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<hr><h1>skeleton_model.cpp</h1><a href="skeleton__model_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2001 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="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="hrc__trav_8h.html">3d/hrc_trav.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="clip__trav_8h.html">3d/clip_trav.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="anim__detail__trav_8h.html">3d/anim_detail_trav.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="skeleton__shape_8h.html">3d/skeleton_shape.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="lod__character__manager_8h.html">3d/lod_character_manager.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="lod__character__shape_8h.html">3d/lod_character_shape.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="skip__model_8h.html">3d/skip_model.h</a>"</font>
00039 <font class="preprocessor">#include "<a class="code" href="rgba_8h.html">nel/misc/rgba.h</a>"</font>
00040 <font class="preprocessor">#include "<a class="code" href="aabbox_8h.html">nel/misc/aabbox.h</a>"</font>
00041 <font class="preprocessor">#include "<a class="code" href="mesh__skin__manager_8h.html">3d/mesh_skin_manager.h</a>"</font>
00042 <font class="preprocessor">#include "<a class="code" href="mesh__base__instance_8h.html">3d/mesh_base_instance.h</a>"</font>
00043 <font class="preprocessor">#include "<a class="code" href="async__texture__manager_8h.html">3d/async_texture_manager.h</a>"</font>
00044 
00045 
00046 
00047 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00048 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00049 
00050 <font class="keyword">namespace </font>NL3D
00051 {
00052 
00053 
00054 <font class="comment">// ***************************************************************************</font>
<a name="l00055"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#d0">00055</a> <font class="keywordtype">void</font>            CSkeletonModel::registerBasic()
00056 {
00057         CMOT::registerModel(<a class="code" href="namespaceNL3D.html#a236">SkeletonModelId</a>, <a class="code" href="namespaceNL3D.html#a277">TransformShapeId</a>, CSkeletonModel::creator);
00058         CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a3">AnimDetailTravId</a>, <a class="code" href="namespaceNL3D.html#a236">SkeletonModelId</a>, CSkeletonModelAnimDetailObs::creator);
00059         CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a232">RenderTravId</a>, <a class="code" href="namespaceNL3D.html#a236">SkeletonModelId</a>, CSkeletonModelRenderObs::creator);
00060 }
00061 
00062 
00063 <font class="comment">// ***************************************************************************</font>
<a name="l00064"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z800_1">00064</a> <font class="keywordtype">void</font>            CSkeletonModel::registerToChannelMixer(CChannelMixer *chanMixer, <font class="keyword">const</font> std::string &amp;prefix)
00065 {
00066         CTransformShape::registerToChannelMixer(chanMixer, prefix);
00067 
00068         <font class="comment">// Add any bones.</font>
00069         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>.size();i++)
00070         {
00071                 <font class="comment">// append  bonename.</font>
00072                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].registerToChannelMixer(chanMixer, prefix + <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].getBoneName() + <font class="stringliteral">"."</font>);
00073         }
00074 
00075 }
00076 
00077 <font class="comment">// ***************************************************************************</font>
<a name="l00078"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#b0">00078</a> CSkeletonModel::CSkeletonModel()
00079 {
00080         IAnimatable::resize(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z800_0s1">AnimValueLast</a>);
00081         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>= NULL;
00082         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>= NULL;
00083         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_2">_DisplayedAsLodCharacter</a>= <font class="keyword">false</font>;
00084         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a>= 0;
00085         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_4">_OOLodCharacterDistance</a>= 0;
00086 
00087         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o4">_DefaultMRMSetup</a>= <font class="keyword">true</font>;
00088 
00089         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o3">_SkinToRenderDirty</a>= <font class="keyword">false</font>;
00090 
00091         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_6">_CLodVertexColorDirty</a>= <font class="keyword">true</font>;
00092 
00093         <font class="comment">// Inform the transform that I am a skeleton</font>
00094         CTransform::setIsSkeleton(<font class="keyword">true</font>);
00095 
00096         <font class="comment">// By default, no skins, hence, impossible to have transparent pass. But opaque pass is always possible</font>
00097         <font class="comment">// because of CLod rendering</font>
00098         <a class="code" href="classNL3D_1_1CTransform.html#a1">setOpacity</a>(<font class="keyword">true</font>);
00099         <a class="code" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>(<font class="keyword">false</font>);
00100 
00101         <font class="comment">// AnimDetail behavior: Must be traversed in AnimDetail, even if no channel mixer registered</font>
00102         CTransform::setIsForceAnimDetail(<font class="keyword">true</font>);
00103 
00104         <font class="comment">// LoadBalancing behavior. true because directly act on skins to draw all their MRM level</font>
00105         CTransform::setIsLoadbalancable(<font class="keyword">true</font>);
00106 
00107         <font class="comment">// Lighting behavior. Lightable because skins/stickedObjects may surely need its LightContribution</font>
00108         CTransform::setIsLightable(<font class="keyword">true</font>);
00109 
00110         <font class="comment">// Render behavior. Always renderable, because either render the skeleton as a CLod, or render skins</font>
00111         CTransform::setIsRenderable(<font class="keyword">true</font>);
00112 
00113         <font class="comment">// build a bug-free level detail</font>
00114         <a class="code" href="classNL3D_1_1CSkeletonModel.html#c0">buildDefaultLevelDetail</a>();
00115 }
00116 
00117         
00118 <font class="comment">// ***************************************************************************</font>
<a name="l00119"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#b1">00119</a> CSkeletonModel::~CSkeletonModel()
00120 {
00121         <font class="comment">// if initModel() called</font>
00122         <font class="keywordflow">if</font>(ClipTrav)
00123         {
00124                 <font class="comment">// remove from scene</font>
00125                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;Scene-&gt;eraseSkeletonModelToList(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o0">_ItSkeletonInScene</a>);
00126         }
00127 
00128 
00129         <font class="comment">// detach skeleton sons from skins.</font>
00130         <font class="keywordflow">while</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.begin()!=<a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.end())
00131         {
00132                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_3">detachSkeletonSon</a>(*<a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.begin());
00133         }
00134 
00135         <font class="comment">// detach skeleton sons from sticked objects.</font>
00136         <font class="keywordflow">while</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a>.begin()!=<a class="code" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a>.end())
00137         {
00138                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_3">detachSkeletonSon</a>(*<a class="code" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a>.begin());
00139         }
00140 
00141         <font class="comment">// Free Lod instance</font>
00142         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_0">setLodCharacterShape</a>(-1);
00143 
00144 }
00145 
00146 
00147 <font class="comment">// ***************************************************************************</font>
<a name="l00148"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#b2">00148</a> <font class="keywordtype">void</font>    CSkeletonModel::initModel()
00149 {
00150         <a class="code" href="classNL3D_1_1IModel.html#l1">IObs</a>                    *HrcObs= <a class="code" href="classNL3D_1_1IModel.html#b3">getObs</a>(NL3D::HrcTravId);
00151         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>= (CHrcTrav*)HrcObs-&gt;Trav;
00152         <a class="code" href="classNL3D_1_1IModel.html#l1">IObs</a>                    *ClipObs= <a class="code" href="classNL3D_1_1IModel.html#b3">getObs</a>(NL3D::ClipTravId);
00153         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>= (CClipTrav*)ClipObs-&gt;Trav;
00154 
00155         <font class="comment">// Link this skeleton to the CScene.</font>
00156         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o0">_ItSkeletonInScene</a>= <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;Scene-&gt;appendSkeletonModelToList(<font class="keyword">this</font>);
00157 
00158         <font class="comment">// Call base class</font>
00159         CTransformShape::initModel();
00160 }
00161 
00162 
00163 <font class="comment">// ***************************************************************************</font>
<a name="l00164"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_0">00164</a> <font class="keywordtype">void</font>            CSkeletonModel::initBoneUsages()
00165 {
00166         <font class="comment">// reset all to 0.</font>
00167         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>.resize(<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>.size());
00168         <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>.size(); i++)
00169         {
00170                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].Usage= 0;
00171                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ForcedUsage= 0;
00172                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].CLodForcedUsage= 0;
00173                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].MustCompute= 0;
00174                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ValidBoneSkinMatrix= 0;
00175         }
00176         <font class="comment">// reserve space for bone to compute</font>
00177         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_5">_BoneToCompute</a>.reserve(<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>.size());
00178 
00179         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_6">_BoneToComputeDirty</a>= <font class="keyword">false</font>;
00180         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_7">_CurLod</a>= 0;
00181         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_8">_CurLodInterp</a>= 1.f;
00182         <font class="comment">// Default is 0.5 meters.</font>
00183         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a>= 1.f / 0.5f;
00184 }
00185 
00186 
00187 <font class="comment">// ***************************************************************************</font>
<a name="l00188"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_1">00188</a> <font class="keywordtype">void</font>            CSkeletonModel::incBoneUsage(uint i, TBoneUsageType boneUsageType)
00189 {
00190         <a class="code" href="debug_8h.html#a6">nlassert</a>(i&lt;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>.size());
00191 
00192         <font class="comment">// Get ptr on according refCount</font>
00193         uint8   *usagePtr;
00194         <font class="keywordflow">if</font>(boneUsageType == <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0s2">UsageNormal</a>)
00195                 usagePtr= &amp;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].Usage;
00196         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(boneUsageType == <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0s3">UsageForced</a>)
00197                 usagePtr= &amp;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ForcedUsage;
00198         <font class="keywordflow">else</font>
00199                 usagePtr= &amp;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].CLodForcedUsage;
00200 
00201         <font class="comment">// If the bone was not used before, must update MustCompute.</font>
00202         <font class="keywordflow">if</font>(*usagePtr==0)
00203                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_6">_BoneToComputeDirty</a>= <font class="keyword">true</font>;
00204 
00205         <font class="comment">// Inc the refCount of the bone.</font>
00206         <a class="code" href="debug_8h.html#a6">nlassert</a>(*usagePtr&lt;255);
00207         (*usagePtr)++;
00208 }
00209 
00210 
00211 <font class="comment">// ***************************************************************************</font>
<a name="l00212"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_2">00212</a> <font class="keywordtype">void</font>            CSkeletonModel::decBoneUsage(uint i, TBoneUsageType boneUsageType)
