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class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>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<bool> &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<CPixelInfo> 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<<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 && !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<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><(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><=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><(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><(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<(sint)textureOverSample;yo++) +00203 { +00204 <font class="keywordflow">for</font>(xo=0;xo<(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 &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<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<CPixelInfo> 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><(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><(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 &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<=y1;yb++) +00250 { +00251 <font class="keywordflow">for</font>(sint xb= x0; xb<=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 &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> &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>=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> &<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 &name, <font class="keyword">const</font> CLodCharacterShapeBuild &lodBuild) +00337 { +00338 uint numVertices= lodBuild.Vertices.size(); +00339 <font class="keyword">const</font> vector<uint32> &triangleIndices= lodBuild.TriangleIndices; +00340 <font class="keyword">const</font> vector<CMesh::CSkinWeight> &skinWeights= lodBuild.SkinWeights; +00341 <font class="keyword">const</font> vector<CUV> &uvs= lodBuild.UVs; +00342 <font class="keyword">const</font> vector<CVector> &normals= lodBuild.Normals; +00343 +00344 <a class="code" href="debug_8h.html#a6">nlassert</a>(numVertices>0); +00345 <a class="code" href="debug_8h.html#a6">nlassert</a>(triangleIndices.size()>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<triangleIndices.size();i++) +00371 { +00372 <a class="code" href="debug_8h.html#a6">nlassert</a>(triangleIndices[i]<<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<<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<skinWeights.size();i++) +00385 { +00386 <a class="code" href="debug_8h.html#a6">nlassert</a>(skinWeights[i].Weights[0]>0); +00387 <font class="comment">// for all slots not 0</font> +00388 <font class="keywordflow">for</font>(uint j=0;j<<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]>0) +00392 { +00393 uint boneId= skinWeights[i].MatrixId[j]; +00394 <a class="code" href="debug_8h.html#a6">nlassert</a>(boneId < <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 &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<=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>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<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<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 &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> &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> &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> &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>=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 &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->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 &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->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> &<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 &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>=<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 &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> &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> &<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> &<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<NLMISC::CRGBAF> &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<NLMISC::CRGBAF> &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>=<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 &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<bone.InfVertices.size(); i++) +00648 { +00649 <font class="keyword">const</font> CVertexInf &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<NLMISC::CRGBAF> &tmpColors, std::vector<NLMISC::CRGBA> &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<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> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |