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+<hr><h1>lod_character_shape.cpp</h1><a href="lod__character__shape_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="lod__character__shape_8h.html">3d/lod_character_shape.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="vectord_8h.html">nel/misc/vectord.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="lod__character__texture_8h.html">3d/lod_character_texture.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="triangle_8h.html">nel/misc/triangle.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="polygon_8h.html">nel/misc/polygon.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>
+00045 <font class="comment">// ***************************************************************************</font>
+00046 <font class="comment">// CLodCharacterShape</font>
+00047 <font class="comment">// ***************************************************************************</font>
+00048 <font class="comment">// ***************************************************************************</font>
+00049
+00050
+00051 <font class="comment">// ***************************************************************************</font>
+00052 <font class="keyword">const</font> CLodCharacterShapeBuild::CPixelInfo CLodCharacterShapeBuild::CPixelInfo::EmptyPixel(
+00053 CVector::Null, CVector(1000,0,0));
+00054
+00055
+00056 <font class="comment">// ***************************************************************************</font>
+<a name="l00057"></a><a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#a0">00057</a> CLodCharacterShapeBuild::CLodCharacterShapeBuild()
+00058 {
+00059 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>= 0;
+00060 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>= 0;
+00061 }
+00062
+00063
+00064 <font class="comment">// ***************************************************************************</font>
+<a name="l00065"></a><a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#a1">00065</a> <font class="keywordtype">void</font> CLodCharacterShapeBuild::compile(<font class="keyword">const</font> std::vector&lt;bool&gt; &amp;triangleSelection, uint textureOverSample)
+00066 {
+00067 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>.size()==<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>.size());
+00068 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m3">Normals</a>.size()==<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>.size());
+00069
+00070 <font class="comment">// take the sqrtf.</font>
+00071 textureOverSample= (uint)sqrtf((<font class="keywordtype">float</font>)textureOverSample);
+00072 textureOverSample= max(textureOverSample, 1U);
+00073
+00074 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>= <a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;
+00075 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>= <a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;
+00076
+00077 uint wOver= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>*textureOverSample;
+00078 uint hOver= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>*textureOverSample;
+00079 std::vector&lt;CPixelInfo&gt; overTextureInfo;
+00080
+00081 <font class="comment">// do some tri selection?</font>
+00082 <font class="keywordtype">bool</font> triSelectOk= triangleSelection.size()==<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>.size()/3;
+00083
+00084
+00085 <font class="comment">// **** reset the texture and init with "empty" pixel (ie normal.x==1000, which is not possible because normal.norm()==1)</font>
+00086 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>);
+00087 fill(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.begin(), <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.end(), CPixelInfo::EmptyPixel);
+00088 <font class="comment">// do it to the oversampled texture</font>
+00089 overTextureInfo.resize(wOver*hOver, CPixelInfo::EmptyPixel);
+00090
+00091
+00092 <font class="comment">// **** For each triangle in the shape, polyfill this triangle from a texture view, in the overSampledTexture</font>
+00093 CPolygon2D poly;
+00094 poly.Vertices.resize(3);
+00095 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>.size();i+=3)
+00096 {
+00097 <font class="comment">// if selection OK, and the tri is not selected, skip</font>
+00098 <font class="keywordflow">if</font>(triSelectOk &amp;&amp; !triangleSelection[i/3])
+00099 <font class="keywordflow">continue</font>;
+00100
+00101 <font class="comment">// Setup triangle.</font>
+00102 <font class="comment">// -----------</font>
+00103 uint idx[3];
+00104 idx[0]= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>[i+0];
+00105 idx[1]= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>[i+1];
+00106 idx[2]= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>[i+2];
+00107 <font class="comment">// compute corners UVs, in texel size</font>
+00108 CTriangle triangleUV;
+00109 triangleUV.V0= CVector(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[0]].U*wOver, <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[0]].V*hOver, 0);
