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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>mesh_mrm_skin.cpp</h1><a href="mesh__mrm__skin_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2001 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="bsphere_8h.html">nel/misc/bsphere.h</a>"</font> +00029 <font class="preprocessor">#include "<a class="code" href="fast__mem_8h.html">nel/misc/fast_mem.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="system__info_8h.html">nel/misc/system_info.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="mesh__mrm_8h.html">3d/mesh_mrm.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="mrm__builder_8h.html">3d/mrm_builder.h</a>"</font> +00033 <font class="preprocessor">#include "<a class="code" href="mrm__parameters_8h.html">3d/mrm_parameters.h</a>"</font> +00034 <font class="preprocessor">#include "<a class="code" href="mesh__mrm__instance_8h.html">3d/mesh_mrm_instance.h</a>"</font> +00035 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font> +00036 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font> +00037 <font class="preprocessor">#include "<a class="code" href="stripifier_8h.html">3d/stripifier.h</a>"</font> +00038 <font class="preprocessor">#include "<a class="code" href="matrix__3x4_8h.html">3d/matrix_3x4.h</a>"</font> +00039 <font class="preprocessor">#include "<a class="code" href="raw__skin_8h.html">3d/raw_skin.h</a>"</font> +00040 +00041 +00042 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00043 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00044 +00045 +00046 <font class="keyword">namespace </font>NL3D +00047 { +00048 +00049 +00050 <font class="comment">// ***************************************************************************</font> +00051 <font class="comment">// ***************************************************************************</font> +00052 <font class="comment">// CMatrix3x4SSE array correctly aligned</font> +00053 <font class="comment">// ***************************************************************************</font> +00054 <font class="comment">// ***************************************************************************</font> +00055 +00056 +00057 +00058 <font class="comment">// ***************************************************************************</font> +<a name="l00059"></a><a class="code" href="mesh__mrm__skin_8cpp.html#a0">00059</a> <font class="preprocessor">#define NL3D_SSE_ALIGNEMENT 16</font> +00060 <font class="preprocessor"></font> +<a name="l00063"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html">00063</a> <font class="keyword">class </font>CMatrix3x4SSEArray +00064 { +00065 <font class="keyword">private</font>: +<a name="l00066"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">00066</a> <font class="keywordtype">void</font> *<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>; +<a name="l00067"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">00067</a> <font class="keywordtype">void</font> *<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>; +<a name="l00068"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">00068</a> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>; +<a name="l00069"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">00069</a> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>; +00070 +00071 <font class="keyword">public</font>: +<a name="l00072"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">00072</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a>() +00073 { +00074 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= NULL; +00075 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= NULL; +00076 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= 0; +00077 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= 0; +00078 } +<a name="l00079"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a1">00079</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a1">~CMatrix3x4SSEArray</a>() +00080 { +00081 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">clear</a>(); +00082 } +<a name="l00083"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a2">00083</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a>(<font class="keyword">const</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a> &other) +00084 { +00085 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= NULL; +00086 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= NULL; +00087 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= 0; +00088 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= 0; +00089 *<font class="keyword">this</font>= other; +00090 } +<a name="l00091"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a3">00091</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a> &<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a3">operator=</a>(<font class="keyword">const</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a> &other) +00092 { +00093 <font class="keywordflow">if</font>( <font class="keyword">this</font> == &other) +00094 <font class="keywordflow">return</font> *<font class="keyword">this</font>; +00095 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a6">resize</a>(other.size()); +00096 <font class="comment">// copy data from aligned pointers to aligned pointers.