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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: mesh_mrm_skin_template.cpp File Reference</title>
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<h1>mesh_mrm_skin_template.cpp File Reference</h1><hr><a name="_details"></a><h2>Detailed Description</h2>
File not compiled. Included from <a class="el" href="a04586.html">mesh_mrm_skin.cpp</a>. It is a "old school" template.<p>
<dl compact><dt><b>Id</b></dt><dd><a class="el" href="a04587.html">mesh_mrm_skin_template.cpp</a>,v 1.9 2003/12/10 12:47:33 berenguier Exp </dd></dl>

<p>
Definition in file <a class="el" href="a06010.html">mesh_mrm_skin_template.cpp</a>.
<p>

<p>
<a href="a06010.html">Go to the source code of this file.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Defines</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>#define&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a04587.html#a3">NL3D_RAWSKIN_NORMAL_OFF</a>&nbsp;&nbsp;&nbsp;12</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>#define&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a04587.html#a0">NL3D_RAWSKIN_NORMAL_OFF</a>&nbsp;&nbsp;&nbsp;12</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>#define&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a04587.html#a4">NL3D_RAWSKIN_UV_OFF</a>&nbsp;&nbsp;&nbsp;24</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>#define&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a04587.html#a1">NL3D_RAWSKIN_UV_OFF</a>&nbsp;&nbsp;&nbsp;24</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>#define&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a04587.html#a5">NL3D_RAWSKIN_VERTEX_SIZE</a>&nbsp;&nbsp;&nbsp;32</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>#define&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a04587.html#a2">NL3D_RAWSKIN_VERTEX_SIZE</a>&nbsp;&nbsp;&nbsp;32</td></tr>

<tr><td colspan=2><br><h2>Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a04587.html#a6">applyArraySkinNormalT</a> (<a class="el" href="a04558.html#a15">uint</a> numMatrixes, <a class="el" href="a04558.html#a11">uint32</a> *infPtr, CMesh::CSkinWeight *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, <a class="el" href="a04558.html#a15">uint</a> normalOff, <a class="el" href="a04558.html#a7">uint8</a> *destVertexPtr, vector&lt; CMatrix3x4 &gt; &amp;boneMat3x4, <a class="el" href="a04558.html#a15">uint</a> vertexSize, <a class="el" href="a04558.html#a15">uint</a> nInf)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a04587.html#a7">applyArraySkinTangentSpaceT</a> (<a class="el" href="a04558.html#a15">uint</a> numMatrixes, <a class="el" href="a04558.html#a11">uint32</a> *infPtr, CMesh::CSkinWeight *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, CVector *tgSpacePtr, <a class="el" href="a04558.html#a15">uint</a> normalOff, <a class="el" href="a04558.html#a15">uint</a> tgSpaceOff, <a class="el" href="a04558.html#a7">uint8</a> *destVertexPtr, vector&lt; CMatrix3x4 &gt; &amp;boneMat3x4, <a class="el" href="a04558.html#a15">uint</a> vertexSize, <a class="el" href="a04558.html#a15">uint</a> nInf)</td></tr>

</table>
<hr><h2>Define Documentation</h2>
<a class="anchor" name="a3" doxytag="mesh_mrm_skin_template.cpp::NL3D_RAWSKIN_NORMAL_OFF" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> #define NL3D_RAWSKIN_NORMAL_OFF&nbsp;&nbsp;&nbsp;12
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06010.html#l00482">482</a> of file <a class="el" href="a06010.html">mesh_mrm_skin_template.cpp</a>.    </td>
  </tr>
</table>
<a class="anchor" name="a0" doxytag="mesh_mrm_skin_template.cpp::NL3D_RAWSKIN_NORMAL_OFF" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
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          <td class="md" nowrap valign="top"> #define NL3D_RAWSKIN_NORMAL_OFF&nbsp;&nbsp;&nbsp;12
