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<hr><h1>lod_character_shape.cpp</h1><a href="lod__character__shape_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="lod__character__shape_8h.html">3d/lod_character_shape.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="vectord_8h.html">nel/misc/vectord.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="lod__character__texture_8h.html">3d/lod_character_texture.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="triangle_8h.html">nel/misc/triangle.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="polygon_8h.html">nel/misc/polygon.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>
00045 <font class="comment">// ***************************************************************************</font>
00046 <font class="comment">// CLodCharacterShape</font>
00047 <font class="comment">// ***************************************************************************</font>
00048 <font class="comment">// ***************************************************************************</font>
00049
00050
00051 <font class="comment">// ***************************************************************************</font>
00052 <font class="keyword">const</font> CLodCharacterShapeBuild::CPixelInfo CLodCharacterShapeBuild::CPixelInfo::EmptyPixel(
00053 CVector::Null, CVector(1000,0,0));
00054
00055
00056 <font class="comment">// ***************************************************************************</font>
<a name="l00057"></a><a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#a0">00057</a> CLodCharacterShapeBuild::CLodCharacterShapeBuild()
00058 {
00059 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>= 0;
00060 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>= 0;
00061 }
00062
00063
00064 <font class="comment">// ***************************************************************************</font>
<a name="l00065"></a><a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#a1">00065</a> <font class="keywordtype">void</font> CLodCharacterShapeBuild::compile(<font class="keyword">const</font> std::vector<bool> &triangleSelection, uint textureOverSample)
00066 {
00067 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>.size()==<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>.size());
00068 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m3">Normals</a>.size()==<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>.size());
00069
00070 <font class="comment">// take the sqrtf.</font>
00071 textureOverSample= (uint)sqrtf((<font class="keywordtype">float</font>)textureOverSample);
00072 textureOverSample= max(textureOverSample, 1U);
00073
00074 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>= <a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;
00075 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>= <a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;
00076
00077 uint wOver= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>*textureOverSample;
00078 uint hOver= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>*textureOverSample;
00079 std::vector<CPixelInfo> overTextureInfo;
00080
00081 <font class="comment">// do some tri selection?</font>
00082 <font class="keywordtype">bool</font> triSelectOk= triangleSelection.size()==<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>.size()/3;
00083
00084
00085 <font class="comment">// **** reset the texture and init with "empty" pixel (ie normal.x==1000, which is not possible because normal.norm()==1)</font>
00086 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>);
00087 fill(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.begin(), <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.end(), CPixelInfo::EmptyPixel);
00088 <font class="comment">// do it to the oversampled texture</font>
00089 overTextureInfo.resize(wOver*hOver, CPixelInfo::EmptyPixel);
00090
00091
00092 <font class="comment">// **** For each triangle in the shape, polyfill this triangle from a texture view, in the overSampledTexture</font>
00093 CPolygon2D poly;
00094 poly.Vertices.resize(3);
00095 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>.size();i+=3)
00096 {
00097 <font class="comment">// if selection OK, and the tri is not selected, skip</font>
00098 <font class="keywordflow">if</font>(triSelectOk && !triangleSelection[i/3])
00099 <font class="keywordflow">continue</font>;
00100
00101 <font class="comment">// Setup triangle.</font>
00102 <font class="comment">// -----------</font>
00103 uint idx[3];
00104 idx[0]= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>[i+0];
00105 idx[1]= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>[i+1];
00106 idx[2]= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>[i+2];
00107 <font class="comment">// compute corners UVs, in texel size</font>
00108 CTriangle triangleUV;
00109 triangleUV.V0= CVector(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[0]].U*wOver, <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[0]].V*hOver, 0);
00110 triangleUV.V1= CVector(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[1]].U*wOver, <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[1]].V*hOver, 0);
