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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<CVector> &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<(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<</a>(<font class="keyword">const</font> CCornerTmp &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><c.Vertex;
00084
00085 <font class="comment">// Order: normal, uvs, color0, color1, skinning.</font>
00086 <font class="keywordflow">if</font>((CCornerTmp::Flags & CVertexBuffer::NormalFlag) && <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><c.Normal;
00088 <font class="keywordflow">for</font>(i=0; i<CVertexBuffer::MaxStage; i++)
00089 {
00090 <font class="keywordflow">if</font>((CCornerTmp::Flags & (CVertexBuffer::TexCoord0Flag<<i)) && <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]<c.Uvws[i];
00092 }
00093 <font class="keywordflow">if</font>((CCornerTmp::Flags & CVertexBuffer::PrimaryColorFlag) && <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><c.Color;
00095 <font class="keywordflow">if</font>((CCornerTmp::Flags & CVertexBuffer::SecondaryColorFlag) && <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><c.Specular;
00097
00098 <font class="keywordflow">if</font> ((CCornerTmp::Flags & CVertexBuffer::PaletteSkinFlag)==CVertexBuffer::PaletteSkinFlag)
00099 {
00100 <font class="keywordflow">for</font>(i=0;i<<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] < 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] < 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>->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<<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00159 {
00160 <font class="keywordflow">for</font>(uint rp=0; rp<<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 &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 &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>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<CFaceTmp> tmpFaces;
00202 tmpFaces.resize(m.Faces.size());
00203 <font class="keywordflow">for</font>(i=0;i<(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 & 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> && (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&= ~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<(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 < CVertexBuffer::MaxStage; ++k)
00247 {
00248 <font class="keywordflow">if</font> (
00249 (vbFlags & (CVertexBuffer::TexCoord0Flag << k))
00250 && 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 & 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 & 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 & 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 & 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 & 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 & 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 & 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 < CVertexBuffer::MaxStage; ++k)
00274 {
00275 <font class="keywordflow">if</font> (vbFlags & (CVertexBuffer::TexCoord0Flag << 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= &(*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>0;N--, pFace++)
00307 {
00308 sint v0= pFace->Corner[0].Vertex;
00309 sint v1= pFace->Corner[1].Vertex;
00310 sint v2= pFace->Corner[2].Vertex;
00311 <a class="code" href="classNL3D_1_1CMeshGeom.html#c0">findVBId</a>(corners, &pFace->Corner[0], currentVBIndex, m.Vertices[v0], m);
00312 <a class="code" href="classNL3D_1_1CMeshGeom.html#c0">findVBId</a>(corners, &pFace->Corner[1], currentVBIndex, m.Vertices[v1], m);
00313 <a class="code" href="classNL3D_1_1CMeshGeom.html#c0">findVBId</a>(corners, &pFace->Corner[2], currentVBIndex, m.Vertices[v2], m);
00314 CMesh::CVertLink vl1(nFaceMB, 0, pFace->Corner[0].VBId);
00315 CMesh::CVertLink vl2(nFaceMB, 1, pFace->Corner[1].VBId);
00316 CMesh::CVertLink vl3(nFaceMB, 2, pFace->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<<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<(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= &(*tmpFaces.begin());
00345 N= tmpFaces.size();
00346 <font class="keywordflow">for</font>(;N>0;N--, pFace++)
00347 {
00348 sint mbId= pFace->MatrixBlockId;
00349 <a class="code" href="debug_8h.html#a6">nlassert</a>(mbId>=0 && mbId<(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->MaterialId].PBlock.addTri(pFace->Corner[0].VBId, pFace->Corner[1].VBId, pFace->Corner[2].VBId);
00352 }
00353
00354
00356 <font class="comment">//============================</font>
00357 <font class="keywordflow">for</font>(mb= 0;mb<<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<CRdrPass>::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->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-><a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>->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-><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<<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 &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<uint, uint> 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><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<uint, uint>::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<uint, uint>::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>] < 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->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<CBlendShape>&bs)
00447 {
00448 <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>->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<sint> &remap)
00456 {
00457 <font class="keywordflow">for</font>(uint mb=0;mb<<a class="code" href="classNL3D_1_1CMeshGeom.html#z565_2">getNbMatrixBlock</a>();mb++)
00458 {
00459 <font class="keywordflow">for</font>(uint rp=0;rp<<a class="code" href="classNL3D_1_1CMeshGeom.html#z565_3">getNbRdrPass</a>(mb);rp++)
00460 {
00461 <font class="comment">// remap</font>