</font> +00097 memcpy(<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>, other._Data, <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">size</a>() * <font class="keyword">sizeof</font>(CMatrix3x4SSE) ); +00098 +00099 <font class="keywordflow">return</font> *<font class="keyword">this</font>; +00100 } +00101 +00102 +<a name="l00103"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a4">00103</a> CMatrix3x4SSE *<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a4">getPtr</a>() +00104 { +00105 <font class="keywordflow">return</font> (CMatrix3x4SSE*)<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>; +00106 } +00107 +<a name="l00108"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">00108</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">clear</a>() +00109 { +00110 free(<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>); +00111 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= NULL; +00112 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= NULL; +00113 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= 0; +00114 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= 0; +00115 } +00116 +<a name="l00117"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a6">00117</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a6">resize</a>(<a class="code" href="types__nl_8h.html#a14">uint</a> n) +00118 { +00119 <font class="comment">// reserve ??</font> +00120 <font class="keywordflow">if</font>(n><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>) +00121 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a7">reserve</a>( max(2*<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>, n)); +00122 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= n; +00123 } +00124 +<a name="l00125"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a7">00125</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a7">reserve</a>(<a class="code" href="types__nl_8h.html#a14">uint</a> n) +00126 { +00127 <font class="keywordflow">if</font>(n==0) +00128 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">clear</a>(); +00129 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(n><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>) +00130 { +00131 <font class="comment">// Alloc new data.</font> +00132 <font class="keywordtype">void</font> *newAllocData; +00133 <font class="keywordtype">void</font> *newData; +00134 +00135 <font class="comment">// Alloc for alignement.</font> +00136 newAllocData= malloc(n * <font class="keyword">sizeof</font>(CMatrix3x4SSE) + <a class="code" href="mesh__mrm__skin_8cpp.html#a0">NL3D_SSE_ALIGNEMENT</a>-1); +00137 <font class="keywordflow">if</font>(newAllocData==NULL) +00138 <font class="keywordflow">throw</font> Exception(<font class="stringliteral">"SSE Allocation Failed"</font>); +00139 +00140 <font class="comment">// Align ptr</font> +00141 newData= (<font class="keywordtype">void</font>*) ( ((uint32)newAllocData+<a class="code" href="mesh__mrm__skin_8cpp.html#a0">NL3D_SSE_ALIGNEMENT</a>-1) & (~(<a class="code" href="mesh__mrm__skin_8cpp.html#a0">NL3D_SSE_ALIGNEMENT</a>-1)) ); +00142 +00143 <font class="comment">// copy valid data from old to new.</font> +00144 memcpy(newData, <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>, <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">size</a>() * <font class="keyword">sizeof</font>(CMatrix3x4SSE) ); +00145 +00146 <font class="comment">// change ptrs and capacity.</font> +00147 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= newData; +00148 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= newAllocData; +00149 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= n; +00150 } +00151 } +00152 +<a name="l00153"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">00153</a> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">size</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>;} +00154 +00155 +<a name="l00156"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a9">00156</a> CMatrix3x4SSE &<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a9">operator[]</a>(<a class="code" href="types__nl_8h.html#a14">uint</a> i) {<font class="keywordflow">return</font> ((CMatrix3x4SSE*)<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>)[i];} +00157 }; +00158 +00159 +00160 +00161 <font class="comment">// ***************************************************************************</font> +00162 <font class="comment">// ***************************************************************************</font> +00163 <font class="comment">// Matrix manip</font> +00164 <font class="comment">// ***************************************************************************</font> +00165 <font class="comment">// ***************************************************************************</font> +00166 +00167 +00168 <font class="comment">// ***************************************************************************</font> +00169 <font class="keyword">template</font> <<font class="keyword">class</font> TMatrixArray> +00170 <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a364">computeBoneMatrixes3x4</a>(TMatrixArray &boneMat3x4, <font class="keyword">const</font> vector<uint32> &matInfs, <font class="keyword">const</font> CSkeletonModel *skeleton) +00171 { +00172 <font class="comment">// For all matrix this lod use.