00111 triangleUV.V2= CVector(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[2]].U*wOver, <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>[idx[2]].V*hOver, 0);
00112 <font class="comment">// compute corners pixelInfos </font>
00113 CPixelInfo pInf[3];
00114 <font class="keywordflow">for</font>(uint corner=0; corner<3; corner++)
00115 {
00116 pInf[corner].Pos= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>[idx[corner]];
00117 pInf[corner].Normal= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m3">Normals</a>[idx[corner]];
00118 }
00119 <font class="comment">// Compute Gradients</font>
00120 CVector GradPosX, GradPosY, GradPosZ;
00121 CVector GradNormalX, GradNormalY, GradNormalZ;
00122 triangleUV.computeGradient(pInf[0].Pos.x, pInf[1].Pos.x, pInf[2].Pos.x, GradPosX);
00123 triangleUV.computeGradient(pInf[0].Pos.y, pInf[1].Pos.y, pInf[2].Pos.y, GradPosY);
00124 triangleUV.computeGradient(pInf[0].Pos.z, pInf[1].Pos.z, pInf[2].Pos.z, GradPosZ);
00125 triangleUV.computeGradient(pInf[0].Normal.x, pInf[1].Normal.x, pInf[2].Normal.x, GradNormalX);
00126 triangleUV.computeGradient(pInf[0].Normal.y, pInf[1].Normal.y, pInf[2].Normal.y, GradNormalY);
00127 triangleUV.computeGradient(pInf[0].Normal.z, pInf[1].Normal.z, pInf[2].Normal.z, GradNormalZ);
00128 <font class="comment">// Compute Gradients offset</font>
00129 <font class="keywordtype">float</font> OffPosX, OffPosY, OffPosZ;
00130 <font class="keywordtype">float</font> OffNormalX, OffNormalY, OffNormalZ;
00131 OffPosX= pInf[0].Pos.x - GradPosX*triangleUV.V0;
00132 OffPosY= pInf[0].Pos.y - GradPosY*triangleUV.V0;
00133 OffPosZ= pInf[0].Pos.z - GradPosZ*triangleUV.V0;
00134 OffNormalX= pInf[0].Normal.x - GradNormalX*triangleUV.V0;
00135 OffNormalY= pInf[0].Normal.y - GradNormalY*triangleUV.V0;
00136 OffNormalZ= pInf[0].Normal.z - GradNormalZ*triangleUV.V0;
00137
00138
00139 <font class="comment">// PolyFiller</font>
00140 <font class="comment">// -----------</font>
00141 CVector2f dCenter(0.5f, 0.5f);
00142 <font class="comment">// select texels if their centers is in the triangle</font>
00143 poly.Vertices[0]= triangleUV.V0-dCenter;
00144 poly.Vertices[1]= triangleUV.V1-dCenter;
00145 poly.Vertices[2]= triangleUV.V2-dCenter;
00146 <font class="comment">// polyFiller</font>
00147 CPolygon2D::TRasterVect rasters;
00148 sint minY;
00149 poly.computeBorders(rasters, minY);
00150 <font class="keywordflow">for</font>(sint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><(sint)rasters.size();<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00151 {
00152 sint x0= rasters[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>].first;
00153 sint x1= rasters[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>].second;
00154 CVector <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00155 <font class="comment">// get the center coord of this texel</font>
00156 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+minY+0.5f;
00157 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z= 0;
00158 <font class="keywordflow">for</font>(sint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=x0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><=x1;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00159 {
00160 <font class="comment">// get the center coord of this texel</font>
00161 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+0.5f;
00162 <font class="comment">// Compute Pos/Normal on this texel.</font>
00163 CPixelInfo texelInf;
00164 texelInf.Pos.x= OffPosX + GradPosX * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00165 texelInf.Pos.y= OffPosY + GradPosY * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00166 texelInf.Pos.z= OffPosZ + GradPosZ * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00167 texelInf.Normal.x= OffNormalX + GradNormalX * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00168 texelInf.Normal.y= OffNormalY + GradNormalY * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00169 texelInf.Normal.z= OffNormalZ + GradNormalZ * <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00170 <font class="comment">// normalize.</font>
00171 texelInf.Normal.normalize();
00172 <font class="comment">// Store (NB: overwrite any pixel)</font>
00173 sint texX= ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>)%wOver;
00174 sint texY= ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+minY)%hOver;
00175 overTextureInfo[texY*wOver+texX]= texelInf;
00176 }
00177 }
00178
00179 }
00180
00181
00182 <font class="comment">// **** Down sample the overSampled texture.</font>
00183 sint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
00184 <font class="keywordflow">if</font>(textureOverSample==1)
00185 {
00186 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>= overTextureInfo;
00187 }
00188 <font class="keywordflow">else</font>
00189 {
00190 <font class="comment">// eg: 3 gives 1. delta ranges from -1 to 1.</font>
00191 <font class="keywordtype">float</font> middle= (textureOverSample-1)/2.f;
00192
00193 <font class="comment">// for all pixels.</font>