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06010.html#l00482">482</a> of file <a class="el" href="a06010.html">mesh_mrm_skin_template.cpp</a>.    </td>
  </tr>
</table>
<a class="anchor" name="a4" doxytag="mesh_mrm_skin_template.cpp::NL3D_RAWSKIN_UV_OFF" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> #define NL3D_RAWSKIN_UV_OFF&nbsp;&nbsp;&nbsp;24
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    </td>
  </tr>
</table>
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06010.html#l00483">483</a> of file <a class="el" href="a06010.html">mesh_mrm_skin_template.cpp</a>.    </td>
  </tr>
</table>
<a class="anchor" name="a1" doxytag="mesh_mrm_skin_template.cpp::NL3D_RAWSKIN_UV_OFF" ></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"> #define NL3D_RAWSKIN_UV_OFF&nbsp;&nbsp;&nbsp;24
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06010.html#l00483">483</a> of file <a class="el" href="a06010.html">mesh_mrm_skin_template.cpp</a>.    </td>
  </tr>
</table>
<a class="anchor" name="a5" doxytag="mesh_mrm_skin_template.cpp::NL3D_RAWSKIN_VERTEX_SIZE" ></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"> #define NL3D_RAWSKIN_VERTEX_SIZE&nbsp;&nbsp;&nbsp;32
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
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    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06010.html#l00484">484</a> of file <a class="el" href="a06010.html">mesh_mrm_skin_template.cpp</a>.    </td>
  </tr>
</table>
<a class="anchor" name="a2" doxytag="mesh_mrm_skin_template.cpp::NL3D_RAWSKIN_VERTEX_SIZE" ></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"> #define NL3D_RAWSKIN_VERTEX_SIZE&nbsp;&nbsp;&nbsp;32
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06010.html#l00484">484</a> of file <a class="el" href="a06010.html">mesh_mrm_skin_template.cpp</a>.    </td>
  </tr>
</table>
<hr><h2>Function Documentation</h2>
<a class="anchor" name="a6" doxytag="mesh_mrm_skin_template.cpp::applyArraySkinNormalT" ></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"> void applyArraySkinNormalT </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>numMatrixes</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>infPtr</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>CMesh::CSkinWeight *&nbsp;</td>
          <td class="mdname" nowrap> <em>srcSkinPtr</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>CVector *&nbsp;</td>
          <td class="mdname" nowrap> <em>srcVertexPtr</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>CVector *&nbsp;</td>
          <td class="mdname" nowrap> <em>srcNormalPtr</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>normalOff</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a7">uint8</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>destVertexPtr</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>vector&lt; CMatrix3x4 &gt; &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>boneMat3x4</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>vertexSize</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>nInf</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static]</code></td>
        </tr>

      </table>
    </td>
  </tr>
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<table cellspacing=5 cellpadding=0 border=0>
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    </td>
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<p>

<p>
Definition at line <a class="el" href="a06010.html#l00036">36</a> of file <a class="el" href="a06010.html">mesh_mrm_skin_template.cpp</a>.
<p>
References <a class="el" href="a05646.html#l00225">index</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a05981.html#l00096">uint8</a>.