</font> +00173 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i= 0; i<matInfs.size(); i++) +00174 { +00175 <font class="comment">// Get Matrix info.</font> +00176 <a class="code" href="types__nl_8h.html#a14">uint</a> matId= matInfs[i]; +00177 <font class="keyword">const</font> CMatrix &boneMat= skeleton->getActiveBoneSkinMatrix(matId); +00178 +00179 <font class="comment">// compute "fast" matrix 3x4.</font> +00180 <font class="comment">// resize Matrix3x4.</font> +00181 <font class="keywordflow">if</font>(matId>=boneMat3x4.size()) +00182 { +00183 boneMat3x4.resize(matId+1); +00184 } +00185 boneMat3x4[matId].set(boneMat); +00186 } +00187 } +00188 +00189 +00190 <font class="comment">// ***************************************************************************</font> +00191 <font class="comment">// ***************************************************************************</font> +00192 <font class="comment">// Simple (slow) skinning version with position only.</font> +00193 <font class="comment">// ***************************************************************************</font> +00194 <font class="comment">// ***************************************************************************</font> +00195 +00196 +00197 <font class="comment">// ***************************************************************************</font> +<a name="l00198"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c8">00198</a> <font class="keywordtype">void</font> CMeshMRMGeom::applySkin(CLod &lod, <font class="keyword">const</font> CSkeletonModel *skeleton) +00199 { +00200 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>); +00201 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>.size()==0) +00202 <font class="keywordflow">return</font>; +00203 +00204 <font class="comment">// get vertexPtr.</font> +00205 <font class="comment">//===========================</font> +00206 <a class="code" href="types__nl_8h.html#a6">uint8</a> *destVertexPtr= (<a class="code" href="types__nl_8h.html#a6">uint8</a>*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer(); +00207 <a class="code" href="types__nl_8h.html#a14">uint</a> flags= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat(); +00208 <a class="code" href="types__nl_8h.html#a9">sint32</a> vertexSize= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize(); +00209 <font class="comment">// must have XYZ.</font> +00210 <a class="code" href="debug_8h.html#a6">nlassert</a>(flags & CVertexBuffer::PositionFlag); +00211 +00212 +00213 <font class="comment">// compute src array.</font> +00214 CMesh::CSkinWeight *srcSkinPtr; +00215 CVector *srcVertexPtr; +00216 srcSkinPtr= &<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[0]; +00217 srcVertexPtr= &<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[0]; +00218 +00219 +00220 +00221 <font class="comment">// Compute usefull Matrix for this lod.</font> +00222 <font class="comment">//===========================</font> +00223 <font class="comment">// Those arrays map the array of bones in skeleton.</font> +00224 <font class="keyword">static</font> vector<CMatrix3x4> boneMat3x4; +00225 <a class="code" href="namespaceNL3D.html#a364">computeBoneMatrixes3x4</a>(boneMat3x4, lod.MatrixInfluences, skeleton); +00226 +00227 +00228 <font class="comment">// apply skinning.</font> +00229 <font class="comment">//===========================</font> +00230 <font class="comment">// assert, code below is written especially for 4 per vertex.</font> +00231 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>==4); +00232 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i<<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;i++) +00233 { +00234 <a class="code" href="types__nl_8h.html#a14">uint</a> nInf= lod.InfluencedVertices[i].size(); +00235 <font class="keywordflow">if</font>( nInf==0 ) +00236 <font class="keywordflow">continue</font>; +00237 <a class="code" href="types__nl_8h.html#a10">uint32</a> *infPtr= &(lod.InfluencedVertices[i][0]); +00238 +00239 <font class="comment">// apply the skin to the vertices</font> +00240 <font class="keywordflow">switch</font>(i) +00241 { +00242 <font class="comment">//=========</font> +00243 <font class="keywordflow">case</font> 0: +00244 <font class="comment">// Special case for Vertices influenced by one matrix. Just copy result of mul.</font> +00245 <font class="comment">// for all InfluencedVertices only.