00194 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><(sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00195 {
00196 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><(sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00197 {
00198 <font class="comment">// for all samples, take the best one.</font>
00199 sint xo, yo;
00200 <font class="keywordtype">float</font> bestDist= FLT_MAX;
00201 CPixelInfo bestPixel= CPixelInfo::EmptyPixel;
00202 <font class="keywordflow">for</font>(yo=0;yo<(sint)textureOverSample;yo++)
00203 {
00204 <font class="keywordflow">for</font>(xo=0;xo<(sint)textureOverSample;xo++)
00205 {
00206 <font class="comment">// compute distance to the pixel center.</font>
00207 <font class="keywordtype">float</font> dist= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(yo-middle)+<a class="code" href="namespaceNLMISC.html#a214">sqr</a>(xo-middle);
00208 <font class="keyword">const</font> CPixelInfo &overPixel= overTextureInfo[(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*textureOverSample+yo)*wOver+(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*textureOverSample+xo)];
00209 <font class="comment">// if the overPixel is not empty.</font>
00210 <font class="keywordflow">if</font>( !(overPixel==CPixelInfo::EmptyPixel) )
00211 {
00212 <font class="comment">// take it if the best: nearest to the pixel center.</font>
00213 <font class="keywordflow">if</font>(dist<bestDist)
00214 {
00215 bestDist= dist;
00216 bestPixel= overPixel;
00217 }
00218 }
00219 }
00220 }
00221
00222 <font class="comment">// fill textureInfo</font>
00223 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= bestPixel;
00224 }
00225 }
00226 }
00227
00228
00229 <font class="comment">// **** Dilate texture 1 time: each empty pixel info get neighbor full pixel (8box)</font>
00230 <font class="comment">// copy the non dilated texture</font>
00231 std::vector<CPixelInfo> tmpTextureInfo= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>;
00232 <font class="comment">// process all pixels</font>
00233 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><(sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00234 {
00235 sint y0=<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>-1, y1=<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1;
00236 y0= max(y0, 0);
00237 y1= <a class="code" href="bit__set_8cpp.html#a0">min</a>(y1, (sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>-1);
00238 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><(sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00239 {
00240 CPixelInfo &texelInf= <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>];
00241 <font class="comment">// if an empty pixel.</font>
00242 <font class="keywordflow">if</font>(texelInf==CPixelInfo::EmptyPixel)
00243 {
00244 <font class="comment">// dilate: look around for non empty pixel.</font>
00245 sint x0=<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>-1, x1=<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1;
00246 x0= max(x0, 0);
00247 x1= <a class="code" href="bit__set_8cpp.html#a0">min</a>(x1, (sint)<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>-1);
00248 <font class="comment">// For the 8 possible pixels (nb: look us too, but doesn't matter since we are an empty pixel)</font>
00249 <font class="keywordflow">for</font>(sint yb= y0; yb<=y1;yb++)
00250 {
00251 <font class="keywordflow">for</font>(sint xb= x0; xb<=x1;xb++)
00252 {
00253 <font class="comment">// if the neighbor is not an empty pixel. NB: avoid override problems using not Dilated texture</font>
00254 CPixelInfo &nbTexelInf= tmpTextureInfo[yb*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>+xb];
00255 <font class="keywordflow">if</font>( !(nbTexelInf==CPixelInfo::EmptyPixel) )
00256 {
00257 <font class="comment">// write it in the center pixel, and skip the search</font>
00258 texelInf= nbTexelInf;
00259 yb= y1+1;
00260 <font class="keywordflow">break</font>;
00261 }
00262 }
00263 }
00264 }
00265 }
00266 }
00267
00268 }
00269
00270
00271 <font class="comment">// ***************************************************************************</font>
<a name="l00272"></a><a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#a2">00272</a> <font class="keywordtype">void</font> CLodCharacterShapeBuild::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f)
00273 {
00274 <font class="comment">// NEL_CLODBULD</font>
00275 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'_LEN');
00276 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'DOLC');
00277 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'DLUB');
00278
00279 <font class="comment">/*</font>
00280 <font class="comment"> Version 1:</font>
00281 <font class="comment"> - UVs and Normals + texture info</font>
00282 <font class="comment"> */</font>
00283 sint ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(1);
00284
00285 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>);
00286 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m1">SkinWeights</a>);
00287 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m4">BonesNames</a>);