<p>
<div class="fragment"><pre>00039 {
00040         <span class="comment">/* Prefetch all vertex/normal before, it is to be faster.</span>
00041 <span class="comment">        */</span>
00042 <span class="preprocessor">#ifdef NL_OS_WINDOWS</span>
00043 <span class="preprocessor"></span>        {
00044                 <a class="code" href="a04558.html#a15">uint</a>    nInfTmp= nInf;
00045                 <a class="code" href="a04558.html#a11">uint32</a>  *infTmpPtr= infPtr;
00046                 <span class="keywordflow">for</span>(;nInfTmp&gt;0;nInfTmp--, infTmpPtr++)
00047                 {
00048                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infTmpPtr;
00049                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00050                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00051                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00052 
00053                         __asm
00054                         {
00055                                 mov eax, srcSkin
00056                                 mov ebx, srcVertex
00057                                 mov ecx, srcNormal
00058                                 mov edx, [eax]
00059                                 mov edx, [ebx]
00060                                 mov edx, [ecx]
00061                         }
00062 
00063                 }
00064         }
00065 <span class="preprocessor">#endif</span>
00066 <span class="preprocessor"></span>
00067         <span class="comment">// Process vertices.</span>
00068         <span class="keywordflow">switch</span>(numMatrixes)
00069         {
00070         <span class="comment">//=========</span>
00071         <span class="keywordflow">case</span> 0:
00072                 <span class="comment">// Special case for Vertices influenced by one matrix. Just copy result of mul.</span>
00073                 <span class="comment">//  for all InfluencedVertices only.</span>
00074                 <span class="keywordflow">for</span>(;nInf&gt;0;nInf--, infPtr++)
00075                 {
00076                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infPtr;
00077                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00078                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00079                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00080                         <a class="code" href="a04558.html#a7">uint8</a>                           *dstVertexVB= destVertexPtr + <a class="code" href="a04223.html#a566">index</a> * vertexSize;
00081                         CVector                         *dstVertex= (CVector*)(dstVertexVB);
00082                         CVector                         *dstNormal= (CVector*)(dstVertexVB + normalOff);
00083 
00084 
00085                         <span class="comment">// Vertex.</span>
00086                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex);
00087                         <span class="comment">// Normal.</span>
00088                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcNormal, *dstNormal);
00089                 }
00090                 <span class="keywordflow">break</span>;
00091 
00092         <span class="comment">//=========</span>
00093         <span class="keywordflow">case</span> 1:
00094                 <span class="comment">//  for all InfluencedVertices only.</span>
00095                 <span class="keywordflow">for</span>(;nInf&gt;0;nInf--, infPtr++)
00096                 {
00097                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infPtr;
00098                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00099                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00100                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00101                         <a class="code" href="a04558.html#a7">uint8</a>                           *dstVertexVB= destVertexPtr + <a class="code" href="a04223.html#a566">index</a> * vertexSize;
00102                         CVector                         *dstVertex= (CVector*)(dstVertexVB);
00103                         CVector                         *dstNormal= (CVector*)(dstVertexVB + normalOff);
00104 
00105 
00106                         <span class="comment">// Vertex.</span>
00107                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin-&gt;Weights[0], *dstVertex);
00108                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[1], *dstVertex);
00109                         <span class="comment">// Normal.</span>
00110                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcNormal, srcSkin-&gt;Weights[0], *dstNormal);
00111                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[1], *dstNormal);
00112                 }
00113                 <span class="keywordflow">break</span>;
00114 
00115         <span class="comment">//=========</span>
00116         <span class="keywordflow">case</span> 2:
00117                 <span class="comment">//  for all InfluencedVertices only.</span>
00118                 <span class="keywordflow">for</span>(;nInf&gt;0;nInf--, infPtr++)
00119                 {
00120                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infPtr;
00121                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00122                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00123                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00124                         <a class="code" href="a04558.html#a7">uint8</a>                           *dstVertexVB= destVertexPtr + <a class="code" href="a04223.html#a566">index</a> * vertexSize;
00125                         CVector                         *dstVertex= (CVector*)(dstVertexVB);
00126                         CVector                         *dstNormal= (CVector*)(dstVertexVB + normalOff);
