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<hr><h1>mesh.cpp</h1><a href="mesh_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2000 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="mesh_8h.html">3d/mesh.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="mesh__instance_8h.html">3d/mesh_instance.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__model_8h.html">3d/skeleton_model.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="mesh__morpher_8h.html">3d/mesh_morpher.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="bsphere_8h.html">nel/misc/bsphere.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="stripifier_8h.html">3d/stripifier.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="mesh__blender_8h.html">3d/mesh_blender.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="matrix__3x4_8h.html">3d/matrix_3x4.h</a>"</font>
00039 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
00040 
00041 
00042 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00043 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00044 
00045 
00046 <font class="keyword">namespace </font>NL3D 
00047 {
00048 
00049 
00050 <font class="comment">// ***************************************************************************</font>
00051 <font class="comment">// ***************************************************************************</font>
00052 <font class="comment">// MeshGeom Tools.</font>
00053 <font class="comment">// ***************************************************************************</font>
00054 <font class="comment">// ***************************************************************************</font>
00055 
00056 
00057 <font class="comment">// ***************************************************************************</font>
00058 <font class="keyword">static</font>  <a class="code" href="classNLMISC_1_1CAABBoxExt.html">NLMISC::CAABBoxExt</a>      <a class="code" href="namespaceNL3D.html#a376">makeBBox</a>(<font class="keyword">const</font> std::vector&lt;CVector&gt;     &amp;Vertices)
00059 {
00060         <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a>         ret;
00061         <a class="code" href="debug_8h.html#a6">nlassert</a>(Vertices.size());
00062         ret.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_0">setCenter</a>(Vertices[0]);
00063         <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)Vertices.size();i++)
00064         {
00065                 ret.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_4">extend</a>(Vertices[i]);
00066         }
00067 
00068         <font class="keywordflow">return</font> ret;
00069 }
00070 
00071 
00072 <font class="comment">// ***************************************************************************</font>
<a name="l00073"></a><a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#p0">00073</a> sint    CMeshGeom::CCornerTmp::Flags=0;
00074 
00075 
00076 <font class="comment">// ***************************************************************************</font>
<a name="l00077"></a><a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#a0">00077</a> <font class="keywordtype">bool</font>    <a class="code" href="zone__lighter_8cpp.html#a13">CMeshGeom::CCornerTmp::operator&lt;</a>(<font class="keyword">const</font> CCornerTmp &amp;c)<font class="keyword"> const</font>
00078 <font class="keyword"></font>{
00079         sint    i;
00080 
00081         <font class="comment">// Vert first.</font>
00082         <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m0">Vertex</a>!=c.Vertex)
00083                 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m0">Vertex</a>&lt;c.Vertex;
00084 
00085         <font class="comment">// Order: normal, uvs, color0, color1, skinning.</font>
00086         <font class="keywordflow">if</font>((CCornerTmp::Flags &amp; CVertexBuffer::NormalFlag) &amp;&amp; <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m1">Normal</a>!=c.Normal)
00087                 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m1">Normal</a>&lt;c.Normal;
00088         <font class="keywordflow">for</font>(i=0; i&lt;CVertexBuffer::MaxStage; i++)
00089         {
00090                 <font class="keywordflow">if</font>((CCornerTmp::Flags &amp; (CVertexBuffer::TexCoord0Flag&lt;&lt;i)) &amp;&amp; <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m2">Uvws</a>[i]!=c.Uvws[i])
00091                         <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m2">Uvws</a>[i]&lt;c.Uvws[i];
00092         }
00093         <font class="keywordflow">if</font>((CCornerTmp::Flags &amp; CVertexBuffer::PrimaryColorFlag) &amp;&amp; <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m3">Color</a>!=c.Color)
00094                 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m3">Color</a>&lt;c.Color;
00095         <font class="keywordflow">if</font>((CCornerTmp::Flags &amp; CVertexBuffer::SecondaryColorFlag) &amp;&amp; <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m4">Specular</a>!=c.Specular)
00096                 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m4">Specular</a>&lt;c.Specular;
00097 
00098         <font class="keywordflow">if</font> ((CCornerTmp::Flags &amp; CVertexBuffer::PaletteSkinFlag)==CVertexBuffer::PaletteSkinFlag)
00099         {
00100                 <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;i++)
00101                 {
00102                         <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#m0">Palette</a>.MatrixId[i] != c.Palette.MatrixId[i])
00103                                 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#m0">Palette</a>.MatrixId[i] &lt; c.Palette.MatrixId[i];
00104                         <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#m1">Weights</a>[i] != c.Weights[i])
00105                                 <font class="keywordflow">return</font> <a class="code" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#m1">Weights</a>[i] &lt; c.Weights[i];
00106                 }
00107         }
00108 
00109 
00110         <font class="comment">// All are equal!!</font>
00111         <font class="keywordflow">return</font> <font class="keyword">false</font>;
00112 }
00113 
00114 
00115 <font class="comment">// ***************************************************************************</font>
00116 <font class="comment">// ***************************************************************************</font>
00117 <font class="comment">// CMeshGeom.</font>
00118 <font class="comment">// ***************************************************************************</font>
00119 <font class="comment">// ***************************************************************************</font>
00120 
00121 
00122 <font class="comment">// ***************************************************************************</font>
<a name="l00123"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a0">00123</a> CMeshGeom::CMeshGeom()
00124 {
00125         <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>= <font class="keyword">false</font>;
00126         <a class="code" href="classNL3D_1_1CMeshGeom.html#o8">_OriginalSkinRestored</a>= <font class="keyword">true</font>;
00127         <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a>= <font class="keyword">true</font>;
00128         <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a> = <font class="keyword">new</font> CMeshMorpher;
00129         <a class="code" href="classNL3D_1_1CMeshGeom.html#o9">_BoneIdComputed</a> = <font class="keyword">false</font>;
00130         <a class="code" href="classNL3D_1_1CMeshGeom.html#o10">_BoneIdExtended</a>= <font class="keyword">false</font>;
00131         <a class="code" href="classNL3D_1_1CMeshGeom.html#o14">_PreciseClipping</a>= <font class="keyword">false</font>;
00132 }
00133 
00134 
00135 <font class="comment">// ***************************************************************************</font>
<a name="l00136"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a1">00136</a> CMeshGeom::~CMeshGeom()
00137 {
00138         <font class="comment">// test (refptr) if the object still exist in memory.</font>
00139         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>!=NULL)
00140         {
00141                 <font class="comment">// A vbufferhard should still exist only if driver still exist.</font>
00142                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>!=NULL);
00143 
00144                 <font class="comment">// delete it from driver.</font>
00145                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>);
00146                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>= NULL;
00147         }
00148         <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>;
00149 }
00150 
00151 
00152 <font class="comment">// ***************************************************************************</font>
<a name="l00153"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#c1">00153</a> <font class="keywordtype">void</font>    CMeshGeom::optimizeTriangleOrder()
00154 {
00155         CStripifier             stripifier;
00156 
00157         <font class="comment">// for all rdrpass of all matrix blocks.</font>
00158         <font class="keywordflow">for</font>(uint mb= 0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00159         {
00160                 <font class="keywordflow">for</font>(uint  rp=0; rp&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.size(); rp++ )
00161                 {
00162                         <font class="comment">// stripify list of triangles of this pass.</font>
00163                         CRdrPass        &amp;pass= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass[rp];
00164                         stripifier.optimizeTriangles(pass.PBlock, pass.PBlock);
00165                 }
00166         }
00167 
00168 }
00169 
00170 
00171 <font class="comment">// ***************************************************************************</font>
<a name="l00172"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a2">00172</a> <font class="keywordtype">void</font>    CMeshGeom::build (CMesh::CMeshBuild &amp;m, uint numMaxMaterial)
00173 {
00174         sint    i;
00175 
00176         <font class="comment">// Dirt the VBuffer.</font>
00177         <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a>= <font class="keyword">true</font>;
00178 
00179         <font class="comment">// Empty geometry?</font>
00180         <font class="keywordflow">if</font>(m.Vertices.size()==0 || m.Faces.size()==0)
00181         {
00182                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.setNumVertices(0);
00183                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.reserve(0);
00184                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.clear();
00185                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z267_0">setCenter</a>(CVector::Null);
00186                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z267_2">setSize</a>(CVector::Null);
00187                 <font class="keywordflow">return</font>;
00188         }
00189         <a class="code" href="debug_8h.html#a6">nlassert</a>(numMaxMaterial&gt;0);
00190 
00191 
00193         <font class="comment">//======================</font>
00194         <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>= <a class="code" href="namespaceNL3D.html#a376">makeBBox</a>(m.Vertices);
00195 
00196 
00198         <font class="comment">//================================================</font>
00199 
00200         <font class="comment">// First, copy Face array.</font>
00201         vector&lt;CFaceTmp&gt;        tmpFaces;
00202         tmpFaces.resize(m.Faces.size());
00203         <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
00204                 tmpFaces[i]= m.Faces[i];
00205 
00206         <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>= ((m.VertexFlags &amp; CVertexBuffer::PaletteSkinFlag)==CVertexBuffer::PaletteSkinFlag);
00207         <font class="comment">// Skinning is OK only if SkinWeights are of same size as vertices.</font>
00208         <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> &amp;&amp; (m.Vertices.size()==m.SkinWeights.size());
00209 
00210         <font class="comment">// If skinning is KO, remove the Skin option.</font>
00211         uint    vbFlags= m.VertexFlags;
00212         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>)
00213                 vbFlags&amp;= ~CVertexBuffer::PaletteSkinFlag;
00214         <font class="comment">// Force presence of vertex.</font>
00215         vbFlags|= CVertexBuffer::PositionFlag;
00216 
00217 
00218         <font class="comment">// If the mesh is not skinned, we have just 1 _MatrixBlocks.</font>
00219         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>)
00220         {
00221                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.resize(1);
00222                 <font class="comment">// For each faces, assign it to the matrix block 0.</font>
00223                 <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
00224                         tmpFaces[i].MatrixBlockId= 0;
00225         }
00226         <font class="comment">// Else We must group/compute the matrixs blocks.</font>
00227         <font class="keywordflow">else</font>
00228         {
00229                 <font class="comment">// reset matrix blocks.</font>
00230                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.clear();
00231                 <font class="comment">// build matrix blocks, and link faces to good matrix blocks.</font>
00232                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_1">buildSkin</a>(m, tmpFaces);
00233         }
00234 
00235 
00237         <font class="comment">//================================================</font>
00238         <font class="comment">// Setup VB.</font>
00239         <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.setNumVertices(0);
00240         <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.reserve(0);
00241 
00242         <font class="keywordtype">bool</font> useFormatExt = <font class="keyword">false</font>;
00246         <font class="keywordflow">for</font> (uint k = 0; k &lt; CVertexBuffer::MaxStage; ++k)
00247         {
00248                 <font class="keywordflow">if</font> (
00249                         (vbFlags &amp; (CVertexBuffer::TexCoord0Flag &lt;&lt; k))
00250                         &amp;&amp; m.NumCoords[k] != 2)
00251                 {
00252                         useFormatExt = <font class="keyword">true</font>;
00253                         <font class="keywordflow">break</font>;
00254                 }
00255         }
00256 
00257         <font class="keywordflow">if</font> (!useFormatExt)
00258         {
00259                 <font class="comment">// setup standard format</font>
00260                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.setVertexFormat(vbFlags);
00261         }
00262         <font class="keywordflow">else</font> <font class="comment">// setup extended format</font>
00263         {
00264                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.clearValueEx();                
00265                 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::PositionFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::Position, CVertexBuffer::Float3);
00266                 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::NormalFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::Normal, CVertexBuffer::Float3);
00267                 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::PrimaryColorFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::PrimaryColor, CVertexBuffer::UChar4);
00268                 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::SecondaryColorFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::SecondaryColor, CVertexBuffer::UChar4);
00269                 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::WeightFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::Weight, CVertexBuffer::Float4);
00270                 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::PaletteSkinFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::PaletteSkin, CVertexBuffer::UChar4);
00271                 <font class="keywordflow">if</font> (vbFlags &amp; CVertexBuffer::FogFlag) <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx(CVertexBuffer::Fog, CVertexBuffer::Float1);
00272 
00273                 <font class="keywordflow">for</font> (uint k = 0; k &lt; CVertexBuffer::MaxStage; ++k)
00274                 {
00275                         <font class="keywordflow">if</font> (vbFlags &amp; (CVertexBuffer::TexCoord0Flag &lt;&lt; k))
00276                         {
00277                                 <font class="keywordflow">switch</font>(m.NumCoords[k])
00278                                 {       
00279                                         <font class="keywordflow">case</font> 2:
00280                                                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx((CVertexBuffer::TValue) (CVertexBuffer::TexCoord0 + k), CVertexBuffer::Float2);
00281                                         <font class="keywordflow">break</font>;
00282                                         <font class="keywordflow">case</font> 3:
00283                                                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.addValueEx((CVertexBuffer::TValue) (CVertexBuffer::TexCoord0 + k), CVertexBuffer::Float3);
00284                                         <font class="keywordflow">break</font>;
00285                                         <font class="keywordflow">default</font>:
00286                                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(0);
00287                                         <font class="keywordflow">break</font>;
00288                                 }
00289                         }
00290                 }
00291                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.initEx();
00292         }
00293 
00294         <font class="comment">// Set local flags for corner comparison.</font>
00295         CCornerTmp::Flags= vbFlags;
00296         <font class="comment">// Setup locals.</font>
00297         <a class="code" href="classNL3D_1_1CMeshGeom.html#u2">TCornerSet</a>      corners;
00298         <font class="keyword">const</font> CFaceTmp          *pFace= &amp;(*tmpFaces.begin());
00299         uint32          nFaceMB = 0;
00300         sint            N= tmpFaces.size();
00301         sint            currentVBIndex=0;
00302 
00303         m.VertLink.clear ();
00304 
00305         <font class="comment">// process each face, building up the VB.</font>
00306         <font class="keywordflow">for</font>(;N&gt;0;N--, pFace++)
00307         {
00308                 sint    v0= pFace-&gt;Corner[0].Vertex;
00309                 sint    v1= pFace-&gt;Corner[1].Vertex;
00310                 sint    v2= pFace-&gt;Corner[2].Vertex;
00311                 <a class="code" href="classNL3D_1_1CMeshGeom.html#c0">findVBId</a>(corners, &amp;pFace-&gt;Corner[0], currentVBIndex, m.Vertices[v0], m);
00312                 <a class="code" href="classNL3D_1_1CMeshGeom.html#c0">findVBId</a>(corners, &amp;pFace-&gt;Corner[1], currentVBIndex, m.Vertices[v1], m);
00313                 <a class="code" href="classNL3D_1_1CMeshGeom.html#c0">findVBId</a>(corners, &amp;pFace-&gt;Corner[2], currentVBIndex, m.Vertices[v2], m);