00288 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m5">TriangleIndices</a>);
00289
00290 <font class="keywordflow">if</font>(ver>=1)
00291 {
00292 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>);
00293 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m3">Normals</a>);
00294 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>, <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>);
00295 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>);
00296 }
00297 <font class="keywordflow">else</font>
00298 {
00299 <font class="comment">// Must init dummy UVs/normals</font>
00300 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m2">UVs</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>.size(), CUV(0,0));
00301 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m3">Normals</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#m0">Vertices</a>.size(), CVector::K);
00302 <font class="comment">// Must init dummy texture</font>
00303 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>= <a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;
00304 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>= <a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;
00305 <a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o1">_Width</a>*<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o2">_Height</a>, CPixelInfo::EmptyPixel);
00306 }
00307
00308 }
00309
00310
00311 <font class="comment">// ***************************************************************************</font>
<a name="l00312"></a><a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#a3">00312</a> <font class="keyword">const</font> CLodCharacterShapeBuild::CPixelInfo *CLodCharacterShapeBuild::getTextureInfoPtr()
00313 {
00314 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>.empty())
00315 <font class="keywordflow">return</font> NULL;
00316 <font class="keywordflow">else</font>
00317 <font class="keywordflow">return</font> &<a class="code" href="classNL3D_1_1CLodCharacterShapeBuild.html#o0">_TextureInfo</a>[0];
00318 }
00319
00320
00321 <font class="comment">// ***************************************************************************</font>
00322 <font class="comment">// ***************************************************************************</font>
00323 <font class="comment">// CLodCharacterShape</font>
00324 <font class="comment">// ***************************************************************************</font>
00325 <font class="comment">// ***************************************************************************</font>
00326
00327
00328 <font class="comment">// ***************************************************************************</font>
<a name="l00329"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a0">00329</a> CLodCharacterShape::CLodCharacterShape()
00330 {
00331 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>= 0;
00332 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o2">_NumTriangles</a>= 0;
00333 }
00334
00335 <font class="comment">// ***************************************************************************</font>
<a name="l00336"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a1">00336</a> <font class="keywordtype">void</font> CLodCharacterShape::buildMesh(<font class="keyword">const</font> std::string &name, <font class="keyword">const</font> CLodCharacterShapeBuild &lodBuild)
00337 {
00338 uint numVertices= lodBuild.Vertices.size();
00339 <font class="keyword">const</font> vector<uint32> &triangleIndices= lodBuild.TriangleIndices;
00340 <font class="keyword">const</font> vector<CMesh::CSkinWeight> &skinWeights= lodBuild.SkinWeights;
00341 <font class="keyword">const</font> vector<CUV> &uvs= lodBuild.UVs;
00342 <font class="keyword">const</font> vector<CVector> &normals= lodBuild.Normals;
00343
00344 <a class="code" href="debug_8h.html#a6">nlassert</a>(numVertices>0);
00345 <a class="code" href="debug_8h.html#a6">nlassert</a>(triangleIndices.size()>0);
00346 <a class="code" href="debug_8h.html#a6">nlassert</a>((triangleIndices.size()%3)==0);
00347 <a class="code" href="debug_8h.html#a6">nlassert</a>(skinWeights.size() == numVertices);
00348 <a class="code" href="debug_8h.html#a6">nlassert</a>(uvs.size() == numVertices);
00349 <a class="code" href="debug_8h.html#a6">nlassert</a>(normals.size() == numVertices);
00350
00351 <font class="comment">// reset data</font>
00352 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>);
00353 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>);
00354 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>);
00355 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>);
00356 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o7">_TriangleIndices</a>);
00357 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>);
00358 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>);
00359
00360 <font class="comment">// Copy data.</font>
00361 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o0">_Name</a>= name;
00362 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>= numVertices;
00363 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o2">_NumTriangles</a>= triangleIndices.size()/3;
