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<title>NeL: NL3D::CLodCharacterShapeBuild class Reference</title>
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<h1>NL3D::CLodCharacterShapeBuild Class Reference</h1><code>#include <<a class="el" href="a05938.html">lod_character_shape.h</a>></code>
<p>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A build structure information for building a <a class="el" href="a02801.html">CLodCharacterShape</a> This is the structure exported from the 3D editor <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2002 </dd></dl>
<p>
<p>
Definition at line <a class="el" href="a05938.html#l00046">46</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda0">CLodCharacterShapeBuild</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda1">compile</a> (const std::vector< bool > &triangleSelection, <a class="el" href="a04558.html#a15">uint</a> textureOverSample=25)</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda2">getTextureInfoHeight</a> () const </td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02809.html">CPixelInfo</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda3">getTextureInfoPtr</a> ()</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">get TextureInfo <a href="#NL3D_1_1CLodCharacterShapeBuilda3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda4">getTextureInfoWidth</a> () const </td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuilda5">serial</a> (<a class="el" href="a02270.html">NLMISC::IStream</a> &f)</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">serial <a href="#NL3D_1_1CLodCharacterShapeBuilda5"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Data Fields</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< std::string > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo0">BonesNames</a></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a03128.html">CVector</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">Normals</a></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a02865.html">CMesh::CSkinWeight</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo2">SkinWeights</a></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a04558.html#a11">uint32</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">TriangleIndices</a></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a03640.html">CUV</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo4">UVs</a></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a03128.html">CVector</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a></td></tr>
<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a02809.html">CPixelInfo</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a></td></tr>
</table>
<hr><h2>Constructor & Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda0" doxytag="NL3D::CLodCharacterShapeBuild::CLodCharacterShapeBuild" ></a><p>
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<td class="md" nowrap valign="top"> NL3D::CLodCharacterShapeBuild::CLodCharacterShapeBuild </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap></td>
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</td>
<td>
<p>
<p>
Definition at line <a class="el" href="a05937.html#l00058">58</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
<div class="fragment"><pre>00059 {
00060 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>= 0;
00061 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>= 0;
00062 }
</pre></div> </td>
</tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda1" doxytag="NL3D::CLodCharacterShapeBuild::compile" ></a><p>
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<td class="md" nowrap valign="top"> void NL3D::CLodCharacterShapeBuild::compile </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">const std::vector< bool > & </td>
<td class="mdname" nowrap> <em>triangleSelection</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> </td>
<td class="mdname" nowrap> <em>textureOverSample</em> = 25</td>
</tr>
<tr>
<td></td>
<td class="md">) </td>
<td class="md" colspan="2"></td>
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<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
compile the lod: compute Texture Information. <dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign=top><em>triangleSelection.</em> </td><td>If not same size as triangles, not used. Else texture info is filled only with triangles whose their triangleSelection[triId]==true </td></tr>
<tr><td valign=top><em>textureOverSample</em> </td><td>is rounded to the best square (4,9,...). Prefer a srq(oddVal): 1,9,25,49 etc... NB: overSamples are not averaged, but the nearest sample to the texel center is taken.</td></tr>
</table>
</dl>
<p>
Definition at line <a class="el" href="a05937.html#l00066">66</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00116">_TextureInfo</a>, <a class="el" href="a06190.html#l01075">NLMISC::CPolygon2D::computeBorders()</a>, <a class="el" href="a06584.html#l00067">NLMISC::CTriangle::computeGradient()</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05942.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="a05942.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05938.html#l00054">NL3D::CLodCharacterShapeBuild::CPixelInfo::Normal</a>, <a class="el" href="a06682.html#l00119">NLMISC::CVector::normalize()</a>, <a class="el" href="a05938.html#l00086">Normals</a>, <a class="el" href="a05938.html#l00053">NL3D::CLodCharacterShapeBuild::CPixelInfo::Pos</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05587.html#l00107">NLMISC::sqr()</a>, <a class="el" href="a06191.html#l00160">NLMISC::CPolygon2D::TRasterVect</a>, <a class="el" href="a05938.html#l00092">TriangleIndices</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05938.html#l00083">UVs</a>, <a class="el" href="a05646.html#l00237">v</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V0</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V1</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V2</a>, <a class="el" href="a06191.html#l00126">NLMISC::CPolygon2D::Vertices</a>, <a class="el" href="a05646.html#l00236">x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a05646.html#l00236">y</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>.