+00110 triangleUV.V1= CVector(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[1]].U*wOver, <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[1]].V*hOver, 0);
+00111 triangleUV.V2= CVector(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[2]].U*wOver, <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[2]].V*hOver, 0);
+00112 <font class="comment">// compute corners pixelInfos </font>
+00113 CPixelInfo pInf[3];
+00114 <font class="keywordflow">for</font>(uint corner=0; corner&lt;3; corner++)
+00115 {
+00116 pInf[corner].Pos= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>[idx[corner]];
+00117 pInf[corner].Normal= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m3">Normals</a>[idx[corner]];
+00118 }
+00119 <font class="comment">// Compute Gradients</font>
+00120 CVector GradPosX, GradPosY, GradPosZ;
+00121 CVector GradNormalX, GradNormalY, GradNormalZ;
+00122 triangleUV.computeGradient(pInf[0].Pos.x, pInf[1].Pos.x, pInf[2].Pos.x, GradPosX);
+00123 triangleUV.computeGradient(pInf[0].Pos.y, pInf[1].Pos.y, pInf[2].Pos.y, GradPosY);
+00124 triangleUV.computeGradient(pInf[0].Pos.z, pInf[1].Pos.z, pInf[2].Pos.z, GradPosZ);
+00125 triangleUV.computeGradient(pInf[0].Normal.x, pInf[1].Normal.x, pInf[2].Normal.x, GradNormalX);
+00126 triangleUV.computeGradient(pInf[0].Normal.y, pInf[1].Normal.y, pInf[2].Normal.y, GradNormalY);
+00127 triangleUV.computeGradient(pInf[0].Normal.z, pInf[1].Normal.z, pInf[2].Normal.z, GradNormalZ);
+00128 <font class="comment">// Compute Gradients offset</font>
+00129 <font class="keywordtype">float</font> OffPosX, OffPosY, OffPosZ;
+00130 <font class="keywordtype">float</font> OffNormalX, OffNormalY, OffNormalZ;
+00131 OffPosX= pInf[0].Pos.x - GradPosX*triangleUV.V0;
+00132 OffPosY= pInf[0].Pos.y - GradPosY*triangleUV.V0;
+00133 OffPosZ= pInf[0].Pos.z - GradPosZ*triangleUV.V0;
+00134 OffNormalX= pInf[0].Normal.x - GradNormalX*triangleUV.V0;
+00135 OffNormalY= pInf[0].Normal.y - GradNormalY*triangleUV.V0;
+00136 OffNormalZ= pInf[0].Normal.z - GradNormalZ*triangleUV.V0;
+00137
+00138
+00139 <font class="comment">// PolyFiller</font>
+00140 <font class="comment">// -----------</font>
+00141 CVector2f dCenter(0.5f, 0.5f);
+00142 <font class="comment">// select texels if their centers is in the triangle</font>
+00143 poly.Vertices[0]= triangleUV.V0-dCenter;
+00144 poly.Vertices[1]= triangleUV.V1-dCenter;
+00145 poly.Vertices[2]= triangleUV.V2-dCenter;
+00146 <font class="comment">// polyFiller</font>
+00147 CPolygon2D::TRasterVect rasters;
+00148 sint minY;
+00149 poly.computeBorders(rasters, minY);
+00150 <font class="keywordflow">for</font>(sint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;(sint)rasters.size();<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
+00151 {
+00152 sint x0= rasters[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>].first;
+00153 sint x1= rasters[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>].second;
+00154 CVector <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
+00155 <font class="comment">// get the center coord of this texel</font>
+00156 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+minY+0.5f;
+00157 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z= 0;
+00158 <font class="keywordflow">for</font>(sint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=x0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;=x1;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
+00159 {
+00160 <font class="comment">// get the center coord of this texel</font>
+00161 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+0.5f;
+00162 <font class="comment">// Compute Pos/Normal on this texel.</font>
+00163 CPixelInfo texelInf;
+00164 texelInf.Pos.x= OffPosX + GradPosX * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
+00165 texelInf.Pos.y= OffPosY + GradPosY * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
+00166 texelInf.Pos.z= OffPosZ + GradPosZ * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
+00167 texelInf.Normal.x= OffNormalX + GradNormalX * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
+00168 texelInf.Normal.y= OffNormalY + GradNormalY * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
+00169 texelInf.Normal.z= OffNormalZ + GradNormalZ * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
+00170 <font class="comment">// normalize.</font>
+00171 texelInf.Normal.normalize();
+00172 <font class="comment">// Store (NB: overwrite any pixel)</font>
+00173 sint texX= ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>)%wOver;
+00174 sint texY= ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+minY)%hOver;
+00175 overTextureInfo[texY*wOver+texX]= texelInf;
+00176 }
+00177 }
+00178
+00179 }
+00180
+00181
+00182 <font class="comment">// **** Down sample the overSampled texture.</font>
+00183 sint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
+00184 <font class="keywordflow">if</font>(textureOverSample==1)
+00185 {
+00186 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>= overTextureInfo;
+00187 }
+00188 <font class="keywordflow">else</font>
+00189 {
+00190 <font class="comment">// eg: 3 gives 1. delta ranges from -1 to 1.</font>
+00191 <font class="keywordtype">float</font> middle= (textureOverSample-1)/2.f;
