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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 &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<<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>->Scene->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->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->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>->Scene->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<<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<<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= &<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= &<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ForcedUsage;
00198 <font class="keywordflow">else</font>
00199 usagePtr= &<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<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<<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= &<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= &<a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ForcedUsage;
00222 <font class="keywordflow">else</font>
00223 usagePtr= &<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>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<bool> &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<<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>=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>=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>=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 &lod= skeShape->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<<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 && 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 & 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 => 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= &<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= &<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> < skeShape->getNumLods()-1 && <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a>>0 )
00335 {
00336 <font class="comment">// get next lod.</font>
00337 lodNext= &skeShape->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->ActiveBones[i]==0 && <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].ForcedUsage==0 && <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>[i].CLodForcedUsage==0
00342 && 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 => 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<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>=<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> &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->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->_FatherSkeletonModel)
00401 mi->_FatherSkeletonModel->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->_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->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> && <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->unfreezeHRC();
00416 <font class="comment">// then never re-parse in validateList/Hrc/Clip</font>
00417 mi->unlinkFromValidateList();
00418 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>->link(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>->Scene->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>->getFirstParent(mi);
00421 <font class="keywordflow">while</font>(father)
00422 {
00423 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>->unlink(father, mi);
00424 father= <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>->getFirstParent(mi);
00425 }
00426 <font class="comment">// Ensure flag is correct</font>
00427 mi->_HrcObs->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>->link(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>->Scene->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<CSkeletonModel*>(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->_FatherSkeletonModel)
00457 mi->_FatherSkeletonModel->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->_FatherSkeletonModel= <font class="keyword">this</font>;
00466 mi->_FatherBoneId= boneId;
00467 <font class="comment">// advert him if it is "ForceCLod" sticked</font>
00468 mi->_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> && <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>);
00472 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>->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->_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->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->_FatherBoneId, tr->_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->setApplySkin(<font class="keyword">false</font>);
00503 }
00504
00505 <font class="comment">// advert transform it is no more sticked/skinned.</font>
00506 tr->_FatherSkeletonModel= NULL;
00507 tr->_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> && <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>);
00511 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>->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>->unlink(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>->Scene->getSkipModelRoot(), tr);
00521 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>->link(<a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>->getRoot(), tr);
00522 <font class="comment">// Must re-add to the validate list.</font>
00523 tr->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 &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<CSkeletonShape*>((IShape*)<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00539 <font class="keywordflow">return</font> shp->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->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>->WorldMatrix.getPos() - ((CClipTrav*)<a class="code" href="classNL3D_1_1IBaseAnimDetailObs.html#m1">ClipObs</a>->Trav)->CamPos).norm();
00582 <font class="comment">// Use dist to get current lod to use for this skeleton</font>
00583 uint newLod= skeShape->getLodForDistance( dist );
00584 <font class="keywordflow">if</font>(newLod != sm->_CurLod)
00585 {
00586 <font class="comment">// set new lod to use.</font>
00587 sm->_CurLod= newLod;
00588 <font class="comment">// dirt the skeleton.</font>
00589 sm->_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->_BoneToComputeDirty;
00594 sm->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->_CurLod < skeShape->getNumLods()-1 && sm->_LodInterpMultiplier>0 )
00607 {
00608 <font class="comment">// get next lod.</font>
00609 lodNext= &skeShape->getLod(sm->_CurLod+1);