00462 uint32 &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]>=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>->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<CPlane> &pyramid, <font class="keyword">const</font> CMatrix &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<(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>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<(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->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> && <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>->BlendShapes.size()>0 && drv->slowUnlockVertexBufferHard() );
00535 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMeshGeom.html#z568_3">_VertexBufferHardDirty</a> && 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 < 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>->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 < 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>->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>->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>->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>->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>->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>->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>->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<CMeshBaseInstance*>(trans);
00594 <font class="comment">// get a ptr on scene</font>
00595 CScene *ownerScene= mi->getScene();
00596 <font class="comment">// get a ptr on renderTrav</font>
00597 CRenderTrav *renderTrav= ownerScene->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->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> && mi->isSkinned() && skeleton));
00614 <font class="keywordtype">bool</font> bMorphApplied = <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>->BlendShapes.size() > 0;
00615 <font class="keywordtype">bool</font> useTangentSpace = <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> && <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>->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>->initSkinned(&<a class="code" href="classNL3D_1_1CMeshGeom.html#o4">_VBufferOri</a>,
00633 &<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>,
00634 currentVBHard,
00635 useTangentSpace,
00636 &<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>,
00637 &<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>,
00638 useTangentSpace ? &<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>->updateSkinned (mi->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>->init(&<a class="code" href="classNL3D_1_1CMeshGeom.html#o4">_VBufferOri</a>,
00645 &<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>->update (mi->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->setupModelMatrix(trans->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->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>->begin(drv, ownerScene, mi, invertedObjectMatrix, renderTrav->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->activeVertexBufferHard(currentVBHard);
00688 <font class="keywordflow">else</font>
00689 drv->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 & 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<<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00699 {
00700 CMatrixBlock &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 & 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<mBlock.RdrPass.size();i++)
00711 {
00712 CRdrPass &rdrPass= mBlock.RdrPass[i];
00713 <font class="comment">// Render with the Materials of the MeshInstance.</font>
00714 <font class="keywordflow">if</font> ( ( (mi->Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) && (rdrFlags & IMeshGeom::RenderOpaqueMaterial) ) ||
00715 ( (mi->Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">true</font>) && (rdrFlags & IMeshGeom::RenderTransparentMaterial) ) )
00716 {
00717 <font class="comment">// CMaterial Ref</font>
00718 CMaterial &material=mi->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>->setupForMaterial(material, drv, ownerScene, currentVBHard);
00729 <font class="keywordflow">else</font>
00730 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>->setupForMaterial(material, drv, ownerScene, &<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
00731 }
00732
00733 <font class="comment">// Render</font>
00734 drv->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<mBlock.RdrPass.size();i++)
00745 {
00746 CRdrPass &rdrPass= mBlock.RdrPass[i];
00747 <font class="comment">// Render with the Materials of the MeshInstance.</font>
00748 <font class="keywordflow">if</font>( ( (mi->Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) && (rdrFlags & IMeshGeom::RenderOpaqueMaterial) ) ||
00749 ( (mi->Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">true</font>) && (rdrFlags & IMeshGeom::RenderTransparentMaterial) ) )
00750 {
00751 <font class="comment">// CMaterial Ref</font>
00752 CMaterial &material=mi->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>->setupForMaterial(material, drv, ownerScene, currentVBHard);
00759 <font class="keywordflow">else</font>
00760 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>->setupForMaterial(material, drv, ownerScene, &<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
00761 }
00762
00763 <font class="comment">// render primitives</font>
00764 drv->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>->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<CMeshBaseInstance*>(trans);
00784 <font class="comment">// get a ptr on scene</font>
00785 CScene *ownerScene= mi->getScene();
00786 <font class="comment">// get a ptr on renderTrav</font>
00787 CRenderTrav *renderTrav= ownerScene->getRenderTrav();
00788 <font class="comment">// get a ptr on the driver</font>
00789 IDriver *drv= renderTrav->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->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> && mi->isSkinned() && skeleton);
00807 <font class="keywordtype">bool</font> bMorphApplied = <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>->BlendShapes.size() > 0;
00808 <font class="keywordtype">bool</font> useTangentSpace = <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a> && <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>->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>->initSkinned(&<a class="code" href="classNL3D_1_1CMeshGeom.html#o4">_VBufferOri</a>,