00213 {
00214         <a class="code" href="debug_8h.html#a6">nlassert</a>(i&lt;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>.size());
00215 
00216         <font class="comment">// Get ptr on according refCount</font>
00217         uint8   *usagePtr;
00218         <font class="keywordflow">if</font>(boneUsageType == <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0s2">UsageNormal</a>)
00219                 usagePtr= &amp;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].Usage;
00220         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(boneUsageType == <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0s3">UsageForced</a>)
00221                 usagePtr= &amp;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ForcedUsage;
00222         <font class="keywordflow">else</font>
00223                 usagePtr= &amp;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].CLodForcedUsage;
00224 
00225         <font class="comment">// If the bone was used before (and now won't be more), must update MustCompute.</font>
00226         <font class="keywordflow">if</font>(*usagePtr==1)
00227                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_6">_BoneToComputeDirty</a>= <font class="keyword">true</font>;
00228 
00229         <font class="comment">// Inc the refCount of the bone.</font>
00230         <a class="code" href="debug_8h.html#a6">nlassert</a>(*usagePtr&gt;0);
00231         (*usagePtr)--;
00232 }
00233 
00234 
00235 <font class="comment">// ***************************************************************************</font>
<a name="l00236"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_3">00236</a> <font class="keywordtype">void</font>            CSkeletonModel::flagBoneAndParents(uint32 boneId, std::vector&lt;bool&gt;     &amp;boneUsage)<font class="keyword"> const</font>
00237 <font class="keyword"></font>{
00238         <a class="code" href="debug_8h.html#a6">nlassert</a>( boneUsage.size()==<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>.size() );
00239         <a class="code" href="debug_8h.html#a6">nlassert</a>( boneId&lt;<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>.size() );
00240 
00241         <font class="comment">// Flag this bone.</font>
00242         boneUsage[boneId]= <font class="keyword">true</font>;
00243 
00244         <font class="comment">// if has father, flag it (recurs).</font>
00245         sint    fatherId= <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[boneId].getFatherId();
00246         <font class="keywordflow">if</font>(fatherId&gt;=0)
00247                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_3">flagBoneAndParents</a>(fatherId, boneUsage);
00248 }
00249 
00250 
00251 <font class="comment">// ***************************************************************************</font>
<a name="l00252"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_1">00252</a> <font class="keywordtype">void</font>            CSkeletonModel::incForcedBoneUsageAndParents(uint i, <font class="keywordtype">bool</font> forceCLod)
00253 {
00254         <font class="comment">// inc forced.</font>
00255         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_1">incBoneUsage</a>(i, forceCLod?UsageCLodForced:UsageForced );
00256 
00257         <font class="comment">// recurs to father</font>
00258         sint    fatherId= <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].getFatherId();
00259         <font class="comment">// if not a root bone...</font>
00260         <font class="keywordflow">if</font>(fatherId&gt;=0)
00261                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_1">incForcedBoneUsageAndParents</a>(fatherId, forceCLod);
00262 }
00263 
00264 <font class="comment">// ***************************************************************************</font>
<a name="l00265"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_2">00265</a> <font class="keywordtype">void</font>            CSkeletonModel::decForcedBoneUsageAndParents(uint i, <font class="keywordtype">bool</font> forceCLod)
00266 {
00267         <font class="comment">// dec forced</font>
00268         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_2">decBoneUsage</a>(i, forceCLod?UsageCLodForced:UsageForced);
00269 
00270         <font class="comment">// recurs to father</font>
00271         sint    fatherId= <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].getFatherId();
00272         <font class="comment">// if not a root bone...</font>
00273         <font class="keywordflow">if</font>(fatherId&gt;=0)
00274                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_2">decForcedBoneUsageAndParents</a>(fatherId, forceCLod);
00275 }
00276 
00277 
00278 <font class="comment">// ***************************************************************************</font>
<a name="l00279"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_3">00279</a> <font class="keywordtype">void</font>            CSkeletonModel::updateBoneToCompute()
00280 {
00281         <font class="comment">// If already computed, skip</font>
00282         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_6">_BoneToComputeDirty</a>)
00283                 <font class="keywordflow">return</font>;
00284 
00285         <font class="comment">// get the channelMixer owned by CTransform.</font>
00286         CChannelMixer   *chanMixer= <a class="code" href="classNL3D_1_1CTransform.html#b4">getChannelMixer</a>();
00287 
00288         <font class="comment">// Get Lod infos from skeletonShape</font>
00289         <a class="code" href="classNL3D_1_1CSkeletonModel.html#l0">CSkeletonShape</a>          *skeShape= (<a class="code" href="classNL3D_1_1CSkeletonModel.html#l0">CSkeletonShape</a>*)(IShape*)<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>;
00290         <font class="keyword">const</font> CSkeletonShape::CLod      &amp;lod= skeShape-&gt;getLod(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_7">_CurLod</a>);
00291 
00292         <font class="comment">// reset _BoneToCompute</font>
00293         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_5">_BoneToCompute</a>.clear();
00294 
00295         <font class="comment">// For all bones</font>
00296         <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>.size(); i++)
00297         {
00298                 <font class="comment">// If we are in CLod mode</font>
00299                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_8">isDisplayedAsLodCharacter</a>())
00300                         <font class="comment">// don't compute the bone</font>
00301                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].MustCompute= 0;
00302                 <font class="keywordflow">else</font>
00303                 {
00304                         <font class="comment">// set MustCompute to non 0 if (Usage &amp;&amp; Lod) || ForcedUsage;</font>
00305                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].MustCompute= (<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].Usage &amp; lod.ActiveBones[i]) | <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ForcedUsage;
00306                 }
00307                 <font class="comment">// if CLodForcedUsage for the bone, it must be computed, whatever _DisplayedAsLodCharacter state</font>
00308                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].MustCompute|= <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].CLodForcedUsage;
00309 
00310                 <font class="comment">// If the bone must be computed (if !0)</font>
00311                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].MustCompute)
00312                 {
00313                         <font class="comment">// lodEnable the channels of this bone</font>
00314                         <font class="keywordflow">if</font>(chanMixer)
00315                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].lodEnableChannels(chanMixer, <font class="keyword">true</font>);
00316 
00317                         <font class="comment">// This bone is computed =&gt; take his valid boneSkinMatrix.</font>
00318                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ValidBoneSkinMatrix= i;
00319 
00320                         <font class="comment">// Append to the list to compute.</font>
00321                         <font class="comment">//-------</font>
00322                         CBoneCompute    bc;
00323                         bc.Bone= &amp;<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i];
00324                         sint    fatherId= <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].getFatherId();
00325                         <font class="comment">// if a root bone...</font>
00326                         <font class="keywordflow">if</font>(fatherId==-1)
00327                                 bc.Father= NULL;
00328                         <font class="keywordflow">else</font>
00329                                 bc.Father= &amp;<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[fatherId];
00330                         <font class="comment">// MustInterpolate??</font>
00331                         bc.MustInterpolate= <font class="keyword">false</font>;
00332                         <font class="keyword">const</font> CSkeletonShape::CLod      *lodNext= NULL;
00333                         <font class="comment">// if a lod exist after current lod, and if lod interpolation enabled</font>
00334                         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_7">_CurLod</a> &lt; skeShape-&gt;getNumLods()-1 &amp;&amp; <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a>&gt;0 )
00335                         {
00336                                 <font class="comment">// get next lod.</font>
00337                                 lodNext= &amp;skeShape-&gt;getLod(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_7">_CurLod</a>+1);
00338                                 <font class="comment">// Lod interpolation on this bone ?? only if at next lod, the bone is disabled.</font>
00339                                 <font class="comment">// And only if it is not enabed because of a "Forced reason"</font>
00340                                 <font class="comment">// Must also have a father, esle can't interpolate.</font>
00341                                 <font class="keywordflow">if</font>(lodNext-&gt;ActiveBones[i]==0 &amp;&amp; <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ForcedUsage==0 &amp;&amp; <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].CLodForcedUsage==0 
00342                                         &amp;&amp; bc.Father)
00343                                         bc.MustInterpolate= <font class="keyword">true</font>;
00344                         }
00345                         <font class="comment">// append</font>
00346                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_5">_BoneToCompute</a>.push_back(bc);
00347                 }
00348                 <font class="keywordflow">else</font>
00349                 {
00350                         <font class="comment">// lodDisable the channels of this bone</font>
00351                         <font class="keywordflow">if</font>(chanMixer)
00352                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].lodEnableChannels(chanMixer, <font class="keyword">false</font>);
00353 
00354                         <font class="comment">// This bone is not computed =&gt; take the valid boneSkinMatrix of his father</font>
00355                         sint    fatherId= <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].getFatherId();
00356                         <font class="keywordflow">if</font>(fatherId&lt;0)
00357                                 <font class="comment">// just take me, even if not computed.</font>
00358                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ValidBoneSkinMatrix= i;
00359                         <font class="keywordflow">else</font>
00360                                 <font class="comment">// NB: father ValidBoneSkinMatrix already computed because of the hierarchy order of Bones array.</font>
00361                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ValidBoneSkinMatrix= <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[fatherId].ValidBoneSkinMatrix;
00362                 }
00363         }
00364 
00365         <font class="comment">// For </font>
00366 
00367         <font class="comment">// computed</font>
00368         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_6">_BoneToComputeDirty</a>= <font class="keyword">false</font>;
00369 }
00370 
00371 
00372 <font class="comment">// ***************************************************************************</font>
<a name="l00373"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_1">00373</a> <font class="keywordtype">bool</font>            CSkeletonModel::isBoneComputed(uint boneId)<font class="keyword"> const</font>
00374 <font class="keyword"></font>{
00375         <font class="keywordflow">if</font>(boneId&gt;=<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>.size())
00376                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00377         <font class="keywordflow">else</font>
00378                 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[boneId].MustCompute!=0;
00379 }
00380 
00381 