+00192
+00193 <font class="comment">// for all pixels.</font>
+00194 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;(sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
+00195 {
+00196 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;(sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
+00197 {
+00198 <font class="comment">// for all samples, take the best one.</font>
+00199 sint xo, yo;
+00200 <font class="keywordtype">float</font> bestDist= FLT_MAX;
+00201 CPixelInfo bestPixel= CPixelInfo::EmptyPixel;
+00202 <font class="keywordflow">for</font>(yo=0;yo&lt;(sint)textureOverSample;yo++)
+00203 {
+00204 <font class="keywordflow">for</font>(xo=0;xo&lt;(sint)textureOverSample;xo++)
+00205 {
+00206 <font class="comment">// compute distance to the pixel center.</font>
+00207 <font class="keywordtype">float</font> dist= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(yo-middle)+<a class="code" href="namespaceNLMISC.html#a214">sqr</a>(xo-middle);
+00208 <font class="keyword">const</font> CPixelInfo &amp;overPixel= overTextureInfo[(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*textureOverSample+yo)*wOver+(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*textureOverSample+xo)];
+00209 <font class="comment">// if the overPixel is not empty.</font>
+00210 <font class="keywordflow">if</font>( !(overPixel==CPixelInfo::EmptyPixel) )
+00211 {
+00212 <font class="comment">// take it if the best: nearest to the pixel center.</font>
+00213 <font class="keywordflow">if</font>(dist&lt;bestDist)
+00214 {
+00215 bestDist= dist;
+00216 bestPixel= overPixel;
+00217 }
+00218 }
+00219 }
+00220 }
+00221
+00222 <font class="comment">// fill textureInfo</font>
+00223 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= bestPixel;
+00224 }
+00225 }
+00226 }
+00227
+00228
+00229 <font class="comment">// **** Dilate texture 1 time: each empty pixel info get neighbor full pixel (8box)</font>
+00230 <font class="comment">// copy the non dilated texture</font>
+00231 std::vector&lt;CPixelInfo&gt; tmpTextureInfo= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>;
+00232 <font class="comment">// process all pixels</font>
+00233 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;(sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
+00234 {
+00235 sint y0=<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>-1, y1=<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1;
+00236 y0= max(y0, 0);
+00237 y1= <a class="code" href="bit__set_8cpp.html#a0">min</a>(y1, (sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>-1);
+00238 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;(sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
+00239 {
+00240 CPixelInfo &amp;texelInf= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>];
+00241 <font class="comment">// if an empty pixel.</font>
+00242 <font class="keywordflow">if</font>(texelInf==CPixelInfo::EmptyPixel)
+00243 {
+00244 <font class="comment">// dilate: look around for non empty pixel.</font>
+00245 sint x0=<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>-1, x1=<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1;
+00246 x0= max(x0, 0);
+00247 x1= <a class="code" href="bit__set_8cpp.html#a0">min</a>(x1, (sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>-1);
+00248 <font class="comment">// For the 8 possible pixels (nb: look us too, but doesn't matter since we are an empty pixel)</font>
+00249 <font class="keywordflow">for</font>(sint yb= y0; yb&lt;=y1;yb++)
+00250 {
+00251 <font class="keywordflow">for</font>(sint xb= x0; xb&lt;=x1;xb++)
+00252 {
+00253 <font class="comment">// if the neighbor is not an empty pixel. NB: avoid override problems using not Dilated texture</font>
+00254 CPixelInfo &amp;nbTexelInf= tmpTextureInfo[yb*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>+xb];
+00255 <font class="keywordflow">if</font>( !(nbTexelInf==CPixelInfo::EmptyPixel) )
+00256 {
+00257 <font class="comment">// write it in the center pixel, and skip the search</font>
+00258 texelInf= nbTexelInf;
+00259 yb= y1+1;
+00260 <font class="keywordflow">break</font>;
+00261 }
+00262 }
+00263 }
+00264 }
+00265 }
+00266 }
+00267
+00268 }
+00269
+00270
+00271 <font class="comment">// ***************************************************************************</font>
+<a name="l00272"></a><a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#a2">00272</a> <font class="keywordtype">void</font> CLodCharacterShapeBuild::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
+00273 {
+00274 <font class="comment">// NEL_CLODBULD</font>
+00275 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'_LEN');
+00276 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'DOLC');
+00277 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'DLUB');
+00278
+00279 <font class="comment">/*</font>
+00280 <font class="comment"> Version 1:</font>
+00281 <font class="comment"> - UVs and Normals + texture info</font>
+00282 <font class="comment"> */</font>
+00283 sint ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(1);
+00284
+00285 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>);