00314                 CMesh::CVertLink vl1(nFaceMB, 0, pFace-&gt;Corner[0].VBId);
00315                 CMesh::CVertLink vl2(nFaceMB, 1, pFace-&gt;Corner[1].VBId);
00316                 CMesh::CVertLink vl3(nFaceMB, 2, pFace-&gt;Corner[2].VBId);
00317                 m.VertLink.push_back(vl1);
00318                 m.VertLink.push_back(vl2);
00319                 m.VertLink.push_back(vl3);
00320                 ++nFaceMB;
00321         }
00322 
00323 
00325         <font class="comment">//================================</font>
00326         uint    mb;
00327 
00328         <font class="comment">// For each _MatrixBlocks, point on those materials.</font>
00329         <font class="keywordflow">for</font>(mb= 0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00330         {
00331                 <font class="comment">// Build RdrPass ids.</font>
00332                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.resize (numMaxMaterial);
00333 
00335                 <font class="keywordflow">for</font>(i=0;i&lt;(sint)<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.size(); i++)
00336                 {
00337                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass[i].MaterialId= i;
00338                 }
00339         }
00340 
00341         
00343         <font class="comment">//===================================================</font>
00344         pFace= &amp;(*tmpFaces.begin());
00345         N= tmpFaces.size();
00346         <font class="keywordflow">for</font>(;N&gt;0;N--, pFace++)
00347         {
00348                 sint    mbId= pFace-&gt;MatrixBlockId;
00349                 <a class="code" href="debug_8h.html#a6">nlassert</a>(mbId&gt;=0 &amp;&amp; mbId&lt;(sint)<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size());
00350                 <font class="comment">// Insert the face in good MatrixBlock/RdrPass.</font>
00351                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mbId].RdrPass[pFace-&gt;MaterialId].PBlock.addTri(pFace-&gt;Corner[0].VBId, pFace-&gt;Corner[1].VBId, pFace-&gt;Corner[2].VBId);
00352         }
00353 
00354 
00356         <font class="comment">//============================</font>
00357         <font class="keywordflow">for</font>(mb= 0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00358         {
00359                 <font class="comment">// NB: slow process (erase from a vector). Doens't matter since made at build.</font>
00360                 vector&lt;CRdrPass&gt;::iterator      itPass;
00361                 <font class="keywordflow">for</font>( itPass=<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.begin(); itPass!=<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.end(); )
00362                 {
00363                         <font class="comment">// If this pass is empty, remove it.</font>
00364                         <font class="keywordflow">if</font>( itPass-&gt;PBlock.getNumTri()==0 )
00365                                 itPass= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass.erase(itPass);
00366                         <font class="keywordflow">else</font>
00367                                 itPass++;
00368                 }
00369         }
00370 
00372         <font class="comment">//============================</font>
00373         <font class="comment">// BShapes</font>
00374         this-&gt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes = m.BlendShapes;
00375 
00376         <font class="comment">// sort triangles for better cache use.</font>
00377         <a class="code" href="classNL3D_1_1CMeshGeom.html#c1">optimizeTriangleOrder</a>();
00378 
00379         <font class="comment">// SmartPtr Copy VertexProgram effect.</font>
00380         this-&gt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>= m.MeshVertexProgram;
00381 
00383         <font class="comment">//=================================================     </font>
00384 
00385         <font class="comment">// If skinned</font>
00386         <font class="keywordflow">if</font>(_Skinned)
00387         {
00388                 <font class="comment">// Reserve some space</font>
00389                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>.reserve (m.BonesNames.size ());
00390 
00391                 <font class="comment">// Current local bone</font>
00392                 uint currentBone = 0;
00393 
00394                 <font class="comment">// For each matrix block</font>
00395                 uint matrixBlock;
00396                 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
00397                 {
00398                         <font class="comment">// Ref on the matrix block</font>
00399                         CMatrixBlock &amp;mb = <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[matrixBlock];
00400 
00401                         <font class="comment">// Remap the skeleton index in model index</font>
00402                         std::map&lt;uint, uint&gt; remap;
00403 
00404                         <font class="comment">// For each matrix</font>
00405                         uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>;
00406                         <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;mb.NumMatrix; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
00407                         {
00408                                 <font class="comment">// Get bone id in the skeleton</font>
00409                                 std::map&lt;uint, uint&gt;::iterator ite = remap.find (mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]);
00410 
00411                                 <font class="comment">// Not found</font>
00412                                 <font class="keywordflow">if</font> (ite == remap.end())
00413                                 {
00414                                         <font class="comment">// Insert it</font>
00415                                         remap.insert (std::map&lt;uint, uint&gt;::value_type (mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>], currentBone));
00416 
00417                                         <font class="comment">// Check the matrix id</font>
00418                                         <a class="code" href="debug_8h.html#a6">nlassert</a> (mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] &lt; m.BonesNames.size());
00419 
00420                                         <font class="comment">// Set the bone name</font>
00421                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>.push_back (m.BonesNames[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]]);
00422 
00423                                         <font class="comment">// Set the id in local</font>
00424                                         mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = currentBone++;
00425                                 }
00426                                 <font class="keywordflow">else</font>
00427                                 {
00428                                         <font class="comment">// Set the id in local</font>
00429                                         mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = ite-&gt;second;
00430                                 }
00431                         }
00432                 }
00433 
00434                 <font class="comment">// Bone id in local</font>
00435                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o9">_BoneIdComputed</a> = <font class="keyword">false</font>;
00436                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o10">_BoneIdExtended</a> = <font class="keyword">false</font>;
00437         }
00438 
00439 
00440         <font class="comment">// End!!</font>
00441         <font class="comment">// Some runtime not serialized compilation</font>
00442         <a class="code" href="classNL3D_1_1CMeshGeom.html#c2">compileRunTime</a>();
00443 }
00444 
00445 <font class="comment">// ***************************************************************************</font>
<a name="l00446"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a3">00446</a> <font class="keywordtype">void</font> CMeshGeom::setBlendShapes(std::vector&lt;CBlendShape&gt;&amp;bs)
00447 {
00448         <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes = bs;
00449         <font class="comment">// must update some RunTime parameters</font>
00450         <a class="code" href="classNL3D_1_1CMeshGeom.html#c2">compileRunTime</a>();
00451 }
00452 
00453 
00454 <font class="comment">// ***************************************************************************</font>
<a name="l00455"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a4">00455</a> <font class="keywordtype">void</font>    CMeshGeom::applyMaterialRemap(<font class="keyword">const</font> std::vector&lt;sint&gt; &amp;remap)
00456 {
00457         <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#z565_2">getNbMatrixBlock</a>();mb++)
00458         {
00459                 <font class="keywordflow">for</font>(uint rp=0;rp&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#z565_3">getNbRdrPass</a>(mb);rp++)
00460                 {
00461                         <font class="comment">// remap</font>
00462                         uint32  &amp;matId= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb].RdrPass[rp].MaterialId;
00463                         <a class="code" href="debug_8h.html#a6">nlassert</a>(remap[matId]&gt;=0);
00464                         matId= remap[matId];
00465                 }
00466         }
00467 }
00468 
00469 
00470 <font class="comment">// ***************************************************************************</font>
<a name="l00471"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_0">00471</a> <font class="keywordtype">void</font>    CMeshGeom::initInstance(CMeshBaseInstance *mbi)
00472 {
00473         <font class="comment">// init the instance with _MeshVertexProgram infos</font>
00474         <font class="keywordflow">if</font>(_MeshVertexProgram)
00475                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;initInstance(mbi);
00476 }
00477 
00478 <font class="comment">// ***************************************************************************</font>
<a name="l00479"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_1">00479</a> <font class="keywordtype">bool</font>    CMeshGeom::clip(<font class="keyword">const</font> std::vector&lt;CPlane&gt;       &amp;pyramid, <font class="keyword">const</font> CMatrix &amp;worldMatrix)
00480 {
00481         <font class="comment">// Speed Clip: clip just the sphere.</font>
00482         CBSphere        localSphere(<a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z268_2">getCenter</a>(), <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z268_5">getRadius</a>());
00483         CBSphere        worldSphere;
00484 
00485         <font class="comment">// transform the sphere in WorldMatrix (with nearly good scale info).</font>
00486         localSphere.applyTransform(worldMatrix, worldSphere);
00487 
00488         <font class="comment">// if out of only plane, entirely out.</font>
00489         <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)pyramid.size();i++)
00490         {
00491                 <font class="comment">// We are sure that pyramid has normalized plane normals.</font>
00492                 <font class="comment">// if SpherMax OUT return false.</font>
00493                 <font class="keywordtype">float</font>   d= pyramid[i]*worldSphere.Center;
00494                 <font class="keywordflow">if</font>(d&gt;worldSphere.Radius)
00495                         <font class="keywordflow">return</font> <font class="keyword">false</font>;
00496         }
00497 
00498         <font class="comment">// test if must do a precise clip, according to mesh size.</font>
00499         <font class="keywordflow">if</font>( _PreciseClipping )
00500         {
00501                 CPlane  localPlane;
00502 
00503                 <font class="comment">// if out of only plane, entirely out.</font>
00504                 <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)pyramid.size();i++)
00505                 {
00506                         <font class="comment">// Transform the pyramid in Object space.</font>
00507                         localPlane= pyramid[i]*worldMatrix;
00508                         <font class="comment">// localPlane must be normalized, because worldMatrix mya have a scale.</font>
00509                         localPlane.normalize();
00510                         <font class="comment">// if the box is not partially inside the plane, quit</font>
00511                         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z269_1">clipBack</a>(localPlane) )
00512                                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00513                 }
00514         }
00515 
00516         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00517 }
00518 
00519 <font class="comment">// ***************************************************************************</font>
<a name="l00520"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z568_0">00520</a> <font class="keywordtype">void</font>    CMeshGeom::updateVertexBufferHard(IDriver *drv)
00521 {
00522         <font class="keywordflow">if</font>(!drv-&gt;supportVertexBufferHard())
00523                 <font class="keywordflow">return</font>;
00524 
00525 
00526         <font class="comment">/* If the mesh is skinned, still use normal CVertexBuffer.</font>
00527 <font class="comment">         * \todo yoyo: optimize. not done now because CMesh Skinned are not so used in game, </font>
00528 <font class="comment">         *      and CMesh skinning is far not optimized (4 matrix mul all the time). Should use later the renderSkinGroupGeom()</font>
00529 <font class="comment">         *      scheme</font>
00530 <font class="comment">         *      Also, if the driver has slow VBhard unlock()  (ie ATI gl extension), avoid use of them if MeshMorpher </font>
00531 <font class="comment">         *      is used.</font>
00532 <font class="comment">         */</font>
00533         <font class="keywordtype">bool</font>    avoidVBHard;
00534         avoidVBHard= <a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> || ( <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes.size()&gt;0 &amp;&amp; drv-&gt;slowUnlockVertexBufferHard() );
00535         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a> &amp;&amp; avoidVBHard )
00536         {
00537                 <font class="comment">// delete possible old VBHard.</font>
00538                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>!=NULL)
00539                 {
00540                         <font class="comment">// VertexBufferHard lifetime &lt; Driver lifetime.</font>
00541                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>!=NULL);
00542                         <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>);
00543                 }
00544                 <font class="keywordflow">return</font>;
00545         }
00546 
00547         <font class="comment">// If the vbufferhard is not synced to the vbuffer.</font>
00548         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a> || <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>==NULL)
00549         {
00550                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a>= <font class="keyword">false</font>;
00551 
00552                 <font class="comment">// delete possible old VBHard.</font>
00553                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>!=NULL)
00554                 {
00555                         <font class="comment">// VertexBufferHard lifetime &lt; Driver lifetime.</font>
00556                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>!=NULL);
00557                         <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>);
00558                 }
00559 
00560                 <font class="comment">// bkup drv in a refptr. (so we know if the vbuffer hard has to be deleted).</font>
00561                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>= drv;
00562                 <font class="comment">// try to create new one, in AGP Ram</font>
00563                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_2">_Driver</a>-&gt;createVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat(), <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getValueTypePointer (), <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices(), IDriver::VBHardAGP);
00564 
00565                 <font class="comment">// If KO, use normal VertexBuffer.</font>
00566                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>==NULL)
00567                         <font class="keywordflow">return</font>;
00568                 <font class="comment">// else, Fill it with VertexBuffer.</font>
00569                 <font class="keywordflow">else</font>
00570                 {
00571                         <font class="keywordtype">void</font>    *vertexPtr= <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;lock();
00572 
00573                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() == <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;getVertexFormat());
00574                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices() == <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;getNumVertices());
00575                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexSize() == <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;getVertexSize());
00576 
00577                         <font class="comment">// \todo yoyo: TODO_DX8 and DX8 ???</font>
00578                         <font class="comment">// Because same internal format, just copy all block.</font>
00579                         memcpy(vertexPtr, <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(), <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices() * <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexSize() );
00580 
00581                         <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>-&gt;unlock();
00582                 }
00583 
00584         }
00585 }
00586 
00587 
00588 <font class="comment">// ***************************************************************************</font>
<a name="l00589"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_2">00589</a> <font class="keywordtype">void</font>    CMeshGeom::render(IDriver *drv, CTransformShape *trans, <font class="keywordtype">float</font> polygonCount, uint32 rdrFlags, <font class="keywordtype">float</font> globalAlpha)
00590 {
00591         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
00592         <font class="comment">// get the mesh instance.</font>
00593         CMeshBaseInstance       *mi= safe_cast&lt;CMeshBaseInstance*&gt;(trans);
00594         <font class="comment">// get a ptr on scene</font>
00595         CScene                  *ownerScene= mi-&gt;getScene();
00596         <font class="comment">// get a ptr on renderTrav</font>
00597         CRenderTrav             *renderTrav= ownerScene-&gt;getRenderTrav();
00598 
00599 
00600         <font class="comment">// update the VBufferHard (create/delete), to maybe render in AGP memory.</font>
00601         <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_0">updateVertexBufferHard</a> (drv);
00602         <font class="comment">/* currentVBHard is NULL if must disable it temporarily</font>
