1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
|
<!doctype html public "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd">
<HTML>
<HEAD>
<TITLE>nevrax.org : docs</TITLE>
<LINK REL=stylesheet TYPE="text/css" HREF="/inc/css/nevrax.css">
<link href="doxygen.css" rel="stylesheet" type="text/css">
</HEAD>
<BODY MARGINHEIGHT="0" MARGINWIDTH="0">
<!-- uplinks -->
<TABLE CELLSPACING=0 CELLPADDING=0 BORDER=0>
<TR>
<TD WIDTH=16><IMG SRC="/inc/img/pixel.gif" WIDTH="16" HEIGHT="16" BORDER=0 ALT=""></TD>
<TD WIDTH=140 BGCOLOR=#dddddd><IMG SRC="/inc/img/pixel.gif" WIDTH="140" HEIGHT="16" BORDER=0 ALT=""></TD>
<TD WIDTH=16><IMG SRC="/inc/img/pixel.gif" WIDTH="16" HEIGHT="16" BORDER=0 ALT=""></TD>
<TD><IMG width=6 height=14 SRC="/inc/img/reddots.gif" ALT="#" VSPACE=2 HSPACE=2 BORDER=0 ></TD><TD VALIGN=middle> <A CLASS=uplinks HREF='/'><b>Home</B></FONT></A> </TD>
<TD><IMG width=6 height=14 SRC="/inc/img/reddots.gif" ALT="#" VSPACE=2 HSPACE=2 BORDER=0 ></TD><TD VALIGN=middle> <A CLASS=uplinks HREF='/'><b>nevrax.com</B></FONT></A> </TD>
</TR>
</TABLE>
<!-- banner Nevrax -->
<TABLE CELLSPACING=0 CELLPADDING=0 BORDER=0 WIDTH=100%>
<TR><TD BGCOLOR="#000000" BACKGROUND="/inc/img/black_banner.jpg"><A HREF=""><IMG SRC="/inc/img/nevrax.gif" WIDTH="170" HEIGHT="45" BORDER=0 ALT="Nevrax" ></A></TD></TR>
</TABLE>
<!-- main table -->
<TABLE CELLSPACING=0 CELLPADDING=0 BORDER=0 height=100%>
<TR>
<TD WIDTH=16><IMG SRC="/inc/img/pixel.gif" WIDTH="16" HEIGHT="10" BORDER=0 ALT=""></TD>
<TD WIDTH=140 BGCOLOR=#dddddd VALIGN=TOP ALIGN=middle><IMG SRC="/inc/img/pixel.gif" WIDTH="140" HEIGHT="10" BORDER=0 ALT="">
<!------ Begin Box ------>
<TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 BGCOLOR=black><TR><TD><TABLE border=0 cellspacing=2 cellpadding=0 width=120><tr><TD ALIGN=middle bgcolor=black>
<FONT COLOR=white FACE="sans-serif"><B>Nevrax.org</B></FONT></TD></TR><tr><td colspan=2 bgcolor=#FFFFFF>
<TABLE cellspacing=0 cellpadding=1 border=0>
<tr><td ALIGN=middle><a class='linkbox' href="/news/" TITLE="Rubrique news"><img width=13 height=15 hspace=5 border=0 src=/inc/img/picto-news.gif ALT=#></A></td><td><a class='linkbox' href="/news/" TITLE="News">News</a></td></tr>
<tr><td ALIGN=middle><a class='linkbox' href="/mail/" TITLE="Rubrique mail"><img width=15 height=11 hspace=5 border=0 src=/inc/img/picto-mail.gif ALT=#></A></td><td><a class='linkbox' href="/mail/" TITLE="Mailing list archive">Mailing-list</a></td></tr>
<tr><td ALIGN=middle><a class='linkbox' href="/docs/" TITLE="Rubrique docs"><img width=14 height=16 hspace=5 border=0 src=/inc/img/picto-docs.gif ALT=#></A></td><td><a class='linkbox' href="/docs/" TITLE="Documentation">Documentation</a></td></tr>
<tr><td ALIGN=middle><a class='linkbox' href="/cvs/" TITLE="Rubrique cvs"><img width=13 height=17 hspace=5 border=0 src=/inc/img/picto-cvs.gif ALT=#></A></td><td><a class='linkbox' href="/cvs/" TITLE="CVS Web">CVS</a></td></tr>
<tr><td ALIGN=middle><a class='linkbox' href="/bugs/" TITLE="Rubrique bugs"><img width=20 height=16 hspace=5 border=0 src=/inc/img/picto-bugs.gif ALT=#></A></td><td><a class='linkbox' href="/bugs/" TITLE="Bugtracking">Bugs</a></td></tr>
<tr><td ALIGN=middle><a class='linkbox' href="/GPL.php3" TITLE="Rubrique license"><img width=18 height=12 hspace=5 border=0 src=/inc/img/picto-gpl.gif ALT=#></A></td><td><a class='linkbox' href="/GPL.php3" TITLE="License">License</a></td></tr>
</TABLE>
</TD></TR></TABLE></TD></TR></TABLE>
<!------ End Box ------>
</TD>
<TD WIDTH=15><IMG SRC="/inc/img/pixel.gif" WIDTH="16" HEIGHT="16" BORDER=0 ALT=""></TD>
<TD ALIGN=left valign=top><IMG SRC="/inc/img/pixel.gif" WIDTH="140" HEIGHT="10" BORDER=0 ALT="">
<!-- title -->
<TABLE background="/inc/img/redline.gif" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td>
<A HREF="/docs/"><img src="/inc/img/t_docs.gif" ALT="Docs" HEIGHT=20 BORDER=0></A>
</td><td><IMG SRC="/inc/img/pixel.gif" WIDTH="1" HEIGHT="1" BORDER=0 ALT="">
</td></tr></table>
<!-- block -->
<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="/inc/img/reddots.gif"></TD>
<TD><B>Documentation</B></TD>
<TD ALIGN=RIGHT> </td>
</tr></table>
<!-- Generated by Doxygen 1.2.14 -->
<center>
<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:/cgi-bin/nel-search.cgi" href="/cgi-bin/nel-search.cgi">Search</a> </center>