+00286 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m1">SkinWeights</a>);
+00287 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m4">BonesNames</a>);
+00288 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>);
+00289
+00290 <font class="keywordflow">if</font>(ver&gt;=1)
+00291 {
+00292 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>);
+00293 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m3">Normals</a>);
+00294 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>, <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>);
+00295 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>);
+00296 }
+00297 <font class="keywordflow">else</font>
+00298 {
+00299 <font class="comment">// Must init dummy UVs/normals</font>
+00300 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>.size(), CUV(0,0));
+00301 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m3">Normals</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>.size(), CVector::K);
+00302 <font class="comment">// Must init dummy texture</font>
+00303 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>= <a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;
+00304 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>= <a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;
+00305 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>, CPixelInfo::EmptyPixel);
+00306 }
+00307
+00308 }
+00309
+00310
+00311 <font class="comment">// ***************************************************************************</font>
+<a name="l00312"></a><a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#a3">00312</a> <font class="keyword">const</font> CLodCharacterShapeBuild::CPixelInfo *CLodCharacterShapeBuild::getTextureInfoPtr()
+00313 {
+00314 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.empty())
+00315 <font class="keywordflow">return</font> NULL;
+00316 <font class="keywordflow">else</font>
+00317 <font class="keywordflow">return</font> &amp;<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>[0];
+00318 }
+00319
+00320
+00321 <font class="comment">// ***************************************************************************</font>
+00322 <font class="comment">// ***************************************************************************</font>
+00323 <font class="comment">// CLodCharacterShape</font>
+00324 <font class="comment">// ***************************************************************************</font>
+00325 <font class="comment">// ***************************************************************************</font>
+00326
+00327
+00328 <font class="comment">// ***************************************************************************</font>
+<a name="l00329"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a0">00329</a> CLodCharacterShape::CLodCharacterShape()
+00330 {
+00331 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>= 0;
+00332 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o2">_NumTriangles</a>= 0;
+00333 }
+00334
+00335 <font class="comment">// ***************************************************************************</font>
+<a name="l00336"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a1">00336</a> <font class="keywordtype">void</font> CLodCharacterShape::buildMesh(<font class="keyword">const</font> std::string &amp;name, <font class="keyword">const</font> CLodCharacterShapeBuild &amp;lodBuild)
+00337 {
+00338 uint numVertices= lodBuild.Vertices.size();
+00339 <font class="keyword">const</font> vector&lt;uint32&gt; &amp;triangleIndices= lodBuild.TriangleIndices;
+00340 <font class="keyword">const</font> vector&lt;CMesh::CSkinWeight&gt; &amp;skinWeights= lodBuild.SkinWeights;
+00341 <font class="keyword">const</font> vector&lt;CUV&gt; &amp;uvs= lodBuild.UVs;
+00342 <font class="keyword">const</font> vector&lt;CVector&gt; &amp;normals= lodBuild.Normals;
+00343
+00344 <a class="code" href="debug_8h.html#a6">nlassert</a>(numVertices&gt;0);
+00345 <a class="code" href="debug_8h.html#a6">nlassert</a>(triangleIndices.size()&gt;0);
+00346 <a class="code" href="debug_8h.html#a6">nlassert</a>((triangleIndices.size()%3)==0);
+00347 <a class="code" href="debug_8h.html#a6">nlassert</a>(skinWeights.size() == numVertices);
+00348 <a class="code" href="debug_8h.html#a6">nlassert</a>(uvs.size() == numVertices);
+00349 <a class="code" href="debug_8h.html#a6">nlassert</a>(normals.size() == numVertices);
+00350
+00351 <font class="comment">// reset data</font>
+00352 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>);
+00353 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>);
+00354 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>);
+00355 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>);
+00356 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o7">_TriangleIndices</a>);
+00357 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>);
+00358 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>);
+00359
+00360 <font class="comment">// Copy data.</font>
+00361 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o0">_Name</a>= name;
+00362 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>= numVertices;
+00363 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o2">_NumTriangles</a>= triangleIndices.size()/3;
