khanat-opennel-code/code/nel/include/nel/3d/mesh.h

865 lines
25 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_MESH_H
#define NL_MESH_H
#include "nel/misc/types_nl.h"
#include "nel/3d/shape.h"
#include "nel/3d/driver.h"
#include "nel/misc/aabbox.h"
#include "nel/misc/uv.h"
#include "nel/misc/bit_set.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/material.h"
#include "nel/3d/index_buffer.h"
#include "nel/3d/animated_material.h"
#include "nel/3d/mesh_base.h"
#include "nel/3d/mesh_geom.h"
#include "nel/3d/mesh_morpher.h"
#include "nel/3d/mesh_vertex_program.h"
#include "nel/3d/shadow_skin.h"
#include <set>
#include <vector>
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CPlane;
using NLMISC::CMatrix;
class CMeshGeom;
class CSkeletonModel;
class CMatrix3x4;
// ***************************************************************************
// Should be 4.
#define NL3D_MESH_SKINNING_MAX_MATRIX 4
// Above this distance, Mesh with a bigger Radius will use BBox clipping
#define NL3D_MESH_PRECISE_CLIP_THRESHOLD 5.0f
// ***************************************************************************
/**
* An instanciable mesh.
* Skinning support: support only palette skinning.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CMesh : public CMeshBase
{
public:
/// \name Structures for building a mesh.
//@{
/// A corner of a face.
struct CCorner
{
sint32 Vertex; /// The vertex Id.
CVector Normal;
NLMISC::CUVW Uvws[CVertexBuffer::MaxStage];
CRGBA Color;
CRGBA Specular;
// Setup all to 0, but Color (to white)... Important for good corner comparison.
// This is slow but doesn't matter since used at mesh building....
CCorner();
void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
};
/// A Triangle face.
struct CFace
{
CCorner Corner[3];
sint32 MaterialId;
sint32 SmoothGroup;
void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
};
/** Skinning: A skin weight for a vertex.
* NB: if you don't use all matrix for this vertex, use at least the 0th matrix, and simply set 0 on Weights you don't use.
*/
struct CSkinWeight
{
/// What matrix of the skeleton shape this vertex use.
uint32 MatrixId[NL3D_MESH_SKINNING_MAX_MATRIX];
/// weight of this matrix (sum of 4 must be 1).
float Weights[NL3D_MESH_SKINNING_MAX_MATRIX];
/// ctor.
CSkinWeight()
{
for(uint i=0;i<NL3D_MESH_SKINNING_MAX_MATRIX;i++)
{
MatrixId[i]=0;
Weights[i]=0;
}
}
void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
};
struct CVertLink
{
uint32 nFace, nCorner;
uint32 VertVB;
CVertLink (uint32 face, uint32 corner, uint32 iVB)
{
nFace = face;
nCorner = corner;
VertVB = iVB;
}
};
/** Mesh Interface System for MRM
*/
struct CInterfaceVertex
{
CVector Pos;
CVector Normal;
};
struct CInterface
{
// The polygon describing the interface between 2 meshs.
std::vector<CInterfaceVertex> Vertices;
};
/// For each vertex
struct CInterfaceLink
{
// to which interface this vertex is welded. -1 if none
sint InterfaceId;
// to which vertex of the interface this vertex is welded
uint InterfaceVertexId;
CInterfaceLink()
{
InterfaceId= -1;
}
};
/// A mesh information.
struct CMeshBuild
{
/** the IDRV_VF* flags which tells what vertices data are used. See IDriver::setVertexFormat() for
* more information. NB: IDRV_VF_XYZ is always considered to true..
* Note that is some stage use 2 textures coordinates instead of 3, then the extended vertex format must be used isntead
*/
sint32 VertexFlags;
uint8 NumCoords[CVertexBuffer::MaxStage]; // tells for each uvw if is uses 2 or 3 coords
uint8 UVRouting[CVertexBuffer::MaxStage]; // gives the uv routing table. Each final UV channel can be routed to any vertex uv
// Vertices array
std::vector<CVector> Vertices;
// Palette Skinning Vertices array (same size as Vertices). NULL if no skinning.
std::vector<CSkinWeight> SkinWeights;
// Bones name. Each matrix id used in SkinWeights must have a corresponding string in the bone name array.
std::vector<std::string> BonesNames;
// Faces array
std::vector<CFace> Faces;
// Blend shapes if some
std::vector<CBlendShape> BlendShapes;
// Link between VB and max vertex indices
std::vector<CVertLink> VertLink; // Filled when called build
// MeshVertexProgram to copy to meshGeom.