00364 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o7">_TriangleIndices</a>= triangleIndices;
00365 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>= uvs;
00366 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>= normals;
00367
00368 <font class="comment">// check indices.</font>
00369 uint i;
00370 <font class="keywordflow">for</font>(i=0;i<triangleIndices.size();i++)
00371 {
00372 <a class="code" href="debug_8h.html#a6">nlassert</a>(triangleIndices[i]<<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>);
00373 }
00374
00375 <font class="comment">// Copy bone names, and compute bone Map</font>
00376 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>.resize(lodBuild.BonesNames.size());
00377 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>.size(); i++)
00378 {
00379 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>[i].Name= lodBuild.BonesNames[i];
00380 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>.insert( make_pair(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>[i].Name, i) );
00381 }
00382
00383 <font class="comment">// "Normalize" SkinWeights for CLodCharacterShape</font>
00384 <font class="keywordflow">for</font>(i=0;i<skinWeights.size();i++)
00385 {
00386 <a class="code" href="debug_8h.html#a6">nlassert</a>(skinWeights[i].Weights[0]>0);
00387 <font class="comment">// for all slots not 0</font>
00388 <font class="keywordflow">for</font>(uint j=0;j<<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;j++)
00389 {
00390 <font class="comment">// if this this slot is used.</font>
00391 <font class="keywordflow">if</font>(skinWeights[i].Weights[j]>0)
00392 {
00393 uint boneId= skinWeights[i].MatrixId[j];
00394 <a class="code" href="debug_8h.html#a6">nlassert</a>(boneId < <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>.size());
00395 <font class="comment">// init the vInf data</font>
00396 CVertexInf vInf;
00397 vInf.VertexId= i;
00398 vInf.Influence= skinWeights[i].Weights[j];
00399 <font class="comment">// Insert this vertex influence in the bone.</font>
00400 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>[boneId].InfVertices.push_back(vInf);
00401 }
00402 <font class="keywordflow">else</font>
00403 <font class="comment">// stop for this vertex.</font>
00404 <font class="keywordflow">break</font>;
00405 }
00406 }
00407 }
00408
00409 <font class="comment">// ***************************************************************************</font>
<a name="l00410"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a2">00410</a> <font class="keywordtype">bool</font> CLodCharacterShape::addAnim(<font class="keyword">const</font> CAnimBuild &animBuild)
00411 {
00412 <font class="comment">// first, verify don't exist.</font>
00413 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#a5">getAnimIdByName</a>(animBuild.Name)!=-1)
00414 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00415
00416 <font class="comment">// build basics of the animation</font>
00417 CAnim dstAnim;
00418 dstAnim.Name= animBuild.Name;
00419 dstAnim.AnimLength= animBuild.AnimLength;
00420 <font class="comment">// Possible to have an Anim with just one key. setup an epsilon for animLength if 0.</font>
00421 <font class="keywordflow">if</font>(dstAnim.AnimLength<=0)
00422 dstAnim.AnimLength= 0.001f;
00423 dstAnim.OOAnimLength= 1.0f / animBuild.AnimLength;
00424 dstAnim.NumKeys= animBuild.NumKeys;
00425 <font class="comment">// verify size of the array</font>
00426 <a class="code" href="debug_8h.html#a6">nlassert</a>(dstAnim.NumKeys>0);
00427 <a class="code" href="debug_8h.html#a6">nlassert</a>(dstAnim.NumKeys * <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a> == animBuild.Keys.size());
00428 <font class="comment">// resize dest array</font>
00429 dstAnim.Keys.resize(animBuild.Keys.size());
00430
00431
00432 <font class="comment">// Pack animation. 1st pass: compute max size over the animation vertices</font>
00433 uint i;
00434 <font class="comment">// minimum shape size is , say, 1 cm :)</font>
00435 CVector maxSize(0.01f, 0.01f, 0.01f);
00436 <font class="keywordflow">for</font>(i=0;i<animBuild.Keys.size();i++)
00437 {
00438 <font class="comment">// take the maxSize of the abs values</font>
00439 maxSize.maxof(maxSize, -animBuild.Keys[i]);
00440 maxSize.maxof(maxSize, animBuild.Keys[i]);
00441 }
00442
00443 <font class="comment">// compute the UnPackScaleFactor ie maxSize, to be multiplied by max Abs value of a sint16</font>
00444 dstAnim.UnPackScaleFactor= maxSize * (1.0f/32767);
00445
00446 <font class="comment">// Pack animation. 2st pass: pack.</font>
00447 CVectorD packScaleFactor;
00448 packScaleFactor.x= 1.0 / dstAnim.UnPackScaleFactor.x;
00449 packScaleFactor.y= 1.0 / dstAnim.UnPackScaleFactor.y;
00450 packScaleFactor.z= 1.0 / dstAnim.UnPackScaleFactor.z;
00451 <font class="comment">// For all key vertices</font>
00452 <font class="keywordflow">for</font>(i=0;i<animBuild.Keys.size();i++)
00453 {
00454 CVector <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= animBuild.Keys[i];
00455 CVector3s &dstV= dstAnim.Keys[i];
