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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: NL3D::CPSConstraintMeshHelper class Reference</title>
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<h1>NL3D::CPSConstraintMeshHelper Class Reference</h1><hr><a name="_details"></a><h2>Detailed Description</h2>
Well, we could have put a method template in <a class="el" href="a03161.html">CPSConstraintMesh</a>, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :) 
<p>

<p>
Definition at line <a class="el" href="a06250.html#l00517">517</a> of file <a class="el" href="a06250.html">ps_mesh.cpp</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Static Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>template&lt;class T&gt; void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03172.html#NL3D_1_1CPSConstraintMeshHelpere0">drawMeshs</a> (T posIt, <a class="el" href="a03161.html">CPSConstraintMesh</a> &amp;m, <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a587">size</a>, <a class="el" href="a04558.html#a11">uint32</a> srcStep, bool opaque)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>template&lt;class T, class U&gt; void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03172.html#NL3D_1_1CPSConstraintMeshHelpere1">drawPrerotatedMeshs</a> (T posIt, U indexIt, <a class="el" href="a03161.html">CPSConstraintMesh</a> &amp;m, <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a587">size</a>, <a class="el" href="a04558.html#a11">uint32</a> srcStep, bool opaque, <a class="el" href="a05363.html#a366">TAnimationTime</a> ellapsedTime)</td></tr>

</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CPSConstraintMeshHelpere0" doxytag="NL3D::CPSConstraintMeshHelper::drawMeshs" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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template&lt;class T&gt; </td>
        </tr>
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CPSConstraintMeshHelper::drawMeshs </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">T&nbsp;</td>
          <td class="mdname" nowrap> <em>posIt</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03161.html">CPSConstraintMesh</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>m</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>&nbsp;</td>
          <td class="mdname" nowrap> <em>size</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>srcStep</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>opaque</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline, static]</code></td>
        </tr>

      </table>
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      &nbsp;
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<p>
get a vb in which to write. It has the same format than the input mesh, but can also have a color flag added<p>
unmorphed case<p>
constant case 
<p>
Definition at line <a class="el" href="a06250.html#l00521">521</a> of file <a class="el" href="a06250.html">ps_mesh.cpp</a>.
<p>
References <a class="el" href="a06258.html#l00228">NL3D::CPSColoredParticle::_ColorScheme</a>, <a class="el" href="a06251.html#l00574">NL3D::CPSConstraintMesh::_GlobalAnimDate</a>, <a class="el" href="a03161.html#NL3D_1_1CPSConstraintMesht0">NL3D::CPSConstraintMesh::_MeshDisplayShare</a>, <a class="el" href="a06251.html#l00468">NL3D::CPSConstraintMesh::_Meshes</a>, <a class="el" href="a06251.html#l00580">NL3D::CPSConstraintMesh::_MorphScheme</a>, <a class="el" href="a06251.html#l00579">NL3D::CPSConstraintMesh::_MorphValue</a>, <a class="el" href="a06247.html#l01026">NL3D::CPSLocatedBindable::_Owner</a>, <a class="el" href="a06258.html#l00289">NL3D::CPSSizedParticle::_ParticleSize</a>, <a class="el" href="a06258.html#l00697">NL3D::CPSRotated3DPlaneParticle::_PlaneBasis</a>, <a class="el" href="a06258.html#l00695">NL3D::CPSRotated3DPlaneParticle::_PlaneBasisScheme</a>, <a class="el" href="a06258.html#l00290">NL3D::CPSSizedParticle::_SizeScheme</a>, <a class="el" href="a02434.html#NL3D_1_1IDrivera2">NL3D::IDriver::activeVertexBuffer()</a>, <a class="el" href="a06249.html#l00039">CHECK_VERTEX_BUFFER</a>, <a class="el" href="a06250.html#l01825">NL3D::CPSConstraintMesh::computeColors()</a>, <a class="el" href="a06251.html#l00064">NL3D::ConstraintMeshBufSize</a>, <a class="el" href="a06250.html#l01802">NL3D::CPSConstraintMesh::doRenderPasses()</a>, <a class="el" href="a06247.html#l00890">NL3D::CPSLocatedBindable::getDriver()</a>, <a class="el" href="a06711.html#l00338">NL3D::CVertexBuffer::getNormalOff()</a>, <a class="el" href="a06711.html#l00453">NL3D::CVertexBuffer::getNumVertices()</a>, <a class="el" href="a06151.html#l00111">NL3D::CParticleSystemProcess::getOwner()</a>, <a class="el" href="a06143.html#l00311">NL3D::CParticleSystem::getSystemDate()</a>, <a class="el" href="a05989.html#l02432">NL3D::CMesh::getVertexBuffer()</a>, <a class="el" href="a06710.html#l00438">NL3D::CVertexBuffer::getVertexCoordPointer()</a>, <a class="el" href="a06711.html#l00319">NL3D::CVertexBuffer::getVertexFormat()</a>, <a class="el" href="a06711.html#l00473">NL3D::CVertexBuffer::getVertexSize()</a>, <a class="el" href="a05972.html#l00200">NLMISC::CMatrix::identity()</a>, <a