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304 lines
8.2 KiB
C++
304 lines
8.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_LOD_CHARACTER_SHAPE_H
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#define NL_LOD_CHARACTER_SHAPE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/common.h"
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#include "nel/3d/mesh.h"
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* A build structure information for building a CLodCharacterShape
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* This is the structure exported from the 3D editor
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CLodCharacterShapeBuild
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{
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public:
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class CPixelInfo
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{
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public:
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// The associated Pos/Normal of this pixel.
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CVector Pos;
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CVector Normal;
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// An id for an empty pixel.
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static const CPixelInfo EmptyPixel;
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public:
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CPixelInfo() {}
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CPixelInfo(const CVector &pos, const CVector &normal) : Pos(pos), Normal(normal) {}
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bool operator==(const CPixelInfo &o) const
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{
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return Pos==o.Pos && Normal==o.Normal;
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}
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void serial(NLMISC::IStream &f)
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{
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f.serial(Pos, Normal);
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}
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};
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public:
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CLodCharacterShapeBuild();
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// The Vertices of the shapes
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std::vector<CVector> Vertices;
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// Palette Skinning Vertices array (same size as Vertices).
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std::vector<CMesh::CSkinWeight> SkinWeights;
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// UVs (same size as Vertices).
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std::vector<CUV> UVs;
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// Normals (same size as Vertices).
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std::vector<CVector> Normals;
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// Bones name. Each matrix id used in SkinWeights must have a corresponding string in the bone name array.
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std::vector<std::string> BonesNames;
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// Faces array
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std::vector<uint32> TriangleIndices;
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public:
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/** compile the lod: compute Texture Information.
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* \param triangleSelection. If not same size as triangles, not used. Else texture info is filled only with
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* triangles whose their triangleSelection[triId]==true
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* \param textureOverSample is rounded to the best square (4,9,...). Prefer a srq(oddVal): 1,9,25,49 etc...
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* NB: overSamples are not averaged, but the nearest sample to the texel center is taken.
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*/
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void compile(const std::vector<bool> &triangleSelection, uint textureOverSample=25);
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/// serial
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void serial(NLMISC::IStream &f);
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/// get TextureInfo
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const CPixelInfo *getTextureInfoPtr();
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uint getTextureInfoWidth() const {return _Width;}
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uint getTextureInfoHeight() const {return _Height;}
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// ****************
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private:
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// For each pixel of the texture (32*32), give what vertex/normal use it.
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std::vector<CPixelInfo> _TextureInfo;
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uint32 _Width, _Height;
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};
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// ***************************************************************************
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/**
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* A very Small Shape with anims encoded as Key Meshes. Used for Lod of skinned meshes
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* NB: normals are not skinned (for anim size consideration).
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CLodCharacterShape
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{
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public:
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/// A lod Animation Build information
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struct CAnimBuild
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{
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/// Name of the Anim.
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std::string Name;
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/// The number of Keys.
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uint NumKeys;
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/// The effective time of the animation
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float AnimLength;
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/// List of Keys * NumVertices
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std::vector<CVector> Keys;
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};
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/// A compressed vector information
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struct CVector3s
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{
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sint16 x,y,z;
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void serial(NLMISC::IStream &f)
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{
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f.serial(x,y,z);
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}
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};
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public:
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/// Constructor
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CLodCharacterShape();
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/** build the Mesh base information
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* NB: SkinWeights array tells for each vertex what bone to use (for alpha test removing)
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*/
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void buildMesh(const std::string &name, const CLodCharacterShapeBuild &lodBuild);
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/** Add an animation. many nlAssert to verify array size etc... return false, if same AnimName exist.
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* NB: the entire animation is compressed to CVector3s internally.