00456
00457 <font class="comment">// compress</font>
00458 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x= float(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x*packScaleFactor.x);
00459 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y= float(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y*packScaleFactor.y);
00460 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z= float(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z*packScaleFactor.z);
00461 <font class="comment">// clamp to sint16 limits (for float precision problems).</font>
00462 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x, -32767, 32767);
00463 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y, -32767, 32767);
00464 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z, -32767, 32767);
00465 <font class="comment">// get into the vector3s</font>
00466 dstV.x= (sint16)floor(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.x);
00467 dstV.y= (sint16)floor(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.y);
00468 dstV.z= (sint16)floor(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z);
00469 }
00470
00471
00472 <font class="comment">// Add the anim to the array, and add an entry to the map</font>
00473 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>.push_back(dstAnim);
00474 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>.insert(make_pair(dstAnim.Name, <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>.size()-1));
00475
00476 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00477 }
00478
00479 <font class="comment">// ***************************************************************************</font>
<a name="l00480"></a><a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#a0">00480</a> <font class="keywordtype">void</font> CLodCharacterShape::CAnim::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f)
00481 {
00482 (void)f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(0);
00483
00484 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m0">Name</a>);
00485 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m1">NumKeys</a>);
00486 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m2">AnimLength</a>);
00487 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m3">OOAnimLength</a>);
00488 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m4">UnPackScaleFactor</a>);
00489 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#m5">Keys</a>);
00490 }
00491
00492
00493 <font class="comment">// ***************************************************************************</font>
<a name="l00494"></a><a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CBoneInfluence.html#a0">00494</a> <font class="keywordtype">void</font> CLodCharacterShape::CBoneInfluence::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f)
00495 {
00496 (void)f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(0);
00497
00498 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CBoneInfluence.html#m0">Name</a>);
00499 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="structNL3D_1_1CLodCharacterShape_1_1CBoneInfluence.html#m1">InfVertices</a>);
00500 }
00501
00502
00503 <font class="comment">// ***************************************************************************</font>
<a name="l00504"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a3">00504</a> <font class="keywordtype">void</font> CLodCharacterShape::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f)
00505 {
00506 <font class="comment">// NEL_CLODSHAP</font>
00507 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'_LEN');
00508 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'DOLC');
00509 f.<a class="code" href="classNLMISC_1_1IStream.html#a30">serialCheck</a>((uint32)'PAHS');
00510
00511 <font class="comment">/*</font>
00512 <font class="comment"> Version 1:</font>
00513 <font class="comment"> - UVs and Normals.</font>
00514 <font class="comment"> */</font>
00515 sint ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(1);
00516
00517 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o0">_Name</a>);
00518 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>);
00519 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o2">_NumTriangles</a>);
00520 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>);
00521 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>);
00522 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o7">_TriangleIndices</a>);
00523 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>);
00524 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>);
00525
00526 <font class="keywordflow">if</font>(ver>=1)
00527 {
00528 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>);
00529 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>);
00530 }
00531 <font class="keywordflow">else</font>
00532 {
00533 <font class="comment">// Must init dummy UVs/normals</font>
00534 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>, CUV(0,0));
00535 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>, CVector::K);
00536 }
00537 }
00538
00539 <font class="comment">// ***************************************************************************</font>