00382 <font class="comment">// ***************************************************************************</font>
<a name="l00383"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_5">00383</a> <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a>   &amp;CSkeletonModel::getActiveBoneSkinMatrix(uint boneId)<font class="keyword"> const</font>
00384 <font class="keyword"></font>{
00385         <font class="comment">// Get me or first father with MustCompute==true.</font>
00386         uint validBoneId= <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[boneId].ValidBoneSkinMatrix;
00387         <font class="comment">// return his WorldMatrix.</font>
00388         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[validBoneId].getBoneSkinMatrix();
00389 }
00390 
00391 
00392 <font class="comment">// ***************************************************************************</font>
<a name="l00393"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_0">00393</a> <font class="keywordtype">bool</font>            CSkeletonModel::bindSkin(CTransform *mi)
00394 {
00395         <a class="code" href="debug_8h.html#a6">nlassert</a>(mi);
00396         <font class="keywordflow">if</font>( !mi-&gt;isSkinnable() )
00397                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00398 
00399         <font class="comment">// try to detach this object from any skeleton first (possibly me).</font>
00400         <font class="keywordflow">if</font>(mi-&gt;_FatherSkeletonModel)
00401                 mi-&gt;_FatherSkeletonModel-&gt;detachSkeletonSon(mi);
00402 
00403         <font class="comment">// Then Add me.</font>
00404         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.insert(mi);
00405 
00406         <font class="comment">// advert skin transform it is skinned.</font>
00407         mi-&gt;_FatherSkeletonModel= <font class="keyword">this</font>;
00408         <font class="comment">// setApplySkin() use _FatherSkeletonModel to computeBonesId() and to update current skeleton bone usage.</font>
00409         mi-&gt;setApplySkin(<font class="keyword">true</font>);
00410 
00411 
00412         <font class="comment">// Unlink the Skin from Hrc and clip, because SkeletonModel now does the job for him.</font>
00413         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a> &amp;&amp; <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>);
00414         <font class="comment">// First ensure that the transform is not frozen (unlink from some quadGrids etc...)</font>
00415         mi-&gt;unfreezeHRC();
00416         <font class="comment">// then never re-parse in validateList/Hrc/Clip</font>
00417         mi-&gt;unlinkFromValidateList();
00418         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>-&gt;link(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>-&gt;Scene-&gt;getSkipModelRoot(), mi);
00419         <font class="comment">// ClipTrav is a graph, so must unlink from ALL olds models.</font>
00420         <a class="code" href="classNL3D_1_1IModel.html#b0">IModel</a>  *father= <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;getFirstParent(mi);
00421         <font class="keywordflow">while</font>(father)
00422         {
00423                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;unlink(father, mi);
00424                 father= <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;getFirstParent(mi);
00425         }
00426         <font class="comment">// Ensure flag is correct</font>
00427         mi-&gt;_HrcObs-&gt;ClipLinkedInSonsOfAncestorSkeletonModelGroup= <font class="keyword">false</font>;
00428         <font class="comment">// link to the SkipModelRoot One.</font>
00429         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;link(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;Scene-&gt;getSkipModelRoot(), mi);
00430 
00431 
00432         <font class="comment">// must recompute lod vertex color when LodCharacter used</font>
00433         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_13">dirtLodVertexColor</a>();
00434         <font class="comment">// must recompute list of skins.</font>
00435         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_4">dirtSkinRenderLists</a>();
00436 
00437         <font class="comment">// Ok, skinned</font>
00438         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00439 }
00440 <font class="comment">// ***************************************************************************</font>
<a name="l00441"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_1">00441</a> <font class="keywordtype">void</font>            CSkeletonModel::stickObject(CTransform *mi, uint boneId)
00442 {
00443         <font class="comment">// by default don't force display of "mi" if the skeleton become in CLod state</font>
00444         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_2">stickObjectEx</a>(mi, boneId, <font class="keyword">false</font>);
00445 }
00446 <font class="comment">// ***************************************************************************</font>
<a name="l00447"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_2">00447</a> <font class="keywordtype">void</font>            CSkeletonModel::stickObjectEx(CTransform *mi, uint boneId, <font class="keywordtype">bool</font> forceCLod)
00448 {
00449         <a class="code" href="debug_8h.html#a6">nlassert</a>(mi);
00450 
00451         <font class="comment">// if "mi" is a skeleton, forceCLod must be true, for correct animation purpose</font>
00452         <font class="keywordflow">if</font>(dynamic_cast&lt;CSkeletonModel*&gt;(mi))
00453                 forceCLod= <font class="keyword">true</font>;
00454 
00455         <font class="comment">// try to detach this object from any skeleton first (possibly me).</font>
00456         <font class="keywordflow">if</font>(mi-&gt;_FatherSkeletonModel)
00457                 mi-&gt;_FatherSkeletonModel-&gt;detachSkeletonSon(mi);
00458 
00459         <font class="comment">// Then Add me.</font>
00460         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a>.insert(mi);
00461         <font class="comment">// increment the refCount usage of the bone</font>
00462         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_1">incForcedBoneUsageAndParents</a>(boneId, forceCLod);
00463 
00464         <font class="comment">// advert transform of its sticked state.</font>
00465         mi-&gt;_FatherSkeletonModel= <font class="keyword">this</font>;
00466         mi-&gt;_FatherBoneId= boneId;
00467         <font class="comment">// advert him if it is "ForceCLod" sticked</font>
00468         mi-&gt;_ForceCLodSticked= forceCLod;
00469 
00470         <font class="comment">// link correctly Hrc only. ClipTrav grah updated in Hrc traversal.</font>
00471         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a> &amp;&amp; <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>);
00472         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>-&gt;link(<font class="keyword">this</font>, mi);
00473 
00474         <font class="comment">// must recompute lod vertex color when LodCharacter used</font>
00475         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_13">dirtLodVertexColor</a>();
00476 }
00477 <font class="comment">// ***************************************************************************</font>
<a name="l00478"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_3">00478</a> <font class="keywordtype">void</font>            CSkeletonModel::detachSkeletonSon(CTransform *tr)
00479 {
00480         <a class="code" href="debug_8h.html#a6">nlassert</a>(tr);
00481 
00482         <font class="comment">// If the instance is not binded/sticked to the skeleton, exit.</font>
00483         <font class="keywordflow">if</font>(tr-&gt;_FatherSkeletonModel!=<font class="keyword">this</font>)
00484                 <font class="keywordflow">return</font>;
00485 
00486         <font class="comment">// try to erase from StickObject.</font>
00487         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a>.erase(tr);
00488         <font class="comment">// try to erase from Skins.</font>
00489         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.erase(tr);
00490 
00491         <font class="comment">// If the instance is not skinned, then it is sticked</font>
00492         <font class="keywordtype">bool</font>    wasSkinned= tr-&gt;isSkinned()!=0;
00493         <font class="keywordflow">if</font>( !wasSkinned )
00494         {
00495                 <font class="comment">// Then decrement Bone Usage RefCount. Decrement from CLodForcedUsage if was sticked with forceCLod==true</font>
00496                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_2">decForcedBoneUsageAndParents</a>(tr-&gt;_FatherBoneId, tr-&gt;_ForceCLodSticked);
00497         }
00498         <font class="keywordflow">else</font>
00499         {
00500                 <font class="comment">// it is skinned, advert the skinning is no more OK.</font>
00501                 <font class="comment">// setApplySkin() use _FatherSkeletonModel to update current skeleton bone usage.</font>
00502                 tr-&gt;setApplySkin(<font class="keyword">false</font>);
00503         }
00504 
00505         <font class="comment">// advert transform it is no more sticked/skinned.</font>
00506         tr-&gt;_FatherSkeletonModel= NULL;
00507         tr-&gt;_ForceCLodSticked= <font class="keyword">false</font>;
00508 
00509         <font class="comment">// link correctly Hrc / Clip / ValidateList...</font>
00510         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a> &amp;&amp; <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>);
00511         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>-&gt;link(NULL, tr);
00512         <font class="keywordflow">if</font>( !wasSkinned )
00513         {
00514                 <font class="comment">//  No-op. ClipTrav graph/ValidateList updated in Hrc traversal.</font>
00515         }
00516         <font class="keywordflow">else</font>
00517         {
00518                 <font class="comment">// Skin case: must do the Job here.</font>
00519                 <font class="comment">// Update ClipTrav here.</font>
00520                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;unlink(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;Scene-&gt;getSkipModelRoot(), tr);
00521                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;link(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;getRoot(), tr);
00522                 <font class="comment">// Must re-add to the validate list.</font>
00523                 tr-&gt;linkToValidateList();
00524         }
00525 
00526 
00527         <font class="comment">// must recompute lod vertex color when LodCharacter used</font>
00528         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_13">dirtLodVertexColor</a>();
00529         <font class="comment">// must recompute list of skins if was skinned</font>
00530         <font class="keywordflow">if</font>( wasSkinned )
00531                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_4">dirtSkinRenderLists</a>();
00532 }
00533 
00534 
00535 <font class="comment">// ***************************************************************************</font>
<a name="l00536"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_0">00536</a> sint32          CSkeletonModel::getBoneIdByName(<font class="keyword">const</font> std::string &amp;name)<font class="keyword"> const</font>
00537 <font class="keyword"></font>{
00538         <a class="code" href="classNL3D_1_1CSkeletonModel.html#l0">CSkeletonShape</a>          *shp= safe_cast&lt;CSkeletonShape*&gt;((IShape*)<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00539         <font class="keywordflow">return</font> shp-&gt;getBoneIdByName(name);
00540 }
00541 
00542 
00543 <font class="comment">// ***************************************************************************</font>
<a name="l00544"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_3">00544</a> <font class="keywordtype">void</font>            CSkeletonModel::setInterpolationDistance(<font class="keywordtype">float</font> dist)
00545 {
00546         dist= std::max(0.f, dist);
00547         <font class="comment">// disable interpolation?</font>
00548         <font class="keywordflow">if</font>(dist==0)
00549                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a>= 0.f;
00550         <font class="keywordflow">else</font>
00551                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a>= 1.f / dist;
00552 }
00553 
00554 <font class="comment">// ***************************************************************************</font>
<a name="l00555"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_4">00555</a> <font class="keywordtype">float</font>           CSkeletonModel::getInterpolationDistance()<font class="keyword"> const</font>
00556 <font class="keyword"></font>{
00557         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a>==0)
00558                 <font class="keywordflow">return</font> 0.f;
00559         <font class="keywordflow">else</font>
00560                 <font class="keywordflow">return</font> 1.f / <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a>;
00561 }
00562 
00563 
00564 <font class="comment">// ***************************************************************************</font>
<a name="l00565"></a><a class="code" href="classNL3D_1_1CSkeletonModelAnimDetailObs.html#a0">00565</a> <font class="keywordtype">void</font>    CSkeletonModelAnimDetailObs::traverse(IObs *caller)
