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+<hr><h1>skeleton_shape.cpp</h1><a href="skeleton__shape_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="skeleton__shape_8h.html">3d/skeleton_shape.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="bsphere_8h.html">nel/misc/bsphere.h</a>"</font>
+00032
+00033 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00034 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00035
+00036 <font class="keyword">namespace </font>NL3D
+00037 {
+00038
+00039
+00040 <font class="comment">// ***************************************************************************</font>
+<a name="l00041"></a><a class="code" href="structNL3D_1_1CSkeletonShape_1_1CLod.html#a0">00041</a> <font class="keywordtype">void</font> CSkeletonShape::CLod::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+00042 {
+00043 (void)f.serialVersion(0);
+00044
+00045 f.serial(Distance);
+00046 f.serialCont(ActiveBones);
+00047 }
+00048
+00049
+00050 <font class="comment">// ***************************************************************************</font>
+<a name="l00051"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a0">00051</a> CSkeletonShape::CSkeletonShape()
+00052 {
+00053 <font class="comment">// By default for now....</font>
+00054 <font class="comment">// Temp. Have a huge BBox, so clip badly. </font>
+00055 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_0">setCenter</a>(CVector(0,0,1.5));
+00056 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_2">setSize</a>(CVector(3,3,3));
+00057 }
+00058
+00059
+00060 <font class="comment">// ***************************************************************************</font>
+<a name="l00061"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a3">00061</a> sint32 CSkeletonShape::getBoneIdByName(<font class="keyword">const</font> std::string &amp;name)<font class="keyword"> const</font>
+00062 <font class="keyword"></font>{
+00063 std::map&lt;std::string, uint32&gt;::const_iterator it= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o1">_BoneMap</a>.find(name);
+00064 <font class="keywordflow">if</font>(it==<a class="code" href="classNL3D_1_1CSkeletonShape.html#o1">_BoneMap</a>.end())
+00065 <font class="keywordflow">return</font> -1;
+00066 <font class="keywordflow">else</font>
+00067 <font class="keywordflow">return</font> it-&gt;second;
+00068 }
+00069
+00070
+00071 <font class="comment">// ***************************************************************************</font>
+<a name="l00072"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a1">00072</a> <font class="keywordtype">void</font> CSkeletonShape::build(<font class="keyword">const</font> std::vector&lt;CBoneBase&gt; &amp;bones)
+00073 {
+00074 uint i;
+00075
+00076 <font class="comment">// copy bones.</font>
+00077 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>= bones;
+00078
+00079 <font class="comment">// for all bones</font>
+00080 <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++)
+00081 {
+00082 <font class="comment">// build the map.</font>
+00083 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o1">_BoneMap</a>[<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].Name]= i;
+00084 <font class="comment">// validate distances.</font>
+00085 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance= max(0.f, <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance);
+00086
+00087 <font class="comment">// get fahter dist.</font>
+00088 sint32 fatherId= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].FatherId;
+00089 <font class="comment">// if father exist and is not "always enabled"</font>
+00090 <font class="keywordflow">if</font>(fatherId&gt;=0 &amp;&amp; <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[fatherId].LodDisableDistance!=0)
+00091 {
+00092 <font class="keywordtype">float</font> fatherDist= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[fatherId].LodDisableDistance;
+00093 <font class="comment">// I must disable me at least before my father (never after).</font>
+00094 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance==0)
+00095 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance= fatherDist;
+00096 <font class="keywordflow">else</font>
+00097 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance= <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance, fatherDist);
+00098 }
+00099 }
+00100
+00101 <font class="comment">// build Lod Information.</font>
+00102 <font class="comment">//==============</font>
+00103 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.clear();
+00104
+00105 <font class="comment">// build all distances used.</font>
+00106 set&lt;float&gt; distSet;
+00107 <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++)
+00108 {
+00109 <font class="keywordtype">float</font> dist= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance;
+00110 <font class="comment">// if lod enabled for this bone, add a new distance, or do nothing</font>
+00111 <font class="keywordflow">if</font>(dist&gt;0)
+00112 distSet.insert(dist);
+00113 }
+00114
+00115 <font class="comment">// create a lod for each distance used + 1 (the "dist==0" distance).</font>
+00116 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.resize(distSet.size() + 1);
+00117 <font class="comment">// create the default lod: all bones activated.</font>
+00118 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[0].Distance=0;
+00119 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[0].ActiveBones.resize(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size(), 0xFF);
+00120
+00121 <font class="comment">// For each lods not 0th.</font>
+00122 set&lt;float&gt;::iterator it= distSet.begin();
+00123 <font class="keywordflow">for</font>(uint j=1; j&lt;<a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.size(); j++, it++)
+00124 {
+00125 <font class="keywordtype">float</font> lodDist= *it;
+00126 <font class="comment">// set the distance of activation</font>
+00127 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[j].Distance= lodDist;
+00128 <font class="comment">// resize and default to all enabled.</font>
+00129 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[j].ActiveBones.resize(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size(), 0xFF);
+00130
+00131 <font class="comment">// Search what lod are to be disabled at this distance.</font>
+00132 <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++)
+00133 {
+00134 <font class="keywordtype">float</font> dist= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance;
+00135 <font class="comment">// if the dist of the lod is greater (or equal) to the disableDist of the bone, </font>
+00136 <font class="comment">// and if the bone is not "always enabled", disable the bone</font>
+00137 <font class="keywordflow">if</font>(lodDist&gt;=dist &amp;&amp; dist!=0 )
+00138 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[j].ActiveBones[i]= 0;
+00139 }
+00140
+00141 }
+00142
+00143 }
+00144
+00145
+00146 <font class="comment">// ***************************************************************************</font>
+<a name="l00147"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a2">00147</a> <font class="keywordtype">void</font> CSkeletonShape::retrieve(std::vector&lt;CBoneBase&gt; &amp;bones)<font class="keyword"> const</font>
+00148 <font class="keyword"></font>{
+00149 bones= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>;
+00150 }
+00151
+00152
+00153 <font class="comment">// ***************************************************************************</font>
+<a name="l00154"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_0">00154</a> CTransformShape *CSkeletonShape::createInstance(CScene &amp;scene)
+00155 {
+00156 <font class="comment">// Create a CSkeletonModel, an instance of a mesh.</font>
+00157 <font class="comment">//===============================================</font>
+00158 CSkeletonModel *sm= (CSkeletonModel*)scene.createModel(NL3D::SkeletonModelId);
+00159 sm-&gt;Shape= <font class="keyword">this</font>;
+00160
+00161 <font class="comment">// setup bones.</font>
+00162 <font class="comment">//=================</font>
+00163 sm-&gt;Bones.reserve(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size());
+00164 <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++)
+00165 {
+00166 <font class="comment">// Append a new bone.</font>
+00167 sm-&gt;Bones.push_back( CBone(&amp;<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i]) );
+00168
+00169 <font class="comment">// Must set the Animatable father of the bone (the skeleton model!).</font>
+00170 sm-&gt;Bones[i].setFather(sm, CSkeletonModel::OwnerBit);
+00171 }
+00172
+00173 <font class="comment">// Must create and init skeleton bone usage to 0.</font>
+00174 sm-&gt;initBoneUsages();
+00175
+00176 <font class="comment">// For skinning: setup skeleton in Skin LoadBalancing group</font>
+00177 sm-&gt;setLoadBalancingGroup(<font class="stringliteral">"Skin"</font>);
+00178
+00179 <font class="keywordflow">return</font> sm;
+00180 }
+00181
+00182 <font class="comment">// ***************************************************************************</font>
+<a name="l00183"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_5">00183</a> <font class="keywordtype">void</font> CSkeletonShape::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+00184 {
+00185 <font class="comment">/*</font>
+00186 <font class="comment"> Version 1:</font>
+00187 <font class="comment"> - _Lods.</font>
+00188 <font class="comment"> */</font>
+00189 sint ver= f.serialVersion(1);
+00190
+00191 f.serialCont(_Bones);
+00192 f.serialCont(_BoneMap);
+00193
+00194 <font class="keywordflow">if</font>(ver&gt;=1)
+00195 f.serialCont(_Lods);
+00196 <font class="keywordflow">else</font>
+00197 {
+00198 <font class="comment">// create a skeleton shape with bones activated all the time</font>
+00199 _Lods.resize(1);
+00200 <font class="comment">// create the default lod: all bones activated.</font>
+00201 _Lods[0].Distance=0;
+00202 _Lods[0].ActiveBones.resize(_Bones.size(), 0xFF);
+00203 }
+00204 }
+00205
+00206 <font class="comment">// ***************************************************************************</font>
+00207
+<a name="l00208"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_4">00208</a> <font class="keywordtype">float</font> CSkeletonShape::getNumTriangles (<font class="keywordtype">float</font> distance)
+00209 {
+00210 <font class="comment">// No polygons</font>
+00211 <font class="keywordflow">return</font> 0;
+00212 }
+00213
+00214
+00215 <font class="comment">// ***************************************************************************</font>
+<a name="l00216"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_1">00216</a> <font class="keywordtype">bool</font> CSkeletonShape::clip(<font class="keyword">const</font> std::vector&lt;CPlane&gt; &amp;pyramid, <font class="keyword">const</font> CMatrix &amp;worldMatrix)
+00217 {
+00218 <font class="comment">// Speed Clip: clip just the sphere.</font>
+00219 CBSphere localSphere(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_4">getCenter</a>(), <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_8">getRadius</a>());
+00220 CBSphere worldSphere;
+00221
+00222 <font class="comment">// transform the sphere in WorldMatrix (with nearly good scale info).</font>
+00223 localSphere.applyTransform(worldMatrix, worldSphere);
+00224
+00225 <font class="comment">// if out of only plane, entirely out.</font>
+00226 <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)pyramid.size();i++)
+00227 {
+00228 <font class="comment">// We are sure that pyramid has normalized plane normals.</font>
+00229 <font class="comment">// if SpherMax OUT return false.</font>
+00230 <font class="keywordtype">float</font> d= pyramid[i]*worldSphere.Center;
+00231 <font class="keywordflow">if</font>(d&gt;worldSphere.Radius)
+00232 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00233 }
+00234
+00235 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00236 }
+00237
+00238
+00239 <font class="comment">// ***************************************************************************</font>
+<a name="l00240"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_3">00240</a> <font class="keywordtype">void</font> CSkeletonShape::getAABBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox)<font class="keyword"> const</font>
+00241 <font class="keyword"></font>{
+00242 bbox= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>;
+00243 }
+00244
+00245
+00246 <font class="comment">// ***************************************************************************</font>
+<a name="l00247"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a4">00247</a> uint CSkeletonShape::getLodForDistance(<font class="keywordtype">float</font> dist)<font class="keyword"> const</font>
+00248 <font class="keyword"></font>{
+00249 uint start=0;
+00250 uint end= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.size();
+00251 <font class="comment">// find lower_bound by dichotomy</font>
+00252 <font class="keywordflow">while</font>(end-1&gt;start)
+00253 {
+00254 uint pivot= (end+start)/2;
+00255 <font class="comment">// return the lower_bound, ie return first start with _Lods[pivot].Distance&lt;=dist</font>
+00256 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[pivot].Distance &lt;= dist)
+00257 start= pivot;
+00258 <font class="keywordflow">else</font>
+00259 end= pivot;
+00260 }
+00261
+00262 <font class="keywordflow">return</font> start;
+00263 }
+00264
+00265
+00266 } <font class="comment">// NL3D</font>
+</pre></div>
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