class="el" href="a03136.html#NL3D_1_1CPSAttribMakerz714_2">NL3D::CPSAttribMaker&lt; CPlaneBasis &gt;::make()</a>, <a class="el" href="a03136.html#NL3D_1_1CPSAttribMakerz714_2">NL3D::CPSAttribMaker&lt; float &gt;::make()</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a06251.html#l00449">NL3D::CPSConstraintMesh::CMeshDisplay::RdrPasses</a>, <a class="el" href="a05972.html#l00644">NLMISC::CMatrix::scale()</a>, <a class="el" href="a05972.html#l00209">NLMISC::CMatrix::setRot()</a>, <a class="el" href="a06246.html#l02142">NL3D::CPSLocatedBindable::setupDriverModelMatrix()</a>, <a class="el" href="a06250.html#l01729">NL3D::CPSConstraintMesh::setupRenderPasses()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05646.html#l00645">size</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, <a class="el" href="a05981.html#l00096">uint8</a>, <a class="el" href="a06251.html#l00450">NL3D::CPSConstraintMesh::CMeshDisplay::VB</a>, <a class="el" href="a06259.html#l00048">NL3D::CPlaneBasis::X</a>, and <a class="el" href="a06259.html#l00049">NL3D::CPlaneBasis::Y</a>.
<p>
<div class="fragment"><pre>00522         {
00523                 CMesh                             &amp;mesh = * NLMISC::safe_cast&lt;CMesh *&gt;((IShape *) m._Meshes[0]);        
00524                 <span class="keyword">const</span> CVertexBuffer   &amp;modelVb = mesh.getVertexBuffer();
00525 
00526                 <span class="comment">// size for model vertices</span>
00527                 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> inVSize        = modelVb.getVertexSize(); <span class="comment">// vertex size                             </span>
00528 
00529                 <span class="comment">// driver setup</span>
00530                 IDriver *driver = m.getDriver();
00531                 m.setupDriverModelMatrix();     
00532 
00533                 <span class="comment">// buffer to compute sizes</span>
00534                 <span class="keywordtype">float</span>                   sizes[<a class="code" href="a05363.html#a264">ConstraintMeshBufSize</a>];
00535                 
00536                 <span class="keywordtype">float</span> *ptCurrSize;
00537                 <a class="code" href="a04558.html#a15">uint</a> ptCurrSizeIncrement = m._SizeScheme ? 1 : 0;
00538 
00539                 T endPosIt;
00540                 <a class="code" href="a04558.html#a15">uint</a> leftToDo = <a class="code" href="a04223.html#a587">size</a>, toProcess;                        
00541                 
00543                 CPSConstraintMesh::CMeshDisplay  &amp;md= m._MeshDisplayShare.getMeshDisplay(m._Meshes[0], modelVb.getVertexFormat() 
00544                                                                                                                                 | (m._ColorScheme ? CVertexBuffer::PrimaryColorFlag : 0));
00545 
00546                 m.setupRenderPasses((<span class="keywordtype">float</span>) m._Owner-&gt;getOwner()-&gt;getSystemDate() - m._GlobalAnimDate, md.RdrPasses, opaque);
00547 
00548                 CVertexBuffer &amp;outVb = md.VB;
00549                 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> outVSize = outVb.getVertexSize();
00550                 
00551                 driver-&gt;activeVertexBuffer(outVb);      
00552 
00553                 <span class="comment">// we don't have precomputed mesh there ... so each mesh must be transformed, which is the worst case   </span>
00554                 CPlaneBasis planeBasis[<a class="code" href="a05363.html#a264">ConstraintMeshBufSize</a>];
00555                 CPlaneBasis *ptBasis;
00556                 <a class="code" href="a04558.html#a15">uint</a> ptBasisIncrement = m._PlaneBasisScheme ? 1 : 0;
00557 
00558                 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> nbVerticesInSource   = modelVb.getNumVertices();
00559 
00560                 <a class="code" href="a04558.html#a14">sint</a> inNormalOff=0;
00561                 <a class="code" href="a04558.html#a14">sint</a> outNormalOff=0;
00562                 <span class="keywordflow">if</span> (modelVb.getVertexFormat() &amp; CVertexBuffer::NormalFlag)
00563                 {       
00564                         inNormalOff  =  modelVb.getNormalOff();
00565                         outNormalOff =  outVb.getNormalOff();   
00566                 }
00567                 
00568                 <span class="keywordflow">do</span>
00569                 {
00570                         <a class="code" href="a04558.html#a7">uint8</a> *outVertex = (<a class="code" href="a04558.html#a7">uint8</a> *) outVb.getVertexCoordPointer();             
00571 
00572                         toProcess = <a class="code" href="a04061.html#a0">std::min</a>(leftToDo, ConstraintMeshBufSize);
00573 
00574                         <span class="keywordflow">if</span> (m._SizeScheme)
00575                         {
00576                                 ptCurrSize  = (<span class="keywordtype">float</span> *) (m._SizeScheme-&gt;make(m._Owner, size -leftToDo, &amp;sizes[0], <span class="keyword">sizeof</span>(<span class="keywordtype">float</span>), toProcess, <span class="keyword">true</span>, srcStep));                            
00577                         }
00578                         <span class="keywordflow">else</span>
00579                         {
00580                                 ptCurrSize = &amp;m._ParticleSize;
00581                         }
00582 
00583                         <span class="keywordflow">if</span> (m._PlaneBasisScheme)
00584                         {
00585                                 ptBasis = (CPlaneBasis *) (m._PlaneBasisScheme-&gt;make(m._Owner, size -leftToDo, &amp;planeBasis[0], <span class="keyword">sizeof</span>(CPlaneBasis), toProcess, <span class="keyword">true</span>, srcStep));
00586                         }
00587                         <span class="keywordflow">else</span>
00588                         {
00589                                 ptBasis = &amp;m._PlaneBasis;
00590                         }
00591                         
00592 
00593                         endPosIt = posIt + toProcess;
00594                         <span class="comment">// transfo matrix &amp; scaled transfo matrix;</span>
00595                         CMatrix  M, sM;
00596 
00597                 
00598                         <span class="keywordflow">if</span> (m._Meshes.size() == 1)
00599                         {
00601                                 <span class="keywordflow">do</span>
00602                                 {
00603 
00604                                         <a class="code" href="a04558.html#a7">uint8</a> *inVertex = (<a class="code" href="a04558.html#a7">uint8</a> *) modelVb.getVertexCoordPointer();
00605                                         <a class="code" href="a04558.html#a15">uint</a> k = nbVerticesInSource;
00606 
00607                                         <span class="comment">// do we need a normal ?</span>
00608                                         <span class="keywordflow">if</span> (modelVb.getVertexFormat() &amp; CVertexBuffer::NormalFlag)
00609                                         {
00610                                                 M.identity();
00611                                                 M.setRot(ptBasis-&gt;X, ptBasis-&gt;Y, ptBasis-&gt;X ^ ptBasis-&gt;Y);
00612                                                 sM = M;
00613                                                 sM.scale(*ptCurrSize);
00614 
00615                                                 <span class="comment">// offset of normals in the prerotated mesh                             </span>
00616                                                 <span class="keywordflow">do</span>
00617                                                 {
00618                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(modelVb, inVertex); 
00619                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(outVb,        outVertex);   
00620                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(modelVb, inVertex + inNormalOff);   
00621                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(outVb,        outVertex + outNormalOff);    
00622 
00623                                                         <span class="comment">// translate and resize the vertex (relatively to the mesh origin)</span>
00624                                                         *(CVector *) outVertex = *posIt + sM * *(CVector *) inVertex;                                                                           
00625                                                         <span class="comment">// copy the normal</span>
00626                                                         *(CVector *) (outVertex + outNormalOff) = M * *(CVector *) (inVertex + inNormalOff);
00627                                                         
00628 
00629                                                         inVertex  += inVSize;
00630                                                         outVertex += outVSize;
00631                                                 }
00632                                                 <span class="keywordflow">while</span> (--k);
00633                                         }
00634                                         <span class="keywordflow">else</span>
00635                                         {
00636                                                 <span class="comment">// no normal to transform</span>
00637                                                 sM.identity();
00638                                                 sM.setRot(ptBasis-&gt;X, ptBasis-&gt;Y, ptBasis-&gt;X ^ ptBasis-&gt;Y);
00639                                                 sM.scale(*ptCurrSize);
00640 
00641                                                 <span class="keywordflow">do</span>
00642                                                 {
00643                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(modelVb, inVertex);
00644                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(outVb, outVertex);
00645 
00646                                                         <span class="comment">// translate and resize the vertex (relatively to the mesh origin)</span>
00647                                                         *(CVector *) outVertex = *posIt + sM * *(CVector *) inVertex;                           
00648 
00649                                                         inVertex  += inVSize;
00650                                                         outVertex += outVSize;
00651                                                 }
00652                                                 <span class="keywordflow">while</span> (--k);
00653                                         }
00654 
00655                                         
00656                                         ++posIt;
00657                                         ptCurrSize += ptCurrSizeIncrement;
00658                                         ptBasis += ptBasisIncrement;
00659                                 }
00660                                 <span class="keywordflow">while</span> (posIt != endPosIt);
00661                         }
00662                         <span class="keywordflow">else</span>
00663                         {
00664                                 <span class="comment">// morphed case</span>
00665                                 
00666                                 <span class="comment">// first, compute the morph value for each mesh</span>
00667                                 <span class="keywordtype">float</span>   morphValues[<a class="code" href="a05363.html#a264">ConstraintMeshBufSize</a>];
00668                                 <span class="keywordtype">float</span>   *currMorphValue;
00669                                 <a class="code" href="a04558.html#a15">uint</a>    morphValueIncr;
00670 
00671                                 <span class="keywordflow">if</span> (m._MorphScheme) <span class="comment">// variable case</span>
00672                                 {
00673                                         currMorphValue = (<span class="keywordtype">float</span> *) m._MorphScheme-&gt;make(m._Owner, size - leftToDo, &amp;morphValues[0], <span class="keyword">sizeof</span>(<span class="keywordtype">float</span>), toProcess, <span class="keyword">true</span>, srcStep);
00674                                         morphValueIncr  = 1;
00675                                 }
00676                                 <span class="keywordflow">else</span> 
00677                                 {
00678                                         currMorphValue = &amp;m._MorphValue;
00679                                         morphValueIncr  = 0;
00680                                 }
00681 
00682                                 <span class="keywordflow">do</span>
00683                                 {
00684                                         <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> numShapes = m._Meshes.size();
00685                                         <span class="keyword">const</span> <a class="code" href="a04558.html#a7">uint8</a> *m0, *m1;
00686                                         <span class="keywordtype">float</span> lambda;
00687                                         <span class="keywordtype">float</span> opLambda;
00688                                         <span class="keyword">const</span> CVertexBuffer *inVB0, *inVB1;
00689                                         <span class="keywordflow">if</span> (*currMorphValue &gt;= numShapes - 1)
00690                                         {
00691                                                 lambda = 0.f;
00692                                                 opLambda = 1.f;
00693                                                 inVB0 = inVB1 = &amp;(m._Meshes[numShapes - 1]-&gt;getVertexBuffer());
00694                                         }
00695                                         <span class="keywordflow">else</span> <span class="keywordflow">if</span> (*currMorphValue &lt;= 0)
00696                                         {
00697                                                 lambda = 0.f;
00698                                                 opLambda = 1.f;
00699                                                 inVB0 = inVB1 = &amp;(m._Meshes[0]-&gt;getVertexBuffer());
00700                                         }
00701                                         <span class="keywordflow">else</span>
00702                                         {
00703                                                 <a class="code" href="a04558.html#a15">uint</a> iMeshIndex = (<a class="code" href="a04558.html#a15">uint</a>) *currMorphValue;
00704                                                 lambda = *currMorphValue - iMeshIndex;
00705                                                 opLambda = 1.f - lambda;
00706                                                 inVB0 = &amp;(m._Meshes[iMeshIndex]-&gt;getVertexBuffer());
00707                                                 inVB1 = &amp;(m._Meshes[iMeshIndex + 1]-&gt;getVertexBuffer());
00708                                         }
00709 
00710                                         m0 = (<a class="code" href="a04558.html#a7">uint8</a> *) inVB0-&gt;getVertexCoordPointer();
00711                                         m1 = (<a class="code" href="a04558.html#a7">uint8</a> *) inVB1-&gt;getVertexCoordPointer();
00712 
00713                                                         
00714                                         <a class="code" href="a04558.html#a15">uint</a> k = nbVerticesInSource;
00715                                         <span class="comment">// do we need a normal ?</span>
00716                                         <span class="keywordflow">if</span> (modelVb.getVertexFormat() &amp; CVertexBuffer::NormalFlag)
00717                                         {
00718                                                 M.identity();
00719                                                 M.setRot(ptBasis-&gt;X, ptBasis-&gt;Y, ptBasis-&gt;X ^ ptBasis-&gt;Y);
00720                                                 sM = M;
00721                                                 sM.scale(*ptCurrSize);
00722 
00723                                                 <span class="comment">// offset of normals in the prerotated mesh                             </span>
00724                                                 <span class="keywordflow">do</span>
00725                                                 {
00726                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>((*inVB0),     m0);                                                  
00727                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>((*inVB1),     m1);  
00728                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>((*inVB0),     m0 + inNormalOff);                    
00729                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>((*inVB1),     m1 + inNormalOff);
00730                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(outVb,        outVertex);                                                   
00731                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(outVb,        outVertex + outNormalOff);    
00732 
00733                                                         <span class="comment">// morph, and transform the vertex</span>
00734                                                         *(CVector *) outVertex = *posIt + sM * (opLambda * *(CVector *) m0 + lambda * *(CVector *) m1);
00735                                                         <span class="comment">// morph, and transform the normal</span>
00736                                                         *(CVector *) (outVertex + outNormalOff) = M * (opLambda * *(CVector *) (m0 + inNormalOff)
00737                                                                                                                                                   + lambda * *(CVector *) (m1 + inNormalOff)).normed();
00738                                                         
00739 
00740                                                         m0  += inVSize;
00741                                                         m1  += inVSize;
00742                                                         outVertex += outVSize;
00743                                                 }
00744                                                 <span class="keywordflow">while</span> (--k);
00745                                         }
00746                                         <span class="keywordflow">else</span>
00747                                         {
00748                                                 <span class="comment">// no normal to transform</span>
00749                                                 sM.identity();
00750                                                 sM.setRot(ptBasis-&gt;X, ptBasis-&gt;Y, ptBasis-&gt;X ^ ptBasis-&gt;Y);
00751                                                 sM.scale(*ptCurrSize);
00752 
00753                                                 <span class="keywordflow">do</span>
00754                                                 {                       
00755                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>((*inVB0),     m0);                                                  
00756                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>((*inVB1),     m1);          
00757                                                         <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(outVb, outVertex);
00758                                                         <span class="comment">// morph, and transform the vertex</span>
00759                                                         *(CVector *) outVertex = *posIt + sM * (opLambda * *(CVector *) m0 + opLambda * *(CVector *) m1);
00760 
00761                                                         m0  += inVSize;
00762                                                         m1  += inVSize;
00763                                                         outVertex += outVSize;
00764                                                 }
00765                                                 <span class="keywordflow">while</span> (--k);
00766                                         }
00767 
00768                                         
00769                                         ++posIt;
00770                                         ptCurrSize += ptCurrSizeIncrement;
00771                                         ptBasis += ptBasisIncrement;
00772                                         currMorphValue += morphValueIncr;
00773                                 }
00774                                 <span class="keywordflow">while</span> (posIt != endPosIt);
00775                         }               
00776 
00777                         <span class="comment">// compute colors if needed</span>
00778                         <span class="keywordflow">if</span> (m._ColorScheme)
00779                         {
00780                                 m.computeColors(outVb, modelVb, size - leftToDo, toProcess, srcStep);
00781                         }
00782                         
00783                         <span class="comment">// render meshs</span>
00784                         m.doRenderPasses(driver, toProcess, md.RdrPasses, opaque);
00785                         leftToDo -= toProcess;
00786 
00787                 }
00788                 <span class="keywordflow">while</span> (leftToDo);
00789         }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CPSConstraintMeshHelpere1" doxytag="NL3D::CPSConstraintMeshHelper::drawPrerotatedMeshs" ></a><p>
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template&lt;class T, class U&gt; </td>
        </tr>
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CPSConstraintMeshHelper::drawPrerotatedMeshs </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">T&nbsp;</td>
          <td class="mdname" nowrap> <em>posIt</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>U&nbsp;</td>
          <td class="mdname" nowrap> <em>indexIt</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03161.html">CPSConstraintMesh</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>m</em>, </td>
        </tr>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>size</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>srcStep</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>opaque</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a05363.html#a366">TAnimationTime</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>ellapsedTime</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline, static]</code></td>
        </tr>

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<p>
precompute rotation in a VB from the src mesh<p>
get a mesh display struct on this shape, with eventually a primary color added.<p>
copy datas for several mesh<p>
render the result 
<p>
Definition at line <a class="el" href="a06250.html#l00793">793</a> of file <a class="el" href="a06250.html">ps_mesh.cpp</a>.
<p>
References <a class="el" href="a06258.html#l00228">NL3D::CPSColoredParticle::_ColorScheme</a>, <a class="el" href="a06251.html#l00574">NL3D::CPSConstraintMesh::_GlobalAnimDate</a>, <a class="el" href="a03161.html#NL3D_1_1CPSConstraintMesht0">NL3D::CPSConstraintMesh::_MeshDisplayShare</a>, <a class="el" href="a06251.html#l00468">NL3D::CPSConstraintMesh::_Meshes</a>, <a class="el" href="a06247.html#l01026">NL3D::CPSLocatedBindable::_Owner</a>, <a class="el" href="a06258.html#l00289">NL3D::CPSSizedParticle::_ParticleSize</a>, <a class="el" href="a06258.html#l00290">NL3D::CPSSizedParticle::_SizeScheme</a>, <a class="el" href="a02434.html#NL3D_1_1IDrivera2">NL3D::IDriver::activeVertexBuffer()</a>, <a class="el" href="a06249.html#l00039">CHECK_VERTEX_BUFFER</a>, <a class="el" href="a06250.html#l01825">NL3D::CPSConstraintMesh::computeColors()</a>, <a class="el" href="a06251.html#l00064">NL3D::ConstraintMeshBufSize</a>, <a class="el" href="a06250.html#l01802">NL3D::CPSConstraintMesh::doRenderPasses()</a>, <a class="el" href="a06247.html#l00890">NL3D::CPSLocatedBindable::getDriver()</a>, <a class="el" href="a06711.html#l00338">NL3D::CVertexBuffer::getNormalOff()</a>, <a class="el" href="a06711.html#l00453">NL3D::CVertexBuffer::getNumVertices()</a>, <a class="el" href="a06151.html#l00111">NL3D::CParticleSystemProcess::getOwner()</a>, <a class="el" href="a06143.html#l00311">NL3D::CParticleSystem::getSystemDate()</a>, <a class="el" href="a05989.html#l02432">NL3D::CMesh::getVertexBuffer()</a>, <a class="el" href="a06710.html#l00438">NL3D::CVertexBuffer::getVertexCoordPointer()</a>, <a class="el" href="a06711.html#l00319">NL3D::CVertexBuffer::getVertexFormat()</a>, <a class="el" href="a06711.html#l00473">NL3D::CVertexBuffer::getVertexSize()</a>, <a class="el" href="a03136.html#NL3D_1_1CPSAttribMakerz714_2">NL3D::CPSAttribMaker&lt; float &gt;::make()</a>, <a class="el" href="a06250.html#l01531">NL3D::CPSConstraintMesh::makePrerotatedVb()</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06152.html#l00060">PARTICLES_CHECK_MEM</a>, <a class="el" href="a06251.html#l00449">NL3D::CPSConstraintMesh::CMeshDisplay::RdrPasses</a>, <a class="el" href="a06246.html#l02142">NL3D::CPSLocatedBindable::setupDriverModelMatrix()</a>, <a class="el" href="a06250.html#l01729">NL3D::CPSConstraintMesh::setupRenderPasses()</a>, <a class="el" href="a05646.html#l00645">size</a>, <a class="el" href="a05454.html#l00044">NL3D::TAnimationTime</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, <a class="el" href="a05981.html#l00096">uint8</a>, and <a class="el" href="a06251.html#l00450">NL3D::CPSConstraintMesh::CMeshDisplay::VB</a>.
<p>
<div class="fragment"><pre>00800         {
00801                 <span class="comment">// get the vb from the original mesh</span>
00802                 CMesh                             &amp;mesh = *m._Meshes[0];        
00803                 <span class="keyword">const</span> CVertexBuffer   &amp;modelVb = mesh.getVertexBuffer();
00804 
00806                 CVertexBuffer &amp;prerotVb  = m.makePrerotatedVb(modelVb, ellapsedTime);   
00807 
00808                 <span class="comment">// driver setup</span>
00809                 IDriver *driver = m.getDriver();
00810                 m.setupDriverModelMatrix();     
00811 
00812                 <span class="comment">// renderPasses setup</span>
00813                 <a class="code" href="a04199.html#a6">nlassert</a>(m._Owner);
00814 
00815                 <span class="comment">// storage for sizes of meshs</span>
00816                 <span class="keywordtype">float</span> sizes[<a class="code" href="a05363.html#a264">ConstraintMeshBufSize</a>];
00817                 
00818                 <span class="comment">// point the size for the current mesh</span>
00819                 <span class="keywordtype">float</span> *ptCurrSize;
00820                 <a class="code" href="a04558.html#a15">uint</a> ptCurrSizeIncrement = m._SizeScheme ? 1 : 0;
00821 
00822                 T endPosIt;
00823                 <a class="code" href="a04558.html#a15">uint</a> leftToDo = <a class="code" href="a04223.html#a587">size</a>, toProcess;
00824                 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> nbVerticesInSource = modelVb.getNumVertices();
00825                 
00826 
00827 
00828                 <span class="comment">// size of a complete prerotated model</span>
00829                 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> prerotatedModelSize = prerotVb.getVertexSize() * modelVb.getNumVertices();
00830 
00832                 CPSConstraintMesh::CMeshDisplay  &amp;md    = m._MeshDisplayShare.getMeshDisplay(m._Meshes[0], modelVb.getVertexFormat() 
00833                                                                                                                                 | (m._ColorScheme ? CVertexBuffer::PrimaryColorFlag : 0));
00834 
00835 
00836                 m.setupRenderPasses((<span class="keywordtype">float</span>) m._Owner-&gt;getOwner()-&gt;getSystemDate() - m._GlobalAnimDate, md.RdrPasses, opaque);
00837 
00838                 CVertexBuffer &amp;outVb = md.VB;
00839 
00840                 driver-&gt;activeVertexBuffer(outVb);
00841 
00842 
00843                 <span class="comment">// size of vertices in prerotated model</span>
00844                 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> inVSize = prerotVb.getVertexSize();
00845 
00846                 <span class="comment">// size ofr vertices in dest vb</span>
00847                 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> outVSize = outVb.getVertexSize();
00848 
00849                 <span class="comment">// offset of normals in vertices of the prerotated model, and source model              </span>
00850                 <a class="code" href="a04558.html#a15">uint</a> normalOff=0;
00851                 <a class="code" href="a04558.html#a15">uint</a> pNormalOff=0;
00852                 <span class="keywordflow">if</span> (prerotVb.getVertexFormat() &amp; CVertexBuffer::NormalFlag) 
00853                 {
00854                         normalOff  =  outVb.getNormalOff();
00855                         pNormalOff =  prerotVb.getNormalOff();                  
00856                 }
00857                                         
00858                 <span class="keywordflow">do</span>
00859                 {                       
00860                         toProcess = <a class="code" href="a04061.html#a0">std::min</a>(leftToDo, ConstraintMeshBufSize);
00861 
00862                         <span class="keywordflow">if</span> (m._SizeScheme)
00863                         {
00864                                 <span class="comment">// compute size</span>
00865                                 ptCurrSize = (<span class="keywordtype">float</span> *) (m._SizeScheme-&gt;make(m._Owner, size - leftToDo, &amp;sizes[0], <span class="keyword">sizeof</span>(<span class="keywordtype">float</span>), toProcess, <span class="keyword">true</span>, srcStep));                            
00866                         }
00867                         <span class="keywordflow">else</span>
00868                         {
00869                                 <span class="comment">// pointer on constant size</span>
00870                                 ptCurrSize = &amp;m._ParticleSize;
00871                         }
00872 
00873                         endPosIt = posIt + toProcess;
00874                         <a class="code" href="a04558.html#a7">uint8</a> *outVertex  = (<a class="code" href="a04558.html#a7">uint8</a> *) outVb.getVertexCoordPointer();
00876                         <span class="keywordflow">do</span>
00877                         {
00878                                 <a class="code" href="a04558.html#a7">uint8</a> *inVertex = (<a class="code" href="a04558.html#a7">uint8</a> *) prerotVb.getVertexCoordPointer() + prerotatedModelSize * *indexIt; <span class="comment">// prerotated vertex                     </span>
00879                                 <a class="code" href="a04558.html#a15">uint</a> k = nbVerticesInSource;
00880                                 
00881                                 <span class="keywordflow">if</span> (prerotVb.getVertexFormat() &amp; CVertexBuffer::NormalFlag) <span class="comment">// has it a normal ?</span>
00882                                 {
00883                                         <span class="keywordflow">do</span>
00884                                         {
00885                                                 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(outVb, outVertex);
00886                                                 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(prerotVb, inVertex);
00887                                                 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(outVb, outVertex + normalOff);
00888                                                 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(prerotVb, inVertex + pNormalOff);
00889 
00890 
00891                                                 <span class="comment">// translate and resize the vertex (relatively to the mesh origin)</span>
00892                                                 *(CVector *)  outVertex                                          = *posIt + *ptCurrSize * *(CVector *) inVertex;
00893                                                 <span class="comment">// copy the normal</span>
00894                                                 *(CVector *)  (outVertex + normalOff ) = *(CVector *) (inVertex + pNormalOff);
00895                                                 inVertex  += inVSize;
00896                                                 outVertex += outVSize;
00897                                         }
00898                                         <span class="keywordflow">while</span> (--k);
00899                                 }
00900                                 <span class="keywordflow">else</span>
00901                                 {
00902                                         <span class="keywordflow">do</span>
00903                                         {                                       
00904                                                 <span class="comment">// translate and resize the vertex (relatively to the mesh origin)</span>
00905                                                 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(outVb, outVertex);
00906                                                 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(prerotVb, inVertex);
00907                                                 *(CVector *)  outVertex = *posIt + *ptCurrSize * *(CVector *) inVertex;                                                                                                 
00908                                                 inVertex  += inVSize;
00909                                                 outVertex += outVSize;
00910                                         }
00911                                         <span class="keywordflow">while</span> (--k);
00912                                 }
00913                                 
00914                                 ++indexIt;
00915                                 ++posIt;
00916                                 ptCurrSize += ptCurrSizeIncrement;
00917                         }
00918                         <span class="keywordflow">while</span> (posIt != endPosIt);
00919 
00920                         <span class="comment">// compute colors if needed</span>
00921                         <span class="keywordflow">if</span> (m._ColorScheme)
00922                         {
00923                                 m.computeColors(outVb, modelVb, size - leftToDo, toProcess, srcStep);
00924                         }
00925                                         
00926 
00928                         m.doRenderPasses(driver, toProcess, md.RdrPasses, opaque);
00929                         leftToDo -= toProcess;
00930 
00931                 }
00932                 <span class="keywordflow">while</span> (leftToDo);
00933                 <a class="code" href="a04729.html#a0">PARTICLES_CHECK_MEM</a>
00934         }
</pre></div>    </td>
  </tr>
</table>
<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="a06250.html">ps_mesh.cpp</a></ul>
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