<hr><h1>lod_character_builder.cpp</h1><a href="lod__character__builder_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027
00028 <font class="preprocessor">#include "<a class="code" href="debug_8h.html">nel/misc/debug.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="lod__character__builder_8h.html">3d/lod_character_builder.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="skeleton__shape_8h.html">3d/skeleton_shape.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="mesh_8h.html">3d/mesh.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
00034
00035
00036 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00037 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00038
00039
00040 <font class="keyword">namespace </font>NL3D
00041 {
00042
00043
00044 <font class="comment">// ***************************************************************************</font>
<a name="l00045"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#a0">00045</a> CLodCharacterBuilder::CLodCharacterBuilder()
00046 {
00047 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o1">_SkeletonShape</a>= NULL;
00048 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>= NULL;
00049 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>= NULL;
00050 }
00051 <font class="comment">// ***************************************************************************</font>
<a name="l00052"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#a1">00052</a> CLodCharacterBuilder::~CLodCharacterBuilder()
00053 {
00054 <font class="comment">// release the scene</font>
00055 <font class="keywordflow">if</font>(_TmpScene)
00056 {
00057 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>->release();
00058 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>;
00059 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>= NULL;
00060 }
00061 }
00062
00063 <font class="comment">// ***************************************************************************</font>
<a name="l00064"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#a2">00064</a> <font class="keywordtype">void</font> CLodCharacterBuilder::setShape(<font class="keyword">const</font> std::string &name, CSkeletonShape *skeletonShape, CLodCharacterShapeBuild *lodBuild)
00065 {
00066 <a class="code" href="debug_8h.html#a6">nlassert</a>(skeletonShape);
00067 <a class="code" href="debug_8h.html#a6">nlassert</a>(lodBuild);
00068
00069 <font class="comment">// SmartPtr the skeleton Shape (NB: important because skeletonModel use it)</font>
00070 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o1">_SkeletonShape</a>= skeletonShape;
00071 <font class="comment">// a std ptr.</font>
00072 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>= lodBuild;
00073
00074 <font class="comment">// Remap bone, with help of lodBuild and skeleton names.</font>
00075 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>.resize(lodBuild->BonesNames.size());
00076 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>.size(); i++)
00077 {
00078 <font class="keyword">const</font> std::string &boneName= lodBuild->BonesNames[i];
00079 sint32 boneId= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o1">_SkeletonShape</a>->getBoneIdByName(boneName);
00080 <font class="comment">// If not found</font>
00081 <font class="keywordflow">if</font>(boneId<0)
00082 {
00083 <a class="code" href="debug_8h.html#a2">nlwarning</a>(<font class="stringliteral">"Not found a bone in the skeleton Shape: %s"</font>, boneName.c_str());
00084 <font class="comment">// use root bone.</font>
00085 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>[i]= 0;
00086 }
00087 <font class="keywordflow">else</font>
00088 <font class="comment">// remap</font>
00089 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>[i]= boneId;
00090 }
00091
00092 <font class="comment">// build basics</font>
00093 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o0">_LodCharacterShape</a>.buildMesh(name, *<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>);
00094
00095 <font class="comment">// Build a scene, for addAnim purpose</font>
00096 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>)
00097 {
00098 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>= <font class="keyword">new</font> CScene;
00099 <font class="comment">// Must init Statics for scene (because use it in addAnim). NB: never mind if done twice.</font>