+00364 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o7">_TriangleIndices</a>= triangleIndices;
+00365 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>= uvs;
+00366 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>= normals;
+00367
+00368 <font class="comment">// check indices.</font>
+00369 uint i;
+00370 <font class="keywordflow">for</font>(i=0;i&lt;triangleIndices.size();i++)
+00371 {
+00372 <a class="code" href="debug_8h.html#a6">nlassert</a>(triangleIndices[i]&lt;<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>);
+00373 }
+00374
+00375 <font class="comment">// Copy bone names, and compute bone Map</font>
+00376 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>.resize(lodBuild.BonesNames.size());
+00377 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>.size(); i++)
+00378 {
+00379 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>[i].Name= lodBuild.BonesNames[i];
+00380 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>.insert( make_pair(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>[i].Name, i) );
+00381 }
+00382
+00383 <font class="comment">// "Normalize" SkinWeights for CLodCharacterShape</font>
+00384 <font class="keywordflow">for</font>(i=0;i&lt;skinWeights.size();i++)
+00385 {
+00386 <a class="code" href="debug_8h.html#a6">nlassert</a>(skinWeights[i].Weights[0]&gt;0);
+00387 <font class="comment">// for all slots not 0</font>
+00388 <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++)
+00389 {
+00390 <font class="comment">// if this this slot is used.</font>
+00391 <font class="keywordflow">if</font>(skinWeights[i].Weights[j]&gt;0)
+00392 {
+00393 uint boneId= skinWeights[i].MatrixId[j];
+00394 <a class="code" href="debug_8h.html#a6">nlassert</a>(boneId &lt; <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>.size());
+00395 <font class="comment">// init the vInf data</font>
+00396 CVertexInf vInf;
+00397 vInf.VertexId= i;
+00398 vInf.Influence= skinWeights[i].Weights[j];
+00399 <font class="comment">// Insert this vertex influence in the bone.</font>
+00400 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>[boneId].InfVertices.push_back(vInf);
+00401 }
+00402 <font class="keywordflow">else</font>
+00403 <font class="comment">// stop for this vertex.</font>
+00404 <font class="keywordflow">break</font>;
+00405 }
+00406 }
+00407 }
+00408
+00409 <font class="comment">// ***************************************************************************</font>
+<a name="l00410"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a2">00410</a> <font class="keywordtype">bool</font> CLodCharacterShape::addAnim(<font class="keyword">const</font> CAnimBuild &amp;animBuild)
+00411 {
+00412 <font class="comment">// first, verify don't exist.</font>
+00413 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#a5">getAnimIdByName</a>(animBuild.Name)!=-1)
+00414 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00415
+00416 <font class="comment">// build basics of the animation</font>
+00417 CAnim dstAnim;
+00418 dstAnim.Name= animBuild.Name;
+00419 dstAnim.AnimLength= animBuild.AnimLength;
+00420 <font class="comment">// Possible to have an Anim with just one key. setup an epsilon for animLength if 0.</font>
+00421 <font class="keywordflow">if</font>(dstAnim.AnimLength&lt;=0)
+00422 dstAnim.AnimLength= 0.001f;
+00423 dstAnim.OOAnimLength= 1.0f / animBuild.AnimLength;
+00424 dstAnim.NumKeys= animBuild.NumKeys;
+00425 <font class="comment">// verify size of the array</font>
+00426 <a class="code" href="debug_8h.html#a6">nlassert</a>(dstAnim.NumKeys&gt;0);
+00427 <a class="code" href="debug_8h.html#a6">nlassert</a>(dstAnim.NumKeys * <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a> == animBuild.Keys.size());
+00428 <font class="comment">// resize dest array</font>
+00429 dstAnim.Keys.resize(animBuild.Keys.size());
+00430
+00431
+00432 <font class="comment">// Pack animation. 1st pass: compute max size over the animation vertices</font>
+00433 uint i;
+00434 <font class="comment">// minimum shape size is , say, 1 cm :)</font>
+00435 CVector maxSize(0.01f, 0.01f, 0.01f);
+00436 <font class="keywordflow">for</font>(i=0;i&lt;animBuild.Keys.size();i++)
+00437 {
+00438 <font class="comment">// take the maxSize of the abs values</font>
+00439 maxSize.maxof(maxSize, -animBuild.Keys[i]);
+00440 maxSize.maxof(maxSize, animBuild.Keys[i]);
+00441 }
+00442
+00443 <font class="comment">// compute the UnPackScaleFactor ie maxSize, to be multiplied by max Abs value of a sint16</font>
+00444 dstAnim.UnPackScaleFactor= maxSize * (1.0f/32767);
+00445
+00446 <font class="comment">// Pack animation. 2st pass: pack.</font>
+00447 CVectorD packScaleFactor;
+00448 packScaleFactor.x= 1.0 / dstAnim.UnPackScaleFactor.x;
+00449 packScaleFactor.y= 1.0 / dstAnim.UnPackScaleFactor.y;
+00450 packScaleFactor.z= 1.0 / dstAnim.UnPackScaleFactor.z;
+00451 <font class="comment">// For all key vertices</font>
+00452 <font class="keywordflow">for</font>(i=0;i&lt;animBuild.Keys.size();i++)
+00453 {
+00454 CVector <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= animBuild.Keys[i];
+00455 CVector3s &amp;dstV= dstAnim.Keys[i];
