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<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>-&gt;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 &amp;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-&gt;BonesNames.size());
00076         <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o3">_BoneRemap</a>.size(); i++)
00077         {
00078                 <font class="keyword">const</font> std::string       &amp;boneName= lodBuild-&gt;BonesNames[i];
00079                 sint32  boneId= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o1">_SkeletonShape</a>-&gt;getBoneIdByName(boneName);
00080                 <font class="comment">// If not found</font>
00081                 <font class="keywordflow">if</font>(boneId&lt;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>-&gt;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>-&gt;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>-&gt;initGlobalnstanceGroup();
00109                 <font class="comment">// Init coarse mesh manager</font>
00110                 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>-&gt;initCoarseMeshManager ();
00111                 <font class="comment">// init QuadGridClipManager</font>
00112                 <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>-&gt;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&gt;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-&gt;addAnimation(animName, animation);
00136         tmpAnimationSet-&gt;build();
00137         <font class="comment">// Build a channelMixer.</font>
00138         CChannelMixer   *tmpChannelMixer= <font class="keyword">new</font> CChannelMixer;
00139         tmpChannelMixer-&gt;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>-&gt;createInstance(*<a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o4">_TmpScene</a>);
00145         <font class="comment">// and skeleton it with animation</font>
00146         skeleton-&gt;registerToChannelMixer(tmpChannelMixer, <font class="stringliteral">""</font>);
00147         <font class="comment">// activate the anim</font>
00148         uint animID = tmpAnimationSet-&gt;getAnimationIdByName(animName);
00149         <a class="code" href="debug_8h.html#a6">nlassert</a>(animID != CAnimationSet::NotFound);
00150         tmpChannelMixer-&gt;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-&gt;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&lt;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-&gt;setSlotTime(0, (<font class="keywordtype">float</font>)time);
00176 
00177                 <font class="comment">// Eval the channelMixer, both global and detail</font>
00178                 tmpChannelMixer-&gt;eval(<font class="keyword">false</font>);
00179                 tmpChannelMixer-&gt;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-&gt;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, &amp;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>-&gt;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>-&gt;Vertices.size();
00209 
00210         <font class="comment">// for all vertices.</font>
00211         <font class="keywordflow">for</font>(uint i=0; i&lt;numVerts; i++)
00212         {
00213                 CMesh::CSkinWeight      &amp;skinWgt= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>-&gt;SkinWeights[i];
00214                 CVector                         &amp;srcVert= <a class="code" href="classNL3D_1_1CLodCharacterBuilder.html#o2">_LodBuild</a>-&gt;Vertices[i];
00215                 CVector                         &amp;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&lt;<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 &amp;boneMat= skeleton-&gt;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>

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