NLMISC::CSmartPtr<IMeshVertexProgram> MeshVertexProgram;
// Mesh Interface System for MRM building
std::vector<CInterface> Interfaces;
// must be same size as Vertices, else Mesh Interface system disabled
std::vector<CInterfaceLink> InterfaceLinks;
NLMISC::CBitSet InterfaceVertexFlag; // each bit indicate if the vertex belongs to an interface
CMeshBuild();
// Serialization
//void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
};
//@}
public:
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
/// Constructor
CMesh();
/// dtor
~CMesh();
CMesh(const CMesh &mesh);
CMesh &operator=(const CMesh &mesh);
/// Build a mesh, replacing old. WARNING: This has a side effect of deleting AnimatedMaterials.
void build(CMeshBase::CMeshBaseBuild &mbase, CMeshBuild &mbuild);
/// Build a mesh from material info, and a builded MeshGeom. WARNING: This has a side effect of deleting AnimatedMaterials.
void build(CMeshBase::CMeshBaseBuild &mbuild, CMeshGeom &meshGeom);
/** Optimize material use. If a material in CMeshBase is not used by any renderPasses, it is removed, and ids are updated.
* WARNING: This has a side effect of deleting AnimatedMaterials.
* \param remap a remap material Id: newId= remap[oldId]. -1 means "no more used"
*/
void optimizeMaterialUsage(std::vector<sint> &remap);
void setBlendShapes(std::vector<CBlendShape>&bs);
/// Compute skinning id
void computeBonesId (CSkeletonModel *skeleton);
/// update Skeleton Usage. increment or decrement.
void updateSkeletonUsage(CSkeletonModel *sm, bool increment);
/// \name From IShape
// @{
/// Create a CMeshInstance, which contains materials.
virtual CTransformShape *createInstance(CScene &scene);
/// clip this mesh in a driver.
virtual bool clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix) ;
/// render() this mesh in a driver.
virtual void render(IDriver *drv, CTransformShape *trans, bool opaquePass);
/// serial this mesh.
virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
NLMISC_DECLARE_CLASS(CMesh);
/// get trinagle count.
virtual float getNumTriangles (float distance);
/// Get bbox.
virtual void getAABBox(NLMISC::CAABBox &bbox) const {bbox= getBoundingBox().getAABBox();}
/// profiling
virtual void profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, bool opaquePass);
/// System Mem Geometry Copy, built at load time
virtual void buildSystemGeometry();
// @}
/// \name Geometry accessors
// @{
/// get the extended axis aligned bounding box of the mesh
const NLMISC::CAABBoxExt& getBoundingBox() const;
/// get the vertex buffer used by the mesh
const CVertexBuffer &getVertexBuffer() const;
/// get the number of matrix block
uint getNbMatrixBlock() const;
/** get the number of rendering pass for a given matrix block
* \param matrixBlockIndex the index of the matrix block the rendering passes belong to
*/
uint getNbRdrPass(uint matrixBlockIndex) const;
/** get the primitive block associated with a rendering pass of a matrix block
* \param matrixBlockIndex the index of the matrix block the renderin pass belong to
* \param renderingPassIndex the index of the rendering pass in the matrix block
*/
const CIndexBuffer &getRdrPassPrimitiveBlock(uint matrixBlockIndex, uint renderingPassIndex) const;
/** get the material ID associated with a rendering pass of a matrix block
* \param matrixBlockIndex the index of the matrix block the renderin pass belong to
* \param renderingPassIndex the index of the rendering pass in the matrix block
*/
uint32 getRdrPassMaterial(uint matrixBlockIndex, uint renderingPassIndex) const;
/// Get the geom mesh
const CMeshGeom &getMeshGeom () const;
// @}
/// \name Mesh Block Render Interface
// @{
virtual IMeshGeom *supportMeshBlockRendering (CTransformShape *trans, float &polygonCount ) const;
// @}
private:
// The geometry.
CMeshGeom *_MeshGeom;
// Called at load or build time, all that is not serialized
void compileRunTime();
};
// ***************************************************************************
/**
* A mesh geometry.