00566 {
00567         CSkeletonModel  *sm= (CSkeletonModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>;
00568         CSkeletonShape  *skeShape= ((CSkeletonShape*)(IShape*)sm-&gt;Shape);
00569 
00570         <font class="comment">// Update Lod, and animate.</font>
00571         <font class="comment">//===============</font>
00572 
00573         <font class="comment">/*</font>
00574 <font class="comment">                CTransformAnimDetailObs::traverse() is torn in 2 here because </font>
00575 <font class="comment">                channels may be enabled/disabled by updateBoneToCompute()</font>
00576 <font class="comment">        */</font>
00577 
00578         <font class="comment">// First update Skeleton WorldMatrix (case where the skeleton is sticked).</font>
00579         CTransformAnimDetailObs::updateWorldMatrixFromFather();
00580         <font class="comment">// get dist from camera.</font>
00581         <font class="keywordtype">float</font>   dist= (<a class="code" href="classNL3D_1_1IBaseAnimDetailObs.html#m0">HrcObs</a>-&gt;WorldMatrix.getPos() - ((CClipTrav*)<a class="code" href="classNL3D_1_1IBaseAnimDetailObs.html#m1">ClipObs</a>-&gt;Trav)-&gt;CamPos).norm();
00582         <font class="comment">// Use dist to get current lod to use for this skeleton</font>
00583         uint    newLod= skeShape-&gt;getLodForDistance( dist );
00584         <font class="keywordflow">if</font>(newLod != sm-&gt;_CurLod)
00585         {
00586                 <font class="comment">// set new lod to use.</font>
00587                 sm-&gt;_CurLod= newLod;
00588                 <font class="comment">// dirt the skeleton.</font>
00589                 sm-&gt;_BoneToComputeDirty= <font class="keyword">true</font>;
00590         }
00591 
00592         <font class="comment">// If needed, let's know which bone has to be computed, and enable / disable (lod) channels in channelMixer.</font>
00593         <font class="keywordtype">bool</font> forceUpdate= sm-&gt;_BoneToComputeDirty;
00594         sm-&gt;updateBoneToCompute();
00595 
00596         <font class="comment">// Animate skeleton.</font>
00597         CTransformAnimDetailObs::traverseWithoutUpdateWorldMatrix(caller);
00598 
00599 
00600         <font class="comment">// Prepare Lod Bone interpolation.</font>
00601         <font class="comment">//===============</font>
00602 
00603         <font class="keywordtype">float</font>   lodBoneInterp;
00604         <font class="keyword">const</font> CSkeletonShape::CLod      *lodNext= NULL;
00605         <font class="comment">// if a lod exist after current lod, and if lod interpolation enabled</font>
00606         <font class="keywordflow">if</font>( sm-&gt;_CurLod &lt; skeShape-&gt;getNumLods()-1 &amp;&amp; sm-&gt;_LodInterpMultiplier&gt;0 )
00607         {
00608                 <font class="comment">// get next lod.</font>
00609                 lodNext= &amp;skeShape-&gt;getLod(sm-&gt;_CurLod+1);
00610                 <font class="comment">// get interp value to next.</font>
00611                 lodBoneInterp= (lodNext-&gt;Distance - dist) * sm-&gt;_LodInterpMultiplier;
00612                 <a class="code" href="namespaceNLMISC.html#a215">NLMISC::clamp</a>(lodBoneInterp, 0.f, 1.f);
00613                 <font class="comment">// if still 1, keep cur matrix =&gt; disable interpolation</font>
00614                 <font class="keywordflow">if</font>(lodBoneInterp==1.f)
00615                         lodNext=NULL;
00616         }
00617         <font class="comment">// else, no interpolation</font>
00618         <font class="keywordflow">else</font>
00619         {
00620                 lodBoneInterp=1.f;
00621         }
00622         <font class="comment">// If the interpolation value is different from last one, must update.</font>
00623         <font class="keywordflow">if</font>(lodBoneInterp != sm-&gt;_CurLodInterp)
00624         {
00625                 <font class="comment">// set new one.</font>
00626                 sm-&gt;_CurLodInterp= lodBoneInterp;
00627                 <font class="comment">// must update bone compute.</font>
00628                 forceUpdate= <font class="keyword">true</font>;
00629         }
00630 
00631 
00632 
00633         <font class="comment">// Compute bones</font>
00634         <font class="comment">//===============</font>
00635 
00636         <font class="comment">// test if bones must be updated. either if animation change or if BoneUsage change.</font>
00637         <font class="keywordflow">if</font>(sm-&gt;IAnimatable::isTouched(CSkeletonModel::OwnerBit) || forceUpdate)
00638         {
00639                 <font class="comment">// Retrieve the WorldMatrix of the current CTransformShape.</font>
00640                 CMatrix         &amp;modelWorldMatrix= <a class="code" href="classNL3D_1_1IBaseAnimDetailObs.html#m0">HrcObs</a>-&gt;WorldMatrix;
00641 
00642                 <font class="comment">// must test / update the hierarchy of Bones.</font>
00643                 <font class="comment">// Since they are orderd in depth-first order, we are sure that parent are computed before sons.</font>
00644                 uint                                                    numBoneToCompute= sm-&gt;_BoneToCompute.size();
00645                 CSkeletonModel::CBoneCompute    *pBoneCompute= numBoneToCompute? &amp;sm-&gt;_BoneToCompute[0] : NULL;
00646                 <font class="comment">// traverse only bones which need to be computed</font>
00647                 <font class="keywordflow">for</font>(;numBoneToCompute&gt;0;numBoneToCompute--, pBoneCompute++)
00648                 {
00649                         <font class="comment">// compute the bone with his father, if any</font>
00650                         pBoneCompute-&gt;Bone-&gt;compute( pBoneCompute-&gt;Father, modelWorldMatrix);
00651 
00652                         <font class="comment">// Lod interpolation on this bone .. only if interp is enabled now, and if bone wants it</font>
00653                         <font class="keywordflow">if</font>(lodNext &amp;&amp; pBoneCompute-&gt;MustInterpolate)
00654                         {
00655                                 <font class="comment">// interpolate with my father matrix.</font>
00656                                 <font class="keyword">const</font> CMatrix           &amp;fatherMatrix= pBoneCompute-&gt;Father-&gt;getBoneSkinMatrix();
00657                                 pBoneCompute-&gt;Bone-&gt;interpolateBoneSkinMatrix(fatherMatrix, lodBoneInterp);
00658                         }
00659                 }
00660 
00661                 sm-&gt;IAnimatable::clearFlag(CSkeletonModel::OwnerBit);
00662         }
00663 
00664         <font class="comment">// Sticked Objects: </font>
00665         <font class="comment">// they will update their WorldMatrix after, because of the AnimDetail traverse scheme:</font>
00666         <font class="comment">// traverse visible ClipObs, and if skeleton, traverse Hrc sons.</font>
00667 
00668 
00669         <font class="comment">// Update Animated Skins.</font>
00670         <font class="comment">//===============</font>
00671         <font class="keywordflow">for</font>(uint i=0;i&lt;sm-&gt;_AnimDetailSkins.size();i++)
00672         {
00673                 <font class="comment">// get the detail Obs, via the clipObs</font>
00674                 CTransformAnimDetailObs         *adObs;
00675                 adObs= safe_cast&lt;CTransformAnimDetailObs*&gt;(sm-&gt;_AnimDetailSkins[i]-&gt;_ClipObs-&gt;AnimDetailObs);
00676 
00677                 <font class="comment">// traverse it. NB: updateWorldMatrixFromFather() is called but no-op because isSkinned()</font>
00678                 adObs-&gt;traverse(NULL);
00679         }
00680 
00681 }
00682 
00683 
00684 <font class="comment">// ***************************************************************************</font>
<a name="l00685"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_6">00685</a> <font class="keywordtype">void</font>            CSkeletonModel::computeAllBones(<font class="keyword">const</font> CMatrix &amp;modelWorldMatrix)
00686 {
00687         <font class="comment">// must test / update the hierarchy of Bones.</font>
00688         <font class="comment">// Since they are orderd in depth-first order, we are sure that parent are computed before sons.</font>
00689         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>.size();i++)
00690         {
00691                 sint    fatherId= <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].getFatherId();
00692                 <font class="comment">// if a root bone...</font>
00693                 <font class="keywordflow">if</font>(fatherId==-1)
00694                         <font class="comment">// Compute root bone worldMatrix.</font>
00695                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].compute( NULL, modelWorldMatrix);
00696                 <font class="keywordflow">else</font>
00697                         <font class="comment">// Compute bone worldMatrix.</font>
00698                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].compute( &amp;<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[fatherId], modelWorldMatrix);
00699         }
00700 
00701 }
00702 
00703 
00704 <font class="comment">// ***************************************************************************</font>
<a name="l00705"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_9">00705</a> <font class="keywordtype">void</font>            CSkeletonModel::setLodCharacterDistance(<font class="keywordtype">float</font> dist)
00706 {
00707         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a>= max(dist, 0.f);
00708         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a>&gt;0)
00709                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_4">_OOLodCharacterDistance</a>= 1.0f/<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a>;
00710         <font class="keywordflow">else</font>
00711                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_4">_OOLodCharacterDistance</a>= 0;
00712 }
00713 
00714 <font class="comment">// ***************************************************************************</font>
<a name="l00715"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_0">00715</a> <font class="keywordtype">void</font>            CSkeletonModel::setLodCharacterShape(sint shapeId)
00716 {
00717         <font class="comment">// get a ptr on the scene which owns us, and so on the lodManager.</font>
00718         CScene                                  *scene= static_cast&lt;CScene*&gt;(_OwnerMot);
00719         CLodCharacterManager    *mngr= scene-&gt;getLodCharacterManager();
00720 
00721         <font class="comment">// if mngr not setuped, noop (lod not possible).</font>
00722         <font class="keywordflow">if</font>(!mngr)
00723                 <font class="keywordflow">return</font>;
00724 
00725         <font class="comment">// If a shape was setup, free the instance</font>
00726         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId&gt;=0)
00727         {
00728                 mngr-&gt;releaseInstance(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>);
00729                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId= -1;
00730         }
00731 
00732         <font class="comment">// assign</font>
00733         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId= shapeId;
00734 
00735         <font class="comment">// if a real shape is setuped, alloc an instance</font>
00736         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId&gt;=0)
00737         {
00738                 mngr-&gt;initInstance(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>);
00739         }
00740 }
00741 
00742 
00743 <font class="comment">// ***************************************************************************</font>
<a name="l00744"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_14">00744</a> <font class="keywordtype">void</font>            CSkeletonModel::computeLodTexture()
00745 {
00746         <font class="comment">// is lod setuped</font>
00747         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId&lt;0)
00748                 <font class="keywordflow">return</font>;
00749 
00750         <font class="comment">// get a ptr on the scene which owns us, and so on the lodManager.</font>
00751         CScene                                  *scene= static_cast&lt;CScene*&gt;(_OwnerMot);
00752         CLodCharacterManager    *mngr= scene-&gt;getLodCharacterManager();
00753         <font class="comment">// mngr must be setuped since shape Id is &gt;-1</font>
00754         <a class="code" href="debug_8h.html#a6">nlassert</a>(mngr);
00755         <font class="comment">/* Get the asyncTextureManager. This is a Hack. We use the AsyncTextureManager to store very low version of Textures</font>
00756 <font class="comment">                (kept in DXTC1 format for minimum memory overhead).</font>
00757 <font class="comment">                HENCE Lod Texture can work only with Async Textured instances!!</font>
00758 <font class="comment">        */</font>
00759         CAsyncTextureManager    *asyncMngr= scene-&gt;getAsyncTextureManager();
00760         <font class="comment">// if not setuped, cancel</font>
00761         <font class="keywordflow">if</font>(!asyncMngr)
00762                 <font class="keywordflow">return</font>;
00763 
00764 
