khanat-opennel-code/code/nel/include/nel/3d/mrm_mesh.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

318 lines
7.5 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_MRM_MESH_H
#define NL_MRM_MESH_H
#include "nel/misc/types_nl.h"
#include "nel/misc/debug.h"
#include "nel/misc/vector_h.h"
#include "nel/misc/vector.h"
#include "nel/3d/mesh.h"
#include <vector>
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CVectorH;
// ***************************************************************************
#define NL3D_MRM_MAX_ATTRIB 12
// ***************************************************************************
/**
* An internal mesh corner Index representation for MRM.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
struct CMRMCorner
{
// The id of the vertex.
sint Vertex;
// The ids of the wedges. Points on Attributes of the mesh.
sint Attributes[NL3D_MRM_MAX_ATTRIB];
// For CMRMMeshFinal computing, wedge ids.
sint WedgeStartId;
sint WedgeEndId;
sint WedgeGeomId;
};
// ***************************************************************************
/**
* An internal mesh face representation for MRM.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
struct CMRMFace
{
public:
// The 3 corner indices of the face.
CMRMCorner Corner[3];
// The id of the material. Used for material boundaries.
sint MaterialId;
};
// ***************************************************************************
/**
* An internal mesh representation for MRM. USER DO NOT USE IT!!
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
* \see CMRMBuilder
*/
class CMRMBlendShape
{
public:
// The vertices of the MRMMesh.
std::vector<CVector> Vertices;
// The attributes of the MRMMesh.
std::vector<CVectorH> Attributes[NL3D_MRM_MAX_ATTRIB];
// The number of used attributes of the MRMMesh.
sint NumAttributes;
};
// ***************************************************************************
/**
* An internal mesh representation for MRM. USER DO NOT USE IT!!
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
* \see CMRMBuilder
*/
class CMRMMesh
{
public:
// The vertices of the MRMMesh.
std::vector<CVector> Vertices;
// The skinWeights of the MRMMesh. same size than Vertices.
std::vector<CMesh::CSkinWeight> SkinWeights;
// The link to the original meshInterface vertex. same size than Vertices.
std::vector<CMesh::CInterfaceLink> InterfaceLinks;
// The attributes of the MRMMesh.
std::vector<CVectorH> Attributes[NL3D_MRM_MAX_ATTRIB];
// The number of used attributes of the MRMMesh.
sint NumAttributes;
// The faces of the MRMMesh.
std::vector<CMRMFace> Faces;
/// List of BlendShapes.
std::vector<CMRMBlendShape> BlendShapes;
public:
/// Constructor
CMRMMesh();
};
// ***************************************************************************
/**
* An internal mesh representation for MRM, with geomoprh information. USER DO NOT USE IT.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
* \see CMRMBuilder
*/
class CMRMMeshGeom : public CMRMMesh
{
public:
/// Same size than Faces, but points onto coarser Mesh verices. NB: MaterialId means nothing here.
std::vector<CMRMFace> CoarserFaces;
CMRMMeshGeom &operator=(const CMRMMesh &o)
{
(CMRMMesh&)(*this)= o;
// copy faces into CoarserFaces.
CoarserFaces= Faces;
return *this;
}
public:
/// Constructor
CMRMMeshGeom() {}
};
// ***************************************************************************
/**
* A geomoprh information.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
* \see CMRMBuilder
*/
struct CMRMWedgeGeom
{
/// The start wedge index of the geomorph.
uint32 Start;
/// The end wedge index of the geomorph.
uint32 End;
void serial(NLMISC::IStream &f)
{
f.serial(Start, End);
}
};
// ***************************************************************************
/**
* An internal MRM mesh representation for MRM, with All lods information. USER DO NOT USE IT.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
* \see CMRMBuilder
*/
class CMRMMeshFinal
{
public:
// An wedge value (vertex + all attribs).
struct CWedge
{
CWedge();
CMesh::CSkinWeight VertexSkin;
// Number of matrix this wedge use.
uint NSkinMatUsed;
CVector Vertex;
CVectorH Attributes[NL3D_MRM_MAX_ATTRIB];
static uint NumAttributesToCompare;
static bool CompareSkinning;
bool operator<(const CWedge &o) const
{
if(Vertex!=o.Vertex)
return Vertex<o.Vertex;
else
{
nlassert(NumAttributesToCompare<=NL3D_MRM_MAX_ATTRIB);
for(uint i=0; i<NumAttributesToCompare; i++)
{
if(Attributes[i]!=o.Attributes[i])
return Attributes[i]<o.Attributes[i];
}
}
// They may be different by their skin Weight.
if(CompareSkinning)
{
for(uint i=0; i<NL3D_MESH_SKINNING_MAX_MATRIX; i++)
{
if( VertexSkin.MatrixId[i] != o.VertexSkin.MatrixId[i] )
return VertexSkin.MatrixId[i] < o.VertexSkin.MatrixId[i];
if( VertexSkin.Weights[i] != o.VertexSkin.Weights[i] )
return VertexSkin.Weights[i] < o.VertexSkin.Weights[i];
}
}
// else they are equal.
return false;
}
};
// a face.
struct CFace
{
/// Three index on the wedegs.
sint WedgeId[3];
/// the material id.
sint MaterialId;
};
// A LOD information for the final MRM representation.
struct CLod
{
/// this tells how many wedges in the Wedges array this lod requires. this is useful for partial loading.
sint NWedges;
/// This is the face list for this LOD.
std::vector<CFace> Faces;
/// List of geomorphs.
std::vector<CMRMWedgeGeom> Geomorphs;
};
struct CMRMBlendShapeFinal
{
std::vector<CWedge> Wedges;
};
public:
/** The wedges of the final mesh. Contains all Wedges for all lods, sorted from LOD0 to LODN,
* with additional empty wedges, for geomorph.
*/
std::vector<CWedge> Wedges;
/// This tells the number of empty wedges, for geomorph.
sint NGeomSpace;
/// The number of used attributes of the MRMMesh.
sint NumAttributes;
/// If the Mesh is skinned.
bool Skinned;
/// the finals Lods of the MRM.
std::vector<CLod> Lods;
std::vector<CMRMBlendShapeFinal> MRMBlendShapesFinals;
CMRMMeshFinal()
{
NumAttributes= 0;
}
/// add a wedge to this mesh, or return id if exist yet.
sint findInsertWedge(const CWedge &w);
void reset()
{
Wedges.clear();
_WedgeMap.clear();
Lods.clear();
NumAttributes= 0;
}
private:
// The map of wedges to wedges index.
typedef std::map<CWedge, sint> TWedgeMap;
TWedgeMap _WedgeMap;
};
} // NL3D
#endif // NL_MRM_MESH_H
/* End of mrm_mesh.h */