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<hr><h1>skeleton_shape.cpp</h1><a href="skeleton__shape_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="skeleton__shape_8h.html">3d/skeleton_shape.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="scene_8h.html">3d/scene.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="bsphere_8h.html">nel/misc/bsphere.h</a>"</font>
00032
00033 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00034 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00035
00036 <font class="keyword">namespace </font>NL3D
00037 {
00038
00039
00040 <font class="comment">// ***************************************************************************</font>
<a name="l00041"></a><a class="code" href="structNL3D_1_1CSkeletonShape_1_1CLod.html#a0">00041</a> <font class="keywordtype">void</font> CSkeletonShape::CLod::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f) <font class="keywordflow">throw</font>(NLMISC::EStream)
00042 {
00043 (void)f.serialVersion(0);
00044
00045 f.serial(Distance);
00046 f.serialCont(ActiveBones);
00047 }
00048
00049
00050 <font class="comment">// ***************************************************************************</font>
<a name="l00051"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a0">00051</a> CSkeletonShape::CSkeletonShape()
00052 {
00053 <font class="comment">// By default for now....</font>
00054 <font class="comment">// Temp. Have a huge BBox, so clip badly. </font>
00055 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_0">setCenter</a>(CVector(0,0,1.5));
00056 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_2">setSize</a>(CVector(3,3,3));
00057 }
00058
00059
00060 <font class="comment">// ***************************************************************************</font>
<a name="l00061"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a3">00061</a> sint32 CSkeletonShape::getBoneIdByName(<font class="keyword">const</font> std::string &name)<font class="keyword"> const</font>
00062 <font class="keyword"></font>{
00063 std::map<std::string, uint32>::const_iterator it= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o1">_BoneMap</a>.find(name);
00064 <font class="keywordflow">if</font>(it==<a class="code" href="classNL3D_1_1CSkeletonShape.html#o1">_BoneMap</a>.end())
00065 <font class="keywordflow">return</font> -1;
00066 <font class="keywordflow">else</font>
00067 <font class="keywordflow">return</font> it->second;
00068 }
00069
00070
00071 <font class="comment">// ***************************************************************************</font>
<a name="l00072"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a1">00072</a> <font class="keywordtype">void</font> CSkeletonShape::build(<font class="keyword">const</font> std::vector<CBoneBase> &bones)
00073 {
00074 uint i;
00075
00076 <font class="comment">// copy bones.</font>
00077 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>= bones;
00078
00079 <font class="comment">// for all bones</font>
00080 <font class="keywordflow">for</font>(i=0;i<<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++)
00081 {
00082 <font class="comment">// build the map.</font>
00083 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o1">_BoneMap</a>[<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].Name]= i;
00084 <font class="comment">// validate distances.</font>
00085 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance= max(0.f, <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance);
00086
00087 <font class="comment">// get fahter dist.</font>
00088 sint32 fatherId= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].FatherId;
00089 <font class="comment">// if father exist and is not "always enabled"</font>
00090 <font class="keywordflow">if</font>(fatherId>=0 && <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[fatherId].LodDisableDistance!=0)
00091 {
00092 <font class="keywordtype">float</font> fatherDist= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[fatherId].LodDisableDistance;
00093 <font class="comment">// I must disable me at least before my father (never after).</font>
00094 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance==0)
00095 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance= fatherDist;
00096 <font class="keywordflow">else</font>
00097 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance= <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance, fatherDist);
00098 }
00099 }
00100
00101 <font class="comment">// build Lod Information.</font>
00102 <font class="comment">//==============</font>
00103 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.clear();
00104
00105 <font class="comment">// build all distances used.</font>
00106 set<float> distSet;
00107 <font class="keywordflow">for</font>(i=0;i<<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++)
00108 {
00109 <font class="keywordtype">float</font> dist= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance;
00110 <font class="comment">// if lod enabled for this bone, add a new distance, or do nothing</font>
00111 <font class="keywordflow">if</font>(dist>0)
00112 distSet.insert(dist);
00113 }
00114
00115 <font class="comment">// create a lod for each distance used + 1 (the "dist==0" distance).</font>
00116 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.resize(distSet.size() + 1);
00117 <font class="comment">// create the default lod: all bones activated.</font>
00118 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[0].Distance=0;
00119 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[0].ActiveBones.resize(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size(), 0xFF);
00120
00121 <font class="comment">// For each lods not 0th.</font>
00122 set<float>::iterator it= distSet.begin();
00123 <font class="keywordflow">for</font>(uint j=1; j<<a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.size(); j++, it++)
00124 {
00125 <font class="keywordtype">float</font> lodDist= *it;
00126 <font class="comment">// set the distance of activation</font>
00127 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[j].Distance= lodDist;
00128 <font class="comment">// resize and default to all enabled.</font>
00129 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[j].ActiveBones.resize(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size(), 0xFF);
00130
00131 <font class="comment">// Search what lod are to be disabled at this distance.</font>
00132 <font class="keywordflow">for</font>(i=0;i<<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++)
00133 {
00134 <font class="keywordtype">float</font> dist= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i].LodDisableDistance;
00135 <font class="comment">// if the dist of the lod is greater (or equal) to the disableDist of the bone, </font>
00136 <font class="comment">// and if the bone is not "always enabled", disable the bone</font>