+00456
+00457 <font class="comment">// compress</font>
+00458 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x= float(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x*packScaleFactor.x);
+00459 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y= float(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y*packScaleFactor.y);
+00460 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z= float(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z*packScaleFactor.z);
+00461 <font class="comment">// clamp to sint16 limits (for float precision problems).</font>
+00462 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x, -32767, 32767);
+00463 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y, -32767, 32767);
+00464 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z, -32767, 32767);
+00465 <font class="comment">// get into the vector3s</font>
+00466 dstV.x= (sint16)floor(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x);
+00467 dstV.y= (sint16)floor(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y);
+00468 dstV.z= (sint16)floor(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z);
+00469 }
+00470
+00471
+00472 <font class="comment">// Add the anim to the array, and add an entry to the map</font>
+00473 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>.push_back(dstAnim);
+00474 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>.insert(make_pair(dstAnim.Name, <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>.size()-1));
+00475
+00476 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00477 }
+00478
+00479 <font class="comment">// ***************************************************************************</font>
+<a name="l00480"></a><a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#a0">00480</a> <font class="keywordtype">void</font> CLodCharacterShape::CAnim::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
+00481 {
+00482 (void)f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(0);
+00483
+00484 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m0">Name</a>);
+00485 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m1">NumKeys</a>);
+00486 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m2">AnimLength</a>);
+00487 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m3">OOAnimLength</a>);
+00488 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m4">UnPackScaleFactor</a>);
+00489 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m5">Keys</a>);
+00490 }
+00491
+00492
+00493 <font class="comment">// ***************************************************************************</font>
+<a name="l00494"></a><a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CBoneInfluence.html#a0">00494</a> <font class="keywordtype">void</font> CLodCharacterShape::CBoneInfluence::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
+00495 {
+00496 (void)f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(0);
+00497
+00498 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CBoneInfluence.html#m0">Name</a>);
+00499 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CBoneInfluence.html#m1">InfVertices</a>);
+00500 }
+00501
+00502
+00503 <font class="comment">// ***************************************************************************</font>
+<a name="l00504"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a3">00504</a> <font class="keywordtype">void</font> CLodCharacterShape::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
+00505 {
+00506 <font class="comment">// NEL_CLODSHAP</font>
+00507 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'_LEN');
+00508 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'DOLC');
+00509 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'PAHS');
+00510
+00511 <font class="comment">/*</font>
+00512 <font class="comment"> Version 1:</font>
+00513 <font class="comment"> - UVs and Normals.</font>
+00514 <font class="comment"> */</font>
+00515 sint ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(1);
+00516
+00517 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o0">_Name</a>);
+00518 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>);
+00519 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o2">_NumTriangles</a>);
+00520 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>);
+00521 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>);
+00522 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o7">_TriangleIndices</a>);
+00523 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>);
+00524 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>);
+00525
+00526 <font class="keywordflow">if</font>(ver&gt;=1)
+00527 {
+00528 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>);
+00529 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>);
+00530 }
+00531 <font class="keywordflow">else</font>
+00532 {
+00533 <font class="comment">// Must init dummy UVs/normals</font>
+00534 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>, CUV(0,0));
+00535 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>, CVector::K);
+00536 }
+00537 }
+00538
+00539 <font class="comment">// ***************************************************************************</font>