00100 CScene::registerBasics();
00101 <font class="comment">// init scene travs</font>
00102 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>->initDefaultTravs();
00103 <font class="comment">// Don't add any user trav.</font>
00104 <font class="comment">// init default Roots.</font>
00105 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>->initDefaultRoots();
00106 <font class="comment">// Don't Set driver/viewport</font>
00107 <font class="comment">// Init the world instance group</font>
00108 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>->initGlobalnstanceGroup();
00109 <font class="comment">// Init coarse mesh manager</font>
00110 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>->initCoarseMeshManager ();
00111 <font class="comment">// init QuadGridClipManager</font>
00112 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>->initQuadGridClipManager ();
00113 }
00114 }
00115
00116
00117 <font class="comment">// ***************************************************************************</font>
<a name="l00118"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#a3">00118</a> <font class="keywordtype">void</font> CLodCharacterBuilder::addAnim(<font class="keyword">const</font> <font class="keywordtype">char</font> *animName, CAnimation *animation, <font class="keywordtype">float</font> frameRate)
00119 {
00120 <a class="code" href="debug_8h.html#a6">nlassert</a>(frameRate>0);
00121 <a class="code" href="debug_8h.html#a6">nlassert</a>(animation);
00122
00123 <font class="comment">/* Create a Scene, a skeletonModel, an animation set, and a channel mixer to play the animation</font>
00124 <font class="comment"> NB: no render is made and no driver is created. The scene is just here for correct creation of the skeleton</font>
00125 <font class="comment"> Yoyo: This is a tricky way, but I found it the easier one...</font>
00126 <font class="comment"> */</font>
00127
00128 <font class="comment">// Create Components necesssary to play the animation</font>
00129 <font class="comment">//==========================</font>
00130
00131 <font class="comment">// create an animationSet, and a channelMixer.</font>
00132 <font class="comment">//--------------</font>
00133 <font class="comment">// build an animation set with the only one animation. This animation will be deleted with the animationSet</font>
00134 CAnimationSet *tmpAnimationSet= <font class="keyword">new</font> CAnimationSet;
00135 tmpAnimationSet->addAnimation(animName, animation);
00136 tmpAnimationSet->build();
00137 <font class="comment">// Build a channelMixer.</font>
00138 CChannelMixer *tmpChannelMixer= <font class="keyword">new</font> CChannelMixer;
00139 tmpChannelMixer->setAnimationSet(tmpAnimationSet);
00140
00141
00142 <font class="comment">// create a skeleton Model for animation</font>
00143 <font class="comment">//---------------</font>
00144 CSkeletonModel *skeleton= (CSkeletonModel*)<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o1">_SkeletonShape</a>->createInstance(*<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>);
00145 <font class="comment">// and skeleton it with animation</font>
00146 skeleton->registerToChannelMixer(tmpChannelMixer, <font class="stringliteral">""</font>);
00147 <font class="comment">// activate the anim</font>
00148 uint animID = tmpAnimationSet->getAnimationIdByName(animName);
00149 <a class="code" href="debug_8h.html#a6">nlassert</a>(animID != CAnimationSet::NotFound);
00150 tmpChannelMixer->setSlotAnimation(0, animID);
00151
00152
00153 <font class="comment">// Build Dst Animation basics.</font>
00154 <font class="comment">//--------------</font>
00155 CLodCharacterShape::CAnimBuild dstAnim;
00156 dstAnim.Name= animName;
00157 dstAnim.AnimLength= animation->getEndTime();
00158 dstAnim.NumKeys= (uint)ceil(dstAnim.AnimLength * frameRate);
00159 dstAnim.NumKeys= max(1U, dstAnim.NumKeys);
00160 <font class="comment">// resize array.</font>
00161 dstAnim.Keys.resize(<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o0">_LodCharacterShape</a>.getNumVertices() * dstAnim.NumKeys);
00162
00163
00164 <font class="comment">// Bake the animation</font>
00165 <font class="comment">//==========================</font>
00166 <font class="keywordtype">double</font> time=0;