00765         <font class="comment">// **** start process. If cannot (TextureId==no more texture space), just quit.</font>
00766         <font class="keywordflow">if</font>(!mngr-&gt;startTextureCompute(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>))
00767                 <font class="keywordflow">return</font>;
00768         uint maxNumBmpToReset= 0;
00769 
00770         <font class="comment">// **** For all skins which have a LodTexture setuped</font>
00771         <a class="code" href="classNL3D_1_1CSkeletonModel.html#u1">ItTransformSet</a>  it= <a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.begin();
00772         <font class="keywordflow">for</font>(;it!=<a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.end();it++)
00773         {
00774                 <font class="comment">// the skin should be a meshBaseInstance setuped to asyncTexturing</font>
00775                 CMeshBaseInstance       *mbi= dynamic_cast&lt;CMeshBaseInstance*&gt;(*it);
00776                 <font class="keywordflow">if</font>(mbi &amp;&amp; mbi-&gt;getAsyncTextureMode() &amp;&amp; mbi-&gt;Shape)
00777                 {
00778                         CMeshBase       *mb= (CMeshBase*)(IShape*)(mbi-&gt;Shape);
00779                         <font class="comment">// get the LodTexture info of this shape.</font>
00780                         <font class="keyword">const</font> CLodCharacterTexture      *lodText= mb-&gt;getLodCharacterTexture();
00781                         <font class="comment">// if setuped</font>
00782                         <font class="keywordflow">if</font>(lodText)
00783                         {
00784                                 <font class="comment">// Ok, compute influence of this instance on the Lod.</font>
00785 
00786                                 <font class="comment">// ---- Build all bmps of the instance with help of the asyncTextureManager</font>
00787                                 uint    numMats= mbi-&gt;Materials.size();
00788                                 <font class="comment">// 256 materials possibles for the lod Manager</font>
00789                                 numMats= <a class="code" href="bit__set_8cpp.html#a0">min</a>(numMats, 256U);
00790                                 <font class="comment">// for endTexturecompute</font>
00791                                 maxNumBmpToReset= max(maxNumBmpToReset, numMats);
00792                                 <font class="comment">// process each materials</font>
00793                                 <font class="keywordflow">for</font>(uint i=0;i&lt;numMats;i++)
00794                                 {
00795                                         <font class="comment">// get the manager bitmap to write to</font>
00796                                         CLodCharacterTmpBitmap  &amp;dstBmp= mngr-&gt;getTmpBitmap(i);
00797 
00798                                         <font class="comment">// if the material stage 0 is not textured, or has not a valid async id, build the bitmap with a color.</font>
00799                                         sint                    asyncTextId= mbi-&gt;getAsyncTextureId(i,0);
00800                                         <font class="keyword">const</font> CBitmap   *coarseBitmap= NULL;
00801                                         <font class="keywordflow">if</font>(asyncTextId!=-1)
00802                                         {
00803                                                 <font class="comment">// get it from async manager</font>
00804                                                 coarseBitmap= asyncMngr-&gt;getCoarseBitmap(asyncTextId);
00805                                         }
00806 
00807                                         <font class="comment">// So if we have no bmp here, build with material color, else build a texture</font>
00808                                         <font class="keywordflow">if</font>(!coarseBitmap)
00809                                         {
00810                                                 dstBmp.build(mbi-&gt;Materials[i].getDiffuse());
00811                                         }
00812                                         <font class="keywordflow">else</font>
00813                                         {
00814                                                 dstBmp.build(*coarseBitmap);
00815                                         }
00816                                 }
00817 
00818                                 <font class="comment">// ---- add the lodTextureInfo to the current texture computed</font>
00819                                 mngr-&gt;addTextureCompute(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>, *lodText);
00820                         }
00821                 }
00822         }
00823 
00824         <font class="comment">// **** compile the process</font>
00825         mngr-&gt;endTextureCompute(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>, maxNumBmpToReset);
00826 
00827 }
00828 
00829 
00830 <font class="comment">// ***************************************************************************</font>
<a name="l00831"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_2">00831</a> <font class="keywordtype">void</font>            CSkeletonModel::setLodCharacterAnimId(uint animId)
00832 {
00833         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.AnimId= animId;
00834 }
00835 
00836 <font class="comment">// ***************************************************************************</font>
<a name="l00837"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_4">00837</a> <font class="keywordtype">void</font>            CSkeletonModel::setLodCharacterAnimTime(<a class="code" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> time)
00838 {
00839         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.AnimTime= time;
00840 }
00841 
00842 <font class="comment">// ***************************************************************************</font>
<a name="l00843"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_6">00843</a> <font class="keywordtype">void</font>            CSkeletonModel::setLodCharacterWrapMode(<font class="keywordtype">bool</font> wrapMode)
00844 {
00845         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.WrapMode= wrapMode;
00846 }
00847 
00848 
00849 <font class="comment">// ***************************************************************************</font>
<a name="l00850"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_11">00850</a> <font class="keywordtype">float</font>           CSkeletonModel::computeDisplayLodCharacterPriority()<font class="keyword"> const</font>
00851 <font class="keyword"></font>{
00852         <font class="comment">// if enabled</font>
00853         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a>&gt;0 &amp;&amp; <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId&gt;=0)
00854         {
00855                 CVector         globalPos;
00856                 <font class="comment">/* \todo yoyo: bad test of visibility. If the skeleton is hidden but has a _AncestorSkeletonModel </font>
00857 <font class="comment">                        wich is visible, then it is supposed to be visible (in this test), but only for The CLod LoadBalancing </font>
00858 <font class="comment">                        (priority not 0). Not so important...</font>
00859 <font class="comment">                */</font>
00860 
00861                 <font class="comment">// Get object position, test visibility;</font>
00862                 <font class="comment">// If has a skeleton ancestor, take his world position instead, because ours is invalid.</font>
00863                 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CTransform.html#n0">_HrcObs</a>-&gt;_AncestorSkeletonModel != NULL)
00864                 {
00865                         <font class="comment">// if the ancestore is clipped, quit</font>
00866                         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CTransform.html#n0">_HrcObs</a>-&gt;_AncestorSkeletonModel-&gt;isClipVisible() )
00867                                 <font class="keywordflow">return</font> 0;
00868                         <font class="comment">// take ancestor world position</font>
00869                         globalPos= <a class="code" href="classNL3D_1_1CTransform.html#n0">_HrcObs</a>-&gt;_AncestorSkeletonModel-&gt;getWorldMatrix().getPos();
00870                 }
00871                 <font class="keywordflow">else</font>
00872                 {
00873                         <font class="comment">// if the skeleton is clipped, quit</font>
00874                         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CSkeletonModel.html#a0">isClipVisible</a>() )
00875                                 <font class="keywordflow">return</font> 0;
00876                         <font class="comment">// take our world position</font>
00877                         globalPos= <a class="code" href="classNL3D_1_1CTransform.html#n0">_HrcObs</a>-&gt;WorldMatrix.getPos();
00878                 }
00879 
00880                 <font class="comment">// compute distance from camera.</font>
00881                 <font class="keywordtype">float</font>   dist= (<a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>-&gt;CamPos - globalPos).norm();
00882 
00883                 <font class="comment">// compute priority</font>
00884                 <font class="keywordflow">return</font> dist*<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_4">_OOLodCharacterDistance</a>;
00885         }
00886         <font class="keywordflow">else</font>
00887                 <font class="keywordflow">return</font> 0;
00888 }
00889 
00890 
00891 <font class="comment">// ***************************************************************************</font>
<a name="l00892"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_12">00892</a> <font class="keywordtype">void</font>            CSkeletonModel::setDisplayLodCharacterFlag(<font class="keywordtype">bool</font> displayCLod)
00893 {
00894         <font class="comment">// if enabled</font>
00895         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a>&gt;0 &amp;&amp; <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId&gt;=0)
00896         {
00897                 <font class="comment">// If the flag has changed since last frame, must recompute bone Usage.</font>
00898                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_2">_DisplayedAsLodCharacter</a> != displayCLod)
00899                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_6">_BoneToComputeDirty</a>= <font class="keyword">true</font>;
00900 
00901                 <font class="comment">// set new state</font>
00902                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_2">_DisplayedAsLodCharacter</a>= displayCLod;
00903         }
00904 }
00905 
00906 
00907 <font class="comment">// ***************************************************************************</font>
<a name="l00908"></a><a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a0">00908</a> <font class="keywordtype">void</font>            CSkeletonModelRenderObs::traverse(IObs *caller)
00909 {
00910         <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_Skeleton_Render );
00911 
00912         CSkeletonModel          *sm= (CSkeletonModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>;
00913 
00914         <font class="comment">// render as CLod, or render Skins.</font>
00915         <font class="keywordflow">if</font>(sm-&gt;isDisplayedAsLodCharacter())
00916                 <a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a1">renderCLod</a>();
00917         <font class="keywordflow">else</font>
00918                 <a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a2">renderSkins</a>();
00919 }
00920 
00921 
00922 <font class="comment">// ***************************************************************************</font>
<a name="l00923"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_1">00923</a> <font class="keywordtype">void</font>                    CSkeletonModel::computeCLodVertexColors(CLodCharacterManager *mngr)
00924 {
00925         <font class="comment">// if shape id set.</font>
00926         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId&lt;0)
00927                 <font class="keywordflow">return</font>;
00928         <font class="comment">// get the lod shape,a nd check exist in the manager</font>
00929         <font class="keyword">const</font> CLodCharacterShape        *lodShape= mngr-&gt;getShape(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId);
00930         <font class="keywordflow">if</font>(lodShape)
00931         {
00932                 <font class="keyword">static</font> vector&lt;CRGBAF&gt;   tmpColors;
00933                 tmpColors.clear();
00934 
00935                 <font class="comment">// start process.</font>
00936                 <font class="comment">//-----------------</font>
00937                 lodShape-&gt;startBoneColor(tmpColors);
00938 
00939                 <font class="comment">// build an Id map, from Skeleton Ids to the lodShapes ids. (because may be differents)</font>
00940                 <font class="keyword">static</font> vector&lt;sint&gt;     boneMap;
00941                 <font class="comment">// reset to -1 (ie not found)</font>
00942                 boneMap.clear();
00943                 boneMap.resize(<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>.size(), -1);
00944                 uint i;