* Skinning support: support only palette skinning.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CMeshGeom: public IMeshGeom
{
public:
/// Constructor
CMeshGeom();
virtual ~CMeshGeom();
/// Build a meshGeom
void build(CMesh::CMeshBuild &mbuild, uint numMaxMaterial);
void setBlendShapes(std::vector<CBlendShape>&bs);
/// change materials Ids (called from CMesh::optimizeMaterialUsage())
void applyMaterialRemap(const std::vector<sint> &remap);
/// \name From IMeshGeom
// @{
/// Init instance info.
virtual void initInstance(CMeshBaseInstance *mbi);
/// clip this mesh
virtual bool clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix) ;
/// render() this mesh in a driver.
virtual void render(IDriver *drv, CTransformShape *trans, float polygonCount, uint32 rdrFlags, float globalAlpha);
/// render() this mesh as a skin
virtual void renderSkin(CTransformShape *trans, float alphaMRM);
// get an approximation of the number of triangles this instance will render for a fixed distance.
virtual float getNumTriangles (float distance);
/// serial this mesh.
virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
NLMISC_DECLARE_CLASS(CMeshGeom);
// profile
virtual void profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, float polygonCount, uint32 rdrFlags);
// @}
/// \name Geometry accessors
// @{
/// get the extended axis aligned bounding box of the mesh
const NLMISC::CAABBoxExt& getBoundingBox() const
{
return _BBox;
}
/// get the vertex buffer used by the mesh
const CVertexBuffer &getVertexBuffer() const { return _VBuffer ; }
/// get the number of matrix block
uint getNbMatrixBlock() const { return (uint)_MatrixBlocks.size() ; }
/** get the number of rendering pass for a given matrix block
* \param matrixBlockIndex the index of the matrix block the rendering passes belong to
*/
uint getNbRdrPass(uint matrixBlockIndex) const { return (uint)_MatrixBlocks[matrixBlockIndex].RdrPass.size() ; }
/** get the primitive block associated with a rendering pass of a matrix block
* \param matrixBlockIndex the index of the matrix block the renderin pass belong to
* \param renderingPassIndex the index of the rendering pass in the matrix block
*/
const CIndexBuffer &getRdrPassPrimitiveBlock(uint matrixBlockIndex, uint renderingPassIndex) const
{
return _MatrixBlocks[matrixBlockIndex].RdrPass[renderingPassIndex].PBlock ;
}
/** get the material ID associated with a rendering pass of a matrix block
* \param matrixBlockIndex the index of the matrix block the renderin pass belong to
* \param renderingPassIndex the index of the rendering pass in the matrix block
*/
uint32 getRdrPassMaterial(uint matrixBlockIndex, uint renderingPassIndex) const
{
return _MatrixBlocks[matrixBlockIndex].RdrPass[renderingPassIndex].MaterialId ;
}
/// get the number of BlendShapes
uint getNbBlendShapes() const { if(_MeshMorpher) return (uint)_MeshMorpher->BlendShapes.size(); return 0; }
/** Tool function to retrieve vector geometry only of the mesh.
* return false if the vbuffer cannot be read (resident)
*/
bool retrieveVertices(std::vector<NLMISC::CVector> &vertices) const;
/** Tool function to retrieve triangles geometry only of the mesh (of all rdrpass).
* return false if the index buffer cannot be read (resident)
*/
bool retrieveTriangles(std::vector<uint32> &indices) const;
// @}
/// \name Skinning Behavior
// @{
/// Return true if the mesh is skinned, else return false.
bool isSkinned () const
{
return _Skinned;
}
/// Compute skinning id
void computeBonesId (CSkeletonModel *skeleton);
/// update Skeleton Usage. increment or decrement. computeBonesId must has been called before.
void updateSkeletonUsage(CSkeletonModel *sm, bool increment);
/// return array of bones used by the skin. computeBonesId must has been called before.
const std::vector<sint32> &getSkinBoneUsage() const {return _BonesId;}
/// see CTransform::getSkinBoneSphere() doc for the meaning of this value. computeBonesId must has been called before.
const std::vector<NLMISC::CBSphere> &getSkinBoneSphere() const {return _BonesSphere;}
/// Skin intersection
bool supportIntersectSkin() const {return _Skinned;}
bool intersectSkin(CTransformShape *mi, const CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D);
// @}
/** render the mesh geometry with a single material. Render is said "Simple" because no special features are used:
* - mesh is rendered without VertexProgram (if it has one).