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*/
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bool addAnim(const CAnimBuild &animBuild);
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/// serial this shape
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void serial(NLMISC::IStream &f);
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/// Get name of this lod
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const std::string & getName() const {return _Name;}
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/// get the animId from a name. -1 if not found
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sint getAnimIdByName(const std::string &name) const;
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/// get the number of vertices of this mesh
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uint getNumVertices() const {return _NumVertices;}
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/// get the number of triangles of this mesh
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uint getNumTriangles() const {return _NumTriangles;}
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/// get the number of bones
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uint getNumBones() const {return (uint)_Bones.size();}
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/// get a bone id, according to its name. -1 if not found
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sint getBoneIdByName(const std::string &name) const;
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/// get a ptr to the triangles indices
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const TLodCharacterIndexType *getTriangleArray() const;
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/// get the vector of triangles indices
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const std::vector<TLodCharacterIndexType> &getTriangleIndices() const {return _TriangleIndices;}
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/// get a ptr on the UVs.
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const CUV *getUVs() const;
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/// get a ptr to the triangles indices
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const CVector *getNormals() const;
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/** \name Vertex per Bone AlphaTesting
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* This system is used for example to remove weapon of a Lod, using AlphaTesting (ie the polygons
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* of the weapons are still drawn, but with alpha==0 => invisible)
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*/
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// @{
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/// init the process by resize-ing a tmp uint8 vector of getNumVertices() size, and reset to 0
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void startBoneAlpha(std::vector<uint8> &tmpAlphas) const;
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/// Add a bone alpha influence to tmpAlpha.
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void addBoneAlpha(uint boneId, std::vector<uint8> &tmpAlphas) const;
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// @}
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/** get a ptr to the vertices of the key according to animId and time.
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* NB: the anim Loop if wrapMode is true
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* \param unPackScaleFactor return value is the scale factor which to multiply
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* \return NULL if animId is not valid
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*/
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const CVector3s *getAnimKey(uint animId, TGlobalAnimationTime time, bool wrapMode, CVector &unPackScaleFactor) const;
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// *******************************
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private:
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/// A lod Animation
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struct CAnim
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{
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/// Name of the Anim.
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std::string Name;
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/// The number of Keys.
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uint32 NumKeys;
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/// The effective time of the animation
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float AnimLength;
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float OOAnimLength;
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/// The Scale factor to be multiplied to transform CVector3s to CVector
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CVector UnPackScaleFactor;
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/// List of Keys * NumVertices
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std::vector<CVector3s> Keys;
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void serial(NLMISC::IStream &f);
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};
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struct CVertexInf
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{
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// Id of the vertex that the bone influence.
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uint32 VertexId;
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// weight of influence
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float Influence;
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void serial(NLMISC::IStream &f)
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{
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f.serial(VertexId);
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f.serial(Influence);
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}
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};
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/// A Bone influence: list of all vertices to influence.
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struct CBoneInfluence
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{
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// Name of the bone.
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std::string Name;
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// list of vertex this bone influence.
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std::vector<CVertexInf> InfVertices;
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void serial(NLMISC::IStream &f);
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};
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/// Map name To Id.
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typedef std::map<std::string, uint32> TStrIdMap;
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typedef TStrIdMap::iterator ItStrIdMap;
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typedef TStrIdMap::const_iterator CstItStrIdMap;
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private:
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std::string _Name;
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uint32 _NumVertices;
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uint32 _NumTriangles;
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// UVs and Normals
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std::vector<CUV> _UVs;
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std::vector<CVector> _Normals;
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/// List of bones and vertices they influence
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std::vector<CBoneInfluence> _Bones;
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// The map of bone.
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TStrIdMap _BoneMap;
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/// numTriangles * 3.
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std::vector<TLodCharacterIndexType> _TriangleIndices;
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/// List of animation.
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std::vector<CAnim> _Anims;
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// The map of animation.
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TStrIdMap _AnimMap;
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};
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} // NL3D
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#endif // NL_LOD_CHARACTER_SHAPE_H
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/* End of lod_character_shape.h */
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