00945                 <font class="comment">// for all skeletons bones.</font>
00946                 <font class="keywordflow">for</font>(i=0; i&lt;boneMap.size(); i++)
00947                 {
00948                         boneMap[i]= lodShape-&gt;getBoneIdByName(<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].getBoneName());;
00949                 }
00950 
00951                 <font class="comment">// Parse all skins</font>
00952                 <font class="comment">//-----------------</font>
00953                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#u1">ItTransformSet</a>  it;
00954                 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.begin(); it!=<a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.end(); it++)
00955                 {
00956                         <a class="code" href="classNL3D_1_1CTransform.html#b0">CTransform</a>      *skin= *it;
00957 
00958                         <font class="comment">// get color of this skin.</font>
00959                         CRGBA   color= skin-&gt;getMeanColor();
00960 
00961                         <font class="comment">// get array of bone used for this skin.</font>
00962                         <font class="keyword">const</font> vector&lt;sint32&gt;    *skinUsage= skin-&gt;getSkinBoneUsage();
00963                         <font class="comment">// check correct skin</font>
00964                         <font class="keywordflow">if</font>(skinUsage)
00965                         {
00966                                 <font class="comment">// For all bones used</font>
00967                                 <font class="keywordflow">for</font>(uint i=0; i&lt;skinUsage-&gt;size(); i++)
00968                                 {
00969                                         <font class="comment">// the id in the vector point to a bone in the skeleton. Hence use the boneMap to translate it</font>
00970                                         <font class="comment">// in the lodShape ids.</font>
00971                                         sint    idInLod= boneMap[(*skinUsage)[i]];
00972                                         <font class="comment">// only if id found in the lod shape</font>
00973                                         <font class="keywordflow">if</font>(idInLod&gt;=0)
00974                                                 <font class="comment">// add color to this bone.</font>
00975                                                 lodShape-&gt;addBoneColor(idInLod, color, tmpColors);
00976                                 }
00977 
00978                         }
00979                 }
00980 
00981                 <font class="comment">// Parse all sticked objects</font>
00982                 <font class="comment">//-----------------</font>
00983                 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a>.begin(); it!=<a class="code" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a>.end(); it++)
00984                 {
00985                         <a class="code" href="classNL3D_1_1CTransform.html#b0">CTransform</a>      *object= *it;
00986 
00987                         <font class="comment">// get color of this object.</font>
00988                         CRGBA   color= object-&gt;getMeanColor();
00989 
00990                         <font class="comment">// get on which bone this object is linked.</font>
00991                         <font class="comment">// use the boneMap to translate id to lodShape id.</font>
00992                         sint    idInLod= boneMap[object-&gt;_FatherBoneId];
00993 
00994                         <font class="comment">// only if id found in the lod shape</font>
00995                         <font class="keywordflow">if</font>(idInLod&gt;=0)
00996                                 <font class="comment">// add color to this bone.</font>
00997                                 lodShape-&gt;addBoneColor(idInLod, color, tmpColors);
00998                 }
00999 
01000 
01001                 <font class="comment">// compile colors</font>
01002                 <font class="comment">//-----------------</font>
01003                 lodShape-&gt;endBoneColor(tmpColors, <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.VertexColors);
01004         }
01005 
01006 }
01007 
01008 
01009 <font class="comment">// ***************************************************************************</font>
<a name="l01010"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#a1">01010</a> <font class="keywordtype">void</font>                    CSkeletonModel::updateSkinRenderLists()
01011 {
01012         <font class="comment">// If need to update array of skins to compute</font>
01013         <font class="keywordflow">if</font>(_SkinToRenderDirty)
01014         {
01015                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o3">_SkinToRenderDirty</a>= <font class="keyword">false</font>;
01016 
01017                 <font class="comment">// Reset the LevelDetail.</font>
01018                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.MinFaceUsed= 0;
01019                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.MaxFaceUsed= 0;
01020                 <font class="comment">// If must follow default MRM setup from skins.</font>
01021                 <font class="keywordflow">if</font>(_DefaultMRMSetup)
01022                 {
01023                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceCoarsest= 0;
01024                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceMiddle= 0;
01025                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceFinest= 0;
01026                 }
01027 
01028                 <font class="comment">// Parse to count new size of the arrays, and to build MRM info</font>
01029                 uint    opaqueSize= 0;
01030                 uint    transparentSize= 0;
01031                 uint    animDetailSize= 0;
01032                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#u1">ItTransformSet</a>          it;
01033                 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.begin();it!=<a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.end();it++)
01034                 {
01035                         <a class="code" href="classNL3D_1_1CTransform.html#b0">CTransform</a>      *skin= *it;
01036                         <font class="comment">// if transparent, then must fill in transparent list.</font>
01037                         <font class="keywordflow">if</font>(skin-&gt;isTransparent())
01038                                 transparentSize++;
01039                         <font class="comment">// else may fill in opaquelist. NB: for optimisation, don't add in opaqueList </font>
01040                         <font class="comment">// if added to the transperent list (all materials are rendered)</font>
01041                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(skin-&gt;isOpaque())
01042                                 opaqueSize++;
01043 
01044                         <font class="comment">// if animDetailable, then must fill list</font>
01045                         <font class="keywordflow">if</font>(skin-&gt;isAnimDetailable())
01046                                 animDetailSize++;
01047 
01048                         <font class="comment">// if the skin support MRM, then must update levelDetal number of faces</font>
01049                         <a class="code" href="classNL3D_1_1CTransformShape.html#b0">CTransformShape</a>         *trShape= dynamic_cast&lt;CTransformShape*&gt;(skin);
01050                         <font class="keywordflow">if</font>(trShape)
01051                         {
01052                                 <font class="keyword">const</font>   CMRMLevelDetail         *skinLevelDetail= trShape-&gt;getMRMLevelDetail();
01053                                 <font class="keywordflow">if</font>(skinLevelDetail)
01054                                 {
01055                                         <font class="comment">// Add Faces to the Skeleton level detail</font>
01056                                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.MinFaceUsed+= skinLevelDetail-&gt;MinFaceUsed;
01057                                         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.MaxFaceUsed+= skinLevelDetail-&gt;MaxFaceUsed;
01058                                         <font class="comment">// MRM Max skin setup.</font>
01059                                         <font class="keywordflow">if</font>(_DefaultMRMSetup)
01060                                         {
01061                                                 <font class="comment">// Get the maximum distance setup (ie the one which degrades the less)</font>
01062                                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceCoarsest= max(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceCoarsest, skinLevelDetail-&gt;DistanceCoarsest);
01063                                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceMiddle= max(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceMiddle, skinLevelDetail-&gt;DistanceMiddle);
01064                                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceFinest= max(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceFinest, skinLevelDetail-&gt;DistanceFinest);
01065                                         }
01066                                 }
01067                         }
01068                 }
01069 
01070                 <font class="comment">// MRM Max skin setup.</font>
01071                 <font class="keywordflow">if</font>(_DefaultMRMSetup)
01072                 {
01073                         <font class="comment">// compile LevelDetail.</font>
01074                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.MaxFaceUsed==0)
01075                                 <font class="comment">// build a bug-free level detail</font>
01076                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#c0">buildDefaultLevelDetail</a>();
01077                         <font class="keywordflow">else</font>
01078                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.compileDistanceSetup();
01079                 }
01080 
01081                 <font class="comment">// alloc array.</font>
01082                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o5">_OpaqueSkins</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_0">clear</a>();
01083                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o6">_TransparentSkins</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_0">clear</a>();
01084                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o7">_AnimDetailSkins</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_0">clear</a>();
01085                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o5">_OpaqueSkins</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(opaqueSize);
01086                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o6">_TransparentSkins</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(transparentSize);
01087                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o7">_AnimDetailSkins</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(animDetailSize);
01088 
01089                 <font class="comment">// ReParse, to fill array.</font>
01090                 uint    opaqueId= 0;
01091                 uint    transparentId= 0;
01092                 uint    animDetailId= 0;
01093                 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.begin();it!=<a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>.end();it++)
01094                 {
01095                         <a class="code" href="classNL3D_1_1CTransform.html#b0">CTransform</a>      *skin= *it;
01096                         <font class="comment">// if transparent, then must fill in transparent list.</font>
01097                         <font class="keywordflow">if</font>(skin-&gt;isTransparent())
01098                         {
01099                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(transparentId&lt;transparentSize);
01100                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o6">_TransparentSkins</a>[transparentId++]= skin;
01101                         }
01102                         <font class="comment">// else may fill in opaquelist. NB: for optimisation, don't add in opaqueList </font>
01103                         <font class="comment">// if added to the transperent list (all materials are rendered)</font>
01104                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(skin-&gt;isOpaque())
01105                         {
01106                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(opaqueId&lt;opaqueSize);
01107                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o5">_OpaqueSkins</a>[opaqueId++]= skin;
01108                         }
01109 
01110                         <font class="comment">// if animDetailable, then must fill list</font>
01111                         <font class="keywordflow">if</font>(skin-&gt;isAnimDetailable())
01112                         {
01113                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(animDetailId&lt;animDetailSize);
01114                                 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o7">_AnimDetailSkins</a>[animDetailId++]= skin;
01115                         }