00127 
00128 
00129                         <span class="comment">// Vertex.</span>
00130                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin-&gt;Weights[0], *dstVertex);
00131                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[1], *dstVertex);
00132                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[2], *dstVertex);
00133                         <span class="comment">// Normal.</span>
00134                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcNormal, srcSkin-&gt;Weights[0], *dstNormal);
00135                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[1], *dstNormal);
00136                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[2], *dstNormal);
00137                 }
00138                 <span class="keywordflow">break</span>;
00139 
00140         <span class="comment">//=========</span>
00141         <span class="keywordflow">case</span> 3:
00142                 <span class="comment">//  for all InfluencedVertices only.</span>
00143                 <span class="keywordflow">for</span>(;nInf&gt;0;nInf--, infPtr++)
00144                 {
00145                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infPtr;
00146                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00147                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00148                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00149                         <a class="code" href="a04558.html#a7">uint8</a>                           *dstVertexVB= destVertexPtr + <a class="code" href="a04223.html#a566">index</a> * vertexSize;
00150                         CVector                         *dstVertex= (CVector*)(dstVertexVB);
00151                         CVector                         *dstNormal= (CVector*)(dstVertexVB + normalOff);
00152 
00153 
00154                         <span class="comment">// Vertex.</span>
00155                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin-&gt;Weights[0], *dstVertex);
00156                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[1], *dstVertex);
00157                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[2], *dstVertex);
00158                         boneMat3x4[ srcSkin-&gt;MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[3], *dstVertex);
00159                         <span class="comment">// Normal.</span>
00160                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcNormal, srcSkin-&gt;Weights[0], *dstNormal);
00161                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[1], *dstNormal);
00162                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[2], *dstNormal);
00163                         boneMat3x4[ srcSkin-&gt;MatrixId[3] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[3], *dstNormal);
00164                 }
00165                 <span class="keywordflow">break</span>;
00166 
00167         }
00168 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="a7" doxytag="mesh_mrm_skin_template.cpp::applyArraySkinTangentSpaceT" ></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 applyArraySkinTangentSpaceT </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>numMatrixes</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>infPtr</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>CMesh::CSkinWeight *&nbsp;</td>
          <td class="mdname" nowrap> <em>srcSkinPtr</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>CVector *&nbsp;</td>
          <td class="mdname" nowrap> <em>srcVertexPtr</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>CVector *&nbsp;</td>
          <td class="mdname" nowrap> <em>srcNormalPtr</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>CVector *&nbsp;</td>
          <td class="mdname" nowrap> <em>tgSpacePtr</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>normalOff</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>tgSpaceOff</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a7">uint8</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>destVertexPtr</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>vector&lt; CMatrix3x4 &gt; &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>boneMat3x4</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>vertexSize</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>nInf</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06010.html#l00173">173</a> of file <a class="el" href="a06010.html">mesh_mrm_skin_template.cpp</a>.
<p>
References <a class="el" href="a05646.html#l00225">index</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a05981.html#l00096">uint8</a>.
<p>
<div class="fragment"><pre>00176 {
00177         <span class="comment">/* Prefetch all vertex/normal/tgSpace before, it is faster.</span>
00178 <span class="comment">        */</span>
00179 <span class="preprocessor">#ifdef NL_OS_WINDOWS</span>
00180 <span class="preprocessor"></span>        {
00181                 <a class="code" href="a04558.html#a15">uint</a>    nInfTmp= nInf;
00182                 <a class="code" href="a04558.html#a11">uint32</a>  *infTmpPtr= infPtr;
00183                 <span class="keywordflow">for</span>(;nInfTmp&gt;0;nInfTmp--, infTmpPtr++)
00184                 {
00185                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infTmpPtr;
00186                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00187                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00188                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00189                         CVector                         *srcTgSpace= tgSpacePtr + <a class="code" href="a04223.html#a566">index</a>;
00190 
00191                         __asm