00167 <font class="keywordtype">double</font> dt= 1.0/(double)frameRate;
00168 uint64 evalDetaiDate= 0;
00169 <font class="keywordflow">for</font>(uint i=0; i<dstAnim.NumKeys; i++, time+= dt)
00170 {
00171 <font class="comment">// clamp the time</font>
00172 time= <a class="code" href="bit__set_8cpp.html#a0">min</a>(time, (<font class="keywordtype">double</font>)dstAnim.AnimLength);
00173
00174 <font class="comment">// setup the channelMixer time</font>
00175 tmpChannelMixer->setSlotTime(0, (<font class="keywordtype">float</font>)time);
00176
00177 <font class="comment">// Eval the channelMixer, both global and detail</font>
00178 tmpChannelMixer->eval(<font class="keyword">false</font>);
00179 tmpChannelMixer->eval(<font class="keyword">true</font>, evalDetaiDate++);
00180
00181 <font class="comment">// Use the skeleton model to compute bone skin matrix, supposing an identity skeleton worldMatrix</font>
00182 skeleton->computeAllBones(CMatrix::Identity);
00183
00184 <font class="comment">// apply the skinning from the current skeleton state</font>
00185 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#c0">applySkin</a>(skeleton, &dstAnim.Keys[i*<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o0">_LodCharacterShape</a>.getNumVertices()]);
00186 }
00187
00188
00189 <font class="comment">// Add the animation to the lod</font>
00190 <font class="comment">//==========================</font>
00191 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o0">_LodCharacterShape</a>.addAnim(dstAnim);
00192
00193
00194 <font class="comment">// Delete</font>
00195 <font class="comment">//==========================</font>
00196 <font class="comment">// release the skeleton</font>
00197 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>->deleteModel(skeleton);
00198 <font class="comment">// delete the channelMixer</font>
00199 <font class="keyword">delete</font> tmpChannelMixer;
00200 <font class="comment">// delete the animationSet</font>
00201 <font class="keyword">delete</font> tmpAnimationSet;
00202 }
00203
00204
00205 <font class="comment">// ***************************************************************************</font>
<a name="l00206"></a><a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#c0">00206</a> <font class="keywordtype">void</font> CLodCharacterBuilder::applySkin(CSkeletonModel *skeleton, CVector *dstVertices)
00207 {
00208 uint numVerts= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>->Vertices.size();
00209
00210 <font class="comment">// for all vertices.</font>
00211 <font class="keywordflow">for</font>(uint i=0; i<numVerts; i++)
00212 {
00213 CMesh::CSkinWeight &skinWgt= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>->SkinWeights[i];
00214 CVector &srcVert= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>->Vertices[i];
00215 CVector &dstVert= dstVertices[i];
00216 dstVert= CVector::Null;
00217 <font class="comment">// parse all Weights, and add influence.</font>
00218 <font class="keywordflow">for</font>(uint j=0; j<<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>; j++)
00219 {
00220 <font class="keywordtype">float</font> wgt= skinWgt.Weights[j];
00221
00222 <font class="keywordflow">if</font>(wgt==0)
00223 {
00224 <font class="comment">// this should not happen, at least weight 0 should have an influence.</font>
00225 <font class="keywordflow">if</font>(j==0)
00226 dstVert= srcVert;
00227 <font class="comment">// no more influence for this vertex.</font>
00228 <font class="keywordflow">break</font>;
00229 }
00230 <font class="keywordflow">else</font>
00231 {
00232 <font class="comment">// Get the skeleton bone to read.</font>
00233 uint boneId= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>[skinWgt.MatrixId[j]];
00234 <font class="comment">// Get the computed matrix from the skeleton.</font>
00235 <font class="keyword">const</font> CMatrix &boneMat= skeleton->Bones[boneId].getBoneSkinMatrix();
00236 <font class="comment">// Add the influence of this bone.</font>
00237 dstVert+= (boneMat * srcVert) * wgt;
00238 }
00239 }
00240 }
00241 }
00242
00243
00244 } <font class="comment">// NL3D</font>
</pre></div>
<!-- footer -->
<BR><FONT Size=+5> </FONT>
</TD>
<TD WIDTH=15><IMG SRC=/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD>
</TR>
</TABLE>
</BODY>
</HTML>
|