00603 <font class="comment">                For now, never disable it, but switch of VBHard may be VERY EXPENSIVE if NV_vertex_array_range2 is not</font>
00604 <font class="comment">                supported (old drivers).</font>
00605 <font class="comment">        */</font>
00606         IVertexBufferHard               *currentVBHard= <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>;
00607 
00608 
00609         <font class="comment">// get the skeleton model to which I am binded (else NULL).</font>
00610         CSkeletonModel          *skeleton;
00611         skeleton= mi-&gt;getSkeletonModel();
00612         <font class="comment">// The mesh must not be skinned for render()</font>
00613         <a class="code" href="debug_8h.html#a6">nlassert</a>(!(<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> &amp;&amp; mi-&gt;isSkinned() &amp;&amp; skeleton));
00614         <font class="keywordtype">bool</font> bMorphApplied = <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes.size() &gt; 0;
00615         <font class="keywordtype">bool</font> useTangentSpace = <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;needTangentSpace();
00616 
00617 
00618         <font class="comment">// Profiling</font>
00619         <font class="comment">//===========</font>
00620         <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_MeshGeom_RenderNormal );
00621 
00622 
00623         <font class="comment">// Morphing</font>
00624         <font class="comment">// ========</font>
00625         <font class="keywordflow">if</font> (bMorphApplied)
00626         {
00627                 <font class="comment">// If _Skinned (NB: the skin is not applied) and if lod.OriginalSkinRestored, then restoreOriginalSkinPart is</font>
00628                 <font class="comment">// not called but mush morpher write changed vertices into VBHard so its ok. The unchanged vertices</font>
00629                 <font class="comment">// are written in the preceding call to restoreOriginalSkinPart.</font>
00630                 <font class="keywordflow">if</font> (_Skinned)
00631                 {
00632                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;initSkinned(&amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o4">_VBufferOri</a>,
00633                                                                  &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>,
00634                                                                  currentVBHard,
00635                                                                  useTangentSpace,
00636                                                                  &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>,
00637                                                                  &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>,
00638                                                                  useTangentSpace ? &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a> : NULL,
00639                                                                  <font class="keyword">false</font> );
00640                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;updateSkinned (mi-&gt;getBlendShapeFactors());
00641                 }
00642                 <font class="keywordflow">else</font> <font class="comment">// Not even skinned so we have to do all the stuff</font>
00643                 {
00644                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;init(&amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o4">_VBufferOri</a>,
00645                                                                  &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>,
00646                                                                  currentVBHard,
00647                                                                  useTangentSpace);
00648                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;update (mi-&gt;getBlendShapeFactors());
00649                 }
00650         }
00651 
00652 
00653         <font class="comment">// Skinning</font>
00654         <font class="comment">// ========</font>
00655 
00656         <font class="comment">// else setup instance matrix</font>
00657         drv-&gt;setupModelMatrix(trans-&gt;getWorldMatrix());
00658 
00659 
00660         <font class="comment">// since instance skin is invalid but mesh is skinned , we must copy vertices/normals from original vertices.</font>
00661         <font class="keywordflow">if</font> (_Skinned)
00662         {
00663                 <font class="comment">// do it for this Lod only, and if cache say it is necessary.</font>
00664                 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CMeshGeom.html#o8">_OriginalSkinRestored</a>)
00665                         <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_4">restoreOriginalSkinVertices</a>();
00666         }
00667 
00668 
00669         <font class="comment">// Setup meshVertexProgram</font>
00670         <font class="comment">//===========</font>
00671 
00672         <font class="comment">// use MeshVertexProgram effect?</font>
00673         <font class="keywordtype">bool</font>    useMeshVP= <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> != NULL;
00674         <font class="keywordflow">if</font>( useMeshVP )
00675         {
00676                 CMatrix         invertedObjectMatrix;
00677                 invertedObjectMatrix = trans-&gt;getWorldMatrix().inverted();
00678                 <font class="comment">// really ok if success to begin VP</font>
00679                 useMeshVP= <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;begin(drv, ownerScene, mi, invertedObjectMatrix, renderTrav-&gt;CamPos);
00680         }
00681         
00682 
00683         <font class="comment">// Render the mesh.</font>
00684         <font class="comment">//===========</font>
00685         <font class="comment">// active VB.</font>
00686         <font class="keywordflow">if</font>(currentVBHard != NULL)
00687                 drv-&gt;activeVertexBufferHard(currentVBHard);
00688         <font class="keywordflow">else</font>
00689                 drv-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
00690 
00691 
00692         <font class="comment">// Global alpha used ?</font>
00693         uint32  globalAlphaUsed= rdrFlags &amp; IMeshGeom::RenderGlobalAlpha;
00694         uint8   globalAlphaInt=(uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(globalAlpha*255);
00695 
00696 
00697         <font class="comment">// For all _MatrixBlocks</font>
00698         <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00699         {
00700                 CMatrixBlock    &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb];
00701                 <font class="keywordflow">if</font>(mBlock.RdrPass.size()==0)
00702                         <font class="keywordflow">continue</font>;
00703 
00704                 <font class="comment">// Global alpha ?</font>
00705                 <font class="keywordflow">if</font> (globalAlphaUsed)
00706                 {
00707                         <font class="keywordtype">bool</font>    gaDisableZWrite= (rdrFlags &amp; IMeshGeom::RenderGADisableZWrite)?<font class="keyword">true</font>:<font class="keyword">false</font>;
00708 
00709                         <font class="comment">// Render all pass.</font>
00710                         <font class="keywordflow">for</font> (uint i=0;i&lt;mBlock.RdrPass.size();i++)
00711                         {
00712                                 CRdrPass        &amp;rdrPass= mBlock.RdrPass[i];
00713                                 <font class="comment">// Render with the Materials of the MeshInstance.</font>
00714                                 <font class="keywordflow">if</font> ( ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderOpaqueMaterial) ) ||
00715                                          ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">true</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderTransparentMaterial) ) )
00716                                 {
00717                                         <font class="comment">// CMaterial Ref</font>
00718                                         CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
00719 
00720                                         <font class="comment">// Use a MeshBlender to modify material and driver.</font>
00721                                         CMeshBlender    blender;
00722                                         blender.prepareRenderForGlobalAlpha(material, drv, globalAlpha, globalAlphaInt, gaDisableZWrite);
00723 
00724                                         <font class="comment">// Setup VP material</font>
00725                                         <font class="keywordflow">if</font> (useMeshVP)
00726                                         {
00727                                                 <font class="keywordflow">if</font>(currentVBHard)
00728                                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, currentVBHard);
00729                                                 <font class="keywordflow">else</font>
00730                                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
00731                                         }
00732 
00733                                         <font class="comment">// Render</font>
00734                                         drv-&gt;render(rdrPass.PBlock, material);
00735 
00736                                         <font class="comment">// Resetup material/driver</font>
00737                                         blender.restoreRender(material, drv, gaDisableZWrite);
00738                                 }
00739                         }
00740                 }
00741                 <font class="keywordflow">else</font>
00742                 {
00743                         <font class="comment">// Render all pass.</font>
00744                         <font class="keywordflow">for</font>(uint i=0;i&lt;mBlock.RdrPass.size();i++)
00745                         {
00746                                 CRdrPass        &amp;rdrPass= mBlock.RdrPass[i];
00747                                 <font class="comment">// Render with the Materials of the MeshInstance.</font>
00748                                 <font class="keywordflow">if</font>( ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderOpaqueMaterial) ) ||
00749                                         ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">true</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderTransparentMaterial) )         )
00750                                 {
00751                                         <font class="comment">// CMaterial Ref</font>
00752                                         CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
00753 
00754                                         <font class="comment">// Setup VP material</font>
00755                                         <font class="keywordflow">if</font> (useMeshVP)
00756                                         {
00757                                                 <font class="keywordflow">if</font>(currentVBHard)
00758                                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, currentVBHard);
00759                                                 <font class="keywordflow">else</font>
00760                                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
00761                                         }                                                                       
00762 
00763                                         <font class="comment">// render primitives</font>
00764                                         drv-&gt;render(rdrPass.PBlock, material);
00765                                 }
00766                         }
00767                 }
00768         }
00769 
00770         <font class="comment">// End VertexProgram effect</font>
00771         <font class="keywordflow">if</font>(useMeshVP)
00772         {
00773                 <font class="comment">// Apply it.</font>
00774                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;end(drv);
00775         }
00776 }
00777 
00778 
00779 <font class="comment">// ***************************************************************************</font>
<a name="l00780"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_3">00780</a> <font class="keywordtype">void</font>    CMeshGeom::renderSkin(CTransformShape *trans, <font class="keywordtype">float</font> alphaMRM)
00781 {
00782         <font class="comment">// get the mesh instance.</font>
00783         CMeshBaseInstance       *mi= safe_cast&lt;CMeshBaseInstance*&gt;(trans);
00784         <font class="comment">// get a ptr on scene</font>
00785         CScene                  *ownerScene= mi-&gt;getScene();
00786         <font class="comment">// get a ptr on renderTrav</font>
00787         CRenderTrav             *renderTrav= ownerScene-&gt;getRenderTrav();
00788         <font class="comment">// get a ptr on the driver</font>
00789         IDriver                 *drv= renderTrav-&gt;getDriver();
00790         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
00791 
00792 
00793         <font class="comment">// update the VBufferHard (create/delete), to maybe render in AGP memory.</font>
00794         <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_0">updateVertexBufferHard</a> (drv);
00795         <font class="comment">/* currentVBHard is NULL if must disable it temporarily</font>
00796 <font class="comment">                For now, never disable it, but switch of VBHard may be VERY EXPENSIVE if NV_vertex_array_range2 is not</font>
00797 <font class="comment">                supported (old drivers).</font>
00798 <font class="comment">        */</font>
00799         IVertexBufferHard               *currentVBHard= <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>;
00800 
00801 
00802         <font class="comment">// get the skeleton model to which I am binded (else NULL).</font>
00803         CSkeletonModel          *skeleton;
00804         skeleton= mi-&gt;getSkeletonModel();
00805         <font class="comment">// must be skinned for renderSkin()</font>
00806         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> &amp;&amp; mi-&gt;isSkinned() &amp;&amp; skeleton);
00807         <font class="keywordtype">bool</font> bMorphApplied = <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes.size() &gt; 0;
00808         <font class="keywordtype">bool</font> useTangentSpace = <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;needTangentSpace();
00809 
00810 
00811         <font class="comment">// Profiling</font>
00812         <font class="comment">//===========</font>
00813         <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_MeshGeom_RenderSkinned );
00814 
00815 
00816         <font class="comment">// Morphing</font>
00817         <font class="comment">// ========</font>
00818         <font class="keywordflow">if</font> (bMorphApplied)
00819         {
00820                 <font class="comment">// Since Skinned we must update original skin vertices and normals because skinning use it</font>
00821                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;initSkinned(&amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o4">_VBufferOri</a>,
00822                                                          &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>,
00823                                                          currentVBHard,
00824                                                          useTangentSpace,
00825                                                          &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>,
00826                                                          &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>,
00827                                                          useTangentSpace ? &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a> : NULL,
00828                                                          <font class="keyword">true</font> );
00829                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;updateSkinned (mi-&gt;getBlendShapeFactors());
00830         }
00831 
00832 
00833         <font class="comment">// Skinning</font>
00834         <font class="comment">// ========</font>
00835 
00836         <font class="comment">// NB: the skeleton matrix has already been setuped by CSkeletonModel</font>
00837         <font class="comment">// NB: the normalize flag has already been setuped by CSkeletonModel</font>
00838 
00839 
00840         <font class="comment">// apply the skinning: _VBuffer is modified.</font>
00841         <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_5">applySkin</a>(skeleton);
00842 
00843 
00844         <font class="comment">// Setup meshVertexProgram</font>
00845         <font class="comment">//===========</font>
00846 
00847         <font class="comment">// use MeshVertexProgram effect?</font>
00848         <font class="keywordtype">bool</font>    useMeshVP= <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> != NULL;
00849         <font class="keywordflow">if</font>( useMeshVP )
00850         {
00851                 CMatrix         invertedObjectMatrix;
00852                 invertedObjectMatrix = skeleton-&gt;getWorldMatrix().inverted();
00853                 <font class="comment">// really ok if success to begin VP</font>
00854                 useMeshVP= <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;begin(drv, ownerScene, mi, invertedObjectMatrix, renderTrav-&gt;CamPos);
00855         }
00856         
00857 
00858         <font class="comment">// Render the mesh.</font>
00859         <font class="comment">//===========</font>
00860         <font class="comment">// active VB.</font>
00861         <font class="keywordflow">if</font>(currentVBHard != NULL)
00862                 drv-&gt;activeVertexBufferHard(currentVBHard);
00863         <font class="keywordflow">else</font>
00864                 drv-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
00865 
00866 
00867         <font class="comment">// For all _MatrixBlocks</font>
00868         <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00869         {
00870                 CMatrixBlock    &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb];
00871                 <font class="keywordflow">if</font>(mBlock.RdrPass.size()==0)
00872                         <font class="keywordflow">continue</font>;
00873 
00874                 <font class="comment">// Render all pass.</font>
00875                 <font class="keywordflow">for</font>(uint i=0;i&lt;mBlock.RdrPass.size();i++)
00876                 {
00877                         CRdrPass        &amp;rdrPass= mBlock.RdrPass[i];
00878 
00879                         <font class="comment">// CMaterial Ref</font>
00880                         CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
00881 
00882                         <font class="comment">// Setup VP material</font>
00883                         <font class="keywordflow">if</font> (useMeshVP)
00884                         {
00885                                 <font class="keywordflow">if</font>(currentVBHard)
00886                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, currentVBHard);
00887                                 <font class="keywordflow">else</font>
00888                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