00822 &<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>,
00823 currentVBHard,
00824 useTangentSpace,
00825 &<a class="code" href="classNL3D_1_1CMeshGeom.html#o0">_OriginalSkinVertices</a>,
00826 &<a class="code" href="classNL3D_1_1CMeshGeom.html#o1">_OriginalSkinNormals</a>,
00827 useTangentSpace ? &<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>->updateSkinned (mi->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->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>->begin(drv, ownerScene, mi, invertedObjectMatrix, renderTrav->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->activeVertexBufferHard(currentVBHard);
00863 <font class="keywordflow">else</font>
00864 drv->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<<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00869 {
00870 CMatrixBlock &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<mBlock.RdrPass.size();i++)
00876 {
00877 CRdrPass &rdrPass= mBlock.RdrPass[i];
00878
00879 <font class="comment">// CMaterial Ref</font>
00880 CMaterial &material=mi->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>->setupForMaterial(material, drv, ownerScene, currentVBHard);
00887 <font class="keywordflow">else</font>
00888 <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>->setupForMaterial(material, drv, ownerScene, &<a class="code" href="classNL3D_1_1CMeshGeom.html#o3">_VBuffer</a>);
00889 }
00890
00891 <font class="comment">// render primitives</font>
00892 drv->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>->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 &worldMatrix, CMaterial &mat)
00908 {
00909 <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
00910
00911 <font class="comment">// setup matrix</font>
00912 drv->setupModelMatrix(worldMatrix);
00913
00914 <font class="comment">// active VB.</font>
00915 drv->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<<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();mb++)
00919 {
00920 CMatrixBlock &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<mBlock.RdrPass.size();i++)
00926 {
00927 CRdrPass &rdrPass= mBlock.RdrPass[i];
00928
00929 <font class="comment">// render primitives</font>
00930 drv->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> &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() && _Skinned && !_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 >= 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 < 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 >= 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 >= 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 >= version 2, reorder of triangles is precomputed, else compute it now.</font>
01019 <font class="keywordflow">if</font>(ver < 2 )
01020 {
01021 optimizeTriangleOrder();
01022 }
01023 }
01024
01025 <font class="comment">// Skinning: If Version < 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 < 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<_MatrixBlocks.size();i++)</font>
01035 <font class="comment"> {</font>
01036 <font class="comment"> for(uint j=0;j<_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>() >= <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> && <a class="code" href="classNL3D_1_1CMeshGeom.html#o15">_MeshMorpher</a>->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> && <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size()==1 && <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0].RdrPass.size()>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> && <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 &m, std::vector<CFaceTmp> &tmpFaces)
01081 {
01082 sint i,j,k;
01083 <a class="code" href="classNL3D_1_1CMeshGeom.html#u0">TBoneMap</a> remainingBones;
01084 list<uint> remainingFaces;
01085
01086
01087 <font class="comment">// 0. normalize SkinWeights: for all weights at 0, copy the matrixId from 0th matrix => no random/bad use of matrix.</font>
01088 <font class="comment">//================================</font>
01089 <font class="keywordflow">for</font>(i=0;i<(sint)m.SkinWeights.size();i++)
01090 {
01091 CMesh::CSkinWeight &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<<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<(sint)tmpFaces.size();i++)
01112 {
01113 CFaceTmp &face= tmpFaces[i];
01114
01115 <font class="keywordflow">for</font>(j=0;j<3;j++)
01116 {
01117 CMesh::CSkinWeight &sw= m.SkinWeights[face.Corner[j].Vertex];
01118 <font class="keywordflow">for</font>(k=0;k<<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<(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<uint> 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 &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->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()->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()->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<uint>::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<(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<(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 && newBoneAdded+matrixBlock.NumMatrix < IDriver::MaxModelMatrix) )
01218 {
01219 <font class="comment">// Insert this face in the current matrix block</font>
01220
01221 CFaceTmp &face= tmpFaces[*itFace];
01222
01223 <font class="comment">// for all vertices of this face.</font>
01224 <font class="keywordflow">for</font>(j=0;j<3;j++)
01225 {
01226 CMesh::CSkinWeight &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<<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 &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<CMatrixBlockRemap> 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 > first, try to "mirror" bones from previous.</font>
01295 <font class="keywordflow">for</font>(i=1;i<(sint)<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size();i++)
01296 {
01297 CMatrixBlock &mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[i];
01298 CMatrixBlock &mPrevBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[i-1];
01299 CMatrixBlockRemap &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<(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<(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>=(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<(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<(sint)tmpFaces.size();i++)