01116                 }
01117 
01118                 <font class="comment">// set the Transparency to the skeleton only if has at least one transparent skin</font>
01119                 <a class="code" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>( transparentSize&gt;0 );
01120         }
01121 }
01122 
01123 
01124 <font class="comment">// ***************************************************************************</font>
<a name="l01125"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#c0">01125</a> <font class="keywordtype">void</font>                    CSkeletonModel::buildDefaultLevelDetail()
01126 {
01127         <font class="comment">// Avoid divide by zero.</font>
01128         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.MinFaceUsed= 0;
01129         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.MaxFaceUsed= 0;
01130         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceFinest= 1;
01131         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceMiddle= 2;
01132         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceCoarsest= 3;
01133         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.compileDistanceSetup();
01134 }
01135 
01136 
01137 <font class="comment">// ***************************************************************************</font>
<a name="l01138"></a><a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a1">01138</a> <font class="keywordtype">void</font>                    CSkeletonModelRenderObs::renderCLod()
01139 {
01140         CRenderTrav                     *trav= (CRenderTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>;
01141         CSkeletonModel          *sm= (CSkeletonModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>;
01142         IDriver                         *drv= trav-&gt;getDriver();
01143         CScene                          *scene= trav-&gt;Scene;
01144         <font class="comment">// the lod manager. no op if not here</font>
01145         CLodCharacterManager    *mngr= trav-&gt;Scene-&gt;getLodCharacterManager();
01146         <font class="keywordflow">if</font>(!mngr)
01147                 <font class="keywordflow">return</font>;
01148 
01149         <font class="comment">// Get global lighting on the instance. Suppose SunAmbient only.</font>
01150         <font class="comment">//=================</font>
01151         <font class="keyword">const</font> CLightContribution        *lightContrib;
01152         <font class="comment">// Get HrcObs.</font>
01153         CTransformHrcObs        *hrcObs= (CTransformHrcObs*)<a class="code" href="classNL3D_1_1IBaseRenderObs.html#m0">HrcObs</a>;
01154 
01155         <font class="comment">// the std case is to take my model lightContribution</font>
01156         <font class="keywordflow">if</font>(hrcObs-&gt;_AncestorSkeletonModel==NULL)
01157                 lightContrib= &amp;sm-&gt;getSkeletonLightContribution();
01158         <font class="comment">// but if skinned/sticked (directly or not) to a skeleton, take its.</font>
01159         <font class="keywordflow">else</font>
01160                 lightContrib= &amp;hrcObs-&gt;_AncestorSkeletonModel-&gt;getSkeletonLightContribution();
01161 
01162         <font class="comment">// compute his main light contribution result. Try first with sun</font>
01163         CRGBA   mainAmbient= scene-&gt;getSunAmbient();
01164         CRGBA   mainDiffuse= scene-&gt;getSunDiffuse();
01165         <font class="comment">// modulate sun contribution</font>
01166         mainDiffuse.modulateFromuiRGBOnly(mainDiffuse, lightContrib-&gt;SunContribution );
01167         CVector mainLightDir= scene-&gt;getSunDirection();
01168 
01169 
01170         <font class="comment">/* During night, and in the buildings, it may be better to use one of the other Points lights</font>
01171 <font class="comment">                Test only with the first pointLight, for faster compute, even if It may fail in some cases.</font>
01172 <font class="comment">        */</font>
01173         CPointLight     *mainPL= lightContrib-&gt;PointLight[0];
01174         <font class="keywordflow">if</font>(mainPL)
01175         {
01176                 CRGBA   plDiffuse;
01177                 <font class="comment">// get the diffuse of the pointLight, attenuated from distance and importance.</font>
01178                 plDiffuse.modulateFromuiRGBOnly(mainPL-&gt;getDiffuse(), lightContrib-&gt;AttFactor[0]);
01179                 <font class="comment">// compare the 2 diffuse</font>
01180                 uint    d0= mainDiffuse.R + mainDiffuse.G + mainDiffuse.B;
01181                 uint    d1= plDiffuse.R + plDiffuse.G + plDiffuse.B;
01182                 <font class="comment">// if the pointLight is lighter, take it.</font>
01183                 <font class="keywordflow">if</font>(d1&gt;d0)
01184                 {
01185                         <font class="comment">// leave ambient, but take diffuse and pointLight fake Direction</font>
01186                         mainDiffuse= plDiffuse;
01187                         mainLightDir= hrcObs-&gt;WorldMatrix.getPos() - mainPL-&gt;getPosition();
01188                         mainLightDir.normalize();
01189                 }
01190         }
01191 
01192 
01193         <font class="comment">// compute colors of the lods.</font>
01194         <font class="comment">//=================</font>
01195         <font class="comment">// NB: even if texturing is sufficient, still important for AlphaTest.</font>
01196 
01197         <font class="comment">// If must recompute color because of change of skin color or if skin added/deleted</font>
01198         <font class="keywordflow">if</font>(sm-&gt;_CLodVertexColorDirty)
01199         {
01200                 <font class="comment">// recompute vertex colors</font>
01201                 sm-&gt;computeCLodVertexColors(mngr);
01202                 <font class="comment">// set sm-&gt;_CLodVertexColorDirty to false.</font>
01203                 sm-&gt;_CLodVertexColorDirty= <font class="keyword">false</font>;
01204         }
01205 
01206         <font class="comment">// render the Lod in the LodManager.</font>
01207         <font class="comment">//=================</font>
01208         <font class="comment">// render must have been intialized</font>
01209         <a class="code" href="debug_8h.html#a6">nlassert</a>(mngr-&gt;isRendering());
01210 
01211 
01212         <font class="comment">// add the instance to the manager. </font>
01213         <font class="keywordflow">if</font>(!mngr-&gt;addRenderCharacterKey(sm-&gt;_CLodInstance, hrcObs-&gt;WorldMatrix, 
01214                 mainAmbient, mainDiffuse, mainLightDir) )
01215         {
01216                 <font class="comment">// If failed to add it because no more vertex space in the manager, retry.</font>
01217 
01218                 <font class="comment">// close vertexBlock, compile render</font>
01219                 mngr-&gt;endRender();
01220                 <font class="comment">// and restart.</font>
01221                 mngr-&gt;beginRender(drv, trav-&gt;CamPos);
01222 
01223                 <font class="comment">// retry. but no-op if refail.</font>
01224                 mngr-&gt;addRenderCharacterKey(sm-&gt;_CLodInstance, hrcObs-&gt;WorldMatrix, 
01225                         mainAmbient, mainDiffuse, mainLightDir);
01226         }
01227 }
01228 
01229 
01230 <font class="comment">// ***************************************************************************</font>
<a name="l01231"></a><a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a2">01231</a> <font class="keywordtype">void</font>                    CSkeletonModelRenderObs::renderSkins()
01232 {
01233         <font class="comment">// Render skins according to the pass.</font>
01234         CRenderTrav                     *rdrTrav= (CRenderTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>;
01235         CSkeletonModel          *sm= (CSkeletonModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>;
01236         CTransformHrcObs        *hrcObs= (CTransformHrcObs*)<a class="code" href="classNL3D_1_1IBaseRenderObs.html#m0">HrcObs</a>;
01237         <font class="comment">// get a ptr on the driver</font>
01238         IDriver                         *drv= rdrTrav-&gt;getDriver();
01239         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
01240 
01241 
01242         <font class="comment">// Compute the levelOfDetail</font>
01243         <font class="keywordtype">float</font>   alphaMRM= sm-&gt;_LevelDetail.getLevelDetailFromPolyCount(sm-&gt;getNumTrianglesAfterLoadBalancing());
01244 
01245         <font class="comment">// force normalisation of normals..</font>
01246         <font class="keywordtype">bool</font>    bkupNorm= drv-&gt;isForceNormalize();
01247         drv-&gt;forceNormalize(<font class="keyword">true</font>);                      
01248 
01249 
01250         <font class="comment">// rdr good pass</font>
01251         <font class="keywordflow">if</font>(rdrTrav-&gt;isCurrentPassOpaque())
01252         {
01253                 <font class="comment">// Compute in Pass Opaque only the light contribution. </font>
01254                 <font class="comment">// Easier for skeleton: suppose lightable, no local attenuation</font>
01255 
01256                 <font class="comment">// the std case is to take my model lightContribution</font>
01257                 <font class="keywordflow">if</font>(hrcObs-&gt;_AncestorSkeletonModel==NULL)
01258                         sm-&gt;setupCurrentLightContribution(&amp;sm-&gt;_LightContribution, <font class="keyword">false</font>);
01259                 <font class="comment">// but if sticked (directly or not) to a skeleton, take its.</font>
01260                 <font class="keywordflow">else</font>
01261                         sm-&gt;setupCurrentLightContribution(&amp;hrcObs-&gt;_AncestorSkeletonModel-&gt;_LightContribution, <font class="keyword">false</font>);
01262 
01263 
01264                 <font class="comment">// Activate Driver setup: light and modelMatrix</font>
01265                 sm-&gt;changeLightSetup( rdrTrav );
01266                 rdrTrav-&gt;getDriver()-&gt;setupModelMatrix(hrcObs-&gt;WorldMatrix);
01267 
01268 
01269                 <font class="comment">// Render all totaly opaque skins.</font>
01270                 <a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a3">renderSkinList</a>(sm-&gt;_OpaqueSkins, alphaMRM);
01271         }
01272         <font class="keywordflow">else</font>
01273         {
01274                 <font class="comment">// NB: must have some transparent skins, since thee skeletonModel is traversed in the transparent pass.</font>
01275 
01276                 <font class="comment">// Activate Driver setup: light and modelMatrix</font>
01277                 sm-&gt;changeLightSetup( rdrTrav );
01278                 rdrTrav-&gt;getDriver()-&gt;setupModelMatrix(hrcObs-&gt;WorldMatrix);
01279 
01280 
01281                 <font class="comment">// render all opaque/transparent skins</font>
01282                 <a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a3">renderSkinList</a>(sm-&gt;_TransparentSkins, alphaMRM);
01283         }
01284 
01285 
01286         <font class="comment">// bkup force normalisation.</font>
01287         drv-&gt;forceNormalize(bkupNorm);
01288 }
01289 
01290 
01291 <font class="comment">// ***************************************************************************</font>
<a name="l01292"></a><a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a3">01292</a> <font class="keywordtype">void</font>                    CSkeletonModelRenderObs::renderSkinList(<a class="code" href="classNLMISC_1_1CObjectVector.html">NLMISC::CObjectVector&lt;CTransform*, false&gt;</a> &amp;skinList, <font class="keywordtype">float</font> alphaMRM)
01293 {
01294         CRenderTrav                     *rdrTrav= (CRenderTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>;
01295 
01296         <font class="comment">// if the SkinManager is not possible at all, just rendered the std way</font>
01297         <font class="keywordflow">if</font>( !rdrTrav-&gt;getMeshSkinManager() || !rdrTrav-&gt;getMeshSkinManager()-&gt;enabled() )
01298         {
01299                 <font class="keywordflow">for</font>(uint i=0;i&lt;skinList.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>();i++)
01300                 {
01301                         skinList[i]-&gt;renderSkin(alphaMRM);
01302                 }
01303         }
01304         <font class="keywordflow">else</font>
01305         {
01306                 <font class="comment">// get the meshSkinManager</font>
01307                 CMeshSkinManager        &amp;meshSkinManager= *rdrTrav-&gt;getMeshSkinManager();
01308 
01309                 <font class="comment">// array (rarely allocated) of skins with grouping support</font>
01310                 <font class="keyword">static</font>  std::vector&lt;CTransform*&gt;        skinsToGroup;
01311                 <font class="keyword">static</font>  std::vector&lt;uint&gt;                       baseVertices;
01312                 skinsToGroup.clear();
01313                 baseVertices.clear();
01314 
01315                 <font class="comment">// get the maxVertices the manager support</font>
01316                 uint    maxVertices= meshSkinManager.getMaxVertices();
01317                 uint    vertexSize= meshSkinManager.getVertexSize();
01318 
01319                 <font class="comment">// render any skins which do not support SkinGrouping, and fill array of skins to group</font>