00889                         }                                                                       
00890 
00891                         <font class="comment">// render primitives</font>
00892                         drv-&gt;render(rdrPass.PBlock, material);
00893                 }
00894         }
00895 
00896         <font class="comment">// End VertexProgram effect</font>
00897         <font class="keywordflow">if</font>(useMeshVP)
00898         {
00899                 <font class="comment">// Apply it.</font>
00900                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;end(drv);
00901         }
00902 
00903 }
00904 
00905 
00906 <font class="comment">// ***************************************************************************</font>
<a name="l00907"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#a5">00907</a> <font class="keywordtype">void</font>    CMeshGeom::renderSimpleWithMaterial(IDriver *drv, <font class="keyword">const</font> CMatrix &amp;worldMatrix, CMaterial &amp;mat)
00908 {
00909         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
00910 
00911         <font class="comment">// setup matrix</font>
00912         drv-&gt;setupModelMatrix(worldMatrix);
00913 
00914         <font class="comment">// active VB.</font>
00915         drv-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
00916 
00917         <font class="comment">// For all _MatrixBlocks</font>
00918         <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00919         {
00920                 CMatrixBlock    &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb];
00921                 <font class="keywordflow">if</font>(mBlock.RdrPass.size()==0)
00922                         <font class="keywordflow">continue</font>;
00923 
00924                 <font class="comment">// Render all pass.</font>
00925                 <font class="keywordflow">for</font>(uint i=0;i&lt;mBlock.RdrPass.size();i++)
00926                 {
00927                         CRdrPass        &amp;rdrPass= mBlock.RdrPass[i];
00928 
00929                         <font class="comment">// render primitives</font>
00930                         drv-&gt;render(rdrPass.PBlock, mat);
00931                 }
00932         }
00933 
00934 }
00935 
00936 
00937 <font class="comment">// ***************************************************************************</font>
<a name="l00938"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_5">00938</a> <font class="keywordtype">void</font>    CMeshGeom::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
00939 {
00940         <font class="comment">/*</font>
00941 <font class="comment">        Version 4:</font>
00942 <font class="comment">                - BonesName.</font>
00943 <font class="comment">        Version 3:</font>
00944 <font class="comment">                - MeshVertexProgram.</font>
00945 <font class="comment">        Version 2:</font>
00946 <font class="comment">                - precompute of triangle order. (nothing more to load).</font>
00947 <font class="comment">        Version 1:</font>
00948 <font class="comment">                - added blend shapes</font>
00949 <font class="comment">        Version 0:</font>
00950 <font class="comment">                - separate serialisation CMesh / CMeshGeom.</font>
00951 <font class="comment">        */</font>
00952         sint ver = f.serialVersion (4);
00953 
00954 
00955         <font class="comment">// must have good original Skinned Vertex before writing.</font>
00956         <font class="keywordflow">if</font>( !f.isReading() &amp;&amp; _Skinned &amp;&amp; !_OriginalSkinRestored )
00957         {
00958                 restoreOriginalSkinVertices();
00959         }
00960 
00961 
00962         <font class="comment">// Version 4+: Array of bone name</font>
00963         <font class="keywordflow">if</font> (ver &gt;= 4)
00964         {
00965                 f.serialCont (_BonesName);
00966         }
00967 
00968         <font class="keywordflow">if</font> (f.isReading())
00969         {
00970                 <font class="comment">// Version3-: Bones index are in skeleton model id list</font>
00971                 _BoneIdComputed = (ver &lt; 4);
00972                 <font class="comment">// In all case, must recompute usage of parents.</font>
00973                 _BoneIdExtended= <font class="keyword">false</font>;
00974         }
00975         <font class="keywordflow">else</font>
00976         {
00977                 <font class="comment">// Warning, if you have skinned this shape, you can't write it anymore because skinning id have been changed! </font>
00978                 <a class="code" href="debug_8h.html#a6">nlassert</a> (_BoneIdComputed==<font class="keyword">false</font>);
00979         }
00980 
00981         <font class="comment">// Version3+: MeshVertexProgram.</font>
00982         <font class="keywordflow">if</font> (ver &gt;= 3)
00983         {
00984                 IMeshVertexProgram      *mvp= NULL;
00985                 <font class="keywordflow">if</font>(f.isReading())
00986                 {
00987                         f.serialPolyPtr(mvp);
00988                         _MeshVertexProgram= mvp;
00989                 }
00990                 <font class="keywordflow">else</font>
00991                 {
00992                         mvp= _MeshVertexProgram;
00993                         f.serialPolyPtr(mvp);
00994                 }
00995         }
00996         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(f.isReading())
00997         {
00998                 <font class="comment">// release vp</font>
00999                 _MeshVertexProgram= NULL;
01000         }
01001 
01002         <font class="comment">// Version1+: _MeshMorpher.</font>
01003         <font class="keywordflow">if</font> (ver &gt;= 1)
01004                 f.serial (*_MeshMorpher);
01005 
01006         <font class="comment">// serial geometry.</font>
01007         f.serial (_VBuffer);
01008         f.serialCont (_MatrixBlocks);
01009         f.serial (_BBox);
01010         f.serial (_Skinned);
01011 
01012 
01013         <font class="comment">// If _VertexBuffer changed, flag the VertexBufferHard.</font>
01014         <font class="keywordflow">if</font>(f.isReading())
01015         {
01016                 _VertexBufferHardDirty = <font class="keyword">true</font>;
01017 
01018                 <font class="comment">// if &gt;= version 2, reorder of triangles is precomputed, else compute it now.</font>
01019                 <font class="keywordflow">if</font>(ver &lt; 2 )
01020                 {
01021                         optimizeTriangleOrder();
01022                 }
01023         }
01024 
01025         <font class="comment">// Skinning: If Version &lt; 4, _BonesName are not present, must compute _BonesId from localId</font>
01026         <font class="comment">// Else it is computed at first computeBonesId().</font>
01027         <font class="keywordflow">if</font>(ver &lt; 4)
01028                 buildBoneUsageVer3();
01029 
01030         <font class="comment">// TestYoyo</font>
01031         <font class="comment">//_MeshVertexProgram= NULL;</font>
01032         <font class="comment">/*{</font>
01033 <font class="comment">                uint numTris= 0;</font>
01034 <font class="comment">                for(uint i=0;i&lt;_MatrixBlocks.size();i++)</font>
01035 <font class="comment">                {</font>
01036 <font class="comment">                        for(uint j=0;j&lt;_MatrixBlocks[i].RdrPass.size();j++)</font>
01037 <font class="comment">                                numTris+= _MatrixBlocks[i].RdrPass[j].PBlock.getNumTri();</font>
01038 <font class="comment">                }</font>
01039 <font class="comment">                nlinfo("YOYO: %d Vertices. %d Triangles.", _VBuffer.getNumVertices(), numTris);</font>
01040 <font class="comment">        }*/</font>
01041 
01042         <font class="comment">// Some runtime not serialized compilation</font>
01043         <font class="keywordflow">if</font>(f.isReading())
01044                 compileRunTime();
01045 }
01046 
01047 
01048 <font class="comment">// ***************************************************************************</font>
<a name="l01049"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#c2">01049</a> <font class="keywordtype">void</font>    CMeshGeom::compileRunTime()
01050 {
01051         <font class="comment">// if skinned, prepare skinning</font>
01052         <font class="keywordflow">if</font>(_Skinned)
01053                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_3">bkupOriginalSkinVertices</a>();
01054 
01055         <font class="comment">// Do precise clipping for big object??</font>
01056         <a class="code" href="classNL3D_1_1CMeshGeom.html#o14">_PreciseClipping</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#o6">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z268_5">getRadius</a>() &gt;= <a class="code" href="mesh_8h.html#a1">NL3D_MESH_PRECISE_CLIP_THRESHOLD</a>;
01057 
01058         <font class="comment">// Support MeshBlockRendering only if not skinned/meshMorphed.</font>
01059         <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>= !<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>-&gt;BlendShapes.size()==0;
01060 
01061         <font class="comment">// true only if one matrix block, and at least one rdrPass.</font>
01062         <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size()==1 &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0].RdrPass.size()&gt;0;
01063 
01064         <font class="comment">// \todo yoyo: support later MeshVertexProgram </font>
01065         <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>= <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>==NULL;
01066 
01067         <font class="comment">// TestYoyo</font>
01068         <font class="comment">//_SupportMeshBlockRendering= false;</font>
01069 }
01070 
01071 
01072 <font class="comment">// ***************************************************************************</font>
01073 <font class="comment">// ***************************************************************************</font>
01074 <font class="comment">// Skinning.</font>
01075 <font class="comment">// ***************************************************************************</font>
01076 <font class="comment">// ***************************************************************************</font>
01077 
01078 
01079 <font class="comment">// ***************************************************************************</font>
<a name="l01080"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_1">01080</a> <font class="keywordtype">void</font>    CMeshGeom::buildSkin(CMesh::CMeshBuild &amp;m, std::vector&lt;CFaceTmp&gt;        &amp;tmpFaces)
01081 {
01082         sint    i,j,k;
01083         <a class="code" href="classNL3D_1_1CMeshGeom.html#u0">TBoneMap</a>                remainingBones;
01084         list&lt;uint&gt;              remainingFaces;
01085 
01086 
01087         <font class="comment">// 0. normalize SkinWeights: for all weights at 0, copy the matrixId from 0th matrix =&gt; no random/bad use of matrix.</font>
01088         <font class="comment">//================================</font>
01089         <font class="keywordflow">for</font>(i=0;i&lt;(sint)m.SkinWeights.size();i++)
01090         {
01091                 CMesh::CSkinWeight      &amp;sw= m.SkinWeights[i];
01092 
01093                 <font class="comment">// 0th weight must not be 0.</font>
01094                 <a class="code" href="debug_8h.html#a6">nlassert</a>(sw.Weights[0]!=0);
01095 
01096                 <font class="comment">// Begin at 1, tests all other weights.</font>
01097                 <font class="keywordflow">for</font>(j=1;j&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;j++)
01098                 {
01099                         <font class="comment">// We don't use this entry??</font>
01100                         <font class="keywordflow">if</font>(sw.Weights[j]==0)
01101                         {
01102                                 <font class="comment">// Setup MatrixId so that this vertex do no use more matrix than it really wants.</font>
01103                                 sw.MatrixId[j]= sw.MatrixId[0];
01104                         }
01105                 }
01106         }
01107 
01108 
01109         <font class="comment">// 1. build the list of used/remaining bones, in ascending order. (so we use the depth-first topolgy of hierarchy).</font>
01110         <font class="comment">//================================</font>
01111         <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
01112         {
01113                 CFaceTmp        &amp;face= tmpFaces[i];
01114 
01115                 <font class="keywordflow">for</font>(j=0;j&lt;3;j++)
01116                 {
01117                         CMesh::CSkinWeight      &amp;sw= m.SkinWeights[face.Corner[j].Vertex];
01118                         <font class="keywordflow">for</font>(k=0;k&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;k++)
01119                         {
01120                                 <font class="comment">// insert (if not already here) the used bone in the set.</font>
01121                                 <font class="comment">// and insert his refcount. (NB: ctor() init it to 0 :) ).</font>
01122                                 remainingBones[sw.MatrixId[k]].RefCount++;
01123                         }
01124                 }
01125         }
01126 
01127 
01128         <font class="comment">// 2. Create the list of un-inserted faces.</font>
01129         <font class="comment">//================================</font>
01130         <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
01131         {
01132                 remainingFaces.push_back(i);
01133         }
01134 
01135 
01136 
01137         <font class="comment">// 3. Create as many Blocks as necessary.</font>
01138         <font class="comment">//================================</font>
01139         <font class="comment">// Which bones a face use (up to 12).</font>
01140         vector&lt;uint&gt;    boneUse;
01141         boneUse.reserve(<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>*3);
01142 
01143         <font class="comment">// While still exist faces.</font>
01144         <font class="keywordflow">while</font>(!remainingFaces.empty())
01145         {
01146                 <font class="comment">// create a new matrix block.</font>
01147                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.push_back(CMatrixBlock());
01148                 CMatrixBlock    &amp;matrixBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size()-1];
01149                 matrixBlock.NumMatrix=0;
01150 
01151                 <font class="comment">// a. reset remainingBones as not inserted in the current matrixBlock.</font>
01152                 <font class="comment">//============================</font>
01153                 <a class="code" href="classNL3D_1_1CMeshGeom.html#u1">ItBoneMap</a>       itBone;
01154                 <font class="keywordflow">for</font>(itBone= remainingBones.begin();itBone!=remainingBones.end();itBone++)
01155                 {
01156                         itBone-&gt;second.Inserted= <font class="keyword">false</font>;
01157                 }
01158 
01159 
01160                 <font class="comment">// b. while still exist bones, try to insert faces which use them in matrixBlock.</font>
01161                 <font class="comment">//============================</font>
01162                 <font class="keywordflow">while</font>(!remainingBones.empty())
01163                 {
01164                         <font class="comment">// get the first bone from the map. (remind: depth-first order).</font>
01165                         uint            currentBoneId= remainingBones.begin()-&gt;first;
01166 
01167                         <font class="comment">// If no more faces in the remainingFace list use this bone, remove it, and continue.</font>
01168                         <font class="keywordflow">if</font>(remainingBones.begin()-&gt;second.RefCount==0)
01169                         {
01170                                 remainingBones.erase(remainingBones.begin());
01171                                 <font class="keywordflow">continue</font>;
01172                         }
01173 
01174                         <font class="comment">// this is a marker, to know if a face insertion will occurs.</font>
01175                         <font class="keywordtype">bool</font>            faceAdded= <font class="keyword">false</font>;
01176 
01177                         <font class="comment">// traverse all faces, trying to insert them in current MatrixBlock processed.</font>
01178                         list&lt;uint&gt;::iterator    itFace;
01179                         <font class="keywordflow">for</font>(itFace= remainingFaces.begin(); itFace!=remainingFaces.end();)
01180                         {
01181                                 <font class="keywordtype">bool</font>    useCurrentBoneId;
01182                                 uint    newBoneAdded;
01183 
01184                                 <font class="comment">// i/ Get info on current face.</font>
01185                                 <font class="comment">//-----------------------------</font>
01186 
01187                                 <font class="comment">// build which bones this face use.</font>
01188                                 tmpFaces[*itFace].buildBoneUse(boneUse, m.SkinWeights);
01189 
01190                                 <font class="comment">// test if this face use the currentBoneId.</font>
01191                                 useCurrentBoneId= <font class="keyword">false</font>;
01192                                 <font class="keywordflow">for</font>(i=0;i&lt;(sint)boneUse.size();i++)
01193                                 {
01194                                         <font class="comment">// if this face use the currentBoneId</font>
01195                                         <font class="keywordflow">if</font>(boneUse[i]==currentBoneId)
01196                                         {
01197                                                 useCurrentBoneId= <font class="keyword">true</font>;
01198                                                 <font class="keywordflow">break</font>;
01199                                         }
01200                                 }
01201                                 <font class="comment">// compute how many bones that are not in the current matrixblock this face use.</font>
01202                                 newBoneAdded=0;
01203                                 <font class="keywordflow">for</font>(i=0;i&lt;(sint)boneUse.size();i++)
01204                                 {
01205                                         <font class="comment">// if this bone is not inserted in the current matrix block, inform it.</font>
01206                                         <font class="keywordflow">if</font>(!remainingBones[boneUse[i]].Inserted)
01207                                                 newBoneAdded++;
01208                                 }
01209                                 
01210                                 
01211                                 <font class="comment">// ii/ insert/reject face.</font>
01212                                 <font class="comment">//------------------------</font>
01213 