00192                         {
00193                                 mov eax, srcSkin
00194                                 mov ebx, srcVertex
00195                                 mov ecx, srcNormal
00196                                 mov esi, srcTgSpace
00197                                 mov edx, [eax]
00198                                 mov edx, [ebx]
00199                                 mov edx, [ecx]
00200                                 mov edx, [esi]
00201                         }
00202 
00203                 }
00204         }
00205 <span class="preprocessor">#endif</span>
00206 <span class="preprocessor"></span>
00207         <span class="comment">// Process vertices.</span>
00208         <span class="keywordflow">switch</span>(numMatrixes)
00209         {
00210         <span class="comment">//=========</span>
00211         <span class="keywordflow">case</span> 0:
00212                 <span class="comment">// Special case for Vertices influenced by one matrix. Just copy result of mul.</span>
00213                 <span class="comment">//  for all InfluencedVertices only.</span>
00214                 <span class="keywordflow">for</span>(;nInf&gt;0;nInf--, infPtr++)
00215                 {
00216                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infPtr;
00217                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00218                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00219                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00220                         CVector                         *srcTgSpace= tgSpacePtr + <a class="code" href="a04223.html#a566">index</a>;
00221                         <span class="comment">//</span>
00222                         <a class="code" href="a04558.html#a7">uint8</a>                           *dstVertexVB= destVertexPtr + <a class="code" href="a04223.html#a566">index</a> * vertexSize;
00223                         CVector                         *dstVertex= (CVector*)(dstVertexVB);
00224                         CVector                         *dstNormal= (CVector*)(dstVertexVB + normalOff);
00225                         CVector                         *dstTgSpace= (CVector*)(dstVertexVB + tgSpaceOff);
00226 
00227 
00228 
00229                         <span class="comment">// Vertex.</span>
00230                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex);
00231                         <span class="comment">// Normal.                              </span>
00232                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcNormal, *dstNormal);
00233                         <span class="comment">// Tg space</span>
00234                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcTgSpace, *dstTgSpace);
00235 
00236                 }
00237                 <span class="keywordflow">break</span>;
00238 
00239         <span class="comment">//=========</span>
00240         <span class="keywordflow">case</span> 1:
00241                 <span class="comment">//  for all InfluencedVertices only.</span>
00242                 <span class="keywordflow">for</span>(;nInf&gt;0;nInf--, infPtr++)
00243                 {
00244                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infPtr;
00245                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00246                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00247                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00248                         CVector                         *srcTgSpace= tgSpacePtr + <a class="code" href="a04223.html#a566">index</a>;
00249                         <span class="comment">//</span>
00250                         <a class="code" href="a04558.html#a7">uint8</a>                           *dstVertexVB= destVertexPtr + <a class="code" href="a04223.html#a566">index</a> * vertexSize;
00251                         CVector                         *dstVertex= (CVector*)(dstVertexVB);
00252                         CVector                         *dstNormal= (CVector*)(dstVertexVB + normalOff);
00253                         CVector                         *dstTgSpace= (CVector*)(dstVertexVB + tgSpaceOff);
00254 
00255                         <span class="comment">// Vertex.</span>
00256                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin-&gt;Weights[0], *dstVertex);
00257                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[1], *dstVertex);
00258                         <span class="comment">// Normal.                              </span>
00259                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcNormal, srcSkin-&gt;Weights[0], *dstNormal);
00260                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[1], *dstNormal);
00261                         <span class="comment">// Tg space</span>
00262                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcTgSpace, srcSkin-&gt;Weights[0], *dstTgSpace);
00263                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddVector( *srcTgSpace, srcSkin-&gt;Weights[1], *dstTgSpace);
00264                 }
00265                 <span class="keywordflow">break</span>;
00266 
00267         <span class="comment">//=========</span>
00268         <span class="keywordflow">case</span> 2:
00269                 <span class="comment">//  for all InfluencedVertices only.</span>
00270                 <span class="keywordflow">for</span>(;nInf&gt;0;nInf--, infPtr++)
00271                 {
00272                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infPtr;
00273                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00274                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00275                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00276                         CVector                         *srcTgSpace= tgSpacePtr + <a class="code" href="a04223.html#a566">index</a>;
00277                         <span class="comment">//</span>
00278                         <a class="code" href="a04558.html#a7">uint8</a>                           *dstVertexVB= destVertexPtr + <a class="code" href="a04223.html#a566">index</a> * vertexSize;
00279                         CVector                         *dstVertex= (CVector*)(dstVertexVB);
00280                         CVector                         *dstNormal= (CVector*)(dstVertexVB + normalOff);
00281                         CVector                         *dstTgSpace= (CVector*)(dstVertexVB + tgSpaceOff);
00282 
00283                         <span class="comment">// Vertex.</span>
00284                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin-&gt;Weights[0], *dstVertex);
00285                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[1], *dstVertex);
00286                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[2], *dstVertex);
00287                         <span class="comment">// Normal.                              </span>
00288                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcNormal, srcSkin-&gt;Weights[0], *dstNormal);
00289                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[1], *dstNormal);
00290                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[2], *dstNormal);
00291                         <span class="comment">// Tg space</span>
00292                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcTgSpace, srcSkin-&gt;Weights[0], *dstTgSpace);
00293                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddVector( *srcTgSpace, srcSkin-&gt;Weights[1], *dstTgSpace);                                
00294                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddVector( *srcTgSpace, srcSkin-&gt;Weights[2], *dstTgSpace);                                
00295                 }
00296                 <span class="keywordflow">break</span>;
00297 
00298         <span class="comment">//=========</span>
00299         <span class="keywordflow">case</span> 3:
00300                 <span class="comment">//  for all InfluencedVertices only.</span>
00301                 <span class="keywordflow">for</span>(;nInf&gt;0;nInf--, infPtr++)
00302                 {
00303                         <a class="code" href="a04558.html#a15">uint</a>    <a class="code" href="a04223.html#a566">index</a>= *infPtr;
00304                         CMesh::CSkinWeight      *srcSkin= srcSkinPtr + <a class="code" href="a04223.html#a566">index</a>;
00305                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="a04223.html#a566">index</a>;
00306                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="a04223.html#a566">index</a>;
00307                         CVector                         *srcTgSpace= tgSpacePtr + <a class="code" href="a04223.html#a566">index</a>;
00308                         <span class="comment">//</span>
00309                         <a class="code" href="a04558.html#a7">uint8</a>                           *dstVertexVB= destVertexPtr + <a class="code" href="a04223.html#a566">index</a> * vertexSize;
00310                         CVector                         *dstVertex= (CVector*)(dstVertexVB);
00311                         CVector                         *dstNormal= (CVector*)(dstVertexVB + normalOff);
00312                         CVector                         *dstTgSpace= (CVector*)(dstVertexVB + tgSpaceOff);
00313 
00314                         <span class="comment">// Vertex.</span>
00315                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin-&gt;Weights[0], *dstVertex);
00316                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[1], *dstVertex);
00317                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[2], *dstVertex);
00318                         boneMat3x4[ srcSkin-&gt;MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin-&gt;Weights[3], *dstVertex);
00319                         <span class="comment">// Normal.                              </span>
00320                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcNormal, srcSkin-&gt;Weights[0], *dstNormal);
00321                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[1], *dstNormal);
00322                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[2], *dstNormal);
00323                         boneMat3x4[ srcSkin-&gt;MatrixId[3] ].mulAddVector( *srcNormal, srcSkin-&gt;Weights[3], *dstNormal);
00324                         <span class="comment">// Tg space</span>
00325                         boneMat3x4[ srcSkin-&gt;MatrixId[0] ].mulSetVector( *srcTgSpace, srcSkin-&gt;Weights[0], *dstTgSpace);
00326                         boneMat3x4[ srcSkin-&gt;MatrixId[1] ].mulAddVector( *srcTgSpace, srcSkin-&gt;Weights[1], *dstTgSpace);                                
00327                         boneMat3x4[ srcSkin-&gt;MatrixId[2] ].mulAddVector( *srcTgSpace, srcSkin-&gt;Weights[2], *dstTgSpace);                                                                
00328                         boneMat3x4[ srcSkin-&gt;MatrixId[3] ].mulAddVector( *srcTgSpace, srcSkin-&gt;Weights[3], *dstTgSpace);                                                                
00329                 }
00330                 <span class="keywordflow">break</span>;
00331 
00332         }
00333 
00334 }
</pre></div>    </td>
  </tr>
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<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 06:42:59 2004 for NeL by
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</a>1.3.6 </small></address>
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