<a name="l00540"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a5">00540</a> sint CLodCharacterShape::getAnimIdByName(<font class="keyword">const</font> std::string &name)<font class="keyword"> const</font>
00541 <font class="keyword"></font>{
00542 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#u2">CstItStrIdMap</a> it= <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>.find(name);
00543 <font class="keywordflow">if</font>(it == <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o9">_AnimMap</a>.end())
00544 <font class="keywordflow">return</font> -1;
00545 <font class="keywordflow">else</font>
00546 <font class="keywordflow">return</font> it->second;
00547 }
00548
00549
00550 <font class="comment">// ***************************************************************************</font>
<a name="l00551"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a9">00551</a> sint CLodCharacterShape::getBoneIdByName(<font class="keyword">const</font> std::string &name)<font class="keyword"> const</font>
00552 <font class="keyword"></font>{
00553 <a class="code" href="classNL3D_1_1CLodCharacterShape.html#u2">CstItStrIdMap</a> it= <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>.find(name);
00554 <font class="keywordflow">if</font>(it == <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o6">_BoneMap</a>.end())
00555 <font class="keywordflow">return</font> -1;
00556 <font class="keywordflow">else</font>
00557 <font class="keywordflow">return</font> it->second;
00558 }
00559
00560
00561 <font class="comment">// ***************************************************************************</font>
<a name="l00562"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a10">00562</a> <font class="keyword">const</font> uint32 *CLodCharacterShape::getTriangleArray()<font class="keyword"> const</font>
00563 <font class="keyword"></font>{
00564 <font class="keywordflow">if</font>(_NumTriangles)
00565 <font class="keywordflow">return</font> &<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o7">_TriangleIndices</a>[0];
00566 <font class="keywordflow">else</font>
00567 <font class="keywordflow">return</font> NULL;
00568 }
00569
00570 <font class="comment">// ***************************************************************************</font>
<a name="l00571"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a13">00571</a> <font class="keyword">const</font> CLodCharacterShape::CVector3s *CLodCharacterShape::getAnimKey(uint animId, <a class="code" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> time, <font class="keywordtype">bool</font> wrapMode, CVector &unPackScaleFactor)<font class="keyword"> const</font>
00572 <font class="keyword"></font>{
00573 <font class="keywordtype">float</font> localTime;
00574
00575 <font class="keywordflow">if</font>(animId>=<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>.size())
00576 <font class="keywordflow">return</font> NULL;
00577
00578 <font class="comment">// get the anim.</font>
00579 <font class="keyword">const</font> CAnim &anim= <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o8">_Anims</a>[animId];
00580
00581 <font class="comment">// scale info</font>
00582 unPackScaleFactor= anim.UnPackScaleFactor;
00583
00584 <font class="comment">// Loop mgt.</font>
00585 <font class="keywordflow">if</font>(wrapMode)
00586 localTime= (float)fmod(time, anim.AnimLength);
00587 <font class="keywordflow">else</font>
00588 localTime= (float)time;
00589
00590 <font class="comment">// Clamp to the range.</font>
00591 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(localTime, 0, anim.AnimLength);
00592
00593 <font class="comment">// get the key.</font>
00594 sint keyId= (sint)floor( (localTime*anim.OOAnimLength) * anim.NumKeys );
00595 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(keyId, 0, <a class="code" href="memory__common_8h.html#a14">sint</a>(anim.NumKeys-1));
00596
00597 <font class="comment">// return the key.</font>
00598 <font class="keywordflow">return</font> &anim.Keys[keyId * <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>];
00599 }
00600
00601 <font class="comment">// ***************************************************************************</font>
<a name="l00602"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a11">00602</a> <font class="keyword">const</font> CUV *CLodCharacterShape::getUVs()<font class="keyword"> const</font>
00603 <font class="keyword"></font>{
00604 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>==0)
00605 <font class="keywordflow">return</font> NULL;
00606
00607 <font class="keywordflow">return</font> &<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o3">_UVs</a>[0];
00608 }
00609
00610 <font class="comment">// ***************************************************************************</font>
<a name="l00611"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#a12">00611</a> <font class="keyword">const</font> CVector *CLodCharacterShape::getNormals()<font class="keyword"> const</font>
00612 <font class="keyword"></font>{