01214                                 <font class="comment">// If this face do not add any more bone, we can insert it into the current matrixblock.</font>
01215                                 <font class="comment">// If it use the currentBoneId, and do not explode max count, we allow insert it too in the current matrixblock.</font>
01216                                 <font class="keywordflow">if</font>( newBoneAdded==0 || 
01217                                         (useCurrentBoneId &amp;&amp; newBoneAdded+matrixBlock.NumMatrix &lt; IDriver::MaxModelMatrix) )
01218                                 {
01219                                         <font class="comment">// Insert this face in the current matrix block</font>
01220 
01221                                         CFaceTmp        &amp;face= tmpFaces[*itFace];
01222 
01223                                         <font class="comment">// for all vertices of this face.</font>
01224                                         <font class="keywordflow">for</font>(j=0;j&lt;3;j++)
01225                                         {
01226                                                 CMesh::CSkinWeight      &amp;sw= m.SkinWeights[face.Corner[j].Vertex];
01227 
01228                                                 <font class="comment">// for each corner weight (4)</font>
01229                                                 <font class="keywordflow">for</font>(k=0;k&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;k++)
01230                                                 {
01231                                                         <font class="comment">// get the global boneId this corner weight use.</font>
01232                                                         uint            boneId= sw.MatrixId[k];
01233                                                         <font class="comment">// get the CBoneTmp this corner weight use.</font>
01234                                                         CBoneTmp        &amp;bone= remainingBones[boneId];
01235 
01236                                                         <font class="comment">// decRef the bone .</font>
01237                                                         bone.RefCount--;
01238 
01239                                                         <font class="comment">// Is this bone already inserted in the MatrixBlock ?</font>
01240                                                         <font class="keywordflow">if</font>( !bone.Inserted )
01241                                                         {
01242                                                                 <font class="comment">// No, insert it.</font>
01243                                                                 bone.Inserted= <font class="keyword">true</font>;
01244                                                                 <font class="comment">// link it to the MatrixId in the current matrixBlock.</font>
01245                                                                 bone.MatrixIdInMB= matrixBlock.NumMatrix;
01246 
01247                                                                 <font class="comment">// modify the matrixBlock</font>
01248                                                                 matrixBlock.MatrixId[matrixBlock.NumMatrix]= boneId;
01249                                                                 <font class="comment">// increment the number of matrix in the matrixBlock.</font>
01250                                                                 matrixBlock.NumMatrix++;
01251                                                         }
01252 
01253                                                         <font class="comment">// Copy Weight info for this Corner.</font>
01254                                                         <font class="comment">// Set what matrix in the current matrix block this corner use.</font>
01255                                                         face.Corner[j].Palette.MatrixId[k]= bone.MatrixIdInMB;
01256                                                         <font class="comment">// Set weight.</font>
01257                                                         face.Corner[j].Weights[k]= sw.Weights[k];
01258                                                 }
01259                                         }
01260 
01261                                         <font class="comment">// to Which matrixblock this face is inserted.</font>
01262                                         face.MatrixBlockId= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size()-1;
01263                                         
01264                                         <font class="comment">// remove the face from remain face list.</font>
01265                                         itFace= remainingFaces.erase(itFace);
01266 
01267                                         <font class="comment">// inform the algorithm that a face has been added.</font>
01268                                         faceAdded= <font class="keyword">true</font>;
01269                                 }
01270                                 <font class="keywordflow">else</font>
01271                                 {
01272                                         <font class="comment">// do not append this face to the current matrix block, skip to the next</font>
01273                                         itFace++;
01274                                 }
01275                         }
01276 
01277                         <font class="comment">// If no faces have been added during this pass, we are blocked, and either the MatrixBlock may be full,</font>
01278                         <font class="comment">// or there is no more face. So quit this block and process a new one.</font>
01279                         <font class="keywordflow">if</font>(!faceAdded)
01280                                 <font class="keywordflow">break</font>;
01281                 }
01282 
01283         }
01284         <font class="comment">// NB: at the end of this loop, remainingBones may not be empty(), but all remainingBones should have RefCount==0.</font>
01285 
01286 
01287 
01288         <font class="comment">// 4. Re-order matrix use in MatrixBlocks, for minimum matrix change between MatrixBlocks.</font>
01289         <font class="comment">//================================</font>
01290         vector&lt;CMatrixBlockRemap&gt;       blockRemaps;
01291         blockRemaps.resize(<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size());
01292 
01293 
01294         <font class="comment">// For all MatrixBlocks &gt; first, try to "mirror" bones from previous.</font>
01295         <font class="keywordflow">for</font>(i=1;i&lt;(sint)<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();i++)
01296         {
01297                 CMatrixBlock            &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[i];
01298                 CMatrixBlock            &amp;mPrevBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[i-1];
01299                 CMatrixBlockRemap       &amp;remap= blockRemaps[i];
01300 
01301                 <font class="comment">// First bkup the bone ids in remap table.</font>
01302                 <font class="keywordflow">for</font>(j=0;j&lt;(sint)mBlock.NumMatrix;j++)
01303                 {
01304                         remap.Remap[j]= mBlock.MatrixId[j];
01305                 }
01306 
01307                 <font class="comment">// For all ids of this blocks, try to mirror them.</font>
01308                 <font class="keywordflow">for</font>(j=0;j&lt;(sint)mBlock.NumMatrix;j++)
01309                 {
01310                         <font class="comment">// get the location of this bone in the prev bone.</font>
01311                         sint    idLoc= mPrevBlock.getMatrixIdLocation(mBlock.MatrixId[j]);
01312                         <font class="comment">// If not found, or if bigger than current array, fails (cant be mirrored).</font>
01313                         <font class="comment">// Or if already mirrored.</font>
01314                         <font class="keywordflow">if</font>(idLoc==-1 || idLoc&gt;=(sint)mBlock.NumMatrix || idLoc==j)
01315                         {
01316                                 <font class="comment">// next id.</font>
01317                                 j++;
01318                         }
01319                         <font class="keywordflow">else</font>
01320                         {
01321                                 <font class="comment">// puts me on my mirrored location. and swap with the current one at this mirrored location.</font>
01322                                 swap(mBlock.MatrixId[j], mBlock.MatrixId[idLoc]);
01323                                 <font class="comment">// mBlock.MatrixId[j] is now a candidate for mirror.</font>
01324                         }
01325                 }
01326 
01327                 <font class="comment">// Then build the Remap table, to re-order faces matrixId which use this matrix block.</font>
01328                 <font class="keywordflow">for</font>(j=0;j&lt;(sint)mBlock.NumMatrix;j++)
01329                 {
01330                         <font class="comment">// get the boneid which was at this position j before.</font>
01331                         uint    boneId= remap.Remap[j];
01332                         <font class="comment">// search his new position, and store the result in the remap table.</font>
01333                         remap.Remap[j]= mBlock.getMatrixIdLocation(boneId);
01334                 }
01335 
01336                 <font class="comment">// NB: this matrixBlock is re-ordered. next matrixBlock use this state.</font>
01337         }
01338 
01339 
01340         <font class="comment">// For all faces/corners/weights, remap MatrixIds.</font>
01341         <font class="keywordflow">for</font>(i=0;i&lt;(sint)tmpFaces.size();i++)
01342         {
01343                 CFaceTmp        &amp;face= tmpFaces[i];
01344                 <font class="comment">// do it but for matrixblock0.</font>
01345                 <font class="keywordflow">if</font>(face.MatrixBlockId!=0)
01346                 {
01347                         CMatrixBlockRemap       &amp;remap= blockRemaps[face.MatrixBlockId];
01348                         <font class="comment">// For all corners.</font>
01349                         <font class="keywordflow">for</font>(j=0;j&lt;3;j++)
01350                         {
01351                                 <font class="keywordflow">for</font>(k=0;k&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;k++)
01352                                 {
01353                                         uint    oldId= face.Corner[j].Palette.MatrixId[k];
01354                                         face.Corner[j].Palette.MatrixId[k]= (uint8)remap.Remap[oldId];
01355                                 }
01356                         }
01357                 }
01358         }
01359 
01360 }
01361 
01362 
01363 <font class="comment">// ***************************************************************************</font>
<a name="l01364"></a><a class="code" href="structNL3D_1_1CMeshGeom_1_1CFaceTmp.html#a2">01364</a> <font class="keywordtype">void</font>    CMeshGeom::CFaceTmp::buildBoneUse(vector&lt;uint&gt;  &amp;boneUse, vector&lt;CMesh::CSkinWeight&gt; &amp;skinWeights)
01365 {
01366         boneUse.clear();
01367 
01368         <font class="comment">// For the 3 corners of the face.</font>
01369         <font class="keywordflow">for</font>(sint i=0;i&lt;3;i++)
01370         {
01371                 <font class="comment">// get the CSkinWeight of this vertex.</font>
01372                 CMesh::CSkinWeight      &amp;sw= skinWeights[<a class="code" href="structNL3D_1_1CMeshGeom_1_1CFaceTmp.html#m0">Corner</a>[i].Vertex];
01373 
01374                 <font class="comment">// For all skin weights of this vertex,</font>
01375                 <font class="keywordflow">for</font>(sint j=0;j&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;j++)
01376                 {
01377                         uint    boneId= sw.MatrixId[j];
01378                         <font class="comment">// insert (if not in the array) this bone.</font>
01379                         <font class="keywordflow">if</font>( find(boneUse.begin(), boneUse.end(), boneId)==boneUse.end() )
01380                                 boneUse.push_back(boneId);
01381                 }
01382         }
01383 
01384 
01385 }
01386 
01387 
01388 
01389 <font class="comment">// ***************************************************************************</font>
<a name="l01390"></a><a class="code" href="classNL3D_1_1CMeshGeom_1_1CMatrixBlock.html#a1">01390</a> sint    CMeshGeom::CMatrixBlock::getMatrixIdLocation(uint32 boneId)<font class="keyword"> const</font>
01391 <font class="keyword"></font>{
01392         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="classNL3D_1_1CMeshGeom_1_1CMatrixBlock.html#m1">NumMatrix</a>;i++)
01393         {
01394                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom_1_1CMatrixBlock.html#m0">MatrixId</a>[i]==boneId)
01395                         <font class="keywordflow">return</font> i;
01396         }
01397 
01398         <font class="comment">// not found.</font>
01399         <font class="keywordflow">return</font> -1;
01400 }
01401 
01402 
01403 <font class="comment">// ***************************************************************************</font>
<a name="l01404"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z564_4">01404</a> <font class="keywordtype">float</font>   CMeshGeom::getNumTriangles (<font class="keywordtype">float</font> distance)
01405 {
01406         <font class="comment">// Sum of triangles</font>
01407         uint32 triCount=0;
01408 
01409         <font class="comment">// For each matrix block</font>
01410         uint mbCount=<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();
01411         <font class="keywordflow">for</font> (uint mb=0; mb&lt;mbCount; mb++)
01412         {
01413                 CMatrixBlock &amp;block=<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb];
01414 
01415                 <font class="comment">// Count of primitive block</font>
01416                 uint pCount=block.RdrPass.size();
01417                 <font class="keywordflow">for</font> (uint pb=0; pb&lt;pCount; pb++)
01418                 {
01419                         <font class="comment">// Ref on the primitive block</font>
01420                         CRdrPass &amp;pass=block.RdrPass[pb];
01421 
01422                         <font class="comment">// Sum tri</font>
01423                         triCount+=pass.PBlock.getNumTriangles ();
01424                 }
01425         }
01426         <font class="keywordflow">return</font> (float)triCount;
01427 }
01428 
01429 
01430 <font class="comment">// ***************************************************************************</font>
<a name="l01431"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z566_1">01431</a> <font class="keywordtype">void</font>    CMeshGeom::computeBonesId (CSkeletonModel *skeleton)
01432 {
01433         <font class="comment">// Already computed ?</font>
01434         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CMeshGeom.html#o9">_BoneIdComputed</a>)
01435         {
01436                 <font class="comment">// Get a pointer on the skeleton</font>
01437                 <a class="code" href="debug_8h.html#a6">nlassert</a> (skeleton);
01438                 <font class="keywordflow">if</font> (skeleton)
01439                 {
01440                         <font class="comment">// Resize boneId to the good size.</font>
01441                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>.resize(<a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>.size());
01442 
01443                         <font class="comment">// For each matrix block</font>
01444                         uint matrixBlock;
01445                         <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
01446                         {
01447                                 <font class="comment">// Ref on the matrix block</font>
01448                                 CMatrixBlock &amp;mb = <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[matrixBlock];
01449 
01450                                 <font class="comment">// For each matrix</font>
01451                                 uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>;
01452                                 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;mb.NumMatrix; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
01453                                 {
01454                                         <font class="comment">// Get bone id in the skeleton</font>
01455                                         <a class="code" href="debug_8h.html#a6">nlassert</a> (mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>.size());
01456                                         sint32 boneId = skeleton-&gt;getBoneIdByName (<a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]]);
01457 
01458                                         <font class="comment">// Setup the _BoneId.</font>
01459                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]]= boneId;
01460 
01461                                         <font class="comment">// Bones found ?</font>
01462                                         <font class="keywordflow">if</font> (boneId != -1)
01463                                         {
01464                                                 <font class="comment">// Set the bone id</font>
01465                                                 mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = (uint32)boneId;
01466                                         }
01467                                         <font class="keywordflow">else</font>
01468                                         {
01469                                                 <font class="comment">// Put id 0</font>
01470                                                 mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = 0;
01471 
01472                                                 <font class="comment">// Error</font>
01473                                                 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"Bone %s not found in the skeleton."</font>, <a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]].c_str());
01474                                         }
01475                                 }
01476                         }
01477 
01478                         <font class="comment">// Computed</font>
01479                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o9">_BoneIdComputed</a> = <font class="keyword">true</font>;
01480                 }
01481         }
01482 
01483         <font class="comment">// Already extended ?</font>
01484         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CMeshGeom.html#o10">_BoneIdExtended</a>)
01485         {
01486                 <a class="code" href="debug_8h.html#a6">nlassert</a> (skeleton);
01487                 <font class="keywordflow">if</font> (skeleton)
01488                 {
01489                         <font class="comment">// the total bone Usage of the mesh.</font>
01490                         vector&lt;bool&gt;    boneUsage;
01491                         boneUsage.resize(skeleton-&gt;Bones.size(), <font class="keyword">false</font>);
01492 