00610 <font class="comment">// get interp value to next.</font>
00611 lodBoneInterp= (lodNext->Distance - dist) * sm->_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 => 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->_CurLodInterp)
00624 {
00625 <font class="comment">// set new one.</font>
00626 sm->_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->IAnimatable::isTouched(CSkeletonModel::OwnerBit) || forceUpdate)
00638 {
00639 <font class="comment">// Retrieve the WorldMatrix of the current CTransformShape.</font>
00640 CMatrix &modelWorldMatrix= <a class="code" href="classNL3D_1_1IBaseAnimDetailObs.html#m0">HrcObs</a>->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->_BoneToCompute.size();
00645 CSkeletonModel::CBoneCompute *pBoneCompute= numBoneToCompute? &sm->_BoneToCompute[0] : NULL;
00646 <font class="comment">// traverse only bones which need to be computed</font>
00647 <font class="keywordflow">for</font>(;numBoneToCompute>0;numBoneToCompute--, pBoneCompute++)
00648 {
00649 <font class="comment">// compute the bone with his father, if any</font>
00650 pBoneCompute->Bone->compute( pBoneCompute->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 && pBoneCompute->MustInterpolate)
00654 {
00655 <font class="comment">// interpolate with my father matrix.</font>
00656 <font class="keyword">const</font> CMatrix &fatherMatrix= pBoneCompute->Father->getBoneSkinMatrix();
00657 pBoneCompute->Bone->interpolateBoneSkinMatrix(fatherMatrix, lodBoneInterp);
00658 }
00659 }
00660
00661 sm->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<sm->_AnimDetailSkins.size();i++)
00672 {
00673 <font class="comment">// get the detail Obs, via the clipObs</font>
00674 CTransformAnimDetailObs *adObs;
00675 adObs= safe_cast<CTransformAnimDetailObs*>(sm->_AnimDetailSkins[i]->_ClipObs->AnimDetailObs);
00676
00677 <font class="comment">// traverse it. NB: updateWorldMatrixFromFather() is called but no-op because isSkinned()</font>
00678 adObs->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 &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<<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( &<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>>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<CScene*>(_OwnerMot);
00719 CLodCharacterManager *mngr= scene->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>=0)
00727 {
00728 mngr->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>=0)
00737 {
00738 mngr->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<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<CScene*>(_OwnerMot);
00752 CLodCharacterManager *mngr= scene->getLodCharacterManager();
00753 <font class="comment">// mngr must be setuped since shape Id is >-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->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->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<CMeshBaseInstance*>(*it);
00776 <font class="keywordflow">if</font>(mbi && mbi->getAsyncTextureMode() && mbi->Shape)
00777 {
00778 CMeshBase *mb= (CMeshBase*)(IShape*)(mbi->Shape);
00779 <font class="comment">// get the LodTexture info of this shape.</font>
00780 <font class="keyword">const</font> CLodCharacterTexture *lodText= mb->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->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<numMats;i++)
00794 {
00795 <font class="comment">// get the manager bitmap to write to</font>
00796 CLodCharacterTmpBitmap &dstBmp= mngr->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->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->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->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->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->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>>0 && <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId>=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>->_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>->_AncestorSkeletonModel->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>->_AncestorSkeletonModel->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>->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>->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>>0 && <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId>=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->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<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->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<CRGBAF> tmpColors;
00933 tmpColors.clear();
00934
00935 <font class="comment">// start process.</font>
00936 <font class="comment">//-----------------</font>
00937 lodShape->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<sint> 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<boneMap.size(); i++)
00947 {
00948 boneMap[i]= lodShape->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->getMeanColor();
00960
00961 <font class="comment">// get array of bone used for this skin.</font>
00962 <font class="keyword">const</font> vector<sint32> *skinUsage= skin->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<skinUsage->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>=0)
00974 <font class="comment">// add color to this bone.</font>
00975 lodShape->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->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->_FatherBoneId];
00993
00994 <font class="comment">// only if id found in the lod shape</font>
00995 <font class="keywordflow">if</font>(idInLod>=0)
00996 <font class="comment">// add color to this bone.</font>
00997 lodShape->addBoneColor(idInLod, color, tmpColors);
00998 }
00999
01000
01001 <font class="comment">// compile colors</font>
01002 <font class="comment">//-----------------</font>
01003 lodShape->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->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->isOpaque())
01042 opaqueSize++;
01043
01044 <font class="comment">// if animDetailable, then must fill list</font>
01045 <font class="keywordflow">if</font>(skin->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<CTransformShape*>(skin);
01050 <font class="keywordflow">if</font>(trShape)
01051 {
01052 <font class="keyword">const</font> CMRMLevelDetail *skinLevelDetail= trShape->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->MinFaceUsed;