<p>
<div class="fragment"><pre>00067 {
00068 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo4">UVs</a>.size()==<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>.size());
00069 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">Normals</a>.size()==<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>.size());
00070
00071 <span class="comment">// take the sqrtf.</span>
00072 textureOverSample= (<a class="code" href="a04558.html#a15">uint</a>)sqrtf((<span class="keywordtype">float</span>)textureOverSample);
00073 textureOverSample= max(textureOverSample, 1U);
00074
00075 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>= <a class="code" href="a04519.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;
00076 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>= <a class="code" href="a04519.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;
00077
00078 <a class="code" href="a04558.html#a15">uint</a> wOver= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>*textureOverSample;
00079 <a class="code" href="a04558.html#a15">uint</a> hOver= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>*textureOverSample;
00080 std::vector<CPixelInfo> overTextureInfo;
00081
00082 <span class="comment">// do some tri selection?</span>
00083 <span class="keywordtype">bool</span> triSelectOk= triangleSelection.size()==<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">TriangleIndices</a>.size()/3;
00084
00085
00086 <span class="comment">// **** reset the texture and init with "empty" pixel (ie normal.x==1000, which is not possible because normal.norm()==1)</span>
00087 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.resize(_Width*_Height);
00088 fill(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.begin(), <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.end(), CPixelInfo::EmptyPixel);
00089 <span class="comment">// do it to the oversampled texture</span>
00090 overTextureInfo.resize(wOver*hOver, CPixelInfo::EmptyPixel);
00091
00092
00093 <span class="comment">// **** For each triangle in the shape, polyfill this triangle from a texture view, in the overSampledTexture</span>
00094 <a class="code" href="a03101.html">CPolygon2D</a> poly;
00095 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Do0">Vertices</a>.resize(3);
00096 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i<<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">TriangleIndices</a>.size();i+=3)
00097 {
00098 <span class="comment">// if selection OK, and the tri is not selected, skip</span>
00099 <span class="keywordflow">if</span>(triSelectOk && !triangleSelection[i/3])
00100 <span class="keywordflow">continue</span>;
00101
00102 <span class="comment">// Setup triangle.</span>
00103 <span class="comment">// -----------</span>
00104 <a class="code" href="a04558.html#a15">uint</a> idx[3];
00105 idx[0]= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">TriangleIndices</a>[i+0];
00106 idx[1]= TriangleIndices[i+1];
00107 idx[2]= TriangleIndices[i+2];
00108 <span class="comment">// compute corners UVs, in texel size</span>
00109 <a class="code" href="a03616.html">CTriangle</a> triangleUV;
00110 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>= CVector(UVs[idx[0]].U*wOver, UVs[idx[0]].V*hOver, 0);
00111 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo4">V1</a>= CVector(UVs[idx[1]].U*wOver, UVs[idx[1]].V*hOver, 0);
00112 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo5">V2</a>= CVector(UVs[idx[2]].U*wOver, UVs[idx[2]].V*hOver, 0);
00113 <span class="comment">// compute corners pixelInfos </span>
00114 CPixelInfo pInf[3];
00115 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> corner=0; corner<3; corner++)
00116 {
00117 pInf[corner].Pos= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>[idx[corner]];
00118 pInf[corner].Normal= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">Normals</a>[idx[corner]];
00119 }
00120 <span class="comment">// Compute Gradients</span>
00121 CVector GradPosX, GradPosY, GradPosZ;
00122 CVector GradNormalX, GradNormalY, GradNormalZ;
00123 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Pos.x, pInf[1].Pos.x, pInf[2].Pos.x, GradPosX);
00124 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Pos.y, pInf[1].Pos.y, pInf[2].Pos.y, GradPosY);
00125 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Pos.z, pInf[1].Pos.z, pInf[2].Pos.z, GradPosZ);
00126 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Normal.x, pInf[1].Normal.x, pInf[2].Normal.x, GradNormalX);
00127 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Normal.y, pInf[1].Normal.y, pInf[2].Normal.y, GradNormalY);