01493                         <font class="comment">// for all Bones marked as valid.</font>
01494                         uint    i;
01495                         <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>.size(); i++)
01496                         {
01497                                 <font class="comment">// if not a valid boneId, skip it.</font>
01498                                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>[i]&lt;0)
01499                                         <font class="keywordflow">continue</font>;
01500 
01501                                 <font class="comment">// mark him and his father in boneUsage.</font>
01502                                 skeleton-&gt;flagBoneAndParents(<a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>[i], boneUsage);
01503                         }
01504 
01505                         <font class="comment">// fill _BonesIdExt with bones of _BonesId and their parents.</font>
01506                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o13">_BonesIdExt</a>.clear();
01507                         <font class="keywordflow">for</font>(i=0; i&lt;boneUsage.size();i++)
01508                         {
01509                                 <font class="comment">// if the bone is used by the mesh, add it to BoneIdExt.</font>
01510                                 <font class="keywordflow">if</font>(boneUsage[i])
01511                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o13">_BonesIdExt</a>.push_back(i);
01512                         }
01513 
01514                 }
01515 
01516                 <font class="comment">// Extended</font>
01517                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o10">_BoneIdExtended</a>= <font class="keyword">true</font>;
01518         }
01519 
01520 }
01521 
01522 
01523 <font class="comment">// ***************************************************************************</font>
<a name="l01524"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_2">01524</a> <font class="keywordtype">void</font>    CMeshGeom::buildBoneUsageVer3 ()
01525 {
01526         <font class="keywordflow">if</font>(_Skinned)
01527         {
01528                 <font class="comment">// parse all matrixBlocks, couting MaxBoneId used.</font>
01529                 uint32  maxBoneId= 0;
01530                 <font class="comment">// For each matrix block</font>
01531                 uint matrixBlock;
01532                 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
01533                 {
01534                         CMatrixBlock &amp;mb = <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[matrixBlock];
01535                         <font class="comment">// For each matrix</font>
01536                         <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;mb.NumMatrix; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
01537                         {
01538                                 maxBoneId= max(mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>], maxBoneId);
01539                         }
01540                 }
01541 
01542                 <font class="comment">// alloc an array of maxBoneId+1, reset to 0.</font>
01543                 std::vector&lt;uint8&gt;              boneUsage;
01544                 boneUsage.resize(maxBoneId+1, 0);
01545 
01546                 <font class="comment">// reparse all matrixBlocks, counting usage for each bone.</font>
01547                 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
01548                 {
01549                         CMatrixBlock &amp;mb = <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[matrixBlock];
01550                         <font class="comment">// For each matrix</font>
01551                         <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;mb.NumMatrix; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
01552                         {
01553                                 <font class="comment">// mark this bone as used.</font>
01554                                 boneUsage[mb.MatrixId[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]]= 1;
01555                         }
01556                 }
01557 
01558                 <font class="comment">// For each bone used</font>
01559                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>.clear();
01560                 <font class="keywordflow">for</font>(uint i=0; i&lt;boneUsage.size();i++)
01561                 {
01562                         <font class="comment">// if the bone is used by the mesh, add it to BoneId.</font>
01563                         <font class="keywordflow">if</font>(boneUsage[i])
01564                                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o12">_BonesId</a>.push_back(i);
01565                 }
01566         }
01567 }
01568 
01569 
01570 <font class="comment">// ***************************************************************************</font>
<a name="l01571"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z566_2">01571</a> <font class="keywordtype">void</font>    CMeshGeom::updateSkeletonUsage(CSkeletonModel *sm, <font class="keywordtype">bool</font> increment)
01572 {
01573         <font class="comment">// For all Bones used by this mesh.</font>
01574         <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o13">_BonesIdExt</a>.size();i++)
01575         {
01576                 uint    boneId= <a class="code" href="classNL3D_1_1CMeshGeom.html#o13">_BonesIdExt</a>[i];
01577                 <font class="comment">// Some explicit Error.</font>
01578                 <font class="keywordflow">if</font>(boneId&gt;=sm-&gt;Bones.size())
01579                         <a class="code" href="debug_8h.html#a3">nlerror</a>(<font class="stringliteral">" Skin is incompatible with Skeleton: tries to use bone %d"</font>, boneId);
01580                 <font class="comment">// increment or decrement not Forced, because CMeshGeom use getActiveBoneSkinMatrix().</font>
01581                 <font class="keywordflow">if</font>(increment)
01582                         sm-&gt;incBoneUsage(boneId, CSkeletonModel::UsageNormal);
01583                 <font class="keywordflow">else</font>
01584                         sm-&gt;decBoneUsage(boneId, CSkeletonModel::UsageNormal);
01585         }
01586 }
01587 
01588 
01589 <font class="comment">// ***************************************************************************</font>
<a name="l01590"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_3">01590</a> <font class="keywordtype">void</font>    CMeshGeom::bkupOriginalSkinVertices()
01591 {
01592         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>);
01593 
01594         <font class="comment">// reset</font>
01595         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>);
01596         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>);
01597         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>);
01598 
01599         <font class="comment">// get num of vertices</font>
01600         uint    numVertices= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices();
01601 
01602         <font class="comment">// Copy VBuffer content into Original vertices normals.</font>
01603         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() &amp; CVertexBuffer::PositionFlag)
01604         {
01605                 <font class="comment">// copy vertices from VBuffer. (NB: unusefull geomorphed vertices are still copied, but doesn't matter).</font>
01606                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>.resize(numVertices);
01607                 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
01608                 {
01609                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>[i]= *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(i);
01610                 }
01611         }
01612         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() &amp; CVertexBuffer::NormalFlag)
01613         {
01614                 <font class="comment">// copy normals from VBuffer. (NB: unusefull geomorphed normals are still copied, but doesn't matter).</font>
01615                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>.resize(numVertices);
01616                 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
01617                 {
01618                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>[i]= *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNormalCoordPointer(i);
01619                 }
01620         }
01621 
01622         <font class="comment">// is there tangent space added ?</font>
01623         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;needTangentSpace())
01624         {
01625                 <font class="comment">// yes, backup it</font>
01626                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed() &gt; 0);
01627                 uint tgSpaceStage = <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed() - 1;
01628                 <a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>.resize(numVertices);
01629                 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
01630                 {
01631                         <a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>[i]= *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getTexCoordPointer(i, tgSpaceStage);
01632                 }
01633         }
01634 }
01635 
01636 
01637 <font class="comment">// ***************************************************************************</font>
<a name="l01638"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_4">01638</a> <font class="keywordtype">void</font>    CMeshGeom::restoreOriginalSkinVertices()
01639 {
01640         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o7">_Skinned</a>);
01641 
01642         <font class="comment">// get num of vertices</font>
01643         uint    numVertices= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices();
01644 
01645         <font class="comment">// Copy VBuffer content into Original vertices normals.</font>
01646         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() &amp; CVertexBuffer::PositionFlag)
01647         {
01648                 <font class="comment">// copy vertices from VBuffer. (NB: unusefull geomorphed vertices are still copied, but doesn't matter).</font>
01649                 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
01650                 {
01651                         *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(i)= <a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>[i];
01652                 }
01653         }
01654         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat() &amp; CVertexBuffer::NormalFlag)
01655         {
01656                 <font class="comment">// copy normals from VBuffer. (NB: unusefull geomorphed normals are still copied, but doesn't matter).</font>
01657                 <font class="keywordflow">for</font>(uint i=0; i&lt;numVertices;i++)
01658                 {
01659                         *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNormalCoordPointer(i)= <a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>[i];
01660                 }
01661         }
01662         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>-&gt;needTangentSpace())
01663         {
01664                 uint numTexCoords = <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed();
01665                 <a class="code" href="debug_8h.html#a6">nlassert</a>(numTexCoords &gt;= 2);
01666                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>.size() == numVertices);
01667                 <font class="comment">// copy tangent space vectors</font>
01668                 <font class="keywordflow">for</font>(uint i = 0; i &lt; numVertices; ++i)
01669                 {
01670                         *(CVector*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getTexCoordPointer(i, numTexCoords - 1)= <a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>[i];
01671                 }
01672         }
01673 
01674         <font class="comment">// cleared</font>
01675         <a class="code" href="classNL3D_1_1CMeshGeom.html#o8">_OriginalSkinRestored</a>= <font class="keyword">true</font>;
01676 }
01677 
01678 
01679 <font class="comment">// ***************************************************************************</font>
01680 <font class="comment">// Flags for software vertex skinning.</font>
<a name="l01681"></a><a class="code" href="mesh_8cpp.html#a0">01681</a> <font class="preprocessor">#define NL3D_SOFTSKIN_VNEEDCOMPUTE      3</font>
<a name="l01682"></a><a class="code" href="mesh_8cpp.html#a1">01682</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_SOFTSKIN_VMUSTCOMPUTE      1</font>
<a name="l01683"></a><a class="code" href="mesh_8cpp.html#a2">01683</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_SOFTSKIN_VCOMPUTED         0</font>
01684 <font class="preprocessor"></font><font class="comment">// 3 means "vertex may need compute".</font>
01685 <font class="comment">// 1 means "Primitive say vertex must be computed".</font>
01686 <font class="comment">// 0 means "vertex is computed".</font>
01687 
01688 
01689 <font class="comment">// ***************************************************************************</font>
<a name="l01690"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_5">01690</a> <font class="keywordtype">void</font>    CMeshGeom::applySkin(CSkeletonModel *skeleton)
01691 {
01692         <font class="comment">// init.</font>
01693         <font class="comment">//===================</font>
01694         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>.empty())
01695                 <font class="keywordflow">return</font>;
01696 
01697         <font class="comment">// Use correct skinning</font>
01698         <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0">TSkinType</a>       skinType;
01699         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>.empty() )
01700                 skinType= <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u4">SkinPosOnly</a>;
01701         <font class="keywordflow">else</font> <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>.empty() )
01702                 skinType= <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u5">SkinWithNormal</a>;
01703         <font class="keywordflow">else</font>
01704                 skinType= <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u6">SkinWithTgSpace</a>;
01705 
01706         <font class="comment">// Get VB src/dst info/ptrs.</font>
01707         uint    numVertices= <a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>.size();
01708         uint    dstStride= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexSize();
01709         <font class="comment">// Get dst TgSpace.</font>
01710         uint    tgSpaceStage = 0;
01711         <font class="keywordflow">if</font>( skinType&gt;= <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u6">SkinWithTgSpace</a>)
01712         {
01713                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed() &gt; 0);
01714                 tgSpaceStage= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumTexCoordUsed() - 1;
01715         }
01716 
01717         <font class="comment">// Mark all vertices flag to not computed.</font>
01718         <font class="keyword">static</font>  vector&lt;uint8&gt;   skinFlags;
01719         skinFlags.resize(numVertices);
01720         <font class="comment">// reset all flags</font>
01721         memset(&amp;skinFlags[0], <a class="code" href="mesh_8cpp.html#a0">NL3D_SOFTSKIN_VNEEDCOMPUTE</a>, numVertices );
01722 
01723 
01724         <font class="comment">// For all MatrixBlocks</font>
01725         <font class="comment">//===================</font>
01726         <font class="keywordflow">for</font>(uint mb= 0; mb&lt;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
01727         {
01728                 <font class="comment">// compute matrixes for this block.</font>
01729                 <font class="keyword">static</font>  CMatrix3x4      matrixes[IDriver::MaxModelMatrix];
01730                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_7">computeSkinMatrixes</a>(skeleton, matrixes, mb==0?NULL:&amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb-1], <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb]);
01731 
01732                 <font class="comment">// check what vertex to skin for this PB.</font>
01733                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_6">flagSkinVerticesForMatrixBlock</a>(&amp;skinFlags[0], <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[mb]);
01734 
01735                 <font class="comment">// Get VB src/dst ptrs.</font>
01736                 uint8           *pFlag= &amp;skinFlags[0];
01737                 CVector         *srcVector= &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>[0];
01738                 uint8           *srcPal= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getPaletteSkinPointer(0);
01739                 uint8           *srcWgt= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getWeightPointer(0);
01740                 uint8           *dstVector= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(0);
01741                 <font class="comment">// Normal.</font>
01742                 CVector         *srcNormal= NULL;
01743                 uint8           *dstNormal= NULL;
01744                 <font class="keywordflow">if</font>(skinType&gt;=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u5">SkinWithNormal</a>)
01745                 {
01746                         srcNormal= &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>[0];
01747                         dstNormal= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNormalCoordPointer(0);
01748                 }
01749                 <font class="comment">// TgSpace.</font>
01750                 CVector         *srcTgSpace= NULL;
01751                 uint8           *dstTgSpace= NULL;
01752                 <font class="keywordflow">if</font>(skinType&gt;=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u6">SkinWithTgSpace</a>)
01753                 {
01754                         srcTgSpace= &amp;<a class="code" href="classNL3D_1_1CMeshGeom.html#o2">_OriginalTGSpace</a>[0];
01755                         dstTgSpace= (uint8*)<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getTexCoordPointer(0, tgSpaceStage);
01756                 }
01757 
01758 
01759                 <font class="comment">// For all vertices that need to be computed.</font>
01760                 uint            size= numVertices;
01761                 <font class="keywordflow">for</font>(;size&gt;0;size--)
01762                 {
01763                         <font class="comment">// If we must compute this vertex.</font>
01764                         <font class="keywordflow">if</font>(*pFlag==<a class="code" href="mesh_8cpp.html#a1">NL3D_SOFTSKIN_VMUSTCOMPUTE</a>)
01765                         {
01766                                 <font class="comment">// Flag this vertex as computed.</font>
01767                                 *pFlag=<a class="code" href="mesh_8cpp.html#a2">NL3D_SOFTSKIN_VCOMPUTED</a>;
01768 
01769                                 CPaletteSkin    *psPal= (CPaletteSkin*)srcPal;
01770 
01771                                 <font class="comment">// checks indices.</font>