</font> +00246 <font class="keywordflow">for</font>(;nInf>0;nInf--, infPtr++) +00247 { +00248 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr; +00249 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>; +00250 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>; +00251 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize; +00252 CVector *dstVertex= (CVector*)(dstVertexVB); +00253 +00254 +00255 <font class="comment">// Vertex.</font> +00256 boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex); +00257 } +00258 <font class="keywordflow">break</font>; +00259 +00260 <font class="comment">//=========</font> +00261 <font class="keywordflow">case</font> 1: +00262 <font class="comment">// for all InfluencedVertices only.</font> +00263 <font class="keywordflow">for</font>(;nInf>0;nInf--, infPtr++) +00264 { +00265 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr; +00266 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>; +00267 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>; +00268 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize; +00269 CVector *dstVertex= (CVector*)(dstVertexVB); +00270 +00271 +00272 <font class="comment">// Vertex.</font> +00273 boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex); +00274 boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex); +00275 } +00276 <font class="keywordflow">break</font>; +00277 +00278 <font class="comment">//=========</font> +00279 <font class="keywordflow">case</font> 2: +00280 <font class="comment">// for all InfluencedVertices only.</font> +00281 <font class="keywordflow">for</font>(;nInf>0;nInf--, infPtr++) +00282 { +00283 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr; +00284 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>; +00285 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>; +00286 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize; +00287 CVector *dstVertex= (CVector*)(dstVertexVB); +00288 +00289 +00290 <font class="comment">// Vertex.</font> +00291 boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex); +00292 boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex); +00293 boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex); +00294 } +00295 <font class="keywordflow">break</font>; +00296 +00297 <font class="comment">//=========</font> +00298 <font class="keywordflow">case</font> 3: +00299 <font class="comment">// for all InfluencedVertices only.</font> +00300 <font class="keywordflow">for</font>(;nInf>0;nInf--, infPtr++) +00301 { +00302 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr; +00303 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>; +00304 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>; +00305 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize; +00306 CVector *dstVertex= (CVector*)(dstVertexVB); +00307 +00308 +00309 <font class="comment">// Vertex.</font> +00310 boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex); +00311 boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex); +00312 boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex); +00313 boneMat3x4[ srcSkin->MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin->Weights[3], *dstVertex); +00314 } +00315 <font class="keywordflow">break</font>; +00316 +00317 } +00318 } +00319 } +00320 +00321 +00322 <font class="comment">// ***************************************************************************</font> +00323 <font class="comment">// ***************************************************************************</font> +00324 <font class="comment">// Old school Template skinning: SSE or not.</font> +00325 <font class="comment">// ***************************************************************************</font> +00326 <font class="comment">// ***************************************************************************</font> +00327 +00328 +00329 <font class="comment">// RawSkin Cache constants</font> +00330 <font class="comment">//===============</font> +00331 <font class="comment">// The number of byte to process per block</font> +00332 <font class="keyword">const</font> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a>= 4096; +00333 +00334 <font class="comment">// Number of vertices per block to process with 1 matrix.</font> +<a name="l00335"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z575_0">00335</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CMeshMRMGeom::NumCacheVertexNormal1= <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a> / <font class="keyword">sizeof</font>(CRawVertexNormalSkin1); +00336 <font class="comment">// Number of vertices per block to process with 2 matrix.</font> +<a name="l00337"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z575_1">00337</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CMeshMRMGeom::NumCacheVertexNormal2= <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a> / <font class="keyword">sizeof</font>(CRawVertexNormalSkin2); +00338 <font class="comment">// Number of vertices per block to process with 3/4 matrix.