01320                 <font class="keywordflow">for</font>(uint i=0;i&lt;skinList.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>();i++)
01321                 {
01322                         <font class="comment">// If don't support, or if too big to fit in the manager, just renderSkin()</font>
01323                         <font class="keywordflow">if</font>(!skinList[i]-&gt;supportSkinGrouping())
01324                         {
01325                                 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_Skin_NotGrouped );
01326                                 skinList[i]-&gt;renderSkin(alphaMRM);
01327                         }
01328                         <font class="keywordflow">else</font>
01329                         {
01330                                 skinsToGroup.push_back(skinList[i]);
01331                         }
01332                 }
01333 
01334                 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_Skin_Grouped );
01335 
01336                 <font class="comment">// For each skin, have an index which gives the decal of the vertices in the buffer</font>
01337                 baseVertices.resize(skinsToGroup.size());
01338 
01339                 <font class="comment">// while there is skin to render in group</font>
01340                 uint    skinId= 0;
01341                 <font class="keywordflow">while</font>(skinId&lt;skinsToGroup.size())
01342                 {
01343                         <font class="comment">// space left in the manager</font>
01344                         uint    remainingVertices= maxVertices;
01345                         uint    currentBaseVertex= 0;
01346 
01347                         <font class="comment">// First pass, fill The VB.</font>
01348                         <font class="comment">//------------</font>
01349                         <font class="comment">// lock buffer</font>
01350                         uint8   *vbDest= meshSkinManager.lock();
01351 
01352                         <font class="comment">// For all skins until the buffer is full</font>
01353                         uint    startSkinId= skinId;
01354                         <font class="keywordflow">while</font>(skinId&lt;skinsToGroup.size())
01355                         {
01356                                 <font class="comment">// if success to fill the AGP</font>
01357                                 sint    numVerticesAdded= skinsToGroup[skinId]-&gt;renderSkinGroupGeom(alphaMRM, remainingVertices, 
01358                                         vbDest + vertexSize*currentBaseVertex );
01359                                 <font class="comment">// -1 means that this skin can't render because no space left for her. Then stop for this block</font>
01360                                 <font class="keywordflow">if</font>(numVerticesAdded==-1)
01361                                         <font class="keywordflow">break</font>;
01362                                 <font class="comment">// Else ok, get the currentBaseVertex for this skin</font>
01363                                 baseVertices[skinId]= currentBaseVertex;
01364                                 <font class="comment">// and jump to the next place</font>
01365                                 currentBaseVertex+= numVerticesAdded;
01366                                 remainingVertices-= numVerticesAdded;
01367 
01368                                 <font class="comment">// go to the next skin</font>
01369                                 skinId++;
01370                         }
01371 
01372                         <font class="comment">// release buffer. ATI: release only vertices used.</font>
01373                         meshSkinManager.unlock(currentBaseVertex);
01374 
01375                         <font class="comment">// Second pass, render the primitives.</font>
01376                         <font class="comment">//------------</font>
01377                         meshSkinManager.activate();
01378                         <font class="keywordflow">for</font>(uint i=startSkinId;i&lt;skinId;i++)
01379                         {
01380                                 <font class="comment">// render the skin in the current buffer</font>
01381                                 skinsToGroup[i]-&gt;renderSkinGroupPrimitives(baseVertices[i]);
01382                         }
01383 
01384 
01385                         <font class="comment">// End of this block, swap to the next buffer</font>
01386                         meshSkinManager.swapVBHard();
01387                 }
01388         }
01389 }
01390 
01391 
01392 <font class="comment">// ***************************************************************************</font>
<a name="l01393"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z805_0">01393</a> <font class="keywordtype">float</font>                   CSkeletonModel::getNumTriangles (<font class="keywordtype">float</font> distance)
01394 {
01395         <font class="comment">// If the skeleton is displayed as a CLod suppose 0 triangles.</font>
01396         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_8">isDisplayedAsLodCharacter</a>() )
01397                 <font class="keywordflow">return</font> 0;
01398         <font class="keywordflow">else</font>
01399                 <font class="comment">// NB: this is an approximation, but this is continious.</font>
01400                 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.getNumTriangles(distance);
01401 }
01402 
01403 <font class="comment">// ***************************************************************************</font>
<a name="l01404"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z805_1">01404</a> <font class="keywordtype">void</font>                    CSkeletonModel::changeMRMDistanceSetup(<font class="keywordtype">float</font> distanceFinest, <font class="keywordtype">float</font> distanceMiddle, <font class="keywordtype">float</font> distanceCoarsest)
01405 {
01406         <font class="comment">// check input.</font>
01407         <font class="keywordflow">if</font>(distanceFinest&lt;0)    <font class="keywordflow">return</font>;
01408         <font class="keywordflow">if</font>(distanceMiddle&lt;=distanceFinest)      <font class="keywordflow">return</font>;
01409         <font class="keywordflow">if</font>(distanceCoarsest&lt;=distanceMiddle)    <font class="keywordflow">return</font>;
01410 
01411         <font class="comment">// Change.</font>
01412         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceFinest= distanceFinest;
01413         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceMiddle= distanceMiddle;
01414         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.DistanceCoarsest= distanceCoarsest;
01415 
01416         <font class="comment">// compile </font>
01417         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.compileDistanceSetup();
01418 
01419         <font class="comment">// Never more use MAX skin setup.</font>
01420         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o4">_DefaultMRMSetup</a>= <font class="keyword">false</font>;
01421 }
01422 
01423 
01424 <font class="comment">// ***************************************************************************</font>
<a name="l01425"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z805_2">01425</a> <font class="keywordtype">void</font>                    CSkeletonModel::resetDefaultMRMDistanceSetup()
01426 {
01427         <a class="code" href="classNL3D_1_1CSkeletonModel.html#o4">_DefaultMRMSetup</a>= <font class="keyword">true</font>;
01428 
01429         <font class="comment">// Must use Skins linked to know the MRM setup.</font>
01430         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_4">dirtSkinRenderLists</a>();
01431 }
01432 
01433 
01434 <font class="comment">// ***************************************************************************</font>
<a name="l01435"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_7">01435</a> <font class="keywordtype">bool</font>                    CSkeletonModel::computeRenderedBBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox)
01436 {
01437         <font class="comment">// reset bbox</font>
01438         CAABBox         tmpBBox;
01439         tmpBBox.setCenter(CVector::Null);
01440         tmpBBox.setHalfSize(CVector::Null);
01441         <font class="keywordtype">bool</font>    empty= <font class="keyword">true</font>;
01442 
01443         <font class="comment">// Not visible =&gt; empty bbox</font>
01444         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTransform.html#a19">getLastClippedState</a>())
01445                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01446 
01447         <font class="comment">// For all bones</font>
01448         uint    i;
01449         <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>.size();i++)
01450         {
01451                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_1">isBoneComputed</a>(i))
01452                 {
01453                         <font class="keyword">const</font> CVector   &amp;pos= <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].getLocalSkeletonMatrix().getPos();
01454                         <font class="keywordflow">if</font>(empty)
01455                         {
01456                                 empty= <font class="keyword">false</font>;
01457                                 tmpBBox.setCenter(pos);
01458                         }
01459                         <font class="keywordflow">else</font>
01460                                 tmpBBox.extend(pos);
01461                 }
01462         }
01463 
01464         <font class="comment">// End!</font>
01465         <font class="keywordflow">if</font>(!empty)
01466         {
01467                 bbox= tmpBBox;
01468                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
01469         }
01470         <font class="keywordflow">else</font>
01471                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01472 }
01473 
01474 
01475 <font class="comment">// ***************************************************************************</font>
<a name="l01476"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_8">01476</a> <font class="keywordtype">bool</font>                    CSkeletonModel::computeCurrentBBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox, <font class="keywordtype">bool</font> forceCompute <font class="comment">/* = false*/</font>)
01477 {
01478         <font class="comment">// animate all bones channels (detail only channels). don't bother cur lod state.</font>
01479         CChannelMixer   *chanmix= <a class="code" href="classNL3D_1_1CTransform.html#b4">getChannelMixer</a>();
01480         <font class="keywordflow">if</font> (chanmix)
01481         {       
01482                 <font class="comment">// Force detail evaluation.</font>
01483                 chanmix-&gt;resetEvalDetailDate();
01484                 chanmix-&gt;eval(<font class="keyword">true</font>, 0);
01485                 chanmix-&gt;resetEvalDetailDate();
01486         }
01487         <font class="comment">// compute all skeleton bones</font>
01488         <a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_6">computeAllBones</a>(CMatrix::Identity);
01489 
01490         <font class="comment">// reset bbox</font>
01491         CAABBox         tmpBBox;
01492         tmpBBox.setCenter(CVector::Null);
01493         tmpBBox.setHalfSize(CVector::Null);
01494         <font class="keywordtype">bool</font>    empty= <font class="keyword">true</font>;
01495 
01496         <font class="comment">// For all bones</font>
01497         uint    i;
01498         <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>.size();i++)
01499         {
01500                 <font class="comment">// Is the bone used ?? (whatever bone lod, or CLod state)</font>
01501                 uint8   mustCompute = forceCompute ? 1 : <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].Usage | <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ForcedUsage | <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].CLodForcedUsage;
01502 
01503                 <font class="comment">// If the bone is used.</font>
01504                 <font class="keywordflow">if</font>(mustCompute)
01505                 {
01506                         <font class="keyword">const</font> CVector   &amp;pos= <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>[i].getLocalSkeletonMatrix().getPos();
01507                         <font class="keywordflow">if</font>(empty)
01508                         {
01509                                 empty= <font class="keyword">false</font>;
01510                                 tmpBBox.setCenter(pos);
01511                         }
01512                         <font class="keywordflow">else</font>
01513                                 tmpBBox.extend(pos);
01514                 }
01515         }
01516 
01517         <font class="comment">// End!</font>
01518         <font class="keywordflow">if</font>(!empty)
01519         {
01520                 bbox= tmpBBox;
01521                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
01522         }
01523         <font class="keywordflow">else</font>
01524                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01525 }
01526 
01527 
01528 } <font class="comment">// NL3D</font>
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