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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>->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>
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