</font> +<a name="l00339"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z575_2">00339</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CMeshMRMGeom::NumCacheVertexNormal4= <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a> / <font class="keyword">sizeof</font>(CRawVertexNormalSkin4); +00340 +00341 +00342 <font class="comment">// Old School template: include the same file with define switching</font> +00343 <font class="preprocessor">#undef NL_SKIN_SSE</font> +00344 <font class="preprocessor"></font><font class="preprocessor">#include "<a class="code" href="mesh__mrm__skin__template_8cpp.html">mesh_mrm_skin_template.cpp</a>"</font> +00345 <font class="preprocessor">#define NL_SKIN_SSE</font> +00346 <font class="preprocessor"></font><font class="preprocessor">#include "<a class="code" href="mesh__mrm__skin__template_8cpp.html">mesh_mrm_skin_template.cpp</a>"</font> +00347 +00348 +00349 +00350 <font class="comment">// ***************************************************************************</font> +00351 <font class="comment">// ***************************************************************************</font> +00352 <font class="comment">// Misc.</font> +00353 <font class="comment">// ***************************************************************************</font> +00354 <font class="comment">// ***************************************************************************</font> +00355 +00356 +00357 +00358 <font class="comment">// ***************************************************************************</font> +00359 <font class="keywordtype">void</font> CMeshMRMGeom::fillAGPSkinPart(CLod &lod, IVertexBufferHard *currentVBHard) +00360 { +00361 <font class="comment">// if VBHard OK</font> +00362 <font class="keywordflow">if</font>(currentVBHard) +00363 { +00364 <font class="comment">// lock buffer.</font> +00365 <a class="code" href="types__nl_8h.html#a6">uint8</a> *vertexDst= (<a class="code" href="types__nl_8h.html#a6">uint8</a>*)currentVBHard->lock(); +00366 +00367 <font class="comment">// do it.</font> +00368 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z574_3">fillAGPSkinPartWithVBHardPtr</a>(lod, vertexDst); +00369 +00370 <font class="comment">// release</font> +00371 currentVBHard->unlock(); +00372 } +00373 } +00374 +00375 +00376 <font class="comment">// ***************************************************************************</font> +00377 <font class="keywordtype">void</font> CMeshMRMGeom::fillAGPSkinPartWithVBHardPtr(CLod &lod, <a class="code" href="types__nl_8h.html#a6">uint8</a> *vertexDst) +00378 { +00379 <font class="comment">// Fill AGP vertices used by this lod from RAM. (not geomorphed ones).</font> +00380 <font class="keywordflow">if</font>( lod.SkinVertexBlocks.size()>0 ) +00381 { +00382 <font class="comment">// Get VB info, and lock buffers.</font> +00383 <a class="code" href="types__nl_8h.html#a6">uint8</a> *vertexSrc= (<a class="code" href="types__nl_8h.html#a6">uint8</a>*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer(); +00384 <a class="code" href="types__nl_8h.html#a10">uint32</a> vertexSize= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize(); +00385 +00386 <font class="comment">// big copy of all vertices and their data.</font> +00387 <font class="comment">// NB: this not help RAM bandwidth, but this help AGP write combiners.</font> +00388 <font class="comment">// For the majority of mesh (vertex/normal/uv), this is better (6/10).</font> +00389 +00390 <font class="comment">// Also, this is a requirement for MeshMorpher to work, because the MehsMorpher may modify</font> +00391 <font class="comment">// UV and color</font> +00392 +00393 +00394 <font class="comment">// For all block of vertices.</font> +00395 CVertexBlock *vBlock= &lod.SkinVertexBlocks[0]; +00396 <a class="code" href="types__nl_8h.html#a14">uint</a> n= lod.SkinVertexBlocks.size(); +00397 +00398 <font class="comment">/*</font> +00399 <font class="comment"> It appears that it is not a so good idea to use CFastMem::memcpySSE() here, maybe because</font> +00400 <font class="comment"> data is often already in cache (written by skinning), and maybe because movntq is not usefull here since</font> +00401 <font class="comment"> AGP is already a write-combining memory.</font> +00402 <font class="comment"> */</font> +00403 <font class="keywordflow">for</font>(;n>0; n--, vBlock++) +00404 { +00405 <font class="comment">// For all vertices of this block, copy it from RAM to VRAM.</font> +00406 <a class="code" href="types__nl_8h.html#a6">uint8</a> *src= vertexSrc + vertexSize * vBlock->VertexStart; +00407 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dst= vertexDst + vertexSize * vBlock->VertexStart; +00408 +00409 memcpy(dst, src, vBlock->NVertices * vertexSize); +00410 } +00411 } +00412 } +00413 +00414 +00415 +00416 } <font class="comment">// NL3D</font> +00417 +</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> |