+<a name="l00540"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a5">00540</a> sint CLodCharacterShape::getAnimIdByName(<font class="keyword">const</font> std::string &amp;name)<font class="keyword"> const</font>
+00541 <font class="keyword"></font>{
+00542 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#u2">CstItStrIdMap</a> it= <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>.find(name);
+00543 <font class="keywordflow">if</font>(it == <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>.end())
+00544 <font class="keywordflow">return</font> -1;
+00545 <font class="keywordflow">else</font>
+00546 <font class="keywordflow">return</font> it-&gt;second;
+00547 }
+00548
+00549
+00550 <font class="comment">// ***************************************************************************</font>
+<a name="l00551"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a9">00551</a> sint CLodCharacterShape::getBoneIdByName(<font class="keyword">const</font> std::string &amp;name)<font class="keyword"> const</font>
+00552 <font class="keyword"></font>{
+00553 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#u2">CstItStrIdMap</a> it= <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>.find(name);
+00554 <font class="keywordflow">if</font>(it == <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>.end())
+00555 <font class="keywordflow">return</font> -1;
+00556 <font class="keywordflow">else</font>
+00557 <font class="keywordflow">return</font> it-&gt;second;
+00558 }
+00559
+00560
+00561 <font class="comment">// ***************************************************************************</font>
+<a name="l00562"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a10">00562</a> <font class="keyword">const</font> uint32 *CLodCharacterShape::getTriangleArray()<font class="keyword"> const</font>
+00563 <font class="keyword"></font>{
+00564 <font class="keywordflow">if</font>(_NumTriangles)
+00565 <font class="keywordflow">return</font> &amp;<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o7">_TriangleIndices</a>[0];
+00566 <font class="keywordflow">else</font>
+00567 <font class="keywordflow">return</font> NULL;
+00568 }
+00569
+00570 <font class="comment">// ***************************************************************************</font>
+<a name="l00571"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a13">00571</a> <font class="keyword">const</font> CLodCharacterShape::CVector3s *CLodCharacterShape::getAnimKey(uint animId, <a class="code" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> time, <font class="keywordtype">bool</font> wrapMode, CVector &amp;unPackScaleFactor)<font class="keyword"> const</font>
+00572 <font class="keyword"></font>{
+00573 <font class="keywordtype">float</font> localTime;
+00574
+00575 <font class="keywordflow">if</font>(animId&gt;=<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>.size())
+00576 <font class="keywordflow">return</font> NULL;
+00577
+00578 <font class="comment">// get the anim.</font>
+00579 <font class="keyword">const</font> CAnim &amp;anim= <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>[animId];
+00580
+00581 <font class="comment">// scale info</font>
+00582 unPackScaleFactor= anim.UnPackScaleFactor;
+00583
+00584 <font class="comment">// Loop mgt.</font>
+00585 <font class="keywordflow">if</font>(wrapMode)
+00586 localTime= (float)fmod(time, anim.AnimLength);
+00587 <font class="keywordflow">else</font>
+00588 localTime= (float)time;
+00589
+00590 <font class="comment">// Clamp to the range.</font>
+00591 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(localTime, 0, anim.AnimLength);
+00592
+00593 <font class="comment">// get the key.</font>
+00594 sint keyId= (sint)floor( (localTime*anim.OOAnimLength) * anim.NumKeys );
+00595 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(keyId, 0, <a class="code" href="memory__common_8h.html#a14">sint</a>(anim.NumKeys-1));
+00596
+00597 <font class="comment">// return the key.</font>
+00598 <font class="keywordflow">return</font> &amp;anim.Keys[keyId * <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>];
+00599 }
+00600
+00601 <font class="comment">// ***************************************************************************</font>
+<a name="l00602"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a11">00602</a> <font class="keyword">const</font> CUV *CLodCharacterShape::getUVs()<font class="keyword"> const</font>
+00603 <font class="keyword"></font>{
+00604 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>==0)
+00605 <font class="keywordflow">return</font> NULL;
+00606
+00607 <font class="keywordflow">return</font> &amp;<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>[0];
+00608 }
+00609
+00610 <font class="comment">// ***************************************************************************</font>
+<a name="l00611"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a12">00611</a> <font class="keyword">const</font> CVector *CLodCharacterShape::getNormals()<font class="keyword"> const</font>
+00612 <font class="keyword"></font>{
+00613 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>==0)