00137 <font class="keywordflow">if</font>(lodDist>=dist && dist!=0 )
00138 <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[j].ActiveBones[i]= 0;
00139 }
00140
00141 }
00142
00143 }
00144
00145
00146 <font class="comment">// ***************************************************************************</font>
<a name="l00147"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a2">00147</a> <font class="keywordtype">void</font> CSkeletonShape::retrieve(std::vector<CBoneBase> &bones)<font class="keyword"> const</font>
00148 <font class="keyword"></font>{
00149 bones= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>;
00150 }
00151
00152
00153 <font class="comment">// ***************************************************************************</font>
<a name="l00154"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_0">00154</a> CTransformShape *CSkeletonShape::createInstance(CScene &scene)
00155 {
00156 <font class="comment">// Create a CSkeletonModel, an instance of a mesh.</font>
00157 <font class="comment">//===============================================</font>
00158 CSkeletonModel *sm= (CSkeletonModel*)scene.createModel(NL3D::SkeletonModelId);
00159 sm->Shape= <font class="keyword">this</font>;
00160
00161 <font class="comment">// setup bones.</font>
00162 <font class="comment">//=================</font>
00163 sm->Bones.reserve(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size());
00164 <font class="keywordflow">for</font>(sint i=0;i<(sint)<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>.size();i++)
00165 {
00166 <font class="comment">// Append a new bone.</font>
00167 sm->Bones.push_back( CBone(&<a class="code" href="classNL3D_1_1CSkeletonShape.html#o0">_Bones</a>[i]) );
00168
00169 <font class="comment">// Must set the Animatable father of the bone (the skeleton model!).</font>
00170 sm->Bones[i].setFather(sm, CSkeletonModel::OwnerBit);
00171 }
00172
00173 <font class="comment">// Must create and init skeleton bone usage to 0.</font>
00174 sm->initBoneUsages();
00175
00176 <font class="comment">// For skinning: setup skeleton in Skin LoadBalancing group</font>
00177 sm->setLoadBalancingGroup(<font class="stringliteral">"Skin"</font>);
00178
00179 <font class="keywordflow">return</font> sm;
00180 }
00181
00182 <font class="comment">// ***************************************************************************</font>
<a name="l00183"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_5">00183</a> <font class="keywordtype">void</font> CSkeletonShape::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f) <font class="keywordflow">throw</font>(NLMISC::EStream)
00184 {
00185 <font class="comment">/*</font>
00186 <font class="comment"> Version 1:</font>
00187 <font class="comment"> - _Lods.</font>
00188 <font class="comment"> */</font>
00189 sint ver= f.serialVersion(1);
00190
00191 f.serialCont(_Bones);
00192 f.serialCont(_BoneMap);
00193
00194 <font class="keywordflow">if</font>(ver>=1)
00195 f.serialCont(_Lods);
00196 <font class="keywordflow">else</font>
00197 {
00198 <font class="comment">// create a skeleton shape with bones activated all the time</font>
00199 _Lods.resize(1);
00200 <font class="comment">// create the default lod: all bones activated.</font>
00201 _Lods[0].Distance=0;
00202 _Lods[0].ActiveBones.resize(_Bones.size(), 0xFF);
00203 }
00204 }
00205
00206 <font class="comment">// ***************************************************************************</font>
00207
<a name="l00208"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_4">00208</a> <font class="keywordtype">float</font> CSkeletonShape::getNumTriangles (<font class="keywordtype">float</font> distance)
00209 {
00210 <font class="comment">// No polygons</font>
00211 <font class="keywordflow">return</font> 0;
00212 }
00213
00214
00215 <font class="comment">// ***************************************************************************</font>
<a name="l00216"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_1">00216</a> <font class="keywordtype">bool</font> CSkeletonShape::clip(<font class="keyword">const</font> std::vector<CPlane> &pyramid, <font class="keyword">const</font> CMatrix &worldMatrix)
00217 {
00218 <font class="comment">// Speed Clip: clip just the sphere.</font>
00219 CBSphere localSphere(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_4">getCenter</a>(), <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_8">getRadius</a>());
00220 CBSphere worldSphere;
00221
00222 <font class="comment">// transform the sphere in WorldMatrix (with nearly good scale info).</font>
00223 localSphere.applyTransform(worldMatrix, worldSphere);
00224
00225 <font class="comment">// if out of only plane, entirely out.</font>
00226 <font class="keywordflow">for</font>(sint i=0;i<(sint)pyramid.size();i++)
00227 {
00228 <font class="comment">// We are sure that pyramid has normalized plane normals.</font>
00229 <font class="comment">// if SpherMax OUT return false.</font>
00230 <font class="keywordtype">float</font> d= pyramid[i]*worldSphere.Center;
00231 <font class="keywordflow">if</font>(d>worldSphere.Radius)
00232 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00233 }
00234
00235 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00236 }
00237
00238
00239 <font class="comment">// ***************************************************************************</font>
<a name="l00240"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#z808_3">00240</a> <font class="keywordtype">void</font> CSkeletonShape::getAABBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &bbox)<font class="keyword"> const</font>
00241 <font class="keyword"></font>{
00242 bbox= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o2">_BBox</a>;
00243 }
00244
00245
00246 <font class="comment">// ***************************************************************************</font>
<a name="l00247"></a><a class="code" href="classNL3D_1_1CSkeletonShape.html#a4">00247</a> uint CSkeletonShape::getLodForDistance(<font class="keywordtype">float</font> dist)<font class="keyword"> const</font>
00248 <font class="keyword"></font>{
00249 uint start=0;
00250 uint end= <a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>.size();
00251 <font class="comment">// find lower_bound by dichotomy</font>
00252 <font class="keywordflow">while</font>(end-1>start)
00253 {
00254 uint pivot= (end+start)/2;
00255 <font class="comment">// return the lower_bound, ie return first start with _Lods[pivot].Distance<=dist</font>
00256 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CSkeletonShape.html#o3">_Lods</a>[pivot].Distance <= dist)
00257 start= pivot;
00258 <font class="keywordflow">else</font>
00259 end= pivot;
00260 }
00261
00262 <font class="keywordflow">return</font> start;
00263 }
00264
00265
00266 } <font class="comment">// NL3D</font>
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