00128 triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(pInf[0].Normal.z, pInf[1].Normal.z, pInf[2].Normal.z, GradNormalZ);
00129 <span class="comment">// Compute Gradients offset</span>
00130 <span class="keywordtype">float</span> OffPosX, OffPosY, OffPosZ;
00131 <span class="keywordtype">float</span> OffNormalX, OffNormalY, OffNormalZ;
00132 OffPosX= pInf[0].Pos.x - GradPosX*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>;
00133 OffPosY= pInf[0].Pos.y - GradPosY*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>;
00134 OffPosZ= pInf[0].Pos.z - GradPosZ*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>;
00135 OffNormalX= pInf[0].Normal.x - GradNormalX*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>;
00136 OffNormalY= pInf[0].Normal.y - GradNormalY*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>;
00137 OffNormalZ= pInf[0].Normal.z - GradNormalZ*triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>;
00138
00139
00140 <span class="comment">// PolyFiller</span>
00141 <span class="comment">// -----------</span>
00142 <a class="code" href="a03660.html">CVector2f</a> dCenter(0.5f, 0.5f);
00143 <span class="comment">// select texels if their centers is in the triangle</span>
00144 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Do0">Vertices</a>[0]= triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>-dCenter;
00145 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Do0">Vertices</a>[1]= triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo4">V1</a>-dCenter;
00146 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Do0">Vertices</a>[2]= triangleUV.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo5">V2</a>-dCenter;
00147 <span class="comment">// polyFiller</span>
00148 <a class="code" href="a03101.html#NLMISC_1_1CPolygon2Dw1">CPolygon2D::TRasterVect</a> rasters;
00149 <a class="code" href="a04558.html#a14">sint</a> minY;
00150 poly.<a class="code" href="a03101.html#NLMISC_1_1CPolygon2Da1">computeBorders</a>(rasters, minY);
00151 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> <a class="code" href="a04223.html#a573">y</a>=0;<a class="code" href="a04223.html#a573">y</a><(<a class="code" href="a04558.html#a14">sint</a>)rasters.size();<a class="code" href="a04223.html#a573">y</a>++)
00152 {
00153 <a class="code" href="a04558.html#a14">sint</a> x0= rasters[<a class="code" href="a04223.html#a573">y</a>].first;
00154 <a class="code" href="a04558.html#a14">sint</a> x1= rasters[<a class="code" href="a04223.html#a573">y</a>].second;
00155 CVector <a class="code" href="a04223.html#a576">v</a>;
00156 <span class="comment">// get the center coord of this texel</span>
00157 <a class="code" href="a04223.html#a576">v</a>.y= <a class="code" href="a04223.html#a573">y</a>+minY+0.5f;
00158 <a class="code" href="a04223.html#a576">v</a>.z= 0;
00159 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> <a class="code" href="a04223.html#a572">x</a>=x0;<a class="code" href="a04223.html#a572">x</a><=x1;<a class="code" href="a04223.html#a572">x</a>++)
00160 {
00161 <span class="comment">// get the center coord of this texel</span>
00162 <a class="code" href="a04223.html#a576">v</a>.x= <a class="code" href="a04223.html#a572">x</a>+0.5f;
00163 <span class="comment">// Compute Pos/Normal on this texel.</span>
00164 CPixelInfo texelInf;
00165 texelInf.Pos.x= OffPosX + GradPosX * <a class="code" href="a04223.html#a576">v</a>;
00166 texelInf.Pos.y= OffPosY + GradPosY * <a class="code" href="a04223.html#a576">v</a>;
00167 texelInf.Pos.z= OffPosZ + GradPosZ * <a class="code" href="a04223.html#a576">v</a>;
00168 texelInf.Normal.x= OffNormalX + GradNormalX * <a class="code" href="a04223.html#a576">v</a>;
00169 texelInf.Normal.y= OffNormalY + GradNormalY * <a class="code" href="a04223.html#a576">v</a>;
00170 texelInf.Normal.z= OffNormalZ + GradNormalZ * <a class="code" href="a04223.html#a576">v</a>;
00171 <span class="comment">// normalize.</span>
00172 texelInf.Normal.normalize();
00173 <span class="comment">// Store (NB: overwrite any pixel)</span>
00174 <a class="code" href="a04558.html#a14">sint</a> texX= ((<a class="code" href="a04558.html#a15">uint</a>)<a class="code" href="a04223.html#a572">x</a>)%wOver;
00175 <a class="code" href="a04558.html#a14">sint</a> texY= ((<a class="code" href="a04558.html#a15">uint</a>)<a class="code" href="a04223.html#a573">y</a>+minY)%hOver;
00176 overTextureInfo[texY*wOver+texX]= texelInf;
00177 }
00178 }
00179
00180 }
00181
00182
00183 <span class="comment">// **** Down sample the overSampled texture.</span>
00184 <a class="code" href="a04558.html#a14">sint</a> <a class="code" href="a04223.html#a572">x</a>,<a class="code" href="a04223.html#a573">y</a>;
00185 <span class="keywordflow">if</span>(textureOverSample==1)
00186 {
00187 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>= overTextureInfo;
00188 }
00189 <span class="keywordflow">else</span>
00190 {
00191 <span class="comment">// eg: 3 gives 1. delta ranges from -1 to 1.</span>
00192 <span class="keywordtype">float</span> middle= (textureOverSample-1)/2.f;
00193
00194 <span class="comment">// for all pixels.</span>
00195 <span class="keywordflow">for</span>(<a class="code" href="a04223.html#a573">y</a>=0;<a class="code" href="a04223.html#a573">y</a><(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>;<a class="code" href="a04223.html#a573">y</a>++)
00196 {
00197 <span class="keywordflow">for</span>(<a class="code" href="a04223.html#a572">x</a>=0;<a class="code" href="a04223.html#a572">x</a><(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>;<a class="code" href="a04223.html#a572">x</a>++)
00198 {
00199 <span class="comment">// for all samples, take the best one.</span>
00200 <a class="code" href="a04558.html#a14">sint</a> xo, yo;
00201 <span class="keywordtype">float</span> bestDist= FLT_MAX;
00202 CPixelInfo bestPixel= CPixelInfo::EmptyPixel;
00203 <span class="keywordflow">for</span>(yo=0;yo<(<a class="code" href="a04558.html#a14">sint</a>)textureOverSample;yo++)
00204 {
00205 <span class="keywordflow">for</span>(xo=0;xo<(<a class="code" href="a04558.html#a14">sint</a>)textureOverSample;xo++)
00206 {
00207 <span class="comment">// compute distance to the pixel center.</span>
00208 <span class="keywordtype">float</span> dist= <a class="code" href="a05378.html#a373">sqr</a>(yo-middle)+<a class="code" href="a05378.html#a373">sqr</a>(xo-middle);
00209 <span class="keyword">const</span> CPixelInfo &overPixel= overTextureInfo[(<a class="code" href="a04223.html#a573">y</a>*textureOverSample+yo)*wOver+(<a class="code" href="a04223.html#a572">x</a>*textureOverSample+xo)];
00210 <span class="comment">// if the overPixel is not empty.</span>
00211 <span class="keywordflow">if</span>( !(overPixel==CPixelInfo::EmptyPixel) )
00212 {
00213 <span class="comment">// take it if the best: nearest to the pixel center.</span>
00214 <span class="keywordflow">if</span>(dist<bestDist)
00215 {
00216 bestDist= dist;
00217 bestPixel= overPixel;
00218 }
00219 }
00220 }
00221 }
00222
00223 <span class="comment">// fill textureInfo</span>
00224 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>[<a class="code" href="a04223.html#a573">y</a>*<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>+<a class="code" href="a04223.html#a572">x</a>]= bestPixel;
00225 }
00226 }
00227 }
00228
00229
00230 <span class="comment">// **** Dilate texture 1 time: each empty pixel info get neighbor full pixel (8box)</span>
00231 <span class="comment">// copy the non dilated texture</span>
00232 std::vector<CPixelInfo> tmpTextureInfo= <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>;
00233 <span class="comment">// process all pixels</span>
00234 <span class="keywordflow">for</span>(<a class="code" href="a04223.html#a573">y</a>=0;<a class="code" href="a04223.html#a573">y</a><(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>;<a class="code" href="a04223.html#a573">y</a>++)
00235 {
00236 <a class="code" href="a04558.html#a14">sint</a> y0=<a class="code" href="a04223.html#a573">y</a>-1, y1=<a class="code" href="a04223.html#a573">y</a>+1;
00237 y0= max(y0, 0);
00238 y1= <a class="code" href="a04061.html#a0">min</a>(y1, (<a class="code" href="a04558.html#a14">sint</a>)_Height-1);
00239 <span class="keywordflow">for</span>(<a class="code" href="a04223.html#a572">x</a>=0;<a class="code" href="a04223.html#a572">x</a><(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>;<a class="code" href="a04223.html#a572">x</a>++)
00240 {
00241 CPixelInfo &texelInf= _TextureInfo[<a class="code" href="a04223.html#a573">y</a>*<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>+<a class="code" href="a04223.html#a572">x</a>];
00242 <span class="comment">// if an empty pixel.</span>
00243 <span class="keywordflow">if</span>(texelInf==CPixelInfo::EmptyPixel)
00244 {
00245 <span class="comment">// dilate: look around for non empty pixel.</span>
00246 <a class="code" href="a04558.html#a14">sint</a> x0=<a class="code" href="a04223.html#a572">x</a>-1, x1=<a class="code" href="a04223.html#a572">x</a>+1;
00247 x0= max(x0, 0);
00248 x1= <a class="code" href="a04061.html#a0">min</a>(x1, (<a class="code" href="a04558.html#a14">sint</a>)_Width-1);
00249 <span class="comment">// For the 8 possible pixels (nb: look us too, but doesn't matter since we are an empty pixel)</span>
00250 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> yb= y0; yb<=y1;yb++)
00251 {
00252 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> xb= x0; xb<=x1;xb++)
00253 {
00254 <span class="comment">// if the neighbor is not an empty pixel. NB: avoid override problems using not Dilated texture</span>
00255 CPixelInfo &nbTexelInf= tmpTextureInfo[yb*<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>+xb];
00256 <span class="keywordflow">if</span>( !(nbTexelInf==CPixelInfo::EmptyPixel) )
00257 {
00258 <span class="comment">// write it in the center pixel, and skip the search</span>
00259 texelInf= nbTexelInf;
00260 yb= y1+1;
00261 <span class="keywordflow">break</span>;
00262 }
00263 }
00264 }
00265 }
00266 }
00267 }
00268
00269 }
</pre></div> </td>
</tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda2" doxytag="NL3D::CLodCharacterShapeBuild::getTextureInfoHeight" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
<tr>
<td class="mdRow">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CLodCharacterShapeBuild::getTextureInfoHeight </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap> const<code> [inline]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="a05938.html#l00111">111</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
References <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>00111 {<span class="keywordflow">return</span> <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>;}
</pre></div> </td>
</tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda3" doxytag="NL3D::CLodCharacterShapeBuild::getTextureInfoPtr" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
<tr>
<td class="mdRow">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> const <a class="el" href="a02809.html">CLodCharacterShapeBuild::CPixelInfo</a> * NL3D::CLodCharacterShapeBuild::getTextureInfoPtr </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
get TextureInfo
<p>
<p>
Definition at line <a class="el" href="a05937.html#l00313">313</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00116">_TextureInfo</a>.
<p>
<div class="fragment"><pre>00314 {
00315 <span class="keywordflow">if</span>(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.empty())
00316 <span class="keywordflow">return</span> NULL;
00317 <span class="keywordflow">else</span>
00318 <span class="keywordflow">return</span> &<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>[0];
00319 }
</pre></div> </td>
</tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda4" doxytag="NL3D::CLodCharacterShapeBuild::getTextureInfoWidth" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CLodCharacterShapeBuild::getTextureInfoWidth </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap> const<code> [inline]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="a05938.html#l00110">110</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
References <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>00110 {<span class="keywordflow">return</span> <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>;}
</pre></div> </td>
</tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuilda5" doxytag="NL3D::CLodCharacterShapeBuild::serial" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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<td class="mdRow">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> void NL3D::CLodCharacterShapeBuild::serial </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="a02270.html">NLMISC::IStream</a> & </td>
<td class="mdname1" valign="top" nowrap> <em>f</em> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
serial
<p>
<p>
Definition at line <a class="el" href="a05937.html#l00273">273</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00116">_TextureInfo</a>, <a class="el" href="a05938.html#l00089">BonesNames</a>, <a class="el" href="a05942.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="a05942.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="a05938.html#l00086">Normals</a>, <a class="el" href="a06462.html#l00232">NLMISC::IStream::serial()</a>, <a class="el" href="a06462.html#l00520">NLMISC::IStream::serialCheck()</a>, <a class="el" href="a06462.html#l00324">NLMISC::IStream::serialCont()</a>, <a class="el" href="a06461.html#l00266">NLMISC::IStream::serialVersion()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05938.html#l00080">SkinWeights</a>, <a class="el" href="a05938.html#l00092">TriangleIndices</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a05938.html#l00083">UVs</a>.