+00614 <font class="keywordflow">return</font> NULL;
+00615
+00616 <font class="keywordflow">return</font> &amp;<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>[0];
+00617 }
+00618
+00619
+00620
+00621 <font class="comment">// ***************************************************************************</font>
+00622 <font class="comment">// ***************************************************************************</font>
+00623 <font class="comment">// Bone coloring</font>
+00624 <font class="comment">// ***************************************************************************</font>
+00625 <font class="comment">// ***************************************************************************</font>
+00626
+00627
+00628 <font class="comment">// ***************************************************************************</font>
+<a name="l00629"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#z536_0">00629</a> <font class="keywordtype">void</font> CLodCharacterShape::startBoneColor(std::vector&lt;NLMISC::CRGBAF&gt; &amp;tmpColors)<font class="keyword"> const</font>
+00630 <font class="keyword"></font>{
+00631 <font class="comment">// alocate</font>
+00632 tmpColors.resize(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#a6">getNumVertices</a>());
+00633 <font class="comment">// fill with black (in Alpha too)</font>
+00634 CRGBAF black(0,0,0,0);
+00635 fill(tmpColors.begin(), tmpColors.end(), black);
+00636 }
+00637
+00638 <font class="comment">// ***************************************************************************</font>
+<a name="l00639"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#z536_1">00639</a> <font class="keywordtype">void</font> CLodCharacterShape::addBoneColor(uint boneId, CRGBA color, std::vector&lt;NLMISC::CRGBAF&gt; &amp;tmpColors)<font class="keyword"> const</font>
+00640 <font class="keyword"></font>{
+00641 <font class="comment">// Yoyo: This is an error to not have the same skeleton that the one stored in the lod shape. But must not crash</font>
+00642 <font class="keywordflow">if</font>(boneId&gt;=<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>.size())
+00643 <font class="keywordflow">return</font>;
+00644 <font class="keyword">const</font> CBoneInfluence &amp;bone= <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>[boneId];
+00645
+00646 <font class="comment">// for all vertices influenced by this bone, must influence the color</font>
+00647 <font class="keywordflow">for</font>(uint i=0; i&lt;bone.InfVertices.size(); i++)
+00648 {
+00649 <font class="keyword">const</font> CVertexInf &amp;vInf= bone.InfVertices[i];
+00650 <font class="comment">// Add the color, modulated by the vertex weight</font>
+00651 tmpColors[vInf.VertexId].R+= color.R * vInf.Influence;
+00652 tmpColors[vInf.VertexId].G+= color.G * vInf.Influence;
+00653 tmpColors[vInf.VertexId].B+= color.B * vInf.Influence;
+00654 <font class="comment">// Add the weight in alpha channel</font>
+00655 tmpColors[vInf.VertexId].A+= vInf.Influence;
+00656 }
+00657 }
+00658
+00659 <font class="comment">// ***************************************************************************</font>
+<a name="l00660"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#z536_2">00660</a> <font class="keywordtype">void</font> CLodCharacterShape::endBoneColor(<font class="keyword">const</font> std::vector&lt;NLMISC::CRGBAF&gt; &amp;tmpColors, std::vector&lt;NLMISC::CRGBA&gt; &amp;dstColors)<font class="keyword"> const</font>
+00661 <font class="keyword"></font>{
+00662 <font class="comment">// The default value if vertex is not influenced at all</font>
+00663 CRGBA defaultColor(128,128,128,0);
+00664
+00665 <font class="comment">// resize dstColors</font>
+00666 <a class="code" href="debug_8h.html#a6">nlassert</a>(tmpColors.size() == <a class="code" href="classNL3D_1_1CLodCharacterShape.html#a6">getNumVertices</a>());
+00667 dstColors.resize(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#a6">getNumVertices</a>());
+00668
+00669 <font class="comment">// For all vertices</font>
+00670 <font class="keywordflow">for</font>(uint i=0; i&lt;dstColors.size(); i++)
+00671 {
+00672 <font class="comment">// If the vertex is not influenced, set transparent</font>
+00673 <font class="keywordflow">if</font>(tmpColors[i].A==0)
+00674 dstColors[i]= defaultColor;
+00675 <font class="keywordflow">else</font>
+00676 {
+00677 <font class="comment">// Average the color.</font>
+00678 <font class="keywordtype">float</font> R= tmpColors[i].R / tmpColors[i].A;
+00679 <font class="keywordtype">float</font> G= tmpColors[i].G / tmpColors[i].A;
+00680 <font class="keywordtype">float</font> B= tmpColors[i].B / tmpColors[i].A;
+00681 <font class="comment">// store.</font>
+00682 dstColors[i].R= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(R);
+00683 dstColors[i].G= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(G);
+00684 dstColors[i].B= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(B);
+00685 dstColors[i].A= 255;
+00686 }
+00687 }
+00688 }
+00689
+00690
+00691
+00692 } <font class="comment">// NL3D</font>
+</pre></div>
+
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