* - mesh is rendered without Skinning.
* - mesh is rendered without use of VertexBufferHard.
* - mesh is rendered without MeshMorpher.
* - .....
*/
void renderSimpleWithMaterial(IDriver *drv, const CMatrix &worldMatrix, CMaterial &mat);
/// \name Mesh Block Render Implementation
// @{
/** true if this meshGeom support meshBlock rendering.
* return false if skinned/meshMorphed.
*/
virtual bool supportMeshBlockRendering () const;
virtual bool sortPerMaterial() const;
virtual uint getNumRdrPassesForMesh() const ;
virtual uint getNumRdrPassesForInstance(CMeshBaseInstance *inst) const ;
virtual void beginMesh(CMeshGeomRenderContext &rdrCtx) ;
virtual void activeInstance(CMeshGeomRenderContext &rdrCtx, CMeshBaseInstance *inst, float polygonCount, void *vbDst) ;
virtual void renderPass(CMeshGeomRenderContext &rdrCtx, CMeshBaseInstance *inst, float polygonCount, uint rdrPass) ;
virtual void endMesh(CMeshGeomRenderContext &rdrCtx) ;
virtual bool getVBHeapInfo(uint &vertexFormat, uint &numVertices);
virtual void computeMeshVBHeap(void *dst, uint indexStart);
// @}
// Is this mesh Geom has a VertexProgram bound?
virtual bool hasMeshVertexProgram() const {return _MeshVertexProgram!=NULL;}
// get the Mesh VertexProgram
IMeshVertexProgram *getMeshVertexProgram() const {return _MeshVertexProgram;}
// ************************
private:
/// A block of primitives, sorted by material used.
class CRdrPass
{
public:
// The id of this material.
uint32 MaterialId;
// The list of primitives.
CIndexBuffer PBlock;
// The same, shifted for VBHeap rendering.
CIndexBuffer VBHeapPBlock;
// Serialize a rdrpass.
void serial(NLMISC::IStream &f)
{
(void)f.serialVersion(0);
f.serial(MaterialId);
f.serial(PBlock);
}
CRdrPass()
{
NL_SET_IB_NAME(PBlock, "CMesh::CRdrPass::PBlock");
NL_SET_IB_NAME(VBHeapPBlock, "CMesh::CRdrPass::VBHeapPBlock");
PBlock.setFormat(NL_MESH_INDEX_FORMAT);
}
};
/// A block of RdrPasses, sorted by matrix use.
class CMatrixBlock
{
public:
// ctor
CMatrixBlock() : NumMatrix(0)
{
std::fill(MatrixId, MatrixId + IDriver::MaxModelMatrix, 0);
}
/// Which matrix we use for this block.
uint32 MatrixId[IDriver::MaxModelMatrix];
/// Number of matrix actually used.
uint32 NumMatrix;
/// List of rdr pass, for this matrix block.
std::vector<CRdrPass> RdrPass;
void serial(NLMISC::IStream &f)
{
(void)f.serialVersion(0);
// Code written for IDriver::MaxModelMatrix==16 matrixs.
nlctassert(IDriver::MaxModelMatrix == 16);
for(uint i=0;i<IDriver::MaxModelMatrix;i++)
{
f.serial(MatrixId[i]);
}
f.serial(NumMatrix);
f.serialCont(RdrPass);
}
/// return the idx of this bone, in MatrixId. -1 if not found.
sint getMatrixIdLocation(uint32 boneId) const;
};
private:
/** Just for build process.
* NB: we must store palette info by corner (not by vertex) because Matrix Block grouping may insert vertex
* discontinuities. eg: a vertex use Matrix18. After Matrix grouping (16matrix max), Matrix18 could be Matrix2 for a group
* of face, but Matrix13 for another!!
*/
struct CCornerTmp : public CMesh::CCorner
{
CPaletteSkin Palette;
float Weights[NL3D_MESH_SKINNING_MAX_MATRIX];
// The comparison.
bool operator<(const CCornerTmp &c) const;
// The result of the compression.
mutable sint VBId;
// The flags to know what to compare.
static sint Flags;
// Setup all to 0, but Color (to white)... Important for good corner comparison.