<p>
<div class="fragment"><pre>00274 {
00275 <span class="comment">// NEL_CLODBULD</span>
00276 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'_LEN');
00277 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'DOLC');
00278 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'DLUB');
00279
00280 <span class="comment">/*</span>
00281 <span class="comment"> Version 1:</span>
00282 <span class="comment"> - UVs and Normals + texture info</span>
00283 <span class="comment"> */</span>
00284 <a class="code" href="a04558.html#a14">sint</a> ver= f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_8">serialVersion</a>(1);
00285
00286 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(Vertices);
00287 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(SkinWeights);
00288 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(BonesNames);
00289 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(TriangleIndices);
00290
00291 <span class="keywordflow">if</span>(ver>=1)
00292 {
00293 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(UVs);
00294 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(Normals);
00295 f.<a class="code" href="a02270.html#NLMISC_1_1IStreama5">serial</a>(_Width, _Height);
00296 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_TextureInfo);
00297 }
00298 <span class="keywordflow">else</span>
00299 {
00300 <span class="comment">// Must init dummy UVs/normals</span>
00301 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo4">UVs</a>.resize(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>.size(), CUV(0,0));
00302 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">Normals</a>.resize(<a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">Vertices</a>.size(), CVector::K);
00303 <span class="comment">// Must init dummy texture</span>
00304 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">_Width</a>= <a class="code" href="a04519.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;
00305 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">_Height</a>= <a class="code" href="a04519.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;
00306 <a class="code" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">_TextureInfo</a>.resize(_Width*_Height, CPixelInfo::EmptyPixel);
00307 }
00308
00309 }
</pre></div> </td>
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<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildr0" doxytag="NL3D::CLodCharacterShapeBuild::_Height" ></a><p>
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<td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr0">NL3D::CLodCharacterShapeBuild::_Height</a><code> [private]</code>
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Definition at line <a class="el" href="a05938.html#l00117">117</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildr1" doxytag="NL3D::CLodCharacterShapeBuild::_TextureInfo" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a02809.html">CPixelInfo</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr1">NL3D::CLodCharacterShapeBuild::_TextureInfo</a><code> [private]</code>
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<p>
<p>
Definition at line <a class="el" href="a05938.html#l00116">116</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00066">compile()</a>, <a class="el" href="a05937.html#l00313">getTextureInfoPtr()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildr2" doxytag="NL3D::CLodCharacterShapeBuild::_Width" ></a><p>
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<td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildr2">NL3D::CLodCharacterShapeBuild::_Width</a><code> [private]</code>
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<p>
Definition at line <a class="el" href="a05938.html#l00117">117</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>. </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo0" doxytag="NL3D::CLodCharacterShapeBuild::BonesNames" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<std::string> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo0">NL3D::CLodCharacterShapeBuild::BonesNames</a>
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<p>
<p>
Definition at line <a class="el" href="a05938.html#l00089">89</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo1" doxytag="NL3D::CLodCharacterShapeBuild::Normals" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a03128.html">CVector</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo1">NL3D::CLodCharacterShapeBuild::Normals</a>
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<p>
Definition at line <a class="el" href="a05938.html#l00086">86</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, <a class="el" href="a05937.html#l00066">compile()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo2" doxytag="NL3D::CLodCharacterShapeBuild::SkinWeights" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a02865.html">CMesh::CSkinWeight</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo2">NL3D::CLodCharacterShapeBuild::SkinWeights</a>
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Definition at line <a class="el" href="a05938.html#l00080">80</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05931.html#l00199">NL3D::CLodCharacterBuilder::applySkin()</a>, <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo3" doxytag="NL3D::CLodCharacterShapeBuild::TriangleIndices" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a04558.html#a11">uint32</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo3">NL3D::CLodCharacterShapeBuild::TriangleIndices</a>
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Definition at line <a class="el" href="a05938.html#l00092">92</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, <a class="el" href="a05937.html#l00066">compile()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo4" doxytag="NL3D::CLodCharacterShapeBuild::UVs" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a03640.html">CUV</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo4">NL3D::CLodCharacterShapeBuild::UVs</a>
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Definition at line <a class="el" href="a05938.html#l00083">83</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>, <a class="el" href="a05937.html#l00066">compile()</a>, and <a class="el" href="a05937.html#l00273">serial()</a>. </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapeBuildo5" doxytag="NL3D::CLodCharacterShapeBuild::Vertices" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a03128.html">CVector</a>> <a class="el" href="a02808.html#NL3D_1_1CLodCharacterShapeBuildo5">NL3D::CLodCharacterShapeBuild::Vertices</a>
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Definition at line <a class="el" href="a05938.html#l00077">77</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05931.html#l00199">NL3D::CLodCharacterBuilder::applySkin()</a>, and <a class="el" href="a05937.html#l00337">NL3D::CLodCharacterShape::buildMesh()</a>. </td>
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<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a05938.html">lod_character_shape.h</a><li><a class="el" href="a05937.html">lod_character_shape.cpp</a></ul>
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