01772                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal-&gt;MatrixId[0]&lt;IDriver::MaxModelMatrix);
01773                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal-&gt;MatrixId[1]&lt;IDriver::MaxModelMatrix);
01774                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal-&gt;MatrixId[2]&lt;IDriver::MaxModelMatrix);
01775                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal-&gt;MatrixId[3]&lt;IDriver::MaxModelMatrix);
01776 
01777                                 <font class="comment">// compute vertex part.</font>
01778                                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_8">computeSoftwarePointSkinning</a>(matrixes, srcVector, psPal, (<font class="keywordtype">float</font>*)srcWgt, (CVector*)dstVector);
01779 
01780                                 <font class="comment">// compute normal part.</font>
01781                                 <font class="keywordflow">if</font>(skinType&gt;=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u5">SkinWithNormal</a>)
01782                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_9">computeSoftwareVectorSkinning</a>(matrixes, srcNormal, psPal, (<font class="keywordtype">float</font>*)srcWgt, (CVector*)dstNormal);
01783 
01784                                 <font class="comment">// compute tg part.</font>
01785                                 <font class="keywordflow">if</font>(skinType&gt;=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u6">SkinWithTgSpace</a>)
01786                                         <a class="code" href="classNL3D_1_1CMeshGeom.html#z570_9">computeSoftwareVectorSkinning</a>(matrixes, srcTgSpace, psPal, (<font class="keywordtype">float</font>*)srcWgt, (CVector*)dstTgSpace);
01787                         }
01788 
01789                         <font class="comment">// inc flags.</font>
01790                         pFlag++;
01791                         <font class="comment">// inc src (all whatever skin type used...)</font>
01792                         srcVector++;
01793                         srcNormal++;
01794                         srcTgSpace++;
01795                         <font class="comment">// inc paletteSkin and dst  (all whatever skin type used...)</font>
01796                         srcPal+= dstStride;
01797                         srcWgt+= dstStride;
01798                         dstVector+= dstStride;
01799                         dstNormal+= dstStride;
01800                         dstTgSpace+= dstStride;
01801                 }
01802         }
01803 
01804 
01805         <font class="comment">// dirt</font>
01806         <a class="code" href="classNL3D_1_1CMeshGeom.html#o8">_OriginalSkinRestored</a>= <font class="keyword">false</font>;
01807 }
01808 
01809 
01810 <font class="comment">// ***************************************************************************</font>
<a name="l01811"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_6">01811</a> <font class="keywordtype">void</font>    CMeshGeom::flagSkinVerticesForMatrixBlock(uint8 *skinFlags, CMatrixBlock &amp;mb)
01812 {
01813         <font class="keywordflow">for</font>(uint i=0; i&lt;mb.RdrPass.size(); i++)
01814         {
01815                 CPrimitiveBlock &amp;PB= mb.RdrPass[i].PBlock;
01816 
01817                 uint32  *pIndex;
01818                 uint    nIndex;
01819 
01820                 <font class="comment">// This may be better to flags in 2 pass (first traverse primitives, then test vertices).</font>
01821                 <font class="comment">// Better sol for BTB..., because number of tests are divided by 6 (for triangles).</font>
01822 
01823                 <font class="comment">// for all prims, indicate which vertex we must compute.</font>
01824                 <font class="comment">// nothing if not already computed (ie 0), because 0&amp;1==0.</font>
01825                 <font class="comment">// Lines.</font>
01826                 pIndex= (uint32*)PB.getLinePointer();
01827                 nIndex= PB.getNumLine()*2;
01828                 <font class="keywordflow">for</font>(;nIndex&gt;0;nIndex--, pIndex++)
01829                         skinFlags[*pIndex]&amp;= <a class="code" href="mesh_8cpp.html#a1">NL3D_SOFTSKIN_VMUSTCOMPUTE</a>;
01830                 <font class="comment">// Tris.</font>
01831                 pIndex= (uint32*)PB.getTriPointer();
01832                 nIndex= PB.getNumTri()*3;
01833                 <font class="keywordflow">for</font>(;nIndex&gt;0;nIndex--, pIndex++)
01834                         skinFlags[*pIndex]&amp;= <a class="code" href="mesh_8cpp.html#a1">NL3D_SOFTSKIN_VMUSTCOMPUTE</a>;
01835                 <font class="comment">// Quads.</font>
01836                 pIndex= (uint32*)PB.getQuadPointer();
01837                 nIndex= PB.getNumQuad()*4;
01838                 <font class="keywordflow">for</font>(;nIndex&gt;0;nIndex--, pIndex++)
01839                         skinFlags[*pIndex]&amp;= <a class="code" href="mesh_8cpp.html#a1">NL3D_SOFTSKIN_VMUSTCOMPUTE</a>;
01840         }
01841 }
01842 
01843 
01844 <font class="comment">// ***************************************************************************</font>
<a name="l01845"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_8">01845</a> <font class="keywordtype">void</font>    CMeshGeom::computeSoftwarePointSkinning(CMatrix3x4 *matrixes, CVector *srcVec, CPaletteSkin *srcPal, <font class="keywordtype">float</font> *srcWgt, CVector *pDst)
01846 {
01847         CMatrix3x4              *pMat;
01848 
01849         <font class="comment">// \todo yoyo: TODO_OPTIMIZE: SSE verion...</font>
01850 
01851         <font class="comment">// 0th matrix influence.</font>
01852         pMat= matrixes + srcPal-&gt;MatrixId[0];
01853         pMat-&gt;mulSetPoint(*srcVec, srcWgt[0], *pDst);
01854         <font class="comment">// 1th matrix influence.</font>
01855         pMat= matrixes + srcPal-&gt;MatrixId[1];
01856         pMat-&gt;mulAddPoint(*srcVec, srcWgt[1], *pDst);
01857         <font class="comment">// 2th matrix influence.</font>
01858         pMat= matrixes + srcPal-&gt;MatrixId[2];
01859         pMat-&gt;mulAddPoint(*srcVec, srcWgt[2], *pDst);
01860         <font class="comment">// 3th matrix influence.</font>
01861         pMat= matrixes + srcPal-&gt;MatrixId[3];
01862         pMat-&gt;mulAddPoint(*srcVec, srcWgt[3], *pDst);
01863 }
01864 
01865 
01866 <font class="comment">// ***************************************************************************</font>
<a name="l01867"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_9">01867</a> <font class="keywordtype">void</font>    CMeshGeom::computeSoftwareVectorSkinning(CMatrix3x4 *matrixes, CVector *srcVec, CPaletteSkin *srcPal, <font class="keywordtype">float</font> *srcWgt, CVector *pDst)
01868 {
01869         CMatrix3x4              *pMat;
01870 
01871         <font class="comment">// \todo yoyo: TODO_OPTIMIZE: SSE verion...</font>
01872 
01873         <font class="comment">// 0th matrix influence.</font>
01874         pMat= matrixes + srcPal-&gt;MatrixId[0];
01875         pMat-&gt;mulSetVector(*srcVec, srcWgt[0], *pDst);
01876         <font class="comment">// 1th matrix influence.</font>
01877         pMat= matrixes + srcPal-&gt;MatrixId[1];
01878         pMat-&gt;mulAddVector(*srcVec, srcWgt[1], *pDst);
01879         <font class="comment">// 2th matrix influence.</font>
01880         pMat= matrixes + srcPal-&gt;MatrixId[2];
01881         pMat-&gt;mulAddVector(*srcVec, srcWgt[2], *pDst);
01882         <font class="comment">// 3th matrix influence.</font>
01883         pMat= matrixes + srcPal-&gt;MatrixId[3];
01884         pMat-&gt;mulAddVector(*srcVec, srcWgt[3], *pDst);
01885 }
01886 
01887 
01888 <font class="comment">// ***************************************************************************</font>
<a name="l01889"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z570_7">01889</a> <font class="keywordtype">void</font>    CMeshGeom::computeSkinMatrixes(CSkeletonModel *skeleton, CMatrix3x4 *matrixes, CMatrixBlock  *prevBlock, CMatrixBlock  &amp;mBlock)
01890 {
01891         <font class="comment">// For all matrix of this mBlock.</font>
01892         <font class="keywordflow">for</font>(uint idMat=0;idMat&lt;mBlock.NumMatrix;idMat++)
01893         {
01894                 uint    curBoneId= mBlock.MatrixId[idMat];
01895 
01896                 <font class="comment">// If same matrix binded as previous block, no need to bind!!</font>
01897                 <font class="keywordflow">if</font>(prevBlock &amp;&amp; idMat&lt;prevBlock-&gt;NumMatrix &amp;&amp; prevBlock-&gt;MatrixId[idMat]== curBoneId)
01898                         <font class="keywordflow">continue</font>;
01899 
01900                 <font class="comment">// Else, we must setup the matrix </font>
01901                 matrixes[idMat].set(skeleton-&gt;getActiveBoneSkinMatrix(curBoneId));
01902         }
01903 }
01904 
01905 
01906 <font class="comment">// ***************************************************************************</font>
01907 <font class="comment">// ***************************************************************************</font>
01908 <font class="comment">// Mesh Block Render Interface</font>
01909 <font class="comment">// ***************************************************************************</font>
01910 <font class="comment">// ***************************************************************************</font>
01911 
01912 
01913 <font class="comment">// ***************************************************************************</font>
<a name="l01914"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_0">01914</a> <font class="keywordtype">bool</font>    CMeshGeom::supportMeshBlockRendering ()<font class="keyword"> const</font>
01915 <font class="keyword"></font>{
01916         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>;
01917 }
01918 
01919 <font class="comment">// ***************************************************************************</font>
<a name="l01920"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_1">01920</a> <font class="keywordtype">bool</font>    CMeshGeom::sortPerMaterial()<font class="keyword"> const</font>
01921 <font class="keyword"></font>{
01922         <font class="keywordflow">return</font> <font class="keyword">true</font>;
01923 }
01924 <font class="comment">// ***************************************************************************</font>
<a name="l01925"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_2">01925</a> uint    CMeshGeom::getNumRdrPasses()<font class="keyword"> const </font>
01926 <font class="keyword"></font>{
01927         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0].RdrPass.size();
01928 }
01929 <font class="comment">// ***************************************************************************</font>
<a name="l01930"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_3">01930</a> <font class="keywordtype">void</font>    CMeshGeom::beginMesh(CMeshGeomRenderContext &amp;rdrCtx) 
01931 {
01932         <font class="keywordflow">if</font>(rdrCtx.RenderThroughVBHeap)
01933         {
01934                 <font class="comment">// Don't setup VB in this case, since use the VBHeap setuped one.</font>
01935         }
01936         <font class="keywordflow">else</font>
01937         {
01938                 <font class="comment">// update the VBufferHard (create/delete), to maybe render in AGP memory.</font>
01939                 <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_0">updateVertexBufferHard</a> ( rdrCtx.Driver );
01940 
01941 
01942                 <font class="comment">// if VB Hard is here, use it.</font>
01943                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a> != NULL)
01944                 {
01945                         <font class="comment">// active VB Hard.</font>
01946                         rdrCtx.Driver-&gt;activeVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshGeom.html#z568_1">_VertexBufferHard</a>);
01947                 }
01948                 <font class="keywordflow">else</font>
01949                 {
01950                         <font class="comment">// active VB. SoftwareSkinning: reset flags for skinning.</font>
01951                         rdrCtx.Driver-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
01952                 }
01953         }
01954 }
01955 <font class="comment">// ***************************************************************************</font>
<a name="l01956"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_4">01956</a> <font class="keywordtype">void</font>    CMeshGeom::activeInstance(CMeshGeomRenderContext &amp;rdrCtx, CMeshBaseInstance *inst, <font class="keywordtype">float</font> polygonCount) 
01957 {
01958         <font class="comment">// setup instance matrix</font>
01959         rdrCtx.Driver-&gt;setupModelMatrix(inst-&gt;getWorldMatrix());
01960 
01961         <font class="comment">// setupLighting.</font>
01962         inst-&gt;changeLightSetup(rdrCtx.RenderTrav);
01963 
01964         <font class="comment">// \todo yoyo: MeshVertexProgram.</font>
01965 }
01966 <font class="comment">// ***************************************************************************</font>
<a name="l01967"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_5">01967</a> <font class="keywordtype">void</font>    CMeshGeom::renderPass(CMeshGeomRenderContext &amp;rdrCtx, CMeshBaseInstance *mi, <font class="keywordtype">float</font> polygonCount, uint rdrPassId) 
01968 {
01969         CMatrixBlock    &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0];
01970 
01971         CRdrPass                &amp;rdrPass= mBlock.RdrPass[rdrPassId];
01972         <font class="comment">// Render with the Materials of the MeshInstance, only if not blended.</font>
01973         <font class="keywordflow">if</font>( ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) ) )
01974         {
01975                 <font class="comment">// \todo yoyo: MeshVertexProgram.</font>
01976 
01977                 <font class="keywordflow">if</font>(rdrCtx.RenderThroughVBHeap)
01978                         <font class="comment">// render shifted primitives</font>
01979                         rdrCtx.Driver-&gt;render(rdrPass.VBHeapPBlock, mi-&gt;Materials[rdrPass.MaterialId]);
01980                 <font class="keywordflow">else</font>
01981                         <font class="comment">// render primitives</font>
01982                         rdrCtx.Driver-&gt;render(rdrPass.PBlock, mi-&gt;Materials[rdrPass.MaterialId]);
01983         }
01984 }
01985 <font class="comment">// ***************************************************************************</font>
<a name="l01986"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_6">01986</a> <font class="keywordtype">void</font>    CMeshGeom::endMesh(CMeshGeomRenderContext &amp;rdrCtx) 
01987 {
01988         <font class="comment">// nop.</font>
01989         <font class="comment">// \todo yoyo: MeshVertexProgram.</font>
01990 }
01991 
01992 <font class="comment">// ***************************************************************************</font>
<a name="l01993"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_7">01993</a> <font class="keywordtype">bool</font>    CMeshGeom::getVBHeapInfo(uint &amp;vertexFormat, uint &amp;numVertices)
01994 {
01995         <font class="comment">// CMeshGeom support VBHeap rendering, assuming _SupportMeshBlockRendering is true</font>
01996         vertexFormat= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexFormat();
01997         numVertices= <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices();
01998         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshGeom.html#z569_0">_SupportMeshBlockRendering</a>;
01999 }
02000 
02001 <font class="comment">// ***************************************************************************</font>
<a name="l02002"></a><a class="code" href="classNL3D_1_1CMeshGeom.html#z567_8">02002</a> <font class="keywordtype">void</font>    CMeshGeom::computeMeshVBHeap(<font class="keywordtype">void</font> *dst, uint indexStart)
02003 {
02004         <font class="comment">// Fill dst with Buffer content.</font>
02005         memcpy(dst, <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexCoordPointer(), <a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getNumVertices()*<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>.getVertexSize() );
02006 
02007         <font class="comment">// NB: only 1 MB is possible ...</font>
02008         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size()==1);
02009         CMatrixBlock    &amp;mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0];
02010         <font class="comment">// For all rdrPass.</font>
02011         <font class="keywordflow">for</font>(uint i=0;i&lt;mBlock.RdrPass.size();i++)
02012         {
02013                 <font class="comment">// shift the PB</font>
02014                 CPrimitiveBlock &amp;srcPb= mBlock.RdrPass[i].PBlock;
02015                 CPrimitiveBlock &amp;dstPb= mBlock.RdrPass[i].VBHeapPBlock;
02016                 uint j;
02017 
02018                 <font class="comment">// Lines.</font>
02019                 dstPb.setNumLine(srcPb.getNumLine());
02020                 uint32                  *srcLinePtr= srcPb.getLinePointer();
02021                 uint32                  *dstLinePtr= dstPb.getLinePointer();
02022                 <font class="keywordflow">for</font>(j=0; j&lt;dstPb.getNumLine()*2;j++)
02023                 {
02024                         dstLinePtr[j]= srcLinePtr[j]+indexStart;
02025                 }
02026                 <font class="comment">// Tris.</font>
02027                 dstPb.setNumTri(srcPb.getNumTri());
02028                 uint32                  *srcTriPtr= srcPb.getTriPointer();
02029                 uint32                  *dstTriPtr= dstPb.getTriPointer();
02030                 <font class="keywordflow">for</font>(j=0; j&lt;dstPb.getNumTri()*3;j++)
02031                 {
02032                         dstTriPtr[j]= srcTriPtr[j]+indexStart;
02033                 }
02034                 <font class="comment">// Quads.</font>
02035                 dstPb.setNumQuad(srcPb.getNumQuad());
02036                 uint32                  *srcQuadPtr= srcPb.getQuadPointer();
02037                 uint32                  *dstQuadPtr= dstPb.getQuadPointer();
02038                 <font class="keywordflow">for</font>(j=0; j&lt;dstPb.getNumQuad()*4;j++)
02039                 {
02040                         dstQuadPtr[j]= srcQuadPtr[j]+indexStart;
02041                 }
02042         }
02043 }
02044 
02045 
02046 <font class="comment">// ***************************************************************************</font>
02047 <font class="comment">// ***************************************************************************</font>
02048 <font class="comment">// CMeshBuild components.</font>
02049 <font class="comment">// ***************************************************************************</font>
02050 <font class="comment">// ***************************************************************************</font>
02051 
02052 
02053 
02054 <font class="comment">// ***************************************************************************</font>
<a name="l02055"></a><a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#a0">02055</a> CMesh::CCorner::CCorner()
02056 {
02057         sint    i;
02058         <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m0">Vertex</a>= 0;
