="keywordflow">for</font>(uint i=0; i&lt;numVerts; i++)
+00212 {
+00213 CMesh::CSkinWeight &amp;skinWgt= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>-&gt;SkinWeights[i];
+00214 CVector &amp;srcVert= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>-&gt;Vertices[i];
+00215 CVector &amp;dstVert= dstVertices[i];
+00216 dstVert= CVector::Null;
+00217 <font class="comment">// parse all Weights, and add influence.</font>
+00218 <font class="keywordflow">for</font>(uint j=0; j&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>; j++)
+00219 {
+00220 <font class="keywordtype">float</font> wgt= skinWgt.Weights[j];
+00221
+00222 <font class="keywordflow">if</font>(wgt==0)
+00223 {
+00224 <font class="comment">// this should not happen, at least weight 0 should have an influence.</font>
+00225 <font class="keywordflow">if</font>(j==0)
+00226 dstVert= srcVert;
+00227 <font class="comment">// no more influence for this vertex.</font>
+00228 <font class="keywordflow">break</font>;
+00229 }
+00230 <font class="keywordflow">else</font>
+00231 {
+00232 <font class="comment">// Get the skeleton bone to read.</font>
+00233 uint boneId= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>[skinWgt.MatrixId[j]];
+00234 <font class="comment">// Get the computed matrix from the skeleton.</font>
+00235 <font class="keyword">const</font> CMatrix &amp;boneMat= skeleton-&gt;Bones[boneId].getBoneSkinMatrix();
+00236 <font class="comment">// Add the influence of this bone.</font>
+00237 dstVert+= (boneMat * srcVert) * wgt;
+00238 }
+00239 }
+00240 }
+00241 }
+00242
+00243
+00244 } <font class="comment">// NL3D</font>
+</pre></div>
+
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