01057 <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>.MaxFaceUsed+= skinLevelDetail->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->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->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->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->isTransparent())
01098 {
01099 <a class="code" href="debug_8h.html#a6">nlassert</a>(transparentId<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->isOpaque())
01105 {
01106 <a class="code" href="debug_8h.html#a6">nlassert</a>(opaqueId<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->isAnimDetailable())
01112 {
01113 <a class="code" href="debug_8h.html#a6">nlassert</a>(animDetailId<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>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->getDriver();
01143 CScene *scene= trav->Scene;
01144 <font class="comment">// the lod manager. no op if not here</font>
01145 CLodCharacterManager *mngr= trav->Scene->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->_AncestorSkeletonModel==NULL)
01157 lightContrib= &sm->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= &hrcObs->_AncestorSkeletonModel->getSkeletonLightContribution();
01161
01162 <font class="comment">// compute his main light contribution result. Try first with sun</font>
01163 CRGBA mainAmbient= scene->getSunAmbient();
01164 CRGBA mainDiffuse= scene->getSunDiffuse();
01165 <font class="comment">// modulate sun contribution</font>
01166 mainDiffuse.modulateFromuiRGBOnly(mainDiffuse, lightContrib->SunContribution );
01167 CVector mainLightDir= scene->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->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->getDiffuse(), lightContrib->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>d0)
01184 {
01185 <font class="comment">// leave ambient, but take diffuse and pointLight fake Direction</font>
01186 mainDiffuse= plDiffuse;
01187 mainLightDir= hrcObs->WorldMatrix.getPos() - mainPL->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->_CLodVertexColorDirty)
01199 {
01200 <font class="comment">// recompute vertex colors</font>
01201 sm->computeCLodVertexColors(mngr);
01202 <font class="comment">// set sm->_CLodVertexColorDirty to false.</font>
01203 sm->_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->isRendering());
01210
01211
01212 <font class="comment">// add the instance to the manager. </font>
01213 <font class="keywordflow">if</font>(!mngr->addRenderCharacterKey(sm->_CLodInstance, hrcObs->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->endRender();
01220 <font class="comment">// and restart.</font>
01221 mngr->beginRender(drv, trav->CamPos);
01222
01223 <font class="comment">// retry. but no-op if refail.</font>
01224 mngr->addRenderCharacterKey(sm->_CLodInstance, hrcObs->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->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->_LevelDetail.getLevelDetailFromPolyCount(sm->getNumTrianglesAfterLoadBalancing());
01244
01245 <font class="comment">// force normalisation of normals..</font>
01246 <font class="keywordtype">bool</font> bkupNorm= drv->isForceNormalize();
01247 drv->forceNormalize(<font class="keyword">true</font>);
01248
01249
01250 <font class="comment">// rdr good pass</font>
01251 <font class="keywordflow">if</font>(rdrTrav->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->_AncestorSkeletonModel==NULL)
01258 sm->setupCurrentLightContribution(&sm->_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->setupCurrentLightContribution(&hrcObs->_AncestorSkeletonModel->_LightContribution, <font class="keyword">false</font>);
01262
01263
01264 <font class="comment">// Activate Driver setup: light and modelMatrix</font>
01265 sm->changeLightSetup( rdrTrav );
01266 rdrTrav->getDriver()->setupModelMatrix(hrcObs->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->_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->changeLightSetup( rdrTrav );
01278 rdrTrav->getDriver()->setupModelMatrix(hrcObs->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->_TransparentSkins, alphaMRM);
01283 }
01284
01285
01286 <font class="comment">// bkup force normalisation.</font>
01287 drv->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<CTransform*, false></a> &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->getMeshSkinManager() || !rdrTrav->getMeshSkinManager()->enabled() )
01298 {
01299 <font class="keywordflow">for</font>(uint i=0;i<skinList.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>();i++)
01300 {
01301 skinList[i]->renderSkin(alphaMRM);
01302 }
01303 }
01304 <font class="keywordflow">else</font>
01305 {
01306 <font class="comment">// get the meshSkinManager</font>
01307 CMeshSkinManager &meshSkinManager= *rdrTrav->getMeshSkinManager();
01308
01309 <font class="comment">// array (rarely allocated) of skins with grouping support</font>
01310 <font class="keyword">static</font> std::vector<CTransform*> skinsToGroup;
01311 <font class="keyword">static</font> std::vector<uint> 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<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]->supportSkinGrouping())
01324 {
01325 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_Skin_NotGrouped );
01326 skinList[i]->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<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<skinsToGroup.size())
01355 {
01356 <font class="comment">// if success to fill the AGP</font>
01357 sint numVerticesAdded= skinsToGroup[skinId]->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<skinId;i++)
01379 {
01380 <font class="comment">// render the skin in the current buffer</font>
01381 skinsToGroup[i]->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<0) <font class="keywordflow">return</font>;
01408 <font class="keywordflow">if</font>(distanceMiddle<=distanceFinest) <font class="keywordflow">return</font>;
01409 <font class="keywordflow">if</font>(distanceCoarsest<=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> &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 => 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<<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 &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> &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->resetEvalDetailDate();
01484 chanmix->eval(<font class="keyword">true</font>, 0);
01485 chanmix->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<<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 &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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