02059         <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m1">Normal</a>= CVector::Null;
02060         <font class="keywordflow">for</font>(i=0;i&lt;CVertexBuffer::MaxStage;i++)
02061         {
02062                 <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m2">Uvws</a>[i]= CUVW(0, 0, 0); 
02063         }
02064         <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m3">Color</a>.set(255,255,255,255);
02065         <a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#m4">Specular</a>.set(0,0,0,0);
02066 }
02067 
02068 
02069 <font class="comment">// ***************************************************************************</font>
<a name="l02070"></a><a class="code" href="structNL3D_1_1CMesh_1_1CCorner.html#a1">02070</a> <font class="keywordtype">void</font> CMesh::CCorner::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
02071 {
02072         <a class="code" href="debug_8h.html#a6">nlassert</a>(0); <font class="comment">// not used</font>
02073         f.serial(Vertex);
02074         f.serial(Normal);
02075         <font class="keywordflow">for</font>(<font class="keywordtype">int</font> i=0;i&lt;CVertexBuffer::MaxStage;++i) f.serial(Uvws[i]);
02076         f.serial(Color);
02077         f.serial(Specular);
02078 }
02079 
02080 <font class="comment">// ***************************************************************************</font>
<a name="l02081"></a><a class="code" href="structNL3D_1_1CMesh_1_1CFace.html#a0">02081</a> <font class="keywordtype">void</font> CMesh::CFace::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
02082 {
02083         <font class="keywordflow">for</font>(<font class="keywordtype">int</font> i=0;i&lt;3;++i) 
02084                 f.serial(Corner[i]);
02085         f.serial(MaterialId);
02086         f.serial(SmoothGroup);
02087 }
02088 
02089 <font class="comment">// ***************************************************************************</font>
<a name="l02090"></a><a class="code" href="structNL3D_1_1CMesh_1_1CSkinWeight.html#a1">02090</a> <font class="keywordtype">void</font> CMesh::CSkinWeight::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
02091 {
02092         <font class="keywordflow">for</font>(<font class="keywordtype">int</font> i=0;i&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;++i)
02093         {
02094                 f.serial(MatrixId[i]);
02095                 f.serial(Weights[i]);
02096         }
02097 }
02098 
02099 <font class="comment">// ***************************************************************************</font>
02100 <font class="comment">/* Serialization is not used.</font>
02101 <font class="comment">void CMesh::CMeshBuild::serial(NLMISC::IStream &amp;f) throw(NLMISC::EStream)</font>
02102 <font class="comment">{</font>
02103 <font class="comment">        sint    ver= f.serialVersion(0);</font>
02104 <font class="comment"></font>
02105 <font class="comment">        // Serial mesh base (material info).</font>
02106 <font class="comment">        CMeshBaseBuild::serial(f);</font>
02107 <font class="comment"></font>
02108 <font class="comment">        // Serial Geometry.</font>
02109 <font class="comment">        f.serial( VertexFlags );</font>
02110 <font class="comment">        f.serialCont( Vertices );</font>
02111 <font class="comment">        f.serialCont( SkinWeights );</font>
02112 <font class="comment">        f.serialCont( Faces );</font>
02113 <font class="comment"></font>
02114 <font class="comment">}*/</font>
02115 
02116 
02117 <font class="comment">//************************************</font>
<a name="l02118"></a><a class="code" href="structNL3D_1_1CMesh_1_1CMeshBuild.html#a0">02118</a> CMesh::CMeshBuild::CMeshBuild()
02119 {
02120         <font class="keywordflow">for</font> (uint k = 0; k &lt; CVertexBuffer::MaxStage; ++k)
02121         {
02122                 <a class="code" href="structNL3D_1_1CMesh_1_1CMeshBuild.html#m1">NumCoords</a>[k] = 2;
02123         }
02124 }
02125 
02126 
02127 <font class="comment">// ***************************************************************************</font>
02128 <font class="comment">// ***************************************************************************</font>
02129 <font class="comment">// CMesh.</font>
02130 <font class="comment">// ***************************************************************************</font>
02131 <font class="comment">// ***************************************************************************</font>
02132 
02133 
02134 
02135 <font class="comment">// ***************************************************************************</font>
<a name="l02136"></a><a class="code" href="classNL3D_1_1CMesh.html#a0">02136</a> CMesh::CMesh()
02137 {
02138         <font class="comment">// create the MeshGeom</font>
02139         <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>= <font class="keyword">new</font> CMeshGeom;
02140 }
02141 <font class="comment">// ***************************************************************************</font>
<a name="l02142"></a><a class="code" href="classNL3D_1_1CMesh.html#a1">02142</a> CMesh::~CMesh()
02143 {
02144         <font class="comment">// delete the MeshGeom</font>
02145         <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>;
02146 }
02147 
02148 
02149 <font class="comment">// ***************************************************************************</font>
<a name="l02150"></a><a class="code" href="classNL3D_1_1CMesh.html#a2">02150</a> CMesh::CMesh(<font class="keyword">const</font> CMesh &amp;mesh)
02151 {
02152         <font class="comment">// create the MeshGeom</font>
02153         <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>= <font class="keyword">new</font> CMeshGeom(*mesh._MeshGeom);
02154 }
02155 
02156 
02157 <font class="comment">// ***************************************************************************</font>
<a name="l02158"></a><a class="code" href="classNL3D_1_1CMesh.html#a3">02158</a> CMesh   &amp;CMesh::operator=(<font class="keyword">const</font> CMesh &amp;mesh)
02159 {
02160         <font class="comment">// Copy CMeshBase part</font>
02161         (<a class="code" href="classNL3D_1_1CMeshBase.html#a0">CMeshBase</a>&amp;)*<font class="keyword">this</font>= (<a class="code" href="classNL3D_1_1CMeshBase.html#a0">CMeshBase</a>&amp;)mesh;
02162 
02163         <font class="comment">// copy content of meshGeom.</font>
02164         *<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>= *mesh._MeshGeom;
02165 
02166 
02167         <font class="keywordflow">return</font> *<font class="keyword">this</font>;
02168 }
02169 
02170 
02171 
02172 <font class="comment">// ***************************************************************************</font>
<a name="l02173"></a><a class="code" href="classNL3D_1_1CMesh.html#a4">02173</a> <font class="keywordtype">void</font>    CMesh::build (CMeshBase::CMeshBaseBuild &amp;mbase, CMeshBuild &amp;m)
02174 {
02176         CMeshBase::buildMeshBase (mbase);
02177 
02178         <font class="comment">// build the geometry.</font>
02179         <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;build (m, mbase.Materials.size());
02180 }
02181 
02182 
02183 <font class="comment">// ***************************************************************************</font>
<a name="l02184"></a><a class="code" href="classNL3D_1_1CMesh.html#a6">02184</a> <font class="keywordtype">void</font>    CMesh::optimizeMaterialUsage(std::vector&lt;sint&gt; &amp;remap)
02185 {
02186         <font class="comment">// For each material, count usage.</font>
02187         vector&lt;bool&gt;    materialUsed;
02188         materialUsed.resize(CMeshBase::_Materials.<a class="code" href="cf__lexical_8cpp.html#a94">size</a>(), <font class="keyword">false</font>);
02189         <font class="keywordflow">for</font>(uint mb=0;mb&lt;<a class="code" href="classNL3D_1_1CMesh.html#z562_2">getNbMatrixBlock</a>();mb++)
02190         {
02191                 <font class="keywordflow">for</font>(uint rp=0;rp&lt;<a class="code" href="classNL3D_1_1CMesh.html#z562_3">getNbRdrPass</a>(mb);rp++)
02192                 {
02193                         uint    matId= <a class="code" href="classNL3D_1_1CMesh.html#z562_5">getRdrPassMaterial</a>(mb, rp);
02194                         <font class="comment">// flag as used.</font>
02195                         materialUsed[matId]= <font class="keyword">true</font>;
02196                 }
02197         }
02198 
02199         <font class="comment">// Apply it to meshBase</font>
02200         CMeshBase::applyMaterialUsageOptim(materialUsed, remap);
02201 
02202         <font class="comment">// Apply lut to meshGeom.</font>
02203         <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;applyMaterialRemap(remap);
02204 }
02205 
02206 
02207 <font class="comment">// ***************************************************************************</font>
<a name="l02208"></a><a class="code" href="classNL3D_1_1CMesh.html#a7">02208</a> <font class="keywordtype">void</font> CMesh::setBlendShapes(std::vector&lt;CBlendShape&gt;&amp;bs)
02209 {
02210         <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;setBlendShapes (bs);
02211 }
02212 
02213 <font class="comment">// ***************************************************************************</font>
<a name="l02214"></a><a class="code" href="classNL3D_1_1CMesh.html#a5">02214</a> <font class="keywordtype">void</font>    CMesh::build(CMeshBase::CMeshBaseBuild &amp;mbuild, CMeshGeom &amp;meshGeom)
02215 {
02217         CMeshBase::buildMeshBase(mbuild);
02218 
02219         <font class="comment">// build the geometry.</font>
02220         *<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>= meshGeom;
02221 }
02222 
02223 
02224 <font class="comment">// ***************************************************************************</font>
<a name="l02225"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_0">02225</a> CTransformShape         *CMesh::createInstance(CScene &amp;scene)
02226 {
02227         <font class="comment">// Create a CMeshInstance, an instance of a mesh.</font>
02228         <font class="comment">//===============================================</font>
02229         CMeshInstance           *mi= (CMeshInstance*)scene.createModel(NL3D::MeshInstanceId);
02230         mi-&gt;Shape= <font class="keyword">this</font>;
02231 
02232 
02233         <font class="comment">// instanciate the material part of the Mesh, ie the CMeshBase.</font>
02234         CMeshBase::instanciateMeshBase(mi, &amp;scene);
02235 
02236 
02237         <font class="comment">// do some instance init for MeshGeom</font>
02238         <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;initInstance(mi);
02239 
02240 
02241         <font class="keywordflow">return</font> mi;
02242 }
02243 
02244 
02245 <font class="comment">// ***************************************************************************</font>
<a name="l02246"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_1">02246</a> <font class="keywordtype">bool</font>    CMesh::clip(<font class="keyword">const</font> std::vector&lt;CPlane&gt;   &amp;pyramid, <font class="keyword">const</font> CMatrix &amp;worldMatrix)
02247 {
02248         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;clip(pyramid, worldMatrix);
02249 }
02250 
02251 
02252 <font class="comment">// ***************************************************************************</font>
<a name="l02253"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_2">02253</a> <font class="keywordtype">void</font>    CMesh::render(IDriver *drv, CTransformShape *trans, <font class="keywordtype">bool</font> passOpaque)
02254 {
02255         <font class="comment">// 0 or 0xFFFFFFFF</font>
02256         uint32  mask= (0-(uint32)passOpaque);
02257         uint32  rdrFlags;
02258         <font class="comment">// select rdrFlags, without ifs.</font>
02259         rdrFlags=       mask &amp; (IMeshGeom::RenderOpaqueMaterial | IMeshGeom::RenderPassOpaque);
02260         rdrFlags|=      ~mask &amp; (IMeshGeom::RenderTransparentMaterial);
02261         <font class="comment">// render the mesh</font>
02262         <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;render(drv, trans, 0, rdrFlags, 1);
02263 }
02264 
02265 
02266 <font class="comment">// ***************************************************************************</font>
<a name="l02267"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_3">02267</a> <font class="keywordtype">void</font>    CMesh::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
02268 {
02269         <font class="comment">/*</font>
02270 <font class="comment">        Version 6:</font>
02271 <font class="comment">                - cut in serialisation, because of:</font>
02272 <font class="comment">                        - bad ITexture serialisation (with no version....) =&gt; must cut.  (see CMeshBase serial).</font>
02273 <font class="comment">                        - because of this and to simplify, make a cut too in CMesh serialisation.</font>
02274 <font class="comment">        NB : all old version code is dropped.</font>
02275 <font class="comment">        */</font>
02276         sint    ver= f.serialVersion(6);
02277 
02278 
02279         <font class="keywordflow">if</font>(ver&lt;6)
02280                 <font class="keywordflow">throw</font> <a class="code" href="structNLMISC_1_1EStream.html">NLMISC::EStream</a>(f, <font class="stringliteral">"Mesh in Stream is too old (Mesh version &lt; 6)"</font>);
02281 
02282 
02283         <font class="comment">// serial Materials infos contained in CMeshBase.</font>
02284         CMeshBase::serialMeshBase(f);
02285 
02286 
02287         <font class="comment">// serial geometry.</font>
02288         _MeshGeom-&gt;serial(f);
02289 
02290 }
02291 
02292 
02293 <font class="comment">// ***************************************************************************</font>
<a name="l02294"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_0">02294</a> <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CAABBoxExt.html">NLMISC::CAABBoxExt</a>&amp; CMesh::getBoundingBox()<font class="keyword"> const</font>
02295 <font class="keyword"></font>{
02296         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getBoundingBox();
02297 }
02298 <font class="comment">// ***************************************************************************</font>
<a name="l02299"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_1">02299</a> <font class="keyword">const</font> CVertexBuffer &amp;CMesh::getVertexBuffer()<font class="keyword"> const </font>
02300 <font class="keyword"></font>{ 
02301         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getVertexBuffer() ; 
02302 }
02303 <font class="comment">// ***************************************************************************</font>
<a name="l02304"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_2">02304</a> uint CMesh::getNbMatrixBlock()<font class="keyword"> const </font>
02305 <font class="keyword"></font>{ 
02306         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getNbMatrixBlock(); 
02307 }
02308 <font class="comment">// ***************************************************************************</font>
<a name="l02309"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_3">02309</a> uint CMesh::getNbRdrPass(uint matrixBlockIndex)<font class="keyword"> const </font>
02310 <font class="keyword"></font>{ 
02311         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getNbRdrPass(matrixBlockIndex) ; 
02312 }
02313 <font class="comment">// ***************************************************************************</font>
<a name="l02314"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_4">02314</a> <font class="keyword">const</font> CPrimitiveBlock &amp;CMesh::getRdrPassPrimitiveBlock(uint matrixBlockIndex, uint renderingPassIndex)<font class="keyword"> const</font>
02315 <font class="keyword"></font>{
02316         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getRdrPassPrimitiveBlock(matrixBlockIndex, renderingPassIndex) ;
02317 }
02318 <font class="comment">// ***************************************************************************</font>
<a name="l02319"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_5">02319</a> uint32 CMesh::getRdrPassMaterial(uint matrixBlockIndex, uint renderingPassIndex)<font class="keyword"> const</font>
02320 <font class="keyword"></font>{
02321         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;getRdrPassMaterial(matrixBlockIndex, renderingPassIndex) ;
02322 }
02323 <font class="comment">// ***************************************************************************</font>
<a name="l02324"></a><a class="code" href="classNL3D_1_1CMesh.html#z561_5">02324</a> <font class="keywordtype">float</font>   CMesh::getNumTriangles (<font class="keywordtype">float</font> distance)
02325 {
02326         <font class="comment">// A CMesh do not degrad himself, so return 0, to not be taken into account.</font>
02327         <font class="keywordflow">return</font> 0;
02328 }
02329 <font class="comment">// ***************************************************************************</font>
<a name="l02330"></a><a class="code" href="classNL3D_1_1CMesh.html#z562_6">02330</a> <font class="keyword">const</font>   CMeshGeom&amp; CMesh::getMeshGeom ()<font class="keyword"> const</font>
02331 <font class="keyword"></font>{
02332         <font class="keywordflow">return</font> *<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>;
02333 }
02334 <font class="comment">// ***************************************************************************</font>
<a name="l02335"></a><a class="code" href="classNL3D_1_1CMesh.html#a8">02335</a> <font class="keywordtype">void</font>    CMesh::computeBonesId (CSkeletonModel *skeleton)
02336 {
02337         <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>);
02338         <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;computeBonesId (skeleton);
02339 }
02340 
02341 
02342 <font class="comment">// ***************************************************************************</font>
<a name="l02343"></a><a class="code" href="classNL3D_1_1CMesh.html#a9">02343</a> <font class="keywordtype">void</font>    CMesh::updateSkeletonUsage(CSkeletonModel *sm, <font class="keywordtype">bool</font> increment)
02344 {
02345         <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>);
02346         <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;updateSkeletonUsage(sm, increment);
02347 }
02348 
02349 <font class="comment">// ***************************************************************************</font>
<a name="l02350"></a><a class="code" href="classNL3D_1_1CMesh.html#z563_0">02350</a> IMeshGeom       *CMesh::supportMeshBlockRendering (CTransformShape *trans, <font class="keywordtype">float</font> &amp;polygonCount )<font class="keyword"> const</font>
02351 <font class="keyword"></font>{
02352         <font class="comment">// Ok if meshGeom is ok.</font>
02353         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>-&gt;supportMeshBlockRendering())
02354         {
02355                 polygonCount= 0;
02356                 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>;
02357         }
02358         <font class="keywordflow">else</font>
02359                 <font class="keywordflow">return</font> NULL;
02360 }
02361 
02362 
02363 } <font class="comment">// NL3D</font>
02364 
02365 
02366 
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