// This is slow but doesn't matter since used at mesh building....
CCornerTmp()
{
VBId= 0;
for(sint i=0;i<NL3D_MESH_SKINNING_MAX_MATRIX;i++)
{
Palette.MatrixId[i]=0;
Weights[i]=0;
}
}
// copy from corner.
CCornerTmp &operator=(const CMesh::CCorner &o)
{
Vertex= o.Vertex;
Normal= o.Normal;
for(sint i=0;i<CVertexBuffer::MaxStage;i++)
{
Uvws[i]= o.Uvws[i];
}
Color= o.Color;
Specular= o.Specular;
return *this;
}
};
/** Just for build process. A Bone.
*/
struct CBoneTmp
{
// How many ref points on it? (NB: a corner may have multiple (up to 4) on it).
uint RefCount;
// Am i inserted into the current matrixblock?
bool Inserted;
// If I am inserted into the current matrixblock, to which local bone (0-15) I am linked?
uint MatrixIdInMB;
CBoneTmp()
{
RefCount= 0;
Inserted=false;
}
};
/** Just for build process. A map of Bone.
*/
typedef std::map<uint, CBoneTmp> TBoneMap;
typedef TBoneMap::iterator ItBoneMap;
/** Just for build process. A Triangle face.
*/
struct CFaceTmp
{
CCornerTmp Corner[3];
uint MaterialId;
// which matrixblock own this face. -1 <=> Not owned.
sint MatrixBlockId;
CFaceTmp()
{
MatrixBlockId= -1;
}
CFaceTmp &operator=(const CMesh::CFace& o)
{
Corner[0]= o.Corner[0];
Corner[1]= o.Corner[1];
Corner[2]= o.Corner[2];
MaterialId= o.MaterialId;
return *this;
}
void buildBoneUse(std::vector<uint> &boneUse, std::vector<CMesh::CSkinWeight> &skinWeights);
};
/** Just for build process. A MatrixBlock remap.
*/
class CMatrixBlockRemap
{
public:
uint32 Remap[IDriver::MaxModelMatrix];
};
private:
/** Skinning: this is the list of vertices (mirror of VBuffer), at the bind Pos.
* Potentially modified by the mesh morpher
*/
std::vector<CVector> _OriginalSkinVertices;
std::vector<CVector> _OriginalSkinNormals;
std::vector<CVector> _OriginalTGSpace;
/// VBuffer of the mesh (potentially modified by the mesh morpher and skinning)
CVertexBuffer _VBuffer;
/// The original VBuffer of the mesh used only if there are blend shapes.
CVertexBuffer _VBufferOri;
/// The matrix blocks.
std::vector<CMatrixBlock> _MatrixBlocks;
/// For clipping.
NLMISC::CAABBoxExt _BBox;
/// This tells if the mesh is correctly skinned.
bool _Skinned;
/// This tells if the mesh VBuffer has coorect BindPos vertices
bool _OriginalSkinRestored;
/// This boolean is true if the bones id have been passed in the skeleton
bool _BoneIdComputed;
/// true if the _BonesIdExt have been computed (for bone Usage).
bool _BoneIdExtended;
/// see CTransform::getSkinBoneSphere() doc for the meaning of this value
std::vector<NLMISC::CBSphere> _BonesSphere;
/// This array give the name of the local bones used.
std::vector<std::string> _BonesName;
/// This array give the index in the skeleton of the local bones used. computed at first computeBoneId()
std::vector<sint32> _BonesId;
/// Same as _BonesId but with parent of bones added. (used for bone usage)
std::vector<sint32> _BonesIdExt;
/// \name Mesh Block Render Implementation
// @{
/// setuped at compileRunTime.
enum TMBRSupport
{
MBROk= 1,
MBRSortPerMaterial= 2,
MBRCurrentUseVP= 4,
};
// Of if don't support MBR at all
uint8 _SupportMBRFlags;
// @}
/// Estimate if we must do a Precise clipping (ie with bboxes)
bool _PreciseClipping;
// The Mesh Morpher
CMeshMorpher *_MeshMorpher;
// Possible MeshVertexProgram to apply at render()
NLMISC::CSmartPtr<IMeshVertexProgram> _MeshVertexProgram;
private:
// Locals, for build.