01342 {
01343 CFaceTmp &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 &remap= blockRemaps[face.MatrixBlockId];
01348 <font class="comment">// For all corners.</font>
01349 <font class="keywordflow">for</font>(j=0;j<3;j++)
01350 {
01351 <font class="keywordflow">for</font>(k=0;k<<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<uint> &boneUse, vector<CMesh::CSkinWeight> &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<3;i++)
01370 {
01371 <font class="comment">// get the CSkinWeight of this vertex.</font>
01372 CMesh::CSkinWeight &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<<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<<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<mbCount; mb++)
01412 {
01413 CMatrixBlock &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<pCount; pb++)
01418 {
01419 <font class="comment">// Ref on the primitive block</font>
01420 CRdrPass &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<<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 &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><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>]<<a class="code" href="classNL3D_1_1CMeshGeom.html#o11">_BonesName</a>.size());
01456 sint32 boneId = skeleton->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<bool> boneUsage;
01491 boneUsage.resize(skeleton->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<<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]<0)
01499 <font class="keywordflow">continue</font>;
01500
01501 <font class="comment">// mark him and his father in boneUsage.</font>
01502 skeleton->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<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<<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
01533 {
01534 CMatrixBlock &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><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<uint8> 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<<a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>.size(); matrixBlock++)
01548 {
01549 CMatrixBlock &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><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<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<<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>=sm->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->incBoneUsage(boneId, CSkeletonModel::UsageNormal);
01583 <font class="keywordflow">else</font>
01584 sm->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() & 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<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() & 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<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> && <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>->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() > 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<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() & 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<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() & 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<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> && <a class="code" href="classNL3D_1_1CMeshGeom.html#o16">_MeshVertexProgram</a>->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 >= 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 < 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>= <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() > 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<uint8> skinFlags;
01719 skinFlags.resize(numVertices);
01720 <font class="comment">// reset all flags</font>
01721 memset(&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<<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:&<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>(&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= &skinFlags[0];
01737 CVector *srcVector= &<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>=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u5">SkinWithNormal</a>)
01745 {
01746 srcNormal= &<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>=<a class="code" href="classNL3D_1_1CMeshGeom.html#z570_0u6">SkinWithTgSpace</a>)
01753 {
01754 srcTgSpace= &<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>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->MatrixId[0]<IDriver::MaxModelMatrix);
01773 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal->MatrixId[1]<IDriver::MaxModelMatrix);
01774 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal->MatrixId[2]<IDriver::MaxModelMatrix);
01775 <a class="code" href="debug_8h.html#a6">nlassert</a>(psPal->MatrixId[3]<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>=<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>=<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 &mb)
01812 {
01813 <font class="keywordflow">for</font>(uint i=0; i<mb.RdrPass.size(); i++)
01814 {
01815 CPrimitiveBlock &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&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>0;nIndex--, pIndex++)
01829 skinFlags[*pIndex]&= <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>0;nIndex--, pIndex++)
01834 skinFlags[*pIndex]&= <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>0;nIndex--, pIndex++)
01839 skinFlags[*pIndex]&= <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->MatrixId[0];
01853 pMat->mulSetPoint(*srcVec, srcWgt[0], *pDst);
01854 <font class="comment">// 1th matrix influence.</font>
01855 pMat= matrixes + srcPal->MatrixId[1];
01856 pMat->mulAddPoint(*srcVec, srcWgt[1], *pDst);
01857 <font class="comment">// 2th matrix influence.</font>
01858 pMat= matrixes + srcPal->MatrixId[2];
01859 pMat->mulAddPoint(*srcVec, srcWgt[2], *pDst);
01860 <font class="comment">// 3th matrix influence.</font>
01861 pMat= matrixes + srcPal->MatrixId[3];
01862 pMat->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->MatrixId[0];
01875 pMat->mulSetVector(*srcVec, srcWgt[0], *pDst);
01876 <font class="comment">// 1th matrix influence.</font>