00613 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o1">_NumVertices</a>==0)
00614 <font class="keywordflow">return</font> NULL;
00615
00616 <font class="keywordflow">return</font> &<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o4">_Normals</a>[0];
00617 }
00618
00619
00620
00621 <font class="comment">// ***************************************************************************</font>
00622 <font class="comment">// ***************************************************************************</font>
00623 <font class="comment">// Bone coloring</font>
00624 <font class="comment">// ***************************************************************************</font>
00625 <font class="comment">// ***************************************************************************</font>
00626
00627
00628 <font class="comment">// ***************************************************************************</font>
<a name="l00629"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#z536_0">00629</a> <font class="keywordtype">void</font> CLodCharacterShape::startBoneColor(std::vector<NLMISC::CRGBAF> &tmpColors)<font class="keyword"> const</font>
00630 <font class="keyword"></font>{
00631 <font class="comment">// alocate</font>
00632 tmpColors.resize(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#a6">getNumVertices</a>());
00633 <font class="comment">// fill with black (in Alpha too)</font>
00634 CRGBAF black(0,0,0,0);
00635 fill(tmpColors.begin(), tmpColors.end(), black);
00636 }
00637
00638 <font class="comment">// ***************************************************************************</font>
<a name="l00639"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#z536_1">00639</a> <font class="keywordtype">void</font> CLodCharacterShape::addBoneColor(uint boneId, CRGBA color, std::vector<NLMISC::CRGBAF> &tmpColors)<font class="keyword"> const</font>
00640 <font class="keyword"></font>{
00641 <font class="comment">// Yoyo: This is an error to not have the same skeleton that the one stored in the lod shape. But must not crash</font>
00642 <font class="keywordflow">if</font>(boneId>=<a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>.size())
00643 <font class="keywordflow">return</font>;
00644 <font class="keyword">const</font> CBoneInfluence &bone= <a class="code" href="classNL3D_1_1CLodCharacterShape.html#o5">_Bones</a>[boneId];
00645
00646 <font class="comment">// for all vertices influenced by this bone, must influence the color</font>
00647 <font class="keywordflow">for</font>(uint i=0; i<bone.InfVertices.size(); i++)
00648 {
00649 <font class="keyword">const</font> CVertexInf &vInf= bone.InfVertices[i];
00650 <font class="comment">// Add the color, modulated by the vertex weight</font>
00651 tmpColors[vInf.VertexId].R+= color.R * vInf.Influence;
00652 tmpColors[vInf.VertexId].G+= color.G * vInf.Influence;
00653 tmpColors[vInf.VertexId].B+= color.B * vInf.Influence;
00654 <font class="comment">// Add the weight in alpha channel</font>
00655 tmpColors[vInf.VertexId].A+= vInf.Influence;
00656 }
00657 }
00658
00659 <font class="comment">// ***************************************************************************</font>
<a name="l00660"></a><a class="code" href="classNL3D_1_1CLodCharacterShape.html#z536_2">00660</a> <font class="keywordtype">void</font> CLodCharacterShape::endBoneColor(<font class="keyword">const</font> std::vector<NLMISC::CRGBAF> &tmpColors, std::vector<NLMISC::CRGBA> &dstColors)<font class="keyword"> const</font>
00661 <font class="keyword"></font>{
00662 <font class="comment">// The default value if vertex is not influenced at all</font>
00663 CRGBA defaultColor(128,128,128,0);
00664
00665 <font class="comment">// resize dstColors</font>
00666 <a class="code" href="debug_8h.html#a6">nlassert</a>(tmpColors.size() == <a class="code" href="classNL3D_1_1CLodCharacterShape.html#a6">getNumVertices</a>());
00667 dstColors.resize(<a class="code" href="classNL3D_1_1CLodCharacterShape.html#a6">getNumVertices</a>());
00668
00669 <font class="comment">// For all vertices</font>
00670 <font class="keywordflow">for</font>(uint i=0; i<dstColors.size(); i++)
00671 {
00672 <font class="comment">// If the vertex is not influenced, set transparent</font>
00673 <font class="keywordflow">if</font>(tmpColors[i].A==0)
00674 dstColors[i]= defaultColor;
00675 <font class="keywordflow">else</font>
00676 {
00677 <font class="comment">// Average the color.</font>
00678 <font class="keywordtype">float</font> R= tmpColors[i].R / tmpColors[i].A;
00679 <font class="keywordtype">float</font> G= tmpColors[i].G / tmpColors[i].A;
00680 <font class="keywordtype">float</font> B= tmpColors[i].B / tmpColors[i].A;
00681 <font class="comment">// store.</font>
00682 dstColors[i].R= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(R);
00683 dstColors[i].G= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(G);
00684 dstColors[i].B= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(B);
00685 dstColors[i].A= 255;
00686 }
00687 }
00688 }
00689
00690
00691
00692 } <font class="comment">// NL3D</font>
</pre></div>
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