class CCornerPred
{
public:
bool operator()(const CCornerTmp *x, const CCornerTmp *y) const
{
return (*x<*y);
}
};
typedef std::set<CCornerTmp*, CCornerPred> TCornerSet;
typedef TCornerSet::iterator ItCornerSet;
// Find and fill the VBuffer.
void findVBId(TCornerSet &corners, const CCornerTmp *corn, sint &currentVBIndex, const CVector &vert, const CMesh::CMeshBuild &mb)
{
ItCornerSet it= corners.find(const_cast<CCornerTmp *>(corn));
if(it!=corners.end())
corn->VBId= (*it)->VBId;
else
{
// Add corner to the set to not insert same corner two times.
corners.insert (const_cast<CCornerTmp *>(corn));
sint i;
corn->VBId= currentVBIndex++;
// Fill the VBuffer.
_VBuffer.setNumVertices(currentVBIndex);
sint id= currentVBIndex-1;
CVertexBufferReadWrite vba;
_VBuffer.lock (vba);
// XYZ.
vba.setVertexCoord(id, vert);
// Normal
if(CCornerTmp::Flags & CVertexBuffer::NormalFlag)
vba.setNormalCoord(id, corn->Normal);
// Uvws.
for(i=0;i<CVertexBuffer::MaxStage;i++)
{
if(CCornerTmp::Flags & (CVertexBuffer::TexCoord0Flag<<i))
{
switch(mb.NumCoords[i])
{
case 2:
vba.setTexCoord(id, uint8(i), corn->Uvws[i].U, corn->Uvws[i].V);
break;
case 3:
vba.setValueFloat3Ex((CVertexBuffer::TValue) (CVertexBuffer::TexCoord0 + i), id, corn->Uvws[i].U, corn->Uvws[i].V, corn->Uvws[i].W);
break;
default: // not supported
nlassert(0);
break;
}
}
}
// Color.
if(CCornerTmp::Flags & CVertexBuffer::PrimaryColorFlag)
vba.setColor(id, corn->Color);
// Specular.
if(CCornerTmp::Flags & CVertexBuffer::SecondaryColorFlag)
vba.setSpecular(id, corn->Specular);
// setup palette skinning.
if ((CCornerTmp::Flags & CVertexBuffer::PaletteSkinFlag)==CVertexBuffer::PaletteSkinFlag)
{
vba.setPaletteSkin(id, corn->Palette);
for(i=0;i<NL3D_MESH_SKINNING_MAX_MATRIX;i++)
vba.setWeight(id, uint8(i), corn->Weights[i]);
}
}
}
// optimize triangles order of all render pass.
void optimizeTriangleOrder();
// Some runtime not serialized compilation
void compileRunTime();
/// \name Skinning
// @{
enum TSkinType {SkinPosOnly=0, SkinWithNormal, SkinWithTgSpace};
// build skinning.
void buildSkin(CMesh::CMeshBuild &m, std::vector<CFaceTmp> &tmpFaces);
// Build bone Usage information for serialized mesh <= version 3.
void buildBoneUsageVer3 ();
// bkup from VBuffer into _OriginalSkin*
void bkupOriginalSkinVertices();
// restore from _OriginalSkin* to VBuffer. set _OriginalSkinRestored to true
void restoreOriginalSkinVertices();
// apply Skin to all vertices from _OriginalSkin* to _VBuffer.
void applySkin(CSkeletonModel *skeleton);
void flagSkinVerticesForMatrixBlock(uint8 *skinFlags, CMatrixBlock &mb);
void computeSkinMatrixes(CSkeletonModel *skeleton, CMatrix3x4 *matrixes, CMatrixBlock *prevBlock, CMatrixBlock &curBlock);
void computeSoftwarePointSkinning(CMatrix3x4 *matrixes, CVector *srcVector, CPaletteSkin *srcPal, float *srcWgt, CVector *dstVector);
void computeSoftwareVectorSkinning(CMatrix3x4 *matrixes, CVector *srcVector, CPaletteSkin *srcPal, float *srcWgt, CVector *dstVector);
// Shadow mapping and CMesh. NB: not serialized, but created at each load
CShadowSkin _ShadowSkin;
// build the shadow skin, from the VertexBuffer/IndexBuffer
void buildShadowSkin();
// @}
};
} // NL3D
#endif // NL_MESH_H
/* End of mesh.h */