01877 pMat= matrixes + srcPal->MatrixId[1];
01878 pMat->mulAddVector(*srcVec, srcWgt[1], *pDst);
01879 <font class="comment">// 2th matrix influence.</font>
01880 pMat= matrixes + srcPal->MatrixId[2];
01881 pMat->mulAddVector(*srcVec, srcWgt[2], *pDst);
01882 <font class="comment">// 3th matrix influence.</font>
01883 pMat= matrixes + srcPal->MatrixId[3];
01884 pMat->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 &mBlock)
01890 {
01891 <font class="comment">// For all matrix of this mBlock.</font>
01892 <font class="keywordflow">for</font>(uint idMat=0;idMat<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 && idMat<prevBlock->NumMatrix && prevBlock->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->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 &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->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->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 &rdrCtx, CMeshBaseInstance *inst, <font class="keywordtype">float</font> polygonCount)
01957 {
01958 <font class="comment">// setup instance matrix</font>
01959 rdrCtx.Driver->setupModelMatrix(inst->getWorldMatrix());
01960
01961 <font class="comment">// setupLighting.</font>
01962 inst->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 &rdrCtx, CMeshBaseInstance *mi, <font class="keywordtype">float</font> polygonCount, uint rdrPassId)
01968 {
01969 CMatrixBlock &mBlock= <a class="code" href="classNL3D_1_1CMeshGeom.html#o5">_MatrixBlocks</a>[0];
01970
01971 CRdrPass &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->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->render(rdrPass.VBHeapPBlock, mi->Materials[rdrPass.MaterialId]);
01980 <font class="keywordflow">else</font>
01981 <font class="comment">// render primitives</font>
01982 rdrCtx.Driver->render(rdrPass.PBlock, mi->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 &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 &vertexFormat, uint &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 &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<mBlock.RdrPass.size();i++)
02012 {
02013 <font class="comment">// shift the PB</font>
02014 CPrimitiveBlock &srcPb= mBlock.RdrPass[i].PBlock;
02015 CPrimitiveBlock &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<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<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<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<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> &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<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> &f) <font class="keywordflow">throw</font>(NLMISC::EStream)
02082 {
02083 <font class="keywordflow">for</font>(<font class="keywordtype">int</font> i=0;i<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> &f) <font class="keywordflow">throw</font>(NLMISC::EStream)
02091 {
02092 <font class="keywordflow">for</font>(<font class="keywordtype">int</font> i=0;i<<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 &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 < 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 &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 &CMesh::operator=(<font class="keyword">const</font> CMesh &mesh)
02159 {
02160 <font class="comment">// Copy CMeshBase part</font>
02161 (<a class="code" href="classNL3D_1_1CMeshBase.html#a0">CMeshBase</a>&)*<font class="keyword">this</font>= (<a class="code" href="classNL3D_1_1CMeshBase.html#a0">CMeshBase</a>&)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 &mbase, CMeshBuild &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>->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<sint> &remap)
02185 {
02186 <font class="comment">// For each material, count usage.</font>
02187 vector<bool> 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<<a class="code" href="classNL3D_1_1CMesh.html#z562_2">getNbMatrixBlock</a>();mb++)
02190 {
02191 <font class="keywordflow">for</font>(uint rp=0;rp<<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>->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<CBlendShape>&bs)
02209 {
02210 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>->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 &mbuild, CMeshGeom &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 &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->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, &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>->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<CPlane> &pyramid, <font class="keyword">const</font> CMatrix &worldMatrix)
02247 {
02248 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>->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 & (IMeshGeom::RenderOpaqueMaterial | IMeshGeom::RenderPassOpaque);
02260 rdrFlags|= ~mask & (IMeshGeom::RenderTransparentMaterial);
02261 <font class="comment">// render the mesh</font>
02262 <a class="code" href="classNL3D_1_1CMesh.html#o0">_MeshGeom</a>->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> &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....) => 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<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 < 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->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>& 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>->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 &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>->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>->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>->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 &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>->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